Presentation from DevGamm Moscow 2014 on HTML5 Canvas rendering. Going in to detail on how to optimize your drawing to get higher framerates on mobile canvas.
1. The viewport meta tag allows defining the width of the viewport and preventing zooming. Using width=device-width makes pages fit different screen sizes.
2. CSS media queries allow applying styles based on screen width, height, resolution and orientation. Max-width/height update on rotation while max-device-width/height do not. Device pixel ratio helps target high resolution screens.
3. Orientation media queries allow portrait and landscape styles for devices like the iPad.
An high-level introduction to Phaser.js.
https://github.com/sH4rk0/meetupRush
https://github.com/sH4rk0/xmas2016
Thanks to Michel Wacker (@starnut) for some input.
Phaser is a free and open-source HTML5 game framework for building 2D games for desktop and mobile browsers. It uses Canvas or WebGL for rendering and JavaScript for game logic. The key classes needed to build a Bomberman game in Phaser include Phaser.Game to initialize the game, Phaser.Tilemap to add tiles, Phaser.Sprite and Phaser.AnimationManager to add game objects and animations, Phaser.Input to handle input, and Phaser.Physics.Arcade and Phaser.Physics.Arcade.Body to enable physics and detect collisions between objects. A working sample Bomberman game built with Phaser is provided at the given URL for reference.
How to fake a database/backend in Axure... and moreSandra González
For more information on London Axure Meetup visit:
http://AxureLondon.com
The RP File for the repeater widget presentation can be found here:
http://axurelondon.com/RP_Files/RepeaterWidget_AxureLondon.rp
Meetup Description:
Thank you all for voting on what our next topic should be. And the winner is (drum roll)... The Repeater Widget!
The Repeater Widget is one of the exciting new feature introduced with Axure 7, and it was created with the purpose of display repeating patterns of text, images, and links or in other words, the ability to "fake" a backend.
For Show-and-Tell, Scott from TalkTalk will walk us through the Axure prototype that helped shaped TalkTalk's current YouView TV app. He will demonstrate how to use Axure to prototype TV apps using a TV remote control to control the app…. I know what you all thinking… I had no idea that could even be done! If so, come along and check it out :D
Last but not least, I have a very special guest, author of the book Axure for Mobile, Lennart Hennigs, who will be joining us via Skype. I will have a few questions prepared for him, and I will be opening the floor for Q&A, so have your own brilliant mobile prototyping questions ready for him as well.
As always, there will be pizza and drinks sponsored by Axure, and I will have plenty this time, I pinky promise ;)
Well that's it for now, I hope to see you all in three week!
Cheers!
Sandra
Minifying javascript is a standard industry practice, but for competitions such as JS13k you have to go pretty far. This presentation covers some advanced techniques, what works, and what doesn't, to get your code as crunched as possible.
This document summarizes the differences between Adobe PhoneGap and Apache Cordova. Both PhoneGap and Cordova allow developers to build hybrid mobile apps using HTML, CSS, and JavaScript. While PhoneGap and Cordova provide the same core APIs, there are some differences in commands, default configuration files, and available versions. Overall, PhoneGap and Cordova result in apps with the same capabilities, but Cordova provides more flexibility in customizing native code.
This document provides an overview of developing apps for the iPad using web technologies like HTML5, CSS3, and JavaScript compared to developing native apps. It discusses key differences like the APIs available, performance, costs, updating processes, and more. It then provides best practices for web design on iPads, including considerations for touch targets, orientations, animations, images, and more. It also covers specific technologies like HTML5, CSS3, JavaScript, and backend development approaches. The overall message is that web development for iPads is very capable with modern techniques.
1. The viewport meta tag allows defining the width of the viewport and preventing zooming. Using width=device-width makes pages fit different screen sizes.
2. CSS media queries allow applying styles based on screen width, height, resolution and orientation. Max-width/height update on rotation while max-device-width/height do not. Device pixel ratio helps target high resolution screens.
3. Orientation media queries allow portrait and landscape styles for devices like the iPad.
An high-level introduction to Phaser.js.
https://github.com/sH4rk0/meetupRush
https://github.com/sH4rk0/xmas2016
Thanks to Michel Wacker (@starnut) for some input.
