Chapter 11 of the lecture Game Programming taught at HAW Hamburg.
Introduction to kinematics and dynamics, numerical integration, rigid bodies, collision detection and resolving.
Game Programming 07 - Procedural Content GenerationNick Pruehs
Chapter 7 of the lecture Game Programming taught at HAW Hamburg.
Introduction to procedural content generation and its implication for the game design.
This document provides an overview of game architecture and development processes. It discusses the game loop, which involves updating the player and world simulation, and then rendering. It also covers pre-production, production, and maintenance stages. Pre-production involves prototyping gameplay and designing features. Production is when the full game is built iteratively. Maintenance includes patches, mod support, and ongoing content for multiplayer games.
NDC 2016 이은석 - 돌죽을 끓입시다: 창의적 게임개발팀을 위한 왓 스튜디오의 업무 문화Eunseok Yi
창의적이고 고품질의 게임 개발 결과물을 낼 수 있게 돕는 조직 내부의 개방적 업무 문화에 대한 강연입니다. 강연자가 책임자로 몸담고 있는 왓 스튜디오가 <야생의>를 만들면서 겪는 예시들을 들어서 설명합니다.
꿈과 열정에 기반한 자발적 업무 문화, 개인이 아닌 집단이 창의적인 결과물을 내게 일하는 방법, 지향점의 공유와 정렬, 효율적이고 개방적인 조직 구조, 의사소통에 쓰이는 수단들과 특성, 왓 스튜디오라는 집단이 굴러가며 <야생의> 같은 독특한 게임을 만들어가는 시스템 등에 대한 소개가 있을 예정입니다.
Chapter 11 of the lecture Game Programming taught at HAW Hamburg.
Introduction to kinematics and dynamics, numerical integration, rigid bodies, collision detection and resolving.
Game Programming 07 - Procedural Content GenerationNick Pruehs
Chapter 7 of the lecture Game Programming taught at HAW Hamburg.
Introduction to procedural content generation and its implication for the game design.
This document provides an overview of game architecture and development processes. It discusses the game loop, which involves updating the player and world simulation, and then rendering. It also covers pre-production, production, and maintenance stages. Pre-production involves prototyping gameplay and designing features. Production is when the full game is built iteratively. Maintenance includes patches, mod support, and ongoing content for multiplayer games.
NDC 2016 이은석 - 돌죽을 끓입시다: 창의적 게임개발팀을 위한 왓 스튜디오의 업무 문화Eunseok Yi
창의적이고 고품질의 게임 개발 결과물을 낼 수 있게 돕는 조직 내부의 개방적 업무 문화에 대한 강연입니다. 강연자가 책임자로 몸담고 있는 왓 스튜디오가 <야생의>를 만들면서 겪는 예시들을 들어서 설명합니다.
꿈과 열정에 기반한 자발적 업무 문화, 개인이 아닌 집단이 창의적인 결과물을 내게 일하는 방법, 지향점의 공유와 정렬, 효율적이고 개방적인 조직 구조, 의사소통에 쓰이는 수단들과 특성, 왓 스튜디오라는 집단이 굴러가며 <야생의> 같은 독특한 게임을 만들어가는 시스템 등에 대한 소개가 있을 예정입니다.
Player Traversal Mechanics in the Vast World of Horizon Zero DawnGuerrilla
Download the original PowerPoint presentation here: http://www.guerrilla-games.com/read/player-traversal-mechanics-in-the-vast-world-of-horizon-zero-dawn
Paul van Grinsven shows what is needed to make Aloy traverse the vast world of Horizon Zero Dawn, with its complex and organic environments. Various traversal mechanics are covered from a gameplay programmer's perspective, focusing on the interaction between code and animations. The different systems and techniques involved in the implementation of these mechanics are explained, and Van Grinsven looks at the underlying reasoning and design decisions.
마비노기 영웅전의 아트 디렉팅 : 풀타임 AD 없이 차세대 비주얼 구축하기
풀타임 AD(아트디렉터)를 따로 두지 않고, 디렉터가 AD를 겸임하는 특수한 형태로
개발을 진행해온 마비노기 영웅전에서 어떻게 고품질의 비주얼 결과물을 만들어 왔는지에 관한 이야기.
