Luis Camicado e Henrique Poyatos, Front End Developer e Professor de EAD da FIAP falam sobre Animações simples com o three.js no JS Experience'17
Saiba mais em https://eventos.imasters.com.br/jsexperience
This document summarizes a laboratory work on the Blockly "Fabrika" theme. It discusses working with SVG files, scaling images, and representing images in Blockly. It also includes the original SVG code, JavaScript code to display a cylinder in WebGL, and Blockly blocks for defining an HTML body and cylinder.
Three.js is a powerful JavaScript library for creating 3D graphics in a web browser using WebGL. It allows placing 3D objects into a scene, defining a camera to view the scene, adding lighting, and rendering the 3D graphics. The basics of three.js include setting up a scene, camera, lights, geometry for 3D objects, materials, and a renderer. Examples are provided of what can be created with three.js like animated 3D graphics and a preview of a simple rolling ball demo.
This document contains JavaScript code to retrieve the top commentators on a blog and display their avatars, names, and number of comments. It makes API calls to fetch comment data, filters out excluded users, calculates comment counts, sorts the results, and replaces variables in an HTML template to display the top commentators.
This document discusses using UIWebView in iOS applications. It covers loading HTML and CSS content into UIWebView, handling touch events, supporting Retina displays, and using CSS effects like gradients, shadows, animations and rounded corners. It also provides resources for learning more about web development for iOS like the Safari Developer Center documentation.
Creating Applications with WebGL and Three.jsFuture Insights
James Williams's talk from Future Insights Live 2014 in Las Vegas: "There was once a time where gaming in the browser meant Flash. That time is no more. In this session, you’ll learn the basics of game programming, WebGL, and how to use Three.js to create WebGL applications."
Miss his talk? Join us at a future show: www.futureofwebapps.com. Sign up for our newsletter at futureinsights.com and get 15% off your next conference.
WebGL allows for 3D graphics rendering within web browsers using JavaScript and standard web technologies. It provides an API for accessing a computer's GPU similarly to Canvas for 2D drawing. THREE.js makes WebGL programming easier by abstracting away complexities like shader programming and matrix computations. A simple example creates a 3D cube in THREE.js with just a few lines of code versus the longer WebGL example. THREE.js provides high-level objects for cameras, lights, materials and more to build 3D scenes efficiently in the browser.
From Hello World to the Interactive Web with Three.js: Workshop at FutureJS 2014Verold
The first workshop at the first ever FutureJS conference in Barcelona. From Three.js Hello World to building your first interactive 3D app, to connecting your web app with the Internet of Things.
This document summarizes a laboratory work on the Blockly "Fabrika" theme. It discusses working with SVG files, scaling images, and representing images in Blockly. It also includes the original SVG code, JavaScript code to display a cylinder in WebGL, and Blockly blocks for defining an HTML body and cylinder.
Three.js is a powerful JavaScript library for creating 3D graphics in a web browser using WebGL. It allows placing 3D objects into a scene, defining a camera to view the scene, adding lighting, and rendering the 3D graphics. The basics of three.js include setting up a scene, camera, lights, geometry for 3D objects, materials, and a renderer. Examples are provided of what can be created with three.js like animated 3D graphics and a preview of a simple rolling ball demo.
This document contains JavaScript code to retrieve the top commentators on a blog and display their avatars, names, and number of comments. It makes API calls to fetch comment data, filters out excluded users, calculates comment counts, sorts the results, and replaces variables in an HTML template to display the top commentators.
This document discusses using UIWebView in iOS applications. It covers loading HTML and CSS content into UIWebView, handling touch events, supporting Retina displays, and using CSS effects like gradients, shadows, animations and rounded corners. It also provides resources for learning more about web development for iOS like the Safari Developer Center documentation.
Creating Applications with WebGL and Three.jsFuture Insights
James Williams's talk from Future Insights Live 2014 in Las Vegas: "There was once a time where gaming in the browser meant Flash. That time is no more. In this session, you’ll learn the basics of game programming, WebGL, and how to use Three.js to create WebGL applications."
Miss his talk? Join us at a future show: www.futureofwebapps.com. Sign up for our newsletter at futureinsights.com and get 15% off your next conference.
WebGL allows for 3D graphics rendering within web browsers using JavaScript and standard web technologies. It provides an API for accessing a computer's GPU similarly to Canvas for 2D drawing. THREE.js makes WebGL programming easier by abstracting away complexities like shader programming and matrix computations. A simple example creates a 3D cube in THREE.js with just a few lines of code versus the longer WebGL example. THREE.js provides high-level objects for cameras, lights, materials and more to build 3D scenes efficiently in the browser.
From Hello World to the Interactive Web with Three.js: Workshop at FutureJS 2014Verold
The first workshop at the first ever FutureJS conference in Barcelona. From Three.js Hello World to building your first interactive 3D app, to connecting your web app with the Internet of Things.