Phaser is a free and open-source HTML5 game framework for building 2D games for desktop and mobile browsers. It uses Canvas or WebGL for rendering and JavaScript for game logic. The key classes needed to build a Bomberman game in Phaser include Phaser.Game to initialize the game, Phaser.Tilemap to add tiles, Phaser.Sprite and Phaser.AnimationManager to add game objects and animations, Phaser.Input to handle input, and Phaser.Physics.Arcade and Phaser.Physics.Arcade.Body to enable physics and detect collisions between objects. A working sample Bomberman game built with Phaser is provided at the given URL for reference.
How to fake a database/backend in Axure... and moreSandra González
For more information on London Axure Meetup visit:
http://AxureLondon.com
The RP File for the repeater widget presentation can be found here:
http://axurelondon.com/RP_Files/RepeaterWidget_AxureLondon.rp
Meetup Description:
Thank you all for voting on what our next topic should be. And the winner is (drum roll)... The Repeater Widget!
The Repeater Widget is one of the exciting new feature introduced with Axure 7, and it was created with the purpose of display repeating patterns of text, images, and links or in other words, the ability to "fake" a backend.
For Show-and-Tell, Scott from TalkTalk will walk us through the Axure prototype that helped shaped TalkTalk's current YouView TV app. He will demonstrate how to use Axure to prototype TV apps using a TV remote control to control the app…. I know what you all thinking… I had no idea that could even be done! If so, come along and check it out :D
Last but not least, I have a very special guest, author of the book Axure for Mobile, Lennart Hennigs, who will be joining us via Skype. I will have a few questions prepared for him, and I will be opening the floor for Q&A, so have your own brilliant mobile prototyping questions ready for him as well.
As always, there will be pizza and drinks sponsored by Axure, and I will have plenty this time, I pinky promise ;)
Well that's it for now, I hope to see you all in three week!
Cheers!
Sandra
Minifying javascript is a standard industry practice, but for competitions such as JS13k you have to go pretty far. This presentation covers some advanced techniques, what works, and what doesn't, to get your code as crunched as possible.
This document summarizes the differences between Adobe PhoneGap and Apache Cordova. Both PhoneGap and Cordova allow developers to build hybrid mobile apps using HTML, CSS, and JavaScript. While PhoneGap and Cordova provide the same core APIs, there are some differences in commands, default configuration files, and available versions. Overall, PhoneGap and Cordova result in apps with the same capabilities, but Cordova provides more flexibility in customizing native code.
This document provides an overview of developing apps for the iPad using web technologies like HTML5, CSS3, and JavaScript compared to developing native apps. It discusses key differences like the APIs available, performance, costs, updating processes, and more. It then provides best practices for web design on iPads, including considerations for touch targets, orientations, animations, images, and more. It also covers specific technologies like HTML5, CSS3, JavaScript, and backend development approaches. The overall message is that web development for iPads is very capable with modern techniques.
During this intimate lunchtime session, Rob Hawkes will bring you up to speed with the HTML5 and JavaScript game development scene. He'll show off some of the best games that are already out there, highlight the key lessons that he's learnt, and highlight the technologies and game engines that you need to be looking at. Interested in making games on the Web? Definitely don't miss this talk.
Flash is a tool for adding interactivity, video, and animation to web pages. While HTML5 and other technologies provide alternatives, Flash continues to grow and perform well on mobile and desktop. Each technology has pros and cons for different uses, so developers must understand the options and choose what works best for their needs and platforms. While Flash faces challenges on mobile browsers, it performs native apps well on Android and other platforms. The future involves using multiple technologies together instead of replacing Flash entirely.
Angels versus demons: balancing shiny and inclusiveChris Mills
The modern web developer faces a moral choice when creating sites and apps. The angel on your shoulder tells you to use standards and respect accessibility across users of AT, older browsers, mobile, etc. The devil on your other shoulder meanwhile tells you to use all the shiny, satisfy your ego, and leave user agents over two weeks old in the dust.
This talk walks you through the dilemma, looking at the perils of embracing the serpent and presenting solutions that will allow you to achieve a satisfactory compromise. We know the devil has all the good albums, and we want to rock out as much as you do! But not at the expense of the Web’s greatest strengths!