아트 디렉터의 역할, 그리고 차세대 게임 수준의 비주얼을 구축하기 위해 필요한 것들과 영웅전의 독특한 비주얼 요소들 소개.
Is Trunk-based Development Easy in Game Development?Perforce
Trunk-based development (TBD) can reduce complexity and speed up your game delivery, but it does come with its challenges. This session will run through the history of the 'Trunk Based Development' branching model, its modern usage in big enterprises, and how management and technical stakeholders can benefit from it.
In this session, you will learn:
The challenges associated with trunk-based development
How continuous integration can help
Why a "Single Source of Truth" is an important foundation to TBD
1. Pandemic uses cooperation as players must work together to treat disease outbreaks around the world before they get out of control. Players share resources and have a common goal of curing diseases.
2. Cartagena the Escape has a rescue mechanic as players work cooperatively to escape from a prison. They must overcome obstacles and rescue each other from guards.
3. Space Alert puts players on a team as they cooperate to navigate a spaceship and complete missions amid threats. Players must communicate and work together in real-time to survive threats and accomplish their goals.
This document discusses challenges in game development based on Nick Prühs' experience. It covers the diversity of game types and roles involved in development. It also discusses art pipelines, game engines, physics examples, and lessons learned from developing the "Campus Buddies" social game. Key lessons include expecting API changes, using existing solutions, making testing and deployment easy, mocking network interactions, standardizing code style, using a feature-based project structure, prioritizing collaboration, listening to players, implementing tutorials, considering 2D animation, and addressing challenges with localization.
Game Programming 04 - Style & Design PrinciplesNick Pruehs
Chapter 4 of the lecture Game Programming taught at HAW Hamburg.
Introduction to naming conventions, type and member design, exception design and common .NET interfaces.
Player Traversal Mechanics in the Vast World of Horizon Zero DawnGuerrilla
Download the original PowerPoint presentation here: http://www.guerrilla-games.com/read/player-traversal-mechanics-in-the-vast-world-of-horizon-zero-dawn
Paul van Grinsven shows what is needed to make Aloy traverse the vast world of Horizon Zero Dawn, with its complex and organic environments. Various traversal mechanics are covered from a gameplay programmer's perspective, focusing on the interaction between code and animations. The different systems and techniques involved in the implementation of these mechanics are explained, and Van Grinsven looks at the underlying reasoning and design decisions.
마비노기 영웅전의 아트 디렉팅 : 풀타임 AD 없이 차세대 비주얼 구축하기
풀타임 AD(아트디렉터)를 따로 두지 않고, 디렉터가 AD를 겸임하는 특수한 형태로
개발을 진행해온 마비노기 영웅전에서 어떻게 고품질의 비주얼 결과물을 만들어 왔는지에 관한 이야기.
아트 디렉터의 역할, 그리고 차세대 게임 수준의 비주얼을 구축하기 위해 필요한 것들과 영웅전의 독특한 비주얼 요소들 소개.
Is Trunk-based Development Easy in Game Development?Perforce
Trunk-based development (TBD) can reduce complexity and speed up your game delivery, but it does come with its challenges. This session will run through the history of the 'Trunk Based Development' branching model, its modern usage in big enterprises, and how management and technical stakeholders can benefit from it.
In this session, you will learn:
The challenges associated with trunk-based development
How continuous integration can help
Why a "Single Source of Truth" is an important foundation to TBD
1. Pandemic uses cooperation as players must work together to treat disease outbreaks around the world before they get out of control. Players share resources and have a common goal of curing diseases.
2. Cartagena the Escape has a rescue mechanic as players work cooperatively to escape from a prison. They must overcome obstacles and rescue each other from guards.
3. Space Alert puts players on a team as they cooperate to navigate a spaceship and complete missions amid threats. Players must communicate and work together in real-time to survive threats and accomplish their goals.
This document discusses challenges in game development based on Nick Prühs' experience. It covers the diversity of game types and roles involved in development. It also discusses art pipelines, game engines, physics examples, and lessons learned from developing the "Campus Buddies" social game. Key lessons include expecting API changes, using existing solutions, making testing and deployment easy, mocking network interactions, standardizing code style, using a feature-based project structure, prioritizing collaboration, listening to players, implementing tutorials, considering 2D animation, and addressing challenges with localization.