Using the potential of WebGL in web browser in a simple way with three.js javascript library. Practical demonstration of a WebGL app developed for a Silicon Valley startup.
The document provides an introduction to WebGL for novice programmers. It begins with an overview and introduction to key WebGL concepts like shaders, vertices, and fragments. It then demonstrates how to render a colored triangle in WebGL step-by-step, explaining how to set up the rendering context, compile and link shaders, specify attributes and uniforms, and render objects. The document concludes by recommending several resources for learning more about WebGL programming.
This document provides an overview of using the Express web application framework with Node.js. It discusses using Express with MongoDB and Mongoose for the model layer. It shows the basic file structure of an Express app with routes, views, and a model. It provides examples of setting up routes, querying the database model, and passing data to views. The document is an introduction and guide to building a basic web app with Express, MongoDB, and Node.js.
These are the slides of my talk about HexGL at the Adobe User Group meetup in the Netherlands.
More info: http://bkcore.com/blog/general/adobe-user-group-nl-talk-video-hexgl.html
The document discusses the benefits of using Sass and SCSS over regular CSS. Some key points covered include:
- Sass/SCSS allows for nesting, variables, mixins and imports which make the code more organized, flexible and reusable.
- Features like nesting and parent selectors reduce repeated code. Operations like math functions allow dynamic values.
- Variables and partials allow separating code into reusable segments. Imports collect partials to reduce repetition.
- Sass watches for changes and compiles to CSS automatically, improving the development workflow and catching errors.
- SCSS is a superset of CSS so valid CSS is also valid SCSS, allowing seamless compatibility.
Paper.js is a vector graphics library for creating graphics and drawings within HTML5 canvases. It uses simple and clear concepts like Point, Size, Rectangle and Path to enable vector graphics creation. It provides many constructor functions, mathematical operations, and operator overloading for convenience. Events, layers, groups, symbols, rasterization and other features are covered. The document discusses the basics and advantages of Paper.js.
The document discusses different techniques for animation and graphics rendering in web browsers, including CSS transforms and animations, Canvas, SVG, WebGL, and HTML5 video. It provides code examples and comparisons of performance between techniques like Canvas with JavaScript versus Flash. Key technologies mentioned are CSS transforms, requestAnimationFrame, Box2D physics engine, Raphael.js for vector graphics, and WebGL shaders.
Two years ago I inherited jsdom, a project of breathtaking scope. In essence, it aims to simulate a browser in JavaScript, by implementing JavaScript versions of a wide variety of web standards (much more than just the DOM). While maintaining jsdom for the last two years, and eventually bringing it to a 1.0 release, I learned an incredible amount about the web. I want to share with you what I’ve learned: the history of the standards and implementations of them that make up the web; the interaction between seemingly-disparate parts of the platform; and all about the strange APIs we’ve come to know and love. You should walk away from this talk with a new appreciation for how browsers work—and how, through the ongoing effort of a community of contributors and package maintainers, we’ve been able to recreate one in pure JavaScript.
This document provides an introduction and overview of Node.js basics. It discusses Node.js, JavaScript, and Java. It outlines the course topics of Node.js and MySQL, real-time applications, and NoSQL. It also lists some prerequisite skills and notes about Node.js. Key aspects of Node.js discussed include being non-blocking, event-driven, and supporting high concurrency. The document also demonstrates requiring modules and the CommonJS module pattern in Node.js code examples.
This document discusses using Angular and Three.js together for 3D modeling and visualization. It covers:
1. Different versions of a 3D viewer app including using controllers as view models and prototypal components.
2. Benefits of separating Three.js code from Angular UI code for reusability and productivity.
3. Details of the viewer app architecture including services, directives, controllers and factories for loading models and handling user interactions.
This document provides information about developing web graphics with WebGL. It includes Tony Parisi's contact information and links to book source code and purchasing information. The document then covers topics including WebGL capabilities and browser support, examples of WebGL used in science, advertising, data visualization and more. It provides explanations of basic WebGL programming concepts such as creating a canvas, buffers, shaders and drawing. Frameworks for WebGL development like Three.js are also discussed.
The document discusses user behavior tracking system architecture. It describes how client-side logging of user interactions like mouse movements, clicks, and scrolls is sent to a Marmot server. The server logs include event types, timestamps, and custom data. Relative coordinates are calculated on the client using DOM paths and element positions. Key interaction paths are identified and similar paths detected for experiments. User defined coordinates (UDC) and an AB testing framework for experiments are also mentioned. Big data is stored using Hadoop Distributed File System (HDFS).
The document contains JavaScript code that writes script tags to load external JavaScript files from Google Drive for functions like isotope, Superfish menu, and mouse hover effects. It also contains HTML tags for the blog layout and footer attribution links.
The document contains JavaScript code to simulate falling snowflakes on a web page. It initializes variables like the number of snowflakes, speed, and size. It uses a for loop to create DOM elements for each snowflake and set their initial positions. The snow() function is called on a timer to update each flake's position, handling edges and resetting flakes that fall below the page. Event handlers call functions on window resize and load to initialize and update sizes.