- Nic Jansma is a developer who previously worked at Microsoft and recently founded Wolverine Digital to develop high-performance websites and apps.
- He used Appcelerator Titanium to build cross-platform mobile apps, including a LEGO Minifigure catalog app, allowing him to write code once and deploy to both iOS and Android.
- While Titanium allowed cross-platform development, Nic still encountered platform-specific issues and the need to occasionally write platform-specific code, but found Titanium a good choice overall for his needs.
PhoneGap is a framework for building cross-platform mobile apps using HTML, CSS and JavaScript. It allows accessing native device features like the camera and contacts via JavaScript APIs. Apps built with PhoneGap can run on platforms like iOS, Android, Windows Phone and Blackberry. While the apps have a native look and feel, they are actually wrapped webviews displaying web-based content. The document discusses PhoneGap's capabilities, considerations around performance and differences in platform styling. It also provides tips on tools for easier compilation, dealing with memory leaks and deploying apps to app stores.
Delivered at Casual Connect Europe 2016
Many believe that HTML5 for games is still a promise that has never materialized. But while the industry has primarily focused on native app-stores and Unity, the app-stores are becoming nearly impenetrable for most game developers and a Flash apocalypse might be close. BoosterMedia’s CEO Laurens Rutten will demonstrate that high quality HTML5 games are successfully published, full 3D HTML5 games are here now and that even Triple-A game companies are choosing HTML5 as an integral part of their cross-platform strategy.
- This book uses a visual and engaging style to help the reader learn and retain information, based on research in cognitive science and educational psychology. Graphics and images are more memorable than text alone and can improve recall and understanding.
- The book is intended for readers who want to learn Android development in an entertaining way rather than through dry academic lectures. Some technical knowledge is assumed but the reader does not need to be an expert.
- By making the content surprising, novel and relevant to the reader's interests, the book aims to capture the reader's attention and help their brain process and retain important information instead of ignoring it as unimportant.
First day of slides for @GAFFTA workshop http://www.gaffta.org/2012/07/24/hacking-the-kinect-with-openframeworks/
Part 1 of the live stream : http://www.youtube.com/watch?v=WXfy8Cuje-0&feature=plcp
Part 2 of the live stream :
http://www.youtube.com/watch?v=I80FsOlMPj8&feature=plcp
Adobe Flash has evolved from a tool for simple vector animations and interactivity to a platform for rich media, games, and applications, but recent developments have diminished its role on the modern web. It started by adding capabilities like video playback and webcam support. However, the rise of mobile devices without Flash support, and the development of open web standards for multimedia, led Flash's prominence to decline. While still used for games, video, and by some creators, its future role is uncertain as HTML5 and native apps become more capable.
HTML5 games can be built using HTML, CSS, and JavaScript. Additional technologies like WebGL may be used for 3D games. Games require backend servers for data storage, which can be self-hosted or through backend services. HTML5 games can be distributed by embedding them on web pages or wrapping them into native mobile and desktop apps. Game frameworks provide common game components to speed up development and avoid recreating common functionality. Popular free frameworks include LimeJS, Quintus, CraftyJS, MelonJS, Phaser, Pixie, and BabylonJS.
The document discusses adopting the new Silverlight technology for building applications. It notes that Silverlight allows for creating unique user experiences but adopting a new technology comes with risks. To be successful with Silverlight, one needs to understand how it differs from other technologies. The document also discusses improving innovation through collaboration both within an organization and with external partners.
The document compares development for Android and iOS platforms. It discusses differences in development costs, screen sizes and resolutions, user experience, physical buttons, supported coding languages, navigation patterns, and target audience reach for each platform. Overall, iOS development typically costs more but offers a more uniform experience across devices, while Android development has more variable costs and experiences due to variations in hardware and customizations from manufacturers.
These are the slides for the Austin Adobe User Group presentation on Responsive Web Design and Retina Displays on 9/14/12. The code example files are at: https://github.com/elimc/AAUG-RWD-and-Retina_9-14-12
Building Websites of the Future With Drupal 7Jay Epstein
- Drupal is an open-source content management system (CMS) that can be used to create websites and applications. It was originally created in 2001 by Dries Buytaert as a college project.
