The document provides instructions for setting up doors and door opening/closing animations using PlayMaker and Unity. It describes creating door and trigger gameobjects, animations, an animator controller, and PlayMaker logic to handle opening and closing the doors when a trigger is entered or exited. The document also mentions using audio clips and vector3 properties in the PlayMaker logic.
The document provides an introduction to 2D game development with Unity. It discusses key Unity concepts such as scenes, game objects, components and scripts. It then demonstrates how to build a basic 2D platformer game in Unity, including creating a player character, allowing movement with scripts, adding animations, developing platforms, and enabling jumping. The document recommends resources for further learning Unity and 2D game development.
The document describes how to add interactivity to a Flash file by:
1. Adding ActionScript code to make buttons control playback and transition between photos on different frames.
2. Creating motion tween transitions that smoothly change the brightness of photos when changing frames.
3. Editing the code to make playback continue from each frame rather than stop.
4. Adding stop commands to end playback after each transition completes.
5. Animating a movie clip symbol to contain a pulsing animation played on button rollover.
This document discusses using the Rokon game engine for Android game development. It provides an overview of Rokon's architecture and frameworks, describes how to set up an Android project in Netbeans using Rokon, and covers basics of using Rokon and the Smack XMPP library for multiplayer functionality. Tips are provided on tool choices and ongoing development of Rokon. Links are included for the Android SDK, Rokon engine, Smack library, and other resources.
This document discusses using frameworks and design patterns to build a game framework. It begins by explaining the template method pattern and how it can be used to create a template for a game algorithm that subclasses implement specific functionality for. It then discusses refactoring the game framework to use the strategy pattern instead of template method by defining a game strategy interface that specific game implementations like tic-tac-toe would implement. It describes using dependency injection with Spring to allow strategies to be injected into the game framework at runtime.
This document provides an introduction to game programming using C++ and the Simple DirectMedia Layer (SDL) library. It outlines the basic structure and modules of video games, including the fundamental game loop of input, update, and output. It then explains how to set up an SDL project in Xcode, implement the basic game loop, and use SDL functions to initialize graphics, handle input events, and display output. The goal is to familiarize students with building the core framework of a video game using industry standard tools and techniques.
Presented at All Things Open 2022
Presented by Danny McCormick
Title: Streaming Data Pipelines With Apache Beam
Abstract: Handling big data presents big problems. Along with traditional concerns like scalability and performance, the increasingly common need for live streaming data processing introduces problems like late or incomplete data from flaky data sources. Apache Beam is an open source, unified model for defining both batch and streaming data-parallel processing pipelines that addresses these challenges. Using one of the open source Beam SDKs, you can build a program that defines a pipeline to be executed by one of Beam’s supported distributed processing back-ends, which include Apache Flink, Apache Spark, and Google Cloud Dataflow.
This talk will explore some problems associated with processing large datasets at scale and how you can write Apache Beam pipelines that address those issues. It will include a demo of a basic Beam streaming pipeline.
Takeaways: an understanding of some challenges associated with large datasets, the Apache Beam model, and how to write a basic Beam streaming pipeline
Audience: anyone dealing with big datasets or interested in data processing at scale.
The document provides an introduction to 2D game development with Unity. It discusses key Unity concepts such as scenes, game objects, components and scripts. It then demonstrates how to build a basic 2D platformer game in Unity, including creating a player character, allowing movement with scripts, adding animations, developing platforms, and enabling jumping. The document recommends resources for further learning Unity and 2D game development.
The document describes how to add interactivity to a Flash file by:
1. Adding ActionScript code to make buttons control playback and transition between photos on different frames.
2. Creating motion tween transitions that smoothly change the brightness of photos when changing frames.
3. Editing the code to make playback continue from each frame rather than stop.
4. Adding stop commands to end playback after each transition completes.
5. Animating a movie clip symbol to contain a pulsing animation played on button rollover.
This document discusses using the Rokon game engine for Android game development. It provides an overview of Rokon's architecture and frameworks, describes how to set up an Android project in Netbeans using Rokon, and covers basics of using Rokon and the Smack XMPP library for multiplayer functionality. Tips are provided on tool choices and ongoing development of Rokon. Links are included for the Android SDK, Rokon engine, Smack library, and other resources.