Game Programming 04 - Style & Design PrinciplesNick Pruehs
Chapter 4 of the lecture Game Programming taught at HAW Hamburg.
Introduction to naming conventions, type and member design, exception design and common .NET interfaces.
Game Programming 02 - Component-Based Entity SystemsNick Pruehs
The document discusses component-based entity systems for building game object models. It outlines some drawbacks of inheritance-based approaches, such as deep class hierarchies leading to call order issues. It then introduces an aggregation-based approach using entities, components, and systems. Entities are simple IDs, with all data and logic contained in independent, reusable components. Systems operate on components to implement game functionality without coupling. This approach has advantages like easy extensibility and multi-threading. Blueprints and attribute tables are discussed as ways to configure entities using components and data at runtime.
Game Programming 05 - Development ToolsNick Pruehs
Chapter 5 of the lecture Game Programming taught at HAW Hamburg.
Introduction to continuous integration, API documentation generation, analytics, static code analysis and crash dump analysis.
Game Programming 06 - Automated TestingNick Pruehs
Chapter 6 of the lecture Game Programming taught at HAW Hamburg.
Introduction to unit testing, integration testing, mocking and test-driven development in games.
When developing games, each and every one of us should strive for perfection. At my desk, I have put up a sign saying “What would Blizzard do?” This talk is about motivation, excitement and learning how to dissect other games in order to learn from each other.
Game Programming AI
This document discusses behavior trees, an approach to game AI architecture. Behavior trees split AI decision logic from actions and organize them into a directed tree structure. The root node executes logic which reports back as success, running, or failure. This passes control to child nodes. Key nodes include sequences which run children in order until failure, and selectors which run the first successful child. Behavior trees are modular, reusable, and can be data-driven to design AI visually without code. They have been successfully used in many games due to their flexibility and performance.
Scrum - but... Agile Game Development in Small TeamsNick Pruehs
The document discusses Scrum, an agile framework for managing product development. It describes Scrum roles like the Product Owner, Development Team, and Scrum Master. The Scrum process involves sprints, daily stand-ups, sprint planning and reviews. It also introduces an example game development team called Astro City working with Scrum.
The design and rules of games constantly change during development, invalidating your carefully engineered software from day to day. Entity systems are a great approach for getting rid of the many drawbacks of inheritance-based game models like the “diamond of death”, moving on to a much more flexible aggregation-based model which has been popular since Gas Powered Games’ Dungeon Siege.
This document discusses component-based entity systems for game development. It describes the disadvantages of inheritance-based models, including deep class hierarchies that are difficult to develop, maintain and extend. It then introduces an aggregation-based approach using entities composed of independent components. This approach favors composition over inheritance and improves extensibility. Finally, it describes entity system architectures where components contain data and systems contain logic, improving performance, serialization and other capabilities. Overall it advocates for entity systems as an easier way to build, maintain and extend game object models.
Designing an actor model game architecture with PonyNick Pruehs
Introduction to Pony, actor model, reference capabilities and making concurrent DirectX games with Pony.
Presented at MVP Fusion #3.
http://mvpfusion.azurewebsites.net/
Entity System Architecture with Unity - Unite Europe 2015Simon Schmid
Entity System Architecture with Unity - Unite Europe 2015
Entitas - open source Entity Component System for C# and Unity: https://github.com/sschmid/Entitas-CSharp
ECS architecture with Unity by example - Unite Europe 2016Simon Schmid
Simon Schmid (Wooga) and Maxim Zaks explain how the introduction of strict ECS architecture in Unity helped them to achieve easy to test, robust and scalable game logic. It also helped them to extract this logic and run it on a server. At Unite Europe 2015 they introduced their Open Source project Entitas-CSharp (https://github.com/sschmid/Entitas-CSharp), which helped them achieve all the benefits they listed before. This year they present an example which explains how ECS and Unity can co-exist and empower developers to have a clean, scalable and testable architecture. They cover the following topics: User Input, Integration with Unity Collision System, Reactive UI, Re-Playable games
This document provides an overview of Git workflows including branching, merging, Gitflow, GitHub Flow, and pull requests. It describes what branches are used for in Gitflow (feature, release, hotfix, master, develop) and how they are managed. GitHub Flow is also summarized as having descriptive branches off master that are reviewed via pull requests before being merged back to trigger deployment. Pull requests allow for code review and discussion before merging changes.