- Drupal has grown significantly since then and is now used by over 2% of the top million websites worldwide. Major sites like the White House, PopSci, and The Economist use Drupal.
- Drupal provides tools and modules for building websites, including content types, themes, blocks, views, taxonomy, and user roles and permissions. It is highly customizable and can scale from basic personal sites to large complex sites.
Building Websites of the Future With Drupal 7Jay Epstein
- Drupal is an open-source content management system (CMS) that can be used to create websites and applications. It was originally created in 2001 by Dries Buytaert as a message board for a student project.
- Drupal has grown significantly since then and is now used by over 2% of the top million websites worldwide. Major sites like the White House, Economist, and Warner Bros use Drupal.
- Drupal provides tools and modules for building websites, including content types, themes, blocks, views, taxonomy, and user roles/permissions to control site access and functionality. It is highly customizable and can scale from basic personal sites to large complex sites.
Building an Open Source iOS app: lessons learnedWojciech Koszek
Building an Open Source iOS app: lessons learned
Dec 12, 2016, Hacker Dojo (Santa Clara), 6pm
In this talk I'm going to talk about lessons learned from building Sensorama (http://www.sensorama.org), an Open Source sensor platform for data science. The main theme of the talk will be Open Source: what is great about it, what is bad and how you must become a part of the Open Source community to really move quickly and benefit from it. For this project, I did both the code and the design, so you'll have a chance to see how solo-developer deals with time/feature constraints, which tools I've used and what my approach towards development in this mode is. In other words: I'll tell you what I did to stay sane. If the iOS development were a walk in a dark city park, this talk may turn out to be your flashlight. If you like it, star it at GitHub: https://github.com/wkoszek/sensorama-ios
Agenda
https://www.meetup.com/svmobiledev/events/235836893/
Materials
https://github.com/wkoszek/talks/tree/master/svmobiledev2016
Some links from the slides
Fake it till you make it presentation https://developer.apple.com/videos/play/wwdc2014/223
Designing for Future Hardware https://developer.apple.com/videos/play/wwdc2015/801/
References
WWW: http://www.sensorama.org
GitHub (code): https://github.com/wkoszek/sensorama-ios
GitHub (artwork): https://github.com/wkoszek/sensorama-artwork
Author
WWW: http://www.koszek.com
Twitter: https://twitter.com/wkoszek
LinkedIn: https://www.linkedin.com/in/wkoszek/
Email: wojciech (at) koszek.com
The near future of real web applicationsX.commerce
There is a lot of noise being made about HTML5 as the new web technology to use and markets for apps as the best way to sell products and distribute applications to our end users. In reality there is not much new about it - all we are doing is treating the web as a distribution and sharing platform and browsers as the software to run our applications on. In this talk Christian Heilmann of Mozilla shows how in the near future application installation and in-app payments can happen on the most distributed market there is - the internet and through your browser. You will see how the technologies we build web sites in got an upgrade to allow us to build light-weight and focused applications that allow our end users to reach their goals faster and in a more re-usable fashion than with traditional ecommerce. Browsers and hardware are becoming more powerful each day, it is time to use that power in a sensible manner.
ADOBE MAX 2006 - "Developing Flash Lite Games" Conference - by Didier Agani (...Didier A
This is the slide for my conference about "Developing Flash Lite Games" at AdobeMax event in 2006 (Las Vegas).
It no longer reflects the mobile reality :) But it is nice to see how Adobe Flash Lite was about to become something big, and finally, did not.
Anyway, this was my very first big conference, and it's been an impressive experience ! Thank you Adobe :)
More info about the conference: http://www.adobe.com/events/max/sessions/md202w.html
The document discusses various Platform as a Service (PaaS) technologies including Amazon Web Services, Google App Engine, and Microsoft Live Mesh. It notes that these services allow developers to avoid maintaining their own infrastructure and focus on their applications instead. The document also covers JavaFX, a new platform from Sun Microsystems that aims to enable rich user experiences across devices using Java technologies.