Our favorite language is now powering everything from event-driven servers to robots to Git clients to 3D games. The JavaScript package ecosystem has quickly outpaced past that of most other languages, allowing our vibrant community to showcase their talent. The front-end framework war has been taken to the next level, with heavy-hitters like Ember and Angular ushering in the new generation of long-lived, component-based web apps. The extensible web movement, spearheaded by the newly-reformed W3C Technical Architecture Group, has promised to place JavaScript squarely at the foundation of the web platform. Now, the language improvements of ES6 are slowly but surely making their way into the mainstream— witness the recent interest in using generators for async programming. And all the while, whispers of ES7 features are starting to circulate…
JavaScript has grown up. Now it's time to see how far it can go.
The document discusses using the three.js library to load and render 3D models in a web browser. It goes through downloading three.js, loading a sample horse model, explaining the initialization, rendering and animation functions. It then covers using Blender to create a simple monkey model, exporting it to the JSON format used by three.js, and viewing the exported data structure.
The document discusses implementing a basic 2D game engine in WebGL. It outlines the steps needed to create the engine including initializing WebGL, parsing shaders, generating buffers, creating mesh and material structures, and rendering. Code snippets show implementations for functions like init(), makeBuffer(), shaderParser(), Material(), Mesh(), and a basic render() function that draws object hierarchies with one draw call per object. The overall goal is to build out the core components and architecture to enable building 2D games and experiences in WebGL.
WebGL is a JavaScript API for rendering interactive 3D graphics and 2D graphics within any compatible web browser without the use of plug-ins. It can be used for data visualization, creative coding, art, 3D design environments, music videos, mathematical function graphing, 3D modeling, texture creation, physics simulations, and more. WebGL works by using JavaScript to interface with the GPU through WebGL API calls. Common libraries like Three.js simplify the use of WebGL. The basics of a WebGL app include setting up a 3D scene, camera, and rendering loop. Sample code is provided to load a 3D model and texture and allow interactive rotation. Resources listed for learning more include tutorials on Phil
This document provides an overview of HTML5 and CSS3 features. It discusses the evolution of browsers and web applications. Key HTML5 features covered include client-side storage, offline capabilities, 2D graphics using canvas and SVG, audio/video playback, geolocation, and forms. New CSS3 features and JavaScript APIs related to these HTML5 technologies are also summarized.
WebGL is a JavaScript API for rendering interactive 3D graphics and 2D graphics within any compatible web browser without the use of plug-ins. It uses OpenGL ES 2.0 to render animations and interactive effects on browsers. Some key features of WebGL include requestAnimationFrame() for rendering animations, GLSL shaders to program the GPU, and allowing JavaScript to directly interact with the GPU. The document provides examples of using Three.js and Blender to load 3D models into WebGL and render them, as well as examples of drawing directly with WebGL.
Using the potential of WebGL in web browser in a simple way with three.js javascript library. Practical demonstration of a WebGL app developed for a Silicon Valley startup.
The document provides an introduction to WebGL for novice programmers. It begins with an overview and introduction to key WebGL concepts like shaders, vertices, and fragments. It then demonstrates how to render a colored triangle in WebGL step-by-step, explaining how to set up the rendering context, compile and link shaders, specify attributes and uniforms, and render objects. The document concludes by recommending several resources for learning more about WebGL programming.
This document provides an overview of using the Express web application framework with Node.js. It discusses using Express with MongoDB and Mongoose for the model layer. It shows the basic file structure of an Express app with routes, views, and a model. It provides examples of setting up routes, querying the database model, and passing data to views. The document is an introduction and guide to building a basic web app with Express, MongoDB, and Node.js.
These are the slides of my talk about HexGL at the Adobe User Group meetup in the Netherlands.
More info: http://bkcore.com/blog/general/adobe-user-group-nl-talk-video-hexgl.html
The document discusses the benefits of using Sass and SCSS over regular CSS. Some key points covered include:
- Sass/SCSS allows for nesting, variables, mixins and imports which make the code more organized, flexible and reusable.
- Features like nesting and parent selectors reduce repeated code. Operations like math functions allow dynamic values.
- Variables and partials allow separating code into reusable segments. Imports collect partials to reduce repetition.
- Sass watches for changes and compiles to CSS automatically, improving the development workflow and catching errors.
- SCSS is a superset of CSS so valid CSS is also valid SCSS, allowing seamless compatibility.
Paper.js is a vector graphics library for creating graphics and drawings within HTML5 canvases. It uses simple and clear concepts like Point, Size, Rectangle and Path to enable vector graphics creation. It provides many constructor functions, mathematical operations, and operator overloading for convenience. Events, layers, groups, symbols, rasterization and other features are covered. The document discusses the basics and advantages of Paper.js.