This document discusses using frameworks and design patterns to build a game framework. It begins by explaining the template method pattern and how it can be used to create a template for a game algorithm that subclasses implement specific functionality for. It then discusses refactoring the game framework to use the strategy pattern instead of template method by defining a game strategy interface that specific game implementations like tic-tac-toe would implement. It describes using dependency injection with Spring to allow strategies to be injected into the game framework at runtime.
This document provides an introduction to game programming using C++ and the Simple DirectMedia Layer (SDL) library. It outlines the basic structure and modules of video games, including the fundamental game loop of input, update, and output. It then explains how to set up an SDL project in Xcode, implement the basic game loop, and use SDL functions to initialize graphics, handle input events, and display output. The goal is to familiarize students with building the core framework of a video game using industry standard tools and techniques.
Presented at All Things Open 2022
Presented by Danny McCormick
Title: Streaming Data Pipelines With Apache Beam
Abstract: Handling big data presents big problems. Along with traditional concerns like scalability and performance, the increasingly common need for live streaming data processing introduces problems like late or incomplete data from flaky data sources. Apache Beam is an open source, unified model for defining both batch and streaming data-parallel processing pipelines that addresses these challenges. Using one of the open source Beam SDKs, you can build a program that defines a pipeline to be executed by one of Beam’s supported distributed processing back-ends, which include Apache Flink, Apache Spark, and Google Cloud Dataflow.
This talk will explore some problems associated with processing large datasets at scale and how you can write Apache Beam pipelines that address those issues. It will include a demo of a basic Beam streaming pipeline.
Takeaways: an understanding of some challenges associated with large datasets, the Apache Beam model, and how to write a basic Beam streaming pipeline
Audience: anyone dealing with big datasets or interested in data processing at scale.
Introduction to Unity3D and Building your First GameSarah Sexton
In Phase One, we will cover the basics of using the Unity editor’s interface, customizing the workspace, building a 3D environment, and adding sound effects.
In Phase Two, we will import a player character asset, learn about Animator Controllers, make animations, set up physics and gravity, and add player movement scripts.
In Phase Three, we will set up our Camera and write a script to make the camera follow our player character.
Building your first game in Unity 3d by Sarah SextonBeMyApp
Learn to create a 3D isometric survival shooter called Nightmares using Unity 5 in this hands-on workshop. Although this workshop is beginner-friendly, you need to understand mathematical 3D concepts.
The Doodle3D WiFi-Box makes almost all 3D printers wirelessly controllable through a simple REST API. This means you can control them
using Processing, openFrameworks, JavaScript, Arduino, Delphi, Cinder etc. Basically any language that can send and receive HTTP requests (AJAX).
44CON 2013 - Browser bug hunting - Memoirs of a last man standing - Atte Kett...44CON
Just like drinking is not a game in Finland; neither is browser bug hunting - it’s serious business! Browser bugs have been supporting Atte Kettunen (@attekett) traditional Finnish way of living since late 2011 and he’s going to tell you all about how he has been living the dream browser bug hunting - focusing on one of the most secure browser around, Google Chrome!
He’ll tell you a tale of his experiences with bounty programs and how those have evolved since he started way back (vendors can show the love too!) and how he’s managed to survive in the harsh environment of browser bug hunting. He’ll impart some important bug hunting social skills by showing you how and how NOT to step on the others guys toes - very competitive cottage industry is browser bug hunting. ;)
Atte is also going to share with you how and why he selected his current target feature *(still full of bugs!), how he built his fuzzer-module(s) and the results produced. We’ll all walk a mile in a bug hunters shoes together and take a peek at the tool sets, as well as the infrastructures that are used to find browser bugs by individuals and vendors!