During this intimate lunchtime session, Rob Hawkes will bring you up to speed with the HTML5 and JavaScript game development scene. He'll show off some of the best games that are already out there, highlight the key lessons that he's learnt, and highlight the technologies and game engines that you need to be looking at. Interested in making games on the Web? Definitely don't miss this talk.
Flash is a tool for adding interactivity, video, and animation to web pages. While HTML5 and other technologies provide alternatives, Flash continues to grow and perform well on mobile and desktop. Each technology has pros and cons for different uses, so developers must understand the options and choose what works best for their needs and platforms. While Flash faces challenges on mobile browsers, it performs native apps well on Android and other platforms. The future involves using multiple technologies together instead of replacing Flash entirely.
Angels versus demons: balancing shiny and inclusiveChris Mills
The modern web developer faces a moral choice when creating sites and apps. The angel on your shoulder tells you to use standards and respect accessibility across users of AT, older browsers, mobile, etc. The devil on your other shoulder meanwhile tells you to use all the shiny, satisfy your ego, and leave user agents over two weeks old in the dust.
This talk walks you through the dilemma, looking at the perils of embracing the serpent and presenting solutions that will allow you to achieve a satisfactory compromise. We know the devil has all the good albums, and we want to rock out as much as you do! But not at the expense of the Web’s greatest strengths!
- Nic Jansma is a developer who previously worked at Microsoft and recently founded Wolverine Digital to develop high-performance websites and apps.
- He used Appcelerator Titanium to build cross-platform mobile apps, including a LEGO Minifigure catalog app, allowing him to write code once and deploy to both iOS and Android.
- While Titanium allowed cross-platform development, Nic still encountered platform-specific issues and the need to occasionally write platform-specific code, but found Titanium a good choice overall for his needs.
PhoneGap is a framework for building cross-platform mobile apps using HTML, CSS and JavaScript. It allows accessing native device features like the camera and contacts via JavaScript APIs. Apps built with PhoneGap can run on platforms like iOS, Android, Windows Phone and Blackberry. While the apps have a native look and feel, they are actually wrapped webviews displaying web-based content. The document discusses PhoneGap's capabilities, considerations around performance and differences in platform styling. It also provides tips on tools for easier compilation, dealing with memory leaks and deploying apps to app stores.
Delivered at Casual Connect Europe 2016
Many believe that HTML5 for games is still a promise that has never materialized. But while the industry has primarily focused on native app-stores and Unity, the app-stores are becoming nearly impenetrable for most game developers and a Flash apocalypse might be close. BoosterMedia’s CEO Laurens Rutten will demonstrate that high quality HTML5 games are successfully published, full 3D HTML5 games are here now and that even Triple-A game companies are choosing HTML5 as an integral part of their cross-platform strategy.
- This book uses a visual and engaging style to help the reader learn and retain information, based on research in cognitive science and educational psychology. Graphics and images are more memorable than text alone and can improve recall and understanding.
- The book is intended for readers who want to learn Android development in an entertaining way rather than through dry academic lectures. Some technical knowledge is assumed but the reader does not need to be an expert.
- By making the content surprising, novel and relevant to the reader's interests, the book aims to capture the reader's attention and help their brain process and retain important information instead of ignoring it as unimportant.
First day of slides for @GAFFTA workshop http://www.gaffta.org/2012/07/24/hacking-the-kinect-with-openframeworks/
Part 1 of the live stream : http://www.youtube.com/watch?v=WXfy8Cuje-0&feature=plcp
Part 2 of the live stream :
http://www.youtube.com/watch?v=I80FsOlMPj8&feature=plcp
Adobe Flash has evolved from a tool for simple vector animations and interactivity to a platform for rich media, games, and applications, but recent developments have diminished its role on the modern web. It started by adding capabilities like video playback and webcam support. However, the rise of mobile devices without Flash support, and the development of open web standards for multimedia, led Flash's prominence to decline. While still used for games, video, and by some creators, its future role is uncertain as HTML5 and native apps become more capable.
HTML5 games can be built using HTML, CSS, and JavaScript. Additional technologies like WebGL may be used for 3D games. Games require backend servers for data storage, which can be self-hosted or through backend services. HTML5 games can be distributed by embedding them on web pages or wrapping them into native mobile and desktop apps. Game frameworks provide common game components to speed up development and avoid recreating common functionality. Popular free frameworks include LimeJS, Quintus, CraftyJS, MelonJS, Phaser, Pixie, and BabylonJS.