The document discusses different techniques for animation and graphics rendering in web browsers, including CSS transforms and animations, Canvas, SVG, WebGL, and HTML5 video. It provides code examples and comparisons of performance between techniques like Canvas with JavaScript versus Flash. Key technologies mentioned are CSS transforms, requestAnimationFrame, Box2D physics engine, Raphael.js for vector graphics, and WebGL shaders.
Two years ago I inherited jsdom, a project of breathtaking scope. In essence, it aims to simulate a browser in JavaScript, by implementing JavaScript versions of a wide variety of web standards (much more than just the DOM). While maintaining jsdom for the last two years, and eventually bringing it to a 1.0 release, I learned an incredible amount about the web. I want to share with you what I’ve learned: the history of the standards and implementations of them that make up the web; the interaction between seemingly-disparate parts of the platform; and all about the strange APIs we’ve come to know and love. You should walk away from this talk with a new appreciation for how browsers work—and how, through the ongoing effort of a community of contributors and package maintainers, we’ve been able to recreate one in pure JavaScript.
This document provides an introduction and overview of Node.js basics. It discusses Node.js, JavaScript, and Java. It outlines the course topics of Node.js and MySQL, real-time applications, and NoSQL. It also lists some prerequisite skills and notes about Node.js. Key aspects of Node.js discussed include being non-blocking, event-driven, and supporting high concurrency. The document also demonstrates requiring modules and the CommonJS module pattern in Node.js code examples.
This document discusses using Angular and Three.js together for 3D modeling and visualization. It covers:
1. Different versions of a 3D viewer app including using controllers as view models and prototypal components.
2. Benefits of separating Three.js code from Angular UI code for reusability and productivity.
3. Details of the viewer app architecture including services, directives, controllers and factories for loading models and handling user interactions.
This document provides information about developing web graphics with WebGL. It includes Tony Parisi's contact information and links to book source code and purchasing information. The document then covers topics including WebGL capabilities and browser support, examples of WebGL used in science, advertising, data visualization and more. It provides explanations of basic WebGL programming concepts such as creating a canvas, buffers, shaders and drawing. Frameworks for WebGL development like Three.js are also discussed.
The document discusses user behavior tracking system architecture. It describes how client-side logging of user interactions like mouse movements, clicks, and scrolls is sent to a Marmot server. The server logs include event types, timestamps, and custom data. Relative coordinates are calculated on the client using DOM paths and element positions. Key interaction paths are identified and similar paths detected for experiments. User defined coordinates (UDC) and an AB testing framework for experiments are also mentioned. Big data is stored using Hadoop Distributed File System (HDFS).
The document contains JavaScript code that writes script tags to load external JavaScript files from Google Drive for functions like isotope, Superfish menu, and mouse hover effects. It also contains HTML tags for the blog layout and footer attribution links.
The document contains JavaScript code to simulate falling snowflakes on a web page. It initializes variables like the number of snowflakes, speed, and size. It uses a for loop to create DOM elements for each snowflake and set their initial positions. The snow() function is called on a timer to update each flake's position, handling edges and resetting flakes that fall below the page. Event handlers call functions on window resize and load to initialize and update sizes.
Our favorite language is now powering everything from event-driven servers to robots to Git clients to 3D games. The JavaScript package ecosystem has quickly outpaced past that of most other languages, allowing our vibrant community to showcase their talent. The front-end framework war has been taken to the next level, with heavy-hitters like Ember and Angular ushering in the new generation of long-lived, component-based web apps. The extensible web movement, spearheaded by the newly-reformed W3C Technical Architecture Group, has promised to place JavaScript squarely at the foundation of the web platform. Now, the language improvements of ES6 are slowly but surely making their way into the mainstream— witness the recent interest in using generators for async programming. And all the while, whispers of ES7 features are starting to circulate…
JavaScript has grown up. Now it's time to see how far it can go.
The document discusses using the three.js library to load and render 3D models in a web browser. It goes through downloading three.js, loading a sample horse model, explaining the initialization, rendering and animation functions. It then covers using Blender to create a simple monkey model, exporting it to the JSON format used by three.js, and viewing the exported data structure.
The document discusses implementing a basic 2D game engine in WebGL. It outlines the steps needed to create the engine including initializing WebGL, parsing shaders, generating buffers, creating mesh and material structures, and rendering. Code snippets show implementations for functions like init(), makeBuffer(), shaderParser(), Material(), Mesh(), and a basic render() function that draws object hierarchies with one draw call per object. The overall goal is to build out the core components and architecture to enable building 2D games and experiences in WebGL.
WebGL is a JavaScript API for rendering interactive 3D graphics and 2D graphics within any compatible web browser without the use of plug-ins. It can be used for data visualization, creative coding, art, 3D design environments, music videos, mathematical function graphing, 3D modeling, texture creation, physics simulations, and more. WebGL works by using JavaScript to interface with the GPU through WebGL API calls. Common libraries like Three.js simplify the use of WebGL. The basics of a WebGL app include setting up a 3D scene, camera, and rendering loop. Sample code is provided to load a 3D model and texture and allow interactive rotation. Resources listed for learning more include tutorials on Phil
This document provides an overview of HTML5 and CSS3 features. It discusses the evolution of browsers and web applications. Key HTML5 features covered include client-side storage, offline capabilities, 2D graphics using canvas and SVG, audio/video playback, geolocation, and forms. New CSS3 features and JavaScript APIs related to these HTML5 technologies are also summarized.