The Ring programming language version 1.8 book - Part 60 of 202Mahmoud Samir Fayed
This document discusses using RingOpenGL and RingFreeGLUT for 3D graphics in Ring. It provides examples of creating an OpenGL window with RingFreeGLUT, drawing shapes using RingOpenGL, handling window resize events, rotating triangles, and responding to keyboard input to change colors. Key aspects covered include initializing GLUT, loading the OpenGL and FreeGLUT libraries, using functions like glutInit(), glutCreateWindow(), glutDisplayFunc(), and handling events.
The document provides an overview of a presentation on Unity game engine programming. It introduces the presenter and their background and experience. It then outlines the topics to be covered, including Unity engine API model, scripting languages like C# and JavaScript, Unity game object structure, and examples. It lists some advanced programming topics that may not have enough time to cover. It encourages attendees to learn programming on their own and notes the presentation is subject to time limitations. It provides a disclaimer and says to stay tuned for future Unity workshop announcements.
Forest Assassin is a 2D adventure platformer game with easy controls and fun gameplay, which helps every one to get started, this is a classic platformer game with wonderfully designed characters and world. To complete the game collect all the coins and the trophy try to collect all 100 gold coins to become the highest scorer in this adventurers platformer game, on your way you will face many obstacles and enemies and use your sword to fight with the enemy.
The document describes the steps to install Python and the Django web framework on a system. It includes downloading and installing Python, setting up a code editor like VSCode, creating a virtual environment, installing Django within the virtual environment, creating a Django project, running database migrations, and running the development web server. The goal is to familiarize oneself with installing and setting up Python and Django to begin developing web applications.
The game API is one of the most interesting and unique concepts of Java ME. It consists of very useful classes that help you with typical tasks that are required in almost ever game — for example sprite handling, tiled backgrounds or collision detection. This module will explain those concepts and how to create an own game loop. The challenge is the largest project yet and involves writing your own game called "Schlabo". The player moves his avatar at the bottom of the screen and has to shoot the enemy that moves randomly at the top.
Contents:
* Performance
* Game API
* Game loop
* GameCanvas
* Bitmaps
* Sprite
* Layer and TiledLayer
* LayerManager
Getting Into the Game Development Business in the Philippines (2010)Cesar Tolentino
This document discusses options for entering the game development business, including original game creation, game development outsourcing, and game development services outsourcing. It estimates the costs to develop World of Warcraft and outlines the growth of video game outsourcing. Specific advice is provided on starting a game development outsourcing business, including necessary equipment, infrastructure costs, staffing needs, and strategies for success. Original game creation carries the most risk but also the highest potential earnings, while game development services outsourcing has the lowest risk but also the lowest earnings.
User Manual for Qditor V3, an all-in-one video editor which can help you easily make cool videos with the most powerful editing functions and hundreds of built-in effects.
This document discusses game testing and publishing in Stencyl. It describes different modes of game testing such as using Flash Player, browsers, Windows, Android simulators and devices, and iOS simulators and devices. It also discusses debugging techniques like printing to the console, debug drawing, and FPS monitoring. For publishing, it outlines exporting to web formats like Flash and Chrome, Stencyl Arcade, desktop formats for Windows and Mac, and mobile formats for Android and iOS app stores. Site locking and certificate setup are also covered.
The document provides an overview of the Android Game Development Kit (AGDK) tutorial. It discusses setting up a GameActivity project in Android Studio, implementing the native C++ engine using GameActivity, and integrating key AGDK features like game input handling, audio output using Oboe, and frame pacing. It also covers using the Android Performance Tuner to measure game performance across devices.
Tales from the Optimization Trenches - Unite Copenhagen 2019Unity Technologies
In this talk, you'll learn about the tools and techniques that Unity's Consulting and Development team uses to identify and fix performance issues. The team travels the world visiting customers and conducting Project Reviews, in-depth engagements to locate and resolve performance bottlenecks. This session is designed to help you apply their knowledge to your Unity projects, so you'll see examples of real-life performance problems, their solutions, and receive up-to-date best practice advice.
Speaker: Ignacio Liverotti – Unity
Watch the session on YouTube: https://youtu.be/GuODu4-cXXQ
Unity 3D is a popular multi-platform game engine that has been used for over 10 years. It uses scenes to organize game levels and objects. Gameplay is created using game objects, components, transforms, lights, cameras, inputs, and triggers. Common tasks for a beginner project include creating a maze with a movable character controller and trigger that removes the floor.