The document discusses adopting the new Silverlight technology for building applications. It notes that Silverlight allows for creating unique user experiences but adopting a new technology comes with risks. To be successful with Silverlight, one needs to understand how it differs from other technologies. The document also discusses improving innovation through collaboration both within an organization and with external partners.
The document compares development for Android and iOS platforms. It discusses differences in development costs, screen sizes and resolutions, user experience, physical buttons, supported coding languages, navigation patterns, and target audience reach for each platform. Overall, iOS development typically costs more but offers a more uniform experience across devices, while Android development has more variable costs and experiences due to variations in hardware and customizations from manufacturers.
These are the slides for the Austin Adobe User Group presentation on Responsive Web Design and Retina Displays on 9/14/12. The code example files are at: https://github.com/elimc/AAUG-RWD-and-Retina_9-14-12
Building Websites of the Future With Drupal 7Jay Epstein
- Drupal is an open-source content management system (CMS) that can be used to create websites and applications. It was originally created in 2001 by Dries Buytaert as a college project.
- Drupal has grown significantly since then and is now used by over 2% of the top million websites worldwide. Major sites like the White House, PopSci, and The Economist use Drupal.
- Drupal provides tools and modules for building websites, including content types, themes, blocks, views, taxonomy, and user roles and permissions. It is highly customizable and can scale from basic personal sites to large complex sites.
Building Websites of the Future With Drupal 7Jay Epstein
- Drupal is an open-source content management system (CMS) that can be used to create websites and applications. It was originally created in 2001 by Dries Buytaert as a message board for a student project.
- Drupal has grown significantly since then and is now used by over 2% of the top million websites worldwide. Major sites like the White House, Economist, and Warner Bros use Drupal.
- Drupal provides tools and modules for building websites, including content types, themes, blocks, views, taxonomy, and user roles/permissions to control site access and functionality. It is highly customizable and can scale from basic personal sites to large complex sites.
Building an Open Source iOS app: lessons learnedWojciech Koszek
Building an Open Source iOS app: lessons learned
Dec 12, 2016, Hacker Dojo (Santa Clara), 6pm
In this talk I'm going to talk about lessons learned from building Sensorama (http://www.sensorama.org), an Open Source sensor platform for data science. The main theme of the talk will be Open Source: what is great about it, what is bad and how you must become a part of the Open Source community to really move quickly and benefit from it. For this project, I did both the code and the design, so you'll have a chance to see how solo-developer deals with time/feature constraints, which tools I've used and what my approach towards development in this mode is. In other words: I'll tell you what I did to stay sane. If the iOS development were a walk in a dark city park, this talk may turn out to be your flashlight. If you like it, star it at GitHub: https://github.com/wkoszek/sensorama-ios
Agenda
https://www.meetup.com/svmobiledev/events/235836893/
Materials
https://github.com/wkoszek/talks/tree/master/svmobiledev2016
Some links from the slides
Fake it till you make it presentation https://developer.apple.com/videos/play/wwdc2014/223
Designing for Future Hardware https://developer.apple.com/videos/play/wwdc2015/801/
References
WWW: http://www.sensorama.org
GitHub (code): https://github.com/wkoszek/sensorama-ios
GitHub (artwork): https://github.com/wkoszek/sensorama-artwork
Author
WWW: http://www.koszek.com
Twitter: https://twitter.com/wkoszek
LinkedIn: https://www.linkedin.com/in/wkoszek/
Email: wojciech (at) koszek.com
The near future of real web applicationsX.commerce
There is a lot of noise being made about HTML5 as the new web technology to use and markets for apps as the best way to sell products and distribute applications to our end users. In reality there is not much new about it - all we are doing is treating the web as a distribution and sharing platform and browsers as the software to run our applications on. In this talk Christian Heilmann of Mozilla shows how in the near future application installation and in-app payments can happen on the most distributed market there is - the internet and through your browser. You will see how the technologies we build web sites in got an upgrade to allow us to build light-weight and focused applications that allow our end users to reach their goals faster and in a more re-usable fashion than with traditional ecommerce. Browsers and hardware are becoming more powerful each day, it is time to use that power in a sensible manner.