WebGL is a JavaScript API for rendering interactive 3D graphics and 2D graphics within any compatible web browser without the use of plug-ins. It uses OpenGL ES 2.0 to render animations and interactive effects on browsers. Some key features of WebGL include requestAnimationFrame() for rendering animations, GLSL shaders to program the GPU, and allowing JavaScript to directly interact with the GPU. The document provides examples of using Three.js and Blender to load 3D models into WebGL and render them, as well as examples of drawing directly with WebGL.
Building Rich Internet Applications with HTML5 and WebGLTony Parisi
This document provides an overview and introduction to building rich internet applications using HTML5 and WebGL. It discusses key concepts such as HTML5 capabilities that enable rich applications like Canvas, WebGL, CSS3 animations. It also covers the WebGL API and how to perform basic 3D rendering in WebGL including buffers, shaders, and drawing. Finally, it discusses tools and libraries that can be used to build applications with WebGL like Three.js.
This document provides an overview of HTML5 and its capabilities for building interactive web applications. It discusses the history and development of HTML5, including the roles of the WHATWG and W3C. It also summarizes key HTML5 features such as JavaScript, Canvas, WebSockets, storage options, and emerging 3D capabilities. Throughout, it provides examples of how these features can be used to create games, multimedia experiences, and real-time applications on the modern web.
This document provides an introduction to OpenGL in Android. It discusses key OpenGL concepts like the rendering pipeline and shader programs. It also provides code examples for setting up a basic OpenGL ES application with a GLSurfaceView, drawing a simple square shape, and applying transformations like projection and animation. The document serves as a tutorial for getting started with 2D graphics rendering in Android using OpenGL.
a billion desktops - check.
mobile support turned on by default - check.
Microsoft on board - check.
engines, tools, killer apps – check.
it's GO time.
My look at the WebGL landscape circa late 2013, presented at the GamesJS Meetup September 30th 2013. http://www.meetup.com/gamesjs/events/140781742/
Leaving Flatland: getting started with WebGLgerbille
WebGL is a JavaScript API for rendering interactive 3D graphics within any compatible web browser without the use of plug-ins. It can be used for data visualization, creative coding, 3D modeling, games, and more. WebGL works by using JavaScript to interface with the GPU through WebGL APIs to run GLSL shaders that render 3D scenes. To get started, one needs to choose a WebGL library like Three.js, add a <canvas> element, and get the WebGL context. Sample code is provided to render a 3D model by loading geometry, adding lights and materials, and animating the scene render.
EP2016 - Moving Away From Nodejs To A Pure Python Solution For AssetsAlessandro Molina
Presents the DukPY project ( https://github.com/amol-/dukpy ) which aims at making possible to run Javascript code and perform common assets transformation steps through the WebAssets framework
2014 yılının sonunda sonlandırılması beklenen HTML standardının 5. sürümü çoktandır tarayıcılar tarafından destekleniyor. HTML5 ile gelen Canvas, Websockets ve diğer özelliklerle nasıl daha canlı, daha Flash uygulamalarına benzer, web uygulamaları geliştirebileceğimizi inceledik.
The document discusses various OpenGL graphics techniques including viewports, depth buffering, handling input, using 3D models, drawing primitives, fog, displaying text, collision detection, picking objects, lens flares, and particle systems. Specifically, it provides code examples for setting the viewport, depth testing, handling keyboard input, loading and drawing 3D models, drawing spheres and cylinders using GLU functions, applying fog, displaying text, approximating collision detection using spheres, picking objects using the picking matrix, creating lens flares using the projection matrix, and generating particle systems for effects like dust and fire.
The document discusses the capabilities of HTML5 for building offline applications. It mentions several HTML5 features that enable offline functionality, including application cache, manifest files, and offline events. Application cache allows caching assets defined in a manifest file so the application can work offline. The offline event fires when the browser loses internet connectivity, informing the application it is now offline.
Is html5-ready-workshop-110727181512-phpapp02PL dream
The document discusses the capabilities of HTML5 for building offline applications. It mentions several HTML5 features that enable offline functionality, including application cache, manifest files, and offline events. Application cache allows caching assets defined in a manifest file so the application can work offline. The offline event fires when the browser loses internet connectivity, informing the application it is now offline.
Introduction to open gl in android droidcon - slidestamillarasan
This document provides an introduction and overview of OpenGL ES 2.0 for Android. It discusses setting up a OpenGL view, drawing basic shapes, animating objects, and applying textures. The key steps covered are initializing a GLSurfaceView, creating and linking shader programs, defining and drawing vertex data, setting up the model-view-projection matrix, and mapping texture coordinates. The goal is to provide everything needed to get started with basic 2D OpenGL graphics and animation on Android.