This document provides an overview of browser bug hunting from the perspective of Atte Kettunen, a security researcher who has found over 100 vulnerabilities and received over 60 rewards. It discusses three golden rules for staying productive: 1) Stay up-to-date on new features, competition from other researchers, and emerging tools; 2) Details techniques like fuzzing, instrumentation, and debugging tools; 3) Notes the importance of hardware resources for running large numbers of tests in parallel.
This document provides an overview of browser bug hunting from the perspective of Atte Kettunen, a security researcher who has found over 100 vulnerabilities and received over 60 rewards. It discusses three golden rules for staying productive: 1) Stay up-to-date on new features, competition from other researchers, and emerging tools; 2) Details the types of bugs commonly found, including use-after-frees and buffer overflows; 3) Describes tools used like AddressSanitizer and fuzzers, as well as hardware infrastructure that has grown from a few PCs to a large university cluster.
Introduction to Unity3D and Building your First GameSarah Sexton
In Phase One, we will cover the basics of using the Unity editor’s interface, customizing the workspace, building a 3D environment, and adding sound effects.
In Phase Two, we will import a player character asset, learn about Animator Controllers, make animations, set up physics and gravity, and add player movement scripts.
In Phase Three, we will set up our Camera and write a script to make the camera follow our player character.
Building your first game in Unity 3d by Sarah SextonBeMyApp
Learn to create a 3D isometric survival shooter called Nightmares using Unity 5 in this hands-on workshop. Although this workshop is beginner-friendly, you need to understand mathematical 3D concepts.
The Doodle3D WiFi-Box makes almost all 3D printers wirelessly controllable through a simple REST API. This means you can control them
using Processing, openFrameworks, JavaScript, Arduino, Delphi, Cinder etc. Basically any language that can send and receive HTTP requests (AJAX).
44CON 2013 - Browser bug hunting - Memoirs of a last man standing - Atte Kett...44CON
Just like drinking is not a game in Finland; neither is browser bug hunting - it’s serious business! Browser bugs have been supporting Atte Kettunen (@attekett) traditional Finnish way of living since late 2011 and he’s going to tell you all about how he has been living the dream browser bug hunting - focusing on one of the most secure browser around, Google Chrome!
He’ll tell you a tale of his experiences with bounty programs and how those have evolved since he started way back (vendors can show the love too!) and how he’s managed to survive in the harsh environment of browser bug hunting. He’ll impart some important bug hunting social skills by showing you how and how NOT to step on the others guys toes - very competitive cottage industry is browser bug hunting. ;)
Atte is also going to share with you how and why he selected his current target feature *(still full of bugs!), how he built his fuzzer-module(s) and the results produced. We’ll all walk a mile in a bug hunters shoes together and take a peek at the tool sets, as well as the infrastructures that are used to find browser bugs by individuals and vendors!
The Ring programming language version 1.8 book - Part 60 of 202Mahmoud Samir Fayed
This document discusses using RingOpenGL and RingFreeGLUT for 3D graphics in Ring. It provides examples of creating an OpenGL window with RingFreeGLUT, drawing shapes using RingOpenGL, handling window resize events, rotating triangles, and responding to keyboard input to change colors. Key aspects covered include initializing GLUT, loading the OpenGL and FreeGLUT libraries, using functions like glutInit(), glutCreateWindow(), glutDisplayFunc(), and handling events.
The document provides an overview of a presentation on Unity game engine programming. It introduces the presenter and their background and experience. It then outlines the topics to be covered, including Unity engine API model, scripting languages like C# and JavaScript, Unity game object structure, and examples. It lists some advanced programming topics that may not have enough time to cover. It encourages attendees to learn programming on their own and notes the presentation is subject to time limitations. It provides a disclaimer and says to stay tuned for future Unity workshop announcements.