ADOBE MAX 2006 - "Developing Flash Lite Games" Conference - by Didier Agani (...Didier A
This is the slide for my conference about "Developing Flash Lite Games" at AdobeMax event in 2006 (Las Vegas).
It no longer reflects the mobile reality :) But it is nice to see how Adobe Flash Lite was about to become something big, and finally, did not.
Anyway, this was my very first big conference, and it's been an impressive experience ! Thank you Adobe :)
More info about the conference: http://www.adobe.com/events/max/sessions/md202w.html
The document discusses various Platform as a Service (PaaS) technologies including Amazon Web Services, Google App Engine, and Microsoft Live Mesh. It notes that these services allow developers to avoid maintaining their own infrastructure and focus on their applications instead. The document also covers JavaFX, a new platform from Sun Microsystems that aims to enable rich user experiences across devices using Java technologies.
Similar to HTML5 Canvas Performance optimization (20)
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
5th LF Energy Power Grid Model Meet-up SlidesDanBrown980551
5th Power Grid Model Meet-up
It is with great pleasure that we extend to you an invitation to the 5th Power Grid Model Meet-up, scheduled for 6th June 2024. This event will adopt a hybrid format, allowing participants to join us either through an online Mircosoft Teams session or in person at TU/e located at Den Dolech 2, Eindhoven, Netherlands. The meet-up will be hosted by Eindhoven University of Technology (TU/e), a research university specializing in engineering science & technology.
Power Grid Model
The global energy transition is placing new and unprecedented demands on Distribution System Operators (DSOs). Alongside upgrades to grid capacity, processes such as digitization, capacity optimization, and congestion management are becoming vital for delivering reliable services.
Power Grid Model is an open source project from Linux Foundation Energy and provides a calculation engine that is increasingly essential for DSOs. It offers a standards-based foundation enabling real-time power systems analysis, simulations of electrical power grids, and sophisticated what-if analysis. In addition, it enables in-depth studies and analysis of the electrical power grid’s behavior and performance. This comprehensive model incorporates essential factors such as power generation capacity, electrical losses, voltage levels, power flows, and system stability.
Power Grid Model is currently being applied in a wide variety of use cases, including grid planning, expansion, reliability, and congestion studies. It can also help in analyzing the impact of renewable energy integration, assessing the effects of disturbances or faults, and developing strategies for grid control and optimization.
What to expect
For the upcoming meetup we are organizing, we have an exciting lineup of activities planned:
-Insightful presentations covering two practical applications of the Power Grid Model.
-An update on the latest advancements in Power Grid -Model technology during the first and second quarters of 2024.
-An interactive brainstorming session to discuss and propose new feature requests.
-An opportunity to connect with fellow Power Grid Model enthusiasts and users.
Dandelion Hashtable: beyond billion requests per second on a commodity serverAntonios Katsarakis
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How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
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Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
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.
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Ever-changing customer expectations demand more modern digital experiences, and the bank needed to find a solution that could provide real-time data to its customer channels with low latency and operating costs. Join this session to learn how Citizens is leveraging Precisely to replicate mainframe data to its customer channels and deliver on their “modern digital bank” experiences.
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HTML5 Canvas Performance optimization
1. May 2014
Overcoming the bottleneck of HTML5
canvas game performance
David Goemans
Moscow | 2014
2. About us
BoosterMedia was founded in 2009 and is now
the leading HTML5 games company worldwide
The BoosterMedia HQ is based in Amsterdam, with
offices in Tokyo, London, Singapore and São Paulo
BoosterMedia runs 100+ white-label HTML5
channels for media companies, game brands, Telcos and
OEMs
Reaching over 6 million HTML5 gamers every month
Largest HTML5 games-catalogue: over 350 titles
available, new games are added on a weekly basis
And in-house Game Studio for high-end HTML5
games
Mobile Entertainment Awards Winner ’13
“Best mobile social games platform”