This document provides an overview of Xitrum, an asynchronous and clustered Scala web framework built on top of Netty and Akka. It describes what Xitrum is, why it should be used, how it works, examples of its features like actions, views, routing, authentication, and more. It also provides links to the Xitrum homepage, guides, community, and examples of where Xitrum is used in production.
Xitrum Web Framework Live Coding Demos / Xitrum Web Framework ライブコーディングscalaconfjp
Xitrum is an asynchronous and clustered Scala web framework and HTTP server built on top of Netty and Akka. It is feature-rich, easy to use, and high performance. Xitrum can scale to a cluster of servers using Akka Cluster and Hazelcast. It is used in production systems in various countries. The document provides information on Xitrum's architecture, features, annotations, and examples of actions and SockJS messaging.
O que você precisa saber para modelar bancos de dados NoSQL - Dani MonteiroiMasters
1. O documento apresenta os principais modelos de bancos de dados NoSQL: chave-valor (Redis), orientado a documentos (MongoDB), orientado a colunas (Cassandra) e orientado a grafos (Neo4j).
2. Nos modelos orientados a documentos e colunas, o documento discute quando usar dados embutidos versus referenciados, enquanto no modelo de grafos destaca a importância dos nós e relacionamentos.
3. O documento fornece dicas sobre modelagem de dados em cada modelo, incluindo tipos de dados, índices
Postgres: wanted, beloved or dreaded? - Fabio TellesiMasters
O PostgreSQL começou a ser desenvolvido em 1986 e tem ganhado bastante destaque nos últimos anos, como o banco de dados que mais cresce no mercado. Conheça as vantagens e desvantagens em se utilizar o banco de dados Open Source mais avançado do mundo.
Por que minha query esta lenta? - Suellen MoraesiMasters
Durante os anos de experiencia percebi que grande parte dos desenvolvedores possuem dificuldade em iniciar o troubleshooting de suas queries, muitas vezes sobrecarregando o DBA em muitos dos casos com queries simples. O intuito desta palestrar é mostrar o "caminho das pedras" para despertar nos desenvolvedores a necessidade de se conhecer o funcionamento da ferramenta utilizada e visando os desenvolvimentos futuros tendo como foco o pensamento em performance do código escrito e dicas de melhores códigos.
Relato das trincheiras: o dia a dia de uma consultoria de banco de dados - Ig...iMasters
O documento discute os problemas recorrentes encontrados em bancos de dados, como versões de patch desatualizadas, falta de testes de disponibilidade e índices, e enfatiza a importância da preparação para imprevistos e da alta disponibilidade. O autor é um especialista em banco de dados com 11 anos de experiência que oferece consultoria para identificar e resolver esses problemas.
ORMs heróis ou vilões dentro da arquitetura de dados? - Otávio gonçalvesiMasters
Com a evolução dos aplicativos nascem novas técnicas, frameworks, linguagens de programação, porém, existe um fato consolidado dentro da arquitetura de software corporativo que é a integração com alguma tecnologia necessária para armazenar as informações inerentes ao sistema. Seja SQL ou NoSQL um ponto importante é que o paradigma das linguagens difere da tecnologia do banco de dados. Com o intuito de facilitar o desenvolvimento surgem as ferramentas que realizam a interpretação entre a camada da aplicação e os bancos. Assim, aparecem grandes desafios: como lidar com essa lacuna multiparadigma? Como favorecer o desenvolvimento sem impactar a performance e a modelagem no banco de dados? O objetivo dessa palestra é falar um pouco desses pontos para que, finalmente, os programadores e os DBAs conseguam viver em paz e harmonia.
SQL e NoSQL trabalhando juntos: uma comparação para obter o melhor de ambos -...iMasters
Neste bate papo vamos discutir quais as vantagens de cada banco de dados no mundo real. Quando devemos utilizar o NoSQL ao invés do SQL ou vice-versa comparando os principais bancos de dados open source de cada segmento, o MongoDB e o MySQL
Arquitetando seus dados na prática para a LGPD - Alessandra MartinsiMasters
Diante das novas regulamentações externas (GDPR), e a nova legislação Brasileira sobre Proteção de Dados Pessoais (LGPD), o que fazer para se adequar? Por Onde começar? O que Fazer? E o que não fazer? Para que serve a Governança de Dados e como ela pode ajudar sua empresa no processo de adequação/conformidade a padrões internacionais de Privacidade e Segurança da Informação? Diante de tantos caminhos e desafios, um overview do que se trata, por onde começar o caminho, algumas armadilhas a evitar, e algumas boas práticas para não apenas se proteger, mas evitar futuros problemas.