Forest Assassin is a 2D adventure platformer game with easy controls and fun gameplay, which helps every one to get started, this is a classic platformer game with wonderfully designed characters and world. To complete the game collect all the coins and the trophy try to collect all 100 gold coins to become the highest scorer in this adventurers platformer game, on your way you will face many obstacles and enemies and use your sword to fight with the enemy.
The document describes the steps to install Python and the Django web framework on a system. It includes downloading and installing Python, setting up a code editor like VSCode, creating a virtual environment, installing Django within the virtual environment, creating a Django project, running database migrations, and running the development web server. The goal is to familiarize oneself with installing and setting up Python and Django to begin developing web applications.
The game API is one of the most interesting and unique concepts of Java ME. It consists of very useful classes that help you with typical tasks that are required in almost ever game — for example sprite handling, tiled backgrounds or collision detection. This module will explain those concepts and how to create an own game loop. The challenge is the largest project yet and involves writing your own game called "Schlabo". The player moves his avatar at the bottom of the screen and has to shoot the enemy that moves randomly at the top.
Contents:
* Performance
* Game API
* Game loop
* GameCanvas
* Bitmaps
* Sprite
* Layer and TiledLayer
* LayerManager
Getting Into the Game Development Business in the Philippines (2010)Cesar Tolentino
This document discusses options for entering the game development business, including original game creation, game development outsourcing, and game development services outsourcing. It estimates the costs to develop World of Warcraft and outlines the growth of video game outsourcing. Specific advice is provided on starting a game development outsourcing business, including necessary equipment, infrastructure costs, staffing needs, and strategies for success. Original game creation carries the most risk but also the highest potential earnings, while game development services outsourcing has the lowest risk but also the lowest earnings.
User Manual for Qditor V3, an all-in-one video editor which can help you easily make cool videos with the most powerful editing functions and hundreds of built-in effects.
This document discusses game testing and publishing in Stencyl. It describes different modes of game testing such as using Flash Player, browsers, Windows, Android simulators and devices, and iOS simulators and devices. It also discusses debugging techniques like printing to the console, debug drawing, and FPS monitoring. For publishing, it outlines exporting to web formats like Flash and Chrome, Stencyl Arcade, desktop formats for Windows and Mac, and mobile formats for Android and iOS app stores. Site locking and certificate setup are also covered.
The document provides an overview of the Android Game Development Kit (AGDK) tutorial. It discusses setting up a GameActivity project in Android Studio, implementing the native C++ engine using GameActivity, and integrating key AGDK features like game input handling, audio output using Oboe, and frame pacing. It also covers using the Android Performance Tuner to measure game performance across devices.
Tales from the Optimization Trenches - Unite Copenhagen 2019Unity Technologies
In this talk, you'll learn about the tools and techniques that Unity's Consulting and Development team uses to identify and fix performance issues. The team travels the world visiting customers and conducting Project Reviews, in-depth engagements to locate and resolve performance bottlenecks. This session is designed to help you apply their knowledge to your Unity projects, so you'll see examples of real-life performance problems, their solutions, and receive up-to-date best practice advice.
Speaker: Ignacio Liverotti – Unity
Watch the session on YouTube: https://youtu.be/GuODu4-cXXQ
Unity 3D is a popular multi-platform game engine that has been used for over 10 years. It uses scenes to organize game levels and objects. Gameplay is created using game objects, components, transforms, lights, cameras, inputs, and triggers. Common tasks for a beginner project include creating a maze with a movable character controller and trigger that removes the floor.
This document provides an overview of browser bug hunting from the perspective of Atte Kettunen, a security researcher who has found over 100 vulnerabilities and received over 60 rewards. It discusses three golden rules for staying productive: 1) Stay up-to-date on new features, competition from other researchers, and emerging tools; 2) Details techniques like fuzzing, instrumentation, and debugging tools; 3) Notes the importance of hardware resources for running large numbers of tests in parallel.