Git is a distributed version-control system for tracking changes in source code during software development.
GitFlow is a branching model for Git which is very well suited to collaboration and scaling the development team.
This document introduces Git Flow, a Git branching model that provides high-level repository operations. It outlines the main branches - master for production, develop for development, and supporting branches like feature, release, and hotfix. Git Flow is a collection of Git extensions that help initialize and manage branches through commands like git flow feature and git flow release. The model forms an easy to understand mental model for teams to share in their branching and releasing processes.
In a community setting here at WeWork Labs in NYC, Kevin McNamee, our lead developer, presented an introductory course on adding git best practices to your team's dev workflow.
The document discusses the Gitflow model for managing source code with Git. It describes the main branches - master, which reflects production-ready code; and develop, which reflects the latest development changes. Feature, release, and hotfix branches are used for supporting parallel development. Feature branches work on new features and merge back into develop. Release branches prepare releases and merge back into develop and master. Hotfix branches address critical production bugs and also merge back into develop and master.
I gave this presentation at the Israeli ALM User Group.
This is part 2 of a 2 part series on Git and Git workflows and introduces the most common Git workflows used by individuals, small co-located teams, large organizations, and distributed groups.
Git branching allows developers to work independently in parallel on different parts of the same project. Branches are pointers to commits and don't change the repository when created. Git checkout switches between branches, commits, and files. Git revert undoes changes by creating a new commit, while reset removes commits. Common workflows include centralize, feature branch, and Gitflow models, with the latter having main branches of master and develop plus supporting feature, release, and hotfix branches.
The Gitflow workflow dictates using separate branches for features, releases, and hotfixes. A develop branch stores new features and a master branch maintains production releases. Feature branches branch off develop, merge back upon completion. Release branches branch off develop, merge to both develop and master after testing. Hotfix branches directly address master and also merge to both develop and master.
GIT Details for people who:
* don't know what version control means
* don't know what distributed version control means
* Used to work on SVN (Subversion)
Git is a distributed version control system developed by Linus Torvalds for Linux kernel development. The presentation discusses various Git concepts and workflows including commands like git init, git clone, git add, git commit, and git push. It covers workflows like centralized, feature branch, and Gitflow along with hooks and GitHub features like pull requests and gists.
The document discusses several common Git workflows:
- The Basic/Centralized Workflow is the most basic, similar to SVN, with a single master branch and all changes committed directly to it.
- The Feature Branch Workflow involves branching by feature, with each developer working on their own branch before merging into master via a pull request. This avoids broken code and allows code review.
- The Gitflow Workflow manages features, releases, and hotfixes across main branches like master and develop, plus feature, release, and hotfix branches. It is more complex but provides more structure than the Feature Branch.
- The Forking Workflow differs in that there is no central repository - each developer has their own public server
The Gitflow workflow model provides a robust branching strategy for managing larger projects with multiple concurrent releases and features. It uses branches for features, releases, and hotfixes, with develop and master branches. Features are developed on feature branches off develop, releases are prepared on release branches off develop, and hotfixes are directly patched onto master.
This document outlines a Git branching model to allow for smooth development with isolated features. The model uses main branches of master and develop, and support branches of feature, release, and hotfix. Feature branches isolate new work and merge back to develop. Release branches prepare releases and merge to both develop and master. Hotfix branches address urgent bugs in master and also merge to both develop and master. This model aims to allow multiple developers to work independently while reducing conflicts and enabling flexible releases and rollbacks.