O papel do DBA no mundo de ciência de dados e machine learning - Mauro Pichil...iMasters
O documento discute o papel do DBA no mundo da ciência de dados e machine learning. Ele descreve como os DBAs precisam se adaptar às novas tecnologias e aprender habilidades como análise e modelagem de dados para acompanhar a evolução da área. Recomenda que os DBAs demonstrem interesse em entender os processos dos cientistas de dados e colaborem sem barreiras entre as equipes.
Desenvolvimento Mobile Híbrido, Nativo ou Web: Quando usá-los - Juliana ChahoudiMasters
Juliana Chahoud - Consultora, ThoughtWorks
Com tantas empresas adotando a estratégia "Mobile-First" (dispositivos móveis em primeiro), uma das grandes decisões que um time de desenvolvimento precisa tomar é: qual tech stack usar para mobile?
Diversas tecnologias e linguagens podem ser adotadas, como Swift, Java, Kotlin, React Native, Flutter, Progressive Web App, criação de sites responsivos, etc...
No entanto, com tantas variáveis a serem consideradas, essa decisão passou a ser não trivial e que pode trazer grandes consequências a longo prazo e até mesmo inviabilizar um projeto.
Nessa palestra serão discutidos os prós e contras de diversas abordagens, para que você possa ter um guia para tomar decisões mais corretas no uso dessas tecnologias
Palestra apresentada no InterCon 2018 - https://eventos.imasters.com.br/intercon
Use MDD e faça as máquinas trabalharem para você - Andreza LeiteiMasters
Este documento discute o desenvolvimento orientado a modelos (MDD) e suas vantagens, como maior produtividade, qualidade e facilidade de manutenção através do uso de modelos e geração de código. Apresenta também algumas ferramentas e linguagens de MDD, e alerta para possíveis problemas como rigidez de soluções e dependência de ferramentas limitadas.
Entendendo os porquês do seu servidor - Talita BernardesiMasters
O documento discute a importância da performance para servidores. Ele explica que lentidão não é mais aceitável e clientes infelizes significam produtos ruins. Também recomenda monitorar recursos de servidores, otimizar serviços e aplicações, escolher máquinas apropriadas e atualizar configurações, já que máquinas não duram para sempre.
Backend performático além do "coloca mais máquina lá" - Diana ArnosiMasters
Trabalhar a performance no backend vai muito além de simplesmente ""colocar mais máquinas atrás do loadbalancer""
. Vamos apontar alguns gargalos comuns que podem ser tratados ou evitados desde o começo do desenvolvimento, já que não dependem da tecnologia utilizada.
Dicas para uma maior performance em APIs REST - Renato GroffeiMasters
Renato Groffe - Engenheiro de Software, Canal .NET
O que posso fazer em termos de bancos de dados para obter APIs que executem seu trabalho de forma otimizada e com maior velocidade?
Que soluções para cache podem ser empregadas? E que tal tratar os retornos destas APIs, reduzindo o volume dos dados trafegados?
E quanto a problemas de performance, o que utilizar para facilitar a detecção destes tipos de ocorrências? Acompanhe esta apresentação para obter respostas a estas questões durante o desenvolvimento de APIs REST.
Palestra realizada no InterCon 2018 - https://eventos.imasters.com.br/intercon
7 dicas de desempenho que equivalem por 21 - Danielle MonteiroiMasters
Este documento fornece 21 dicas para melhorar o desempenho de bancos de dados, incluindo modelar corretamente os dados, entender o modelo de dados, verificar as operações e queries mais importantes, realizar manutenção de índices, e selecionar apenas os atributos necessários nas queries.
Quem se importa com acessibilidade Web? - Mauricio MaujoriMasters
O documento discute a importância da acessibilidade na web e como projetar sites e aplicativos web de forma acessível. Ele enfatiza que a acessibilidade é essencial para desenvolvedores e organizações que desejam criar produtos e serviços inclusivos. O documento também discute como começar a projetar sites acessíveis usando HTML5 semântico e focando na usabilidade, além de recomendar os padrões WCAG para acessibilidade.
Service Mesh com Istio e Kubernetes - Wellington Figueira da SilvaiMasters
O documento apresenta uma discussão sobre a arquitetura monolítica versus microserviços e como o Service Mesh com Istio e Kubernetes pode resolver problemas de comunicação entre serviços distribuídos. O palestrante discute as vantagens e desvantagens de ambas as arquiteturas e como ferramentas como Docker, Kubernetes e Istio podem ser usadas para orquestrar contêineres e fornecer funcionalidades como balanceamento de carga, segurança e monitoramento para aplicações de microserviços.
Erros: Como eles vivem, se alimentam e se reproduzem? - Augusto PascuttiiMasters
Augusto Pascutti - Developer, Creditas
Para o quê eles servem e como usá-los de forma mais eficiente, seja através de integrações com outras ferramentas ou só seguindo receitas de como as mensagens de erro devem ser geradas e compostas.