BoosterMedia is backed by leading European VCs
3. 100+ HTML5 Game stores for brands
1. Branded game stores 2. Lots of HTML5 games 3. Revenue generation
4. About me
David Goemans
6 years games industry experience, 8 years programming professionally
Until last year making indie games, mostly C++ and C#
Now, Lead Game Developer @ BoosterMedia, HTML5 & Javascript
5. There's a problem?
Device
100 Images
50x50px
5 Fullscreen
Images
iPhone 4 Safari 55 fps 30 fps
iPad 2 Safari 60 fps 50 fps
Samsung Galaxy S3 Internet 30 fps 25 fps
Samsung Galaxy S3 Chrome 50 fps 60 fps
Samsung Galaxy S4 Internet 30 fps 30 fps
Samsung Galaxy S4 Chrome 35 fps ??? 45 fps ???
Sony Xperia Z1 Chrome 60 fps 60 fps
Canvas Draw call and Fill rate benchmarks
WebGL is also no silver bullet! Canvas performance in the few
browsers that support WebGL is generally good, so it doesn't really
solve a problem.
6. iOS
iOS Generally works well, except...
Fullscreen draw calls are often slow (especially on iPads)
UIWebView is much slower with Canvas rendering than Safari
Javascript calls in UIWebView are much slower than Safari
All browsers other than Safari use UIWebView internally due to Apple's Policies.
This means that Safari will always give the best performance.
7. Stock Android < 4.4
Android is a double edged sword
The stock Android browser is often compared to IE6. While it has far greater
standards support, what makes it potentially worse is that the OEMs control their
own implementations.
Samsung, LG and HTC devices all have slightly different stock browsers, all with
their own quirks and bugs. Sony gives you Chrome as the stock browser!
We've seen better Frame rates in Bubble Fever
on the Galaxy S2 than the Galaxy S4
8. Stock Android 4.4
Stock Android browser is normally built off the Android
Webview.
The WebView in Android 4.4 is being replaced by Chromium,
and many manufacturers have built their new browser on this.
In the long term this is great, but in the short term, it's bad.
Android 4.4 WebView doesn't support hardware accelerated canvas. This has been
fixed already and will probably make the next Android OS update. This leaves
HTML5 games in a bad situation for Android 4.4.
9. Windows Phone
WP 8 Deserves an honorable mention
Almost everything works out of the box.
Performance is good, still works on low end devices ( like the Lumia 520 )
Some odd css/js standards issues, but we had similar bugs in Firefox
IE Mobile behaves exactly like the Internet Explorer PC
10. Quick cheats that sometimes work
Upscale as much as looks good
Cut down on translate()/save()/restore() calls! Often used when not needed.
Use context.width = context.width to clear (except on the Galaxy S3 webview)
Add 3d transforms to the body css
Use Spritesheets to avoid texture swaps
Be smart with your textures! Less draw calls == faster!!
Spread text updates over a few frames. Text is slow!
Don't draw if you don't have to (ie, if nothing has changed). Layers help!
11. Slow drawing performance
Fullscreen draw calls are slow and can be sped up using canvas layers
Even if you use an engine like Phaser, add your own canvas to draw behind the
stage canvas of the engine, and set the stage canvas to transparent.
Only draw things on the background layer when they need updates, use the main
layer for all moving things.
12. Lag spikes
Pooling with a default sized pool helped resolve most lag spikes. A pool is
basically an array with a set of pre-created objects. You can retrieve an unused
object from the list instead of creating a new one, and put back finished objects
instead of destroying them. By not destroying, there's no garbage. By pre-creating
multiple objects, you can cut down on object allocations.
Identify when the spikes occur
Work out what causes them with the profiler
Normally it's creating a sprite/effect, switching a texture, or garbage collection
Create a pool of the offending object.
13. Profile, profile, profile
Chrome is your best friend!
Profile on the desktop and on devices
Use Canvas Profiler to see draw calls
Use JavaScript CPU profiling to see
Analyze the results to see what's eating up your CPU cycles
Remember 1 frame @ 30FPS == 33ms. Every ms counts!
15. We want your games!!
license@boostermedia.com
Twitter: @boostermedia
www.boostermedia.com
CONTACT US
Any technical questions?
david.goemans@boostermedia.com
Twitter: @dgoemans
www.boostermedia.com
Download this presentation:
link: http://is.gd/html5profiling