This document provides an overview of browser bug hunting from the perspective of Atte Kettunen, a security researcher who has found over 100 vulnerabilities and received over 60 rewards. It discusses three golden rules for staying productive: 1) Stay up-to-date on new features, competition from other researchers, and emerging tools; 2) Details the types of bugs commonly found, including use-after-frees and buffer overflows; 3) Describes tools used like AddressSanitizer and fuzzers, as well as hardware infrastructure that has grown from a few PCs to a large university cluster.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
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.
Infrastructure Challenges in Scaling RAG with Custom AI modelsZilliz
Building Retrieval-Augmented Generation (RAG) systems with open-source and custom AI models is a complex task. This talk explores the challenges in productionizing RAG systems, including retrieval performance, response synthesis, and evaluation. We’ll discuss how to leverage open-source models like text embeddings, language models, and custom fine-tuned models to enhance RAG performance. Additionally, we’ll cover how BentoML can help orchestrate and scale these AI components efficiently, ensuring seamless deployment and management of RAG systems in the cloud.
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
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
Fueling AI with Great Data with Airbyte WebinarZilliz
This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
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.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
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* Step-by-step implementation guide
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5. Unity 5.2.3f1
PC Windows 8.1(7 )
PlayMaker https://www.assetstore.unity3d.com/jp/#!/content/368
1.7.8(1.8.0 )
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13. } Asset Store PlayMaker
-
} Web Browser URL
◦ https://www.assetstore.unity3d.com/jp/#!/content/368
}
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39. }
◦ Cube PlayMaker Editor
PlayMaker
◦ (On Off)
◦ On Activate game Object
Activate game Object
GameObject GameObject (
)
}
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40. } Cube PlayMaker Editor
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41. }
Directional Light Active On/Off
}
}
} PlayMaker Editor On
}
Turn Off ENTER (RETURN )
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63. } Entry Init (Init
[Set as Layer Default State]
)
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64. } Animator Controller
Next
} Parametes
Trigger New Trigger
Next
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65. } Init=>Open Open=>Close Close=>Open
Transition
[Make Transiton]
)
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66. } Transition Inspector View
Conditions +
Parameter Next
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67. } Door PlayMaker
Editor
}
◦ Close
◦ Close to Open
◦ Open
◦ Open to Close
} 2
◦ Open door
◦ Close door
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69. }
◦ Close
– Open door
◦ Close to Open
– FINISHED
◦ Open
– Close door
◦ Open to Close
– FINISHED
} Close=>Close to Open=>Open=>Open to
Close=>Close
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71. } Close Close to Open
◦ Get Button Down
◦ Send Event Close door
} Close to Open Open
◦ [Animator]-[Set Animator Trigger]
◦ Trigger Next
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72. } Open Open to Close
◦ Get Button Down
◦ Send Event Open door
} Open to Close Close
◦ [Animator]-[Set Animator Trigger]
◦ Trigger Next
}
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73. } PlayMaker
} PlayMaker
} GameObject Material Mecanim
Unity
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78. } I Made a Backup. Go Ahead!
No Thanks [Asstes]-
[Run API Updater]
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79. } Plane Position ( 0, 0, 0 )
} [Assets]-[Import Assets]-[Characters]
} [Standard Assets]-[Characters]-
[ThirdPersonCharacter]-[Prefabs]
ThirdPersonController Hierarchy
D&D
} Position ( 0, 0, -3 )
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80. } Close Open Get Button Down
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81. } Close Open Physics - Trigger
Event
} Close
◦ Trigger: On Trigger Enter
◦ Send Event: Open door
} Open
◦ Trigger: On Trigger Exit
◦ Send Event: Close door
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82. } Door Box Collider