Apresentado no InterCon 2018: https://eventos.imasters.com.br/intercon
Elasticidade e engenharia de banco de dados para alta performance - Rubens G...iMasters
Rubens Guimarães - CEO, e-Seth
Como projetar e colocar em prática bancos de dados inteligentes SQL e NoSQL em ambientes de alto consumo de dados.
Técnicas de sharding, tunning, elasticidade automatizada em ambientes cloud e outros recursos.
Apresentado no InterCon 2018 - https://eventos.imasters.com.br/intercon
Construindo aplicações mais confiantes - Carolina KarklisiMasters
Carolina Karklis - Software developer, Magnetis
O hype da orientação a objetos passou e com ele precisamos rever algumas práticas.
Até mesmo o codebase mais limpo pode ter mensagens de erro precárias, checagens de tipo de dado em excesso, e uso dispensável de variáveis nulas.
Nessa talk vou refatorar um sistema frágil e mostrar estratégias dentro do paradigma de orientação a objetos para escrever código de forma mais simples e confiante.
No processo, vamos ver padrões de arquitetura de software que podemos usar, como melhorar mensagens para cenários de input inesperado e remover todas as variáveis nulas possíveis do nosso código.
Monitoramento de Aplicações - Felipe RegalgoiMasters
Felipe Regalgo apresenta diversas ferramentas de monitoramento e análise de aplicações e serviços, incluindo New Relic para monitoramento de desempenho, Datadog para métricas customizadas, Hotjar para análise de comportamento de usuários, Google Analytics e Melidata para métricas de negócio e Tableau para visualização de dados. O documento também descreve o gerenciador de alertas OpsGenie e a plataforma interna Fury para configuração e gerenciamento de aplicações.
Honeypots Unveiled: Proactive Defense Tactics for Cyber Security, Phoenix Sum...APNIC
Adli Wahid, Senior Internet Security Specialist at APNIC, delivered a presentation titled 'Honeypots Unveiled: Proactive Defense Tactics for Cyber Security' at the Phoenix Summit held in Dhaka, Bangladesh from 23 to 24 May 2024.
Decentralized Justice in Gaming and EsportsFederico Ast
Discover how Kleros is transforming the landscape of dispute resolution in the gaming and eSports industry through the power of decentralized justice.
This presentation, delivered by Federico Ast, CEO of Kleros, explores the innovative application of blockchain technology, crowdsourcing, and incentivized mechanisms to create fair and efficient arbitration processes.
Key Highlights:
- Introduction to Decentralized Justice: Learn about the foundational principles of Kleros and how it combines blockchain with crowdsourcing to develop a novel justice system.
- Challenges in Traditional Arbitration: Understand the limitations of conventional arbitration methods, such as high costs and long resolution times, particularly for small claims in the gaming sector.
- How Kleros Works: A step-by-step guide on the functioning of Kleros, from the initiation of a smart contract to the final decision by a jury of peers.
- Case Studies in eSports: Explore real-world scenarios where Kleros has been applied to resolve disputes in eSports, including issues like cheating, governance, player behavior, and contractual disagreements.
- Practical Implementation: Detailed walkthroughs of how disputes are handled in eSports tournaments, emphasizing speed, cost-efficiency, and fairness.
- Enhanced Transparency: The role of blockchain in providing an immutable and transparent record of proceedings, ensuring trust in the resolution process.
- Future Prospects: The potential expansion of decentralized justice mechanisms across various sectors within the gaming industry.
For more information, visit kleros.io or follow Federico Ast and Kleros on social media:
• Twitter: @federicoast
• Twitter: @kleros_io
Securing BGP: Operational Strategies and Best Practices for Network Defenders...APNIC
Md. Zobair Khan,
Network Analyst and Technical Trainer at APNIC, presented 'Securing BGP: Operational Strategies and Best Practices for Network Defenders' at the Phoenix Summit held in Dhaka, Bangladesh from 23 to 24 May 2024.
12. W E B G L
• API de JavaScript utilizada para desenhar gráficos.
const canvas = document.createElement('canvas')
const gl = canvas.getContext('webgl')
• Suportada por todos os navegadores do mercado.
21. T H R E E . J S
• Biblioteca em JavaScript criada por Ricardo Cabello.
• Código Aberto, Documentação Detalhada, Comunidade Ativa e Exemplos.
• Cenas, Câmeras, Geometrias, Luzes, Materiais,
Texturas, Carregadores, Utilitários e muitas mais.
• Renderização em WebGL, Canvas, SVG, CSS 3D e DOM.
22.
23.
24. // Setup.
let WIDTH = window.innerWidth
let HEIGHT = window.innerHeight
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(75, WIDTH / HEIGHT, 0.1, 1000)
camera.position.z = 5
const renderer = new THREE.WebGLRenderer()
renderer.setSize(WIDTH, HEIGHT)
document.body.appendChild(renderer.domElement)
25. // Mesh.
const geometry = new THREE.BoxGeometry(1, 1, 1)
const material = new THREE.MeshNormalMaterial()
const mesh = new THREE.Mesh(geometry, material)
scene.add(mesh)