Source Control with Domino Designer 8.5.3 and Git (DanNotes, November 28, 2012)Per Henrik Lausten
See my blog post about the presentation:
http://per.lausten.dk/blog/2012/11/source-control-with-domino-designer-8-5-3-and-git-my-talk-at-dannotes-november-2012.html
In one of our weekly training, we’ve talked about Git. Here is a quick overview of the main concepts, basic commands and branching strategy, how to work with Git, how to contribute to an OSS project, …
Git is a distributed version control system that allows for non-linear development. It uses a local repository that tracks snapshots of files rather than file differences. The document discusses how to configure Git, create repositories, make commits, view commit histories, work with branches, merge branches, resolve conflicts, work with remote repositories, and leverage tools like Git stash and Git hosting platforms. Popular branching strategies like Git flow are also covered that establish best practices for team collaboration.
GitFlow is a branching model for managing code development in Git repositories. It defines main branches for production (master) and development (develop), as well as supporting branches for features, releases, and hotfixes. Feature branches are used to develop new functionality and are merged into develop, while release branches are used to prepare code for a release and are merged into both develop and master. Hotfix branches address issues in production and are also merged into both develop and master. The model aims to facilitate parallel development, collaboration, and release staging while supporting emergency fixes.
The document describes Clarive's branching model for managing code repositories. It avoids using a "develop" branch and instead uses release candidate branches for merging in features. Topic branches are isolated and merge directly into release branches. Released code is merged into the master branch. The model aims to keep history clean, make it easy to remove rejected features and move fixes between releases, and tie code deployment to branch statuses for continuous integration and delivery.
Sixth chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Understanding how to drive final character animation poses through animation blueprints and blend spaces
- Learning how to configure, combine and play sound assets
- Understanding the modular nature of particle effects in Unreal Engine
Unreal Engine Basics 05 - User InterfaceNick Pruehs
Fifth chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Understanding the difference between Unreal’s UI frameworks Slate and UMG
- Learning how to create basic and complex user interfaces in UMG
- Learning how to build a simple main menu
Forth chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Getting familiar with behavior trees in general
- Learning how to set up and use behavior trees in Unreal Engine
- Learning about the very basics of the Unreal Engine navigation system
Third chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Learning how to expose class fields and functions to blueprints
- Writing basic Unreal gameplay code, such as spawning actors, accessing components and listening for events
- Getting familiar with gameplay concepts in the context of Unreal, such as damage and collision
Second chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Getting familiar with the Unreal Level Editor
- Learning how to bind and handle player keyboard and mouse input
- Understanding character movement properties and functions
Unreal Engine Basics 01 - Game FrameworkNick Pruehs
First chapter of the lecture Unreal Engine Basics taught at SAE Institute Hamburg.
- Getting familiar with Unreal Engine as a technology, framework and toolset
- Learning the basics about writing Unreal Engine C++ code
This document provides an overview of version control systems and how to use Git. It discusses local and centralized version control before focusing on distributed version control with Git. The document then demonstrates how to install Git and SourceTree, create a GitHub account, add and commit files to a repository, pull and push changes, view history and more. It also covers advanced Git topics like branching, merging, and divergent histories.
Tool Development 10 - MVVM, Tool ChainsNick Pruehs
Chapter 10 of the lecture Tool Development taught at SAE Institute Hamburg.
Introduction to the MVVM pattern and advanced data binding concepts such as data conversion and data validation.
Digital Marketing Trends in 2024 | Guide for Staying AheadWask
https://www.wask.co/ebooks/digital-marketing-trends-in-2024
Feeling lost in the digital marketing whirlwind of 2024? Technology is changing, consumer habits are evolving, and staying ahead of the curve feels like a never-ending pursuit. This e-book is your compass. Dive into actionable insights to handle the complexities of modern marketing. From hyper-personalization to the power of user-generated content, learn how to build long-term relationships with your audience and unlock the secrets to success in the ever-shifting digital landscape.
A Comprehensive Guide to DeFi Development Services in 2024Intelisync
DeFi represents a paradigm shift in the financial industry. Instead of relying on traditional, centralized institutions like banks, DeFi leverages blockchain technology to create a decentralized network of financial services. This means that financial transactions can occur directly between parties, without intermediaries, using smart contracts on platforms like Ethereum.
In 2024, we are witnessing an explosion of new DeFi projects and protocols, each pushing the boundaries of what’s possible in finance.