} Box Collider Is Trigger
} Box Collider Size (1, 1, 30)
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85. } GameObject
} DoorGroup
} Positon ( 0, 0, 0 )
} Door DoorTrigger
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86. } Door PlayMaker Editor
}
}
DoorTemplate
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87. } Door PlayMaker Editor
}
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88. } DoorTrigger PlayMaker Editor
} [
]-[ ]-[DoorTemplate]
FMS
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89. } Close to Open Open to Close
Set Animation Trigger
GameObject Use Owner
} Specify Game Object None
(GameObject) Door D&D
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91. } Close to Open Play Sound
} Audio Clip [Playmaker Tutorials]-[Audio]-
[Bell_High]
} Open to Close Play Sound
} Audio Clip [Playmaker Tutorials]-[Audio]-
[Bell_Low]
2016/1Copyright(C) 2016 . All Rights Reserved 91
140. } Cube Position(0, 0.5, 0)
} Project View Material CubeMat
Albedo
} GameObject Trigger
Color Position(0, 1,5, 0) Scale(3,3,3)
} Trigger Color Box Collider
IsTrigger
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141. } Trigger Color PlayMaker Editor
◦ Setup( )
◦ Listener
◦ Change Color
◦ Blue
◦ Red
}
◦ change color
◦ color blue
◦ color red
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142. }
◦ color index
◦ int
}
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143. } Listener
◦ Trigger Event
◦ Send Event: change color
} Change Color
◦ Int Switch
– Int Variable: color index
– Int Switches 2 ( )
– 1
– Compare Int: 0
– Send Event: color blue
– 2
– Compare Int: 1
– Send Event: color red
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144. } Blue
◦ Set Material Color
– Game Object: Specify game Object Cube
– Material: CubeMat ( Cube
)
– Color:
◦ Set Int Value
– Int Variable: color index
– Int Value: 1
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145. } Red
◦ Set Material Color
– Game Object: Specify game Object Cube
– Material: CubeMat ( Cube
)
– Color:
◦ Set Int Value
– Int Variable: color index
– Int Value: 0
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174. } Setup
◦ Get Owner
– Store Game Object Globals/HealthManager
◦ Set Int Value
– player_health Globals/CurrentPlayerHealth
–
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175. } UpdateHUD
◦ Convert Int To String
– Int Variable player_health Globals/CurrentPlayerHealth
– String Valiable: (
)
◦ U Gui Text Set Text
–
}
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176. } HealthManager
◦ Listener ( )
◦ Add Health
◦ Remove Health
}
◦ add_health
◦ remove_health
◦
( )
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183. } Update Health
◦ Send Event
–
◦ Get Parent
– Store Result: parent
◦ Destroy Object
– Game Object : parent
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189. } HealthManager PlayMaker Editor
}
◦ Check Health
} Check Health
◦ int Compare
}
◦ add_health
◦ FINISHED
}
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Check Health
217. Game Object Game Object
At Position
Vector
X, Y, Z
Space (World) (Self)
Force Mode ( )
Every Frame ?
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FoceMode
Force
Impulse
VelocityChange
Acceleration
225. }
◦ time_to_wait (float )
◦ target_object (GameObject )
}
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226. } Setup
◦ Random Float
– Min: 0.5
– Max: 2.0
– Store Result: time_to_wait
◦ Wait
– Time: time_to_wait
– Finish Event: FINISHED
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227. } Send Pop Up
◦ Get Random Object
– With Tag: PopCube
– Store Result: target_object
◦ Send Event
– Game Object
– GameObject Specify Game Objet: terget_object
– Send Event: pop_up
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228. } Rigidbody
} Tag
◦ Get Random Object(
)
◦ Find Game Object(1 )
} Tag
◦ Get Tag
◦ Game Object Tag Switch
2016/1Copyright(C) 2016 . All Rights Reserved 228
232. } M2H C# Game Examples
◦ https://www.assetstore.unity3d.com/jp/#!/content/116
} PlayMaker
◦ https://hutonggames.fogbugz.com/default.asp?W880
}
}
2016/1Copyright(C) 2016 . All Rights Reserved 232
233. 1. PlayMaker
2. M2H C# Game Examples
3. MeshCombineUtility.cs
l combine.mesh.GetTriangleStrip
combine.mesh.GetTriangles
l combine.mesh.SetTriangleStrip
combine.mesh.SetTriangles
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237. } C# PlayMaker
◦ PlayMaker
–
◦ C#
– ( )
2016/1Copyright(C) 2016 . All Rights Reserved 237
; .; ; ;
; :" ;
C B ) ; B E
) ( ) ( )
B ;
E
( )"( :" B ;
F
F