SpriteKit is Apple's own game framework that came out with iOS7. It arguably does a number of things better than the rest of the 2D game frameworks out there and here they are.
Sprite Kit is a 2D game engine built into Xcode 5 that provides graphics rendering and animation capabilities using sprites. It includes built-in classes for nodes, scenes, actions and shapes, and features like a particle editor, physics engine and texture packer. Sprite Kit uses a bottom-left coordinate system and makes animation and game development easy through its convenient API.
This talk is a quick grasp of two WWDC 2013 talks that refer to Sprite Kit. A demonstration sample game is included at the end of the talk; you can find the source code here (https://github.com/teaualune/sk-shootduck).
This document summarizes Shahed Chowdhury's background and experience in game development. It then provides an overview of various visual tools and programming languages for game development, including Construct 2, GameSalad, Unity, and Cocos2D. The document concludes with next steps for learning more about Construct 2, Unity, C++ and DirectX game development.
The document discusses SETA International Asia, a game engine company established in 2014 with 180 staff members. It provides an overview of what a game engine is, describing it as a software framework for creating video games using tools to assist development and allow components to be reused across projects. Key details include common programming languages used, integrated development environments, costs ranging from free to $4,500 depending on the engine, and examples of 2D, 3D and cross-platform engine purposes. Components typically included in engines are described as rendering, physics, animation, sound and scripting.
The document discusses video games and the Kinect motion sensing device. It provides an overview of how video games have evolved from additional means of sound reproduction to an industry incorporating human interaction. The Kinect is described as a motion sensing device used with the Xbox gaming console that utilizes a webcam-style setup to track motion without a game controller. The document also briefly outlines the typical stages of video game development and provides information on game engines, listing Construct 2 as an example engine that allows 2D and 3D game creation without programming.
This document provides instructions for playing 360 videos in Unity. It includes:
1. Installing Unity and creating a new project
2. Placing a main camera at the origin and adding a large surrounding sphere
3. Adding a custom shader and material to make the sphere's inside texture visible
4. Importing a 360 video and assigning it as the material's texture
5. Adding a script to playback the video texture on the sphere
6. Adjusting the main camera position to view different areas of the 360 video
This document provides an introduction to the gamepad API for controlling devices like game controllers on the web. It explains that the gamepad API allows support for controllers beyond just Xbox controllers to include wheels, accelerometers and pedals. However, it does not support full motion sensing and gesture recognition from devices like Kinect. The document recommends finding a library to help get started with the gamepad API and provides additional resources for questions.
Sprite Kit is a 2D game engine built into Xcode 5 that provides graphics rendering and animation capabilities using sprites. It includes built-in classes for nodes, scenes, actions and shapes, and features like a particle editor, physics engine and texture packer. Sprite Kit uses a bottom-left coordinate system and makes animation and game development easy through its convenient API.
This talk is a quick grasp of two WWDC 2013 talks that refer to Sprite Kit. A demonstration sample game is included at the end of the talk; you can find the source code here (https://github.com/teaualune/sk-shootduck).
This document summarizes Shahed Chowdhury's background and experience in game development. It then provides an overview of various visual tools and programming languages for game development, including Construct 2, GameSalad, Unity, and Cocos2D. The document concludes with next steps for learning more about Construct 2, Unity, C++ and DirectX game development.
The document discusses SETA International Asia, a game engine company established in 2014 with 180 staff members. It provides an overview of what a game engine is, describing it as a software framework for creating video games using tools to assist development and allow components to be reused across projects. Key details include common programming languages used, integrated development environments, costs ranging from free to $4,500 depending on the engine, and examples of 2D, 3D and cross-platform engine purposes. Components typically included in engines are described as rendering, physics, animation, sound and scripting.
The document discusses video games and the Kinect motion sensing device. It provides an overview of how video games have evolved from additional means of sound reproduction to an industry incorporating human interaction. The Kinect is described as a motion sensing device used with the Xbox gaming console that utilizes a webcam-style setup to track motion without a game controller. The document also briefly outlines the typical stages of video game development and provides information on game engines, listing Construct 2 as an example engine that allows 2D and 3D game creation without programming.