In summary, DeFi in 2024 is not just a trend; it’s a revolution that democratizes finance, enhances security and transparency, and fosters continuous innovation. As we proceed through this presentation, we'll explore the various components and services of DeFi in detail, shedding light on how they are transforming the financial landscape.
At Intelisync, we specialize in providing comprehensive DeFi development services tailored to meet the unique needs of our clients. From smart contract development to dApp creation and security audits, we ensure that your DeFi project is built with innovation, security, and scalability in mind. Trust Intelisync to guide you through the intricate landscape of decentralized finance and unlock the full potential of blockchain technology.
Ready to take your DeFi project to the next level? Partner with Intelisync for expert DeFi development services today!
Trusted Execution Environment for Decentralized Process MiningLucaBarbaro3
Presentation of the paper "Trusted Execution Environment for Decentralized Process Mining" given during the CAiSE 2024 Conference in Cyprus on June 7, 2024.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/temporal-event-neural-networks-a-more-efficient-alternative-to-the-transformer-a-presentation-from-brainchip/
Chris Jones, Director of Product Management at BrainChip , presents the “Temporal Event Neural Networks: A More Efficient Alternative to the Transformer” tutorial at the May 2024 Embedded Vision Summit.
The expansion of AI services necessitates enhanced computational capabilities on edge devices. Temporal Event Neural Networks (TENNs), developed by BrainChip, represent a novel and highly efficient state-space network. TENNs demonstrate exceptional proficiency in handling multi-dimensional streaming data, facilitating advancements in object detection, action recognition, speech enhancement and language model/sequence generation. Through the utilization of polynomial-based continuous convolutions, TENNs streamline models, expedite training processes and significantly diminish memory requirements, achieving notable reductions of up to 50x in parameters and 5,000x in energy consumption compared to prevailing methodologies like transformers.
Integration with BrainChip’s Akida neuromorphic hardware IP further enhances TENNs’ capabilities, enabling the realization of highly capable, portable and passively cooled edge devices. This presentation delves into the technical innovations underlying TENNs, presents real-world benchmarks, and elucidates how this cutting-edge approach is positioned to revolutionize edge AI across diverse applications.
Skybuffer SAM4U tool for SAP license adoptionTatiana Kojar
Manage and optimize your license adoption and consumption with SAM4U, an SAP free customer software asset management tool.
SAM4U, an SAP complimentary software asset management tool for customers, delivers a detailed and well-structured overview of license inventory and usage with a user-friendly interface. We offer a hosted, cost-effective, and performance-optimized SAM4U setup in the Skybuffer Cloud environment. You retain ownership of the system and data, while we manage the ABAP 7.58 infrastructure, ensuring fixed Total Cost of Ownership (TCO) and exceptional services through the SAP Fiori interface.
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
This presentation provides valuable insights into effective cost-saving techniques on AWS. Learn how to optimize your AWS resources by rightsizing, increasing elasticity, picking the right storage class, and choosing the best pricing model. Additionally, discover essential governance mechanisms to ensure continuous cost efficiency. Whether you are new to AWS or an experienced user, this presentation provides clear and practical tips to help you reduce your cloud costs and get the most out of your budget.
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
Monitoring and Managing Anomaly Detection on OpenShift.pdfTosin Akinosho
Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
1. Introduction to Anomaly Detection
- Understand the fundamentals of anomaly detection and its importance in identifying unusual behavior or failures in systems.
2. Understanding Edge (IoT)
- Learn about edge computing and IoT, and how they enable real-time data processing and decision-making at the source.
3. What is ArgoCD?
- Discover ArgoCD, a declarative, GitOps continuous delivery tool for Kubernetes, and its role in deploying applications on edge devices.
4. Deployment Using ArgoCD for Edge Devices
- Step-by-step guide on deploying anomaly detection models on edge devices using ArgoCD.
5. Introduction to Apache Kafka and S3
- Explore Apache Kafka for real-time data streaming and Amazon S3 for scalable storage solutions.
6. Viewing Kafka Messages in the Data Lake
- Learn how to view and analyze Kafka messages stored in a data lake for better insights.
7. What is Prometheus?
- Get to know Prometheus, an open-source monitoring and alerting toolkit, and its application in monitoring edge devices.