This document provides instructions for playing 360 videos in Unity. It includes:
1. Installing Unity and creating a new project
2. Placing a main camera at the origin and adding a large surrounding sphere
3. Adding a custom shader and material to make the sphere's inside texture visible
4. Importing a 360 video and assigning it as the material's texture
5. Adding a script to playback the video texture on the sphere
6. Adjusting the main camera position to view different areas of the 360 video
This document provides an introduction to the gamepad API for controlling devices like game controllers on the web. It explains that the gamepad API allows support for controllers beyond just Xbox controllers to include wheels, accelerometers and pedals. However, it does not support full motion sensing and gesture recognition from devices like Kinect. The document recommends finding a library to help get started with the gamepad API and provides additional resources for questions.
A basic presentation on unity 3D. In this presentation we have talked about what unity 3D is and why it is preferable over other game engines for development. How can we develop a game on it.
The document provides an introduction to getting started with Unity game development. It outlines choosing a code editor, getting started with 3D objects, and adding scripts and movement. It also lists some 3D and 2D demo projects and provides resources for additional tutorials, videos, and community support.
The document discusses building Android devices and provides an overview of challenges and considerations. It notes that building devices can be driven by consumer/business needs, niche markets, or testing new concepts. Key challenges include steep learning curves for hardware and software, driver support, and ensuring compatibility with Android updates. The document outlines options like using open source hardware boards, pre-existing devices, or fully customizing the Android source code and recommends community support for hardware. It also highlights examples like CyanogenMod and future trends like cheaper sensors and 64-bit Android.
Visual Studio tips and tricks to boost your productivity – Unite Copenhagen 2019Unity Technologies
Visual Studio and Visual Studio for Mac are packed with features that can help boost productivity when you're developing games. In this talk at Unite Copenhagen, Microsoft's John Miller shared his favorite Visual Studio tips and tricks that empower you to write better, more robust and consistent code.
Speaker: John Miller – Microsoft
The document discusses Unity's efforts to optimize code for WebGL deployment without plugins. It describes how Unity used the emscripten compiler to convert Unity code (written in C++) to asm.js for improved optimization in browsers. It also outlines Unity's development of the IL2CPP technology to convert .NET code like C# to JavaScript. With these approaches, Unity aims to continue supporting WebGL deployment across future versions like it did with previous Web Player versions.
Open source is for life, not just for ChristmasRichard Lord
This document summarizes Richard Lord's experience developing the open-source Flint particle engine project over several years. It outlines the 7 steps he took to develop the project, including choosing an architecture, writing code, choosing a name, making the code public, gathering feedback, releasing version 1, and taking breaks. It also discusses handling feedback, plans for future versions that were only partially completed, and how the project helped raise his profile and experience while giving something back to the community.
Thomas Frauenhofer gave a presentation on Cocos2d at the 360iDev conference in Austin. He discussed why Cocos2d is a good framework for 2D games, provided an overview of key Cocos2d concepts like scenes, layers, sprites and actions. He then demonstrated building a simple "Block Game" to teach core Cocos2d functionality like touch input, sprite movement and collision detection. The presentation included sample code for the game.
Thomas Frauenhofer gave a presentation on Cocos2d at the 360iDev conference in Austin. He discussed why Cocos2d is a good framework for 2D games, provided an overview of key Cocos2d concepts like scenes, layers, sprites and actions. He then demonstrated building a simple "Block Game" to teach core Cocos2d functionality like touch input, sprite movement and collision detection. The presentation included sample code for the game.
- The document discusses using SpriteKit to create games for the Apple Watch. It provides details on the Apple Watch's hardware specifications and input methods.
- It introduces SpriteKit and how it can be used to create 2D games and animations. It then explains how SpriteKit works specifically for the Apple Watch, which has limitations due to its small screen size and power constraints.
- The presenter provides a quick demo of a SpriteKit game running on the Apple Watch and cautions that the Apple Watch may not be well suited as a primary gaming platform due to its constraints, but could work as an extension to games on other Apple devices.
This document summarizes the journey of developing an ARKit app in Unity3D. The original team encountered several challenges including changing ARKit APIs, needing to purchase plugins for features like sharing and storage, and performance issues with Unity's ARKit plugin. They overcame these obstacles by writing bridge code between Unity and native iOS code to access ARKit, Metal, and AVFoundation APIs for better performance and video recording support. While Unity provided cross-platform benefits, a custom native app would have better UI performance and control without dependencies on Unity plugins.
10+ Deploys Per Day: Dev and Ops Cooperation at FlickrJohn Allspaw
Communications and cooperation between development and operations isn't optional, it's mandatory. Flickr takes the idea of "release early, release often" to an extreme - on a normal day there are 10 full deployments of the site to our servers. This session discusses why this rate of change works so well, and the culture and technology needed to make it possible.
User-friendly Multimeda Authoring with Pachydermscottsayre
The document discusses Pachyderm, an open-source and free multimedia authoring tool. It can be used to create interactive online exhibits. The document outlines how Pachyderm works, from uploading media and selecting templates to publishing presentations. New features of version 2.1 including accessibility compliance features are also covered. Examples of institutions using Pachyderm are provided.
The document summarizes the agenda for the 25 March 2009 meeting of the SBTUG (South Brisbane Technology User Group). It includes presentations on Windows 7 benefits for business and for developers, as well as announcements about social networking groups, prizes for attendees, and upcoming community events. Microsoft news and tech news are also briefly mentioned.
ITCamp 2011 - Paula Januszkiewicz - Password secrets revealedITCamp
The document discusses password security and cracking. It begins with an overview of password complexity and the time required to crack passwords of varying lengths and complexity. It then covers topics like passwords on the web, protected storage, virtual network computing (VNC), wireless security, passwords in operating systems, and password cracking tools. Throughout, it includes demonstrations of hacking passwords. It concludes by recommending steps like using password policies, training users, and testing passwords to help strengthen security.
This document discusses Android testing and various tools that can be used for different types of testing like unit tests, integration tests, and UI tests. It mentions testing tools like JUnit, Espresso, UIAutomator, and Monkey that can be used for testing at the unit and UI levels. It also discusses how to set up an easy testing environment using base classes, mocking, dependency injection and Gradle scripts. Finally, it provides some links to code samples and resources about Android testing.
A basic presentation on unity 3D. In this presentation we have talked about what unity 3D is and why it is preferable over other game engines for development. How can we develop a game on it.
The document provides an introduction to getting started with Unity game development. It outlines choosing a code editor, getting started with 3D objects, and adding scripts and movement. It also lists some 3D and 2D demo projects and provides resources for additional tutorials, videos, and community support.
The document discusses building Android devices and provides an overview of challenges and considerations. It notes that building devices can be driven by consumer/business needs, niche markets, or testing new concepts. Key challenges include steep learning curves for hardware and software, driver support, and ensuring compatibility with Android updates. The document outlines options like using open source hardware boards, pre-existing devices, or fully customizing the Android source code and recommends community support for hardware. It also highlights examples like CyanogenMod and future trends like cheaper sensors and 64-bit Android.
Visual Studio tips and tricks to boost your productivity – Unite Copenhagen 2019Unity Technologies
Visual Studio and Visual Studio for Mac are packed with features that can help boost productivity when you're developing games. In this talk at Unite Copenhagen, Microsoft's John Miller shared his favorite Visual Studio tips and tricks that empower you to write better, more robust and consistent code.
Speaker: John Miller – Microsoft
The document discusses Unity's efforts to optimize code for WebGL deployment without plugins. It describes how Unity used the emscripten compiler to convert Unity code (written in C++) to asm.js for improved optimization in browsers. It also outlines Unity's development of the IL2CPP technology to convert .NET code like C# to JavaScript. With these approaches, Unity aims to continue supporting WebGL deployment across future versions like it did with previous Web Player versions.
Open source is for life, not just for ChristmasRichard Lord
This document summarizes Richard Lord's experience developing the open-source Flint particle engine project over several years. It outlines the 7 steps he took to develop the project, including choosing an architecture, writing code, choosing a name, making the code public, gathering feedback, releasing version 1, and taking breaks. It also discusses handling feedback, plans for future versions that were only partially completed, and how the project helped raise his profile and experience while giving something back to the community.