8. Monitoring Application Metrics with Prometheus
- Detailed instructions on setting up Prometheus to monitor the performance and health of your anomaly detection system.
9. What is Camel K?
- Introduction to Camel K, a lightweight integration framework built on Apache Camel, designed for Kubernetes.
10. Configuring Camel K Integrations for Data Pipelines
- Learn how to configure Camel K for seamless data pipeline integrations in your anomaly detection workflow.
11. What is a Jupyter Notebook?
- Overview of Jupyter Notebooks, an open-source web application for creating and sharing documents with live code, equations, visualizations, and narrative text.
12. Jupyter Notebooks with Code Examples
- Hands-on examples and code snippets in Jupyter Notebooks to help you implement and test anomaly detection models.
Generating privacy-protected synthetic data using Secludy and MilvusZilliz
During this demo, the founders of Secludy will demonstrate how their system utilizes Milvus to store and manipulate embeddings for generating privacy-protected synthetic data. Their approach not only maintains the confidentiality of the original data but also enhances the utility and scalability of LLMs under privacy constraints. Attendees, including machine learning engineers, data scientists, and data managers, will witness first-hand how Secludy's integration with Milvus empowers organizations to harness the power of LLMs securely and efficiently.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
Skybuffer AI: Advanced Conversational and Generative AI Solution on SAP Busin...Tatiana Kojar
Skybuffer AI, built on the robust SAP Business Technology Platform (SAP BTP), is the latest and most advanced version of our AI development, reaffirming our commitment to delivering top-tier AI solutions. Skybuffer AI harnesses all the innovative capabilities of the SAP BTP in the AI domain, from Conversational AI to cutting-edge Generative AI and Retrieval-Augmented Generation (RAG). It also helps SAP customers safeguard their investments into SAP Conversational AI and ensure a seamless, one-click transition to SAP Business AI.
With Skybuffer AI, various AI models can be integrated into a single communication channel such as Microsoft Teams. This integration empowers business users with insights drawn from SAP backend systems, enterprise documents, and the expansive knowledge of Generative AI. And the best part of it is that it is all managed through our intuitive no-code Action Server interface, requiring no extensive coding knowledge and making the advanced AI accessible to more users.
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
2. Objectives
• To understand how to develop separate features without interfering
with other team members
• To get an idea of how to prepare a new release using a dedicated
branch
• To learn how to integrate hotfixes in live environments
2 / 17
3. GitFlow
• Originally developed by Vincent Driessen
• Assigns very specific roles to different branches, and defines how
and when they should interact
• Allows merging and branching to be part of your daily workflow
3 / 17
4. Main Branches
• master
origin/master HEAD is always ready for production
• develop
origin/develop HEAD always contains the latest delivered
development changes
Nightly builds are created from this branch
Whenever considered stable, merged back into master and
tagged
4 / 17
6. Supporting branches
• Feature branches
Allow parallel development
Make tracking features easier
• Release branches
Help preparing for releases
• Hotfix branches
Enable you to quickly fix live problems
6 / 17
7. Feature Branches
• Branch from and merge back into develop
• Used for developing new features
• Exists while the feature is in development
• Will eventually be
Merged back, to include the new feature in the next release, or
Discarded, if the feature should not be included
• Never directly interact with the master branch
7 / 17
9. Hint
Merging with the “no fast-
forward” option causes the
merge to always create a new
commit. This makes tracking of
your branches a lot easier!
9 / 17
10. Release Branches
• Branch from develop, and merge back into develop and master
• Created when all desired features for the next release have been
merged back into develop
• Supports preparation of a new production release
Setting up meta-data such as version numbers or database
connections
Generating API documentation
• Features for the next release can already merge back into develop
10 / 17
13. Hotfix Branches
• Branch from master, and merge back into develop and master
• Created when a critical bug in a production release has to be
resolved immediately
• Other team members can continue working on new features or the
next release
13 / 17
18. 5 Minute Review Session
• Name the two main branches and their roles!
• When and where are feature branches created?
• When and where are feature branches merged back?
• When and where are release branches created?
• When and where are release branches merged back?
• When and where are hotfix branches created?
• When and where are hotfix branches merged back?