Thomas Frauenhofer gave a presentation on Cocos2d at the 360iDev conference in Austin. He discussed why Cocos2d is a good framework for 2D games, provided an overview of key Cocos2d concepts like scenes, layers, sprites and actions. He then demonstrated building a simple "Block Game" to teach core Cocos2d functionality like touch input, sprite movement and collision detection. The presentation included sample code for the game.
Thomas Frauenhofer gave a presentation on Cocos2d at the 360iDev conference in Austin. He discussed why Cocos2d is a good framework for 2D games, provided an overview of key Cocos2d concepts like scenes, layers, sprites and actions. He then demonstrated building a simple "Block Game" to teach core Cocos2d functionality like touch input, sprite movement and collision detection. The presentation included sample code for the game.
- The document discusses using SpriteKit to create games for the Apple Watch. It provides details on the Apple Watch's hardware specifications and input methods.
- It introduces SpriteKit and how it can be used to create 2D games and animations. It then explains how SpriteKit works specifically for the Apple Watch, which has limitations due to its small screen size and power constraints.
- The presenter provides a quick demo of a SpriteKit game running on the Apple Watch and cautions that the Apple Watch may not be well suited as a primary gaming platform due to its constraints, but could work as an extension to games on other Apple devices.
This document summarizes the journey of developing an ARKit app in Unity3D. The original team encountered several challenges including changing ARKit APIs, needing to purchase plugins for features like sharing and storage, and performance issues with Unity's ARKit plugin. They overcame these obstacles by writing bridge code between Unity and native iOS code to access ARKit, Metal, and AVFoundation APIs for better performance and video recording support. While Unity provided cross-platform benefits, a custom native app would have better UI performance and control without dependencies on Unity plugins.
10+ Deploys Per Day: Dev and Ops Cooperation at FlickrJohn Allspaw
Communications and cooperation between development and operations isn't optional, it's mandatory. Flickr takes the idea of "release early, release often" to an extreme - on a normal day there are 10 full deployments of the site to our servers. This session discusses why this rate of change works so well, and the culture and technology needed to make it possible.
User-friendly Multimeda Authoring with Pachydermscottsayre
The document discusses Pachyderm, an open-source and free multimedia authoring tool. It can be used to create interactive online exhibits. The document outlines how Pachyderm works, from uploading media and selecting templates to publishing presentations. New features of version 2.1 including accessibility compliance features are also covered. Examples of institutions using Pachyderm are provided.
The document summarizes the agenda for the 25 March 2009 meeting of the SBTUG (South Brisbane Technology User Group). It includes presentations on Windows 7 benefits for business and for developers, as well as announcements about social networking groups, prizes for attendees, and upcoming community events. Microsoft news and tech news are also briefly mentioned.
ITCamp 2011 - Paula Januszkiewicz - Password secrets revealedITCamp
The document discusses password security and cracking. It begins with an overview of password complexity and the time required to crack passwords of varying lengths and complexity. It then covers topics like passwords on the web, protected storage, virtual network computing (VNC), wireless security, passwords in operating systems, and password cracking tools. Throughout, it includes demonstrations of hacking passwords. It concludes by recommending steps like using password policies, training users, and testing passwords to help strengthen security.
This document discusses Android testing and various tools that can be used for different types of testing like unit tests, integration tests, and UI tests. It mentions testing tools like JUnit, Espresso, UIAutomator, and Monkey that can be used for testing at the unit and UI levels. It also discusses how to set up an easy testing environment using base classes, mocking, dependency injection and Gradle scripts. Finally, it provides some links to code samples and resources about Android testing.
The document discusses three approaches to designing a mobile website: 1) Do nothing and rely on liquid or semi-liquid layouts, 2) Create a separate mobile site using browser sniffing or cookies, 3) Use a single responsive site with media queries and viewport meta tags to adapt layout and styling based on screen size. It also covers challenges of mobile development like different screen sizes and debugging mobile browsers.
This document discusses design systems and atomic design. It introduces atomic design as a methodology for creating interface design systems in a hierarchical way from small reusable components (atoms) up to full pages. It then provides details on how to create a designers kit, which includes style guides, pattern libraries, and mockups/templates. Finally, it outlines pros and cons of design systems, such as increased consistency but higher upfront costs.
Ac#vity is the basic building block of a mobile app interface. It represents a single screen with a user interface. An app uses Ac#vity classes to build a series of screens that the user can navigate between via intents. The Ac#vity lifecycle involves callback methods like onCreate, onStart, onResume etc that are important for initializing and releasing resources. Transi#ons between Ac#vi#es can be customized with anima#ons. Data can be passed between Ac#vi#es via intents and bundles. The manifest declares Ac#vi#es and their launch points and filters.
This document provides an overview of iOS development. It discusses the core components of iOS like the OSX kernel, frameworks like UIKit and Foundation, and the MVC design pattern. It also covers various iOS frameworks like Core OS, Core Services, Media and Cocoa Touch. The document demonstrates a simple iOS app using MVC with Xcode and Interface Builder. It provides code examples for a basic "Hello World" app, calculator app and map app using MapKit.
This document discusses HTML5 apps and different approaches for building cross-platform apps, including PhoneGap, W3C Widgets, and other runtimes. It notes that HTML5 apps can access device APIs like the camera and GPS through frameworks like PhoneGap. It also summarizes pros and cons of different approaches, such as PhoneGap providing access to many device APIs but not being a standard, and W3C Widgets being very simple to create but only supporting a few APIs.
The document provides guidance on optimizing games for mobile devices using Unity. It emphasizes the importance of setting a target device, testing and measuring performance on the actual device, understanding platform-specific optimizations, and using profiling tools. Key steps include profiling CPU, GPU, and memory usage; addressing overdraw, batching, and shader complexity; and minimizing loading time, unnecessary calculations, and memory usage. The goal is to identify and fix the most impactful performance issues for a given target device.
This document discusses game engines for Android and provides recommendations. It explains that game engines help with faster and easier development by handling common tasks like rendering, physics, audio, etc. so developers can focus on the game. Several popular engines are described, including Rokon, Cocos2D and AndEngine. Each is evaluated based on features, performance and examples. The document recommends Cocos2D or AndEngine for new developers based on their capabilities and active communities.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
Sudheer Mechineni, Head of Application Frameworks, Standard Chartered Bank
Discover how Standard Chartered Bank harnessed the power of Neo4j to transform complex data access challenges into a dynamic, scalable graph database solution. This keynote will cover their journey from initial adoption to deploying a fully automated, enterprise-grade causal cluster, highlighting key strategies for modelling organisational changes and ensuring robust disaster recovery. Learn how these innovations have not only enhanced Standard Chartered Bank’s data infrastructure but also positioned them as pioneers in the banking sector’s adoption of graph technology.
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Goodbye Windows 11: Make Way for Nitrux Linux 3.5.0!SOFTTECHHUB
As the digital landscape continually evolves, operating systems play a critical role in shaping user experiences and productivity. The launch of Nitrux Linux 3.5.0 marks a significant milestone, offering a robust alternative to traditional systems such as Windows 11. This article delves into the essence of Nitrux Linux 3.5.0, exploring its unique features, advantages, and how it stands as a compelling choice for both casual users and tech enthusiasts.
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.
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
Enchancing adoption of Open Source Libraries. A case study on Albumentations.AIVladimir Iglovikov, Ph.D.
Presented by Vladimir Iglovikov:
- https://www.linkedin.com/in/iglovikov/
- https://x.com/viglovikov
- https://www.instagram.com/ternaus/
This presentation delves into the journey of Albumentations.ai, a highly successful open-source library for data augmentation.
Created out of a necessity for superior performance in Kaggle competitions, Albumentations has grown to become a widely used tool among data scientists and machine learning practitioners.
This case study covers various aspects, including:
People: The contributors and community that have supported Albumentations.
Metrics: The success indicators such as downloads, daily active users, GitHub stars, and financial contributions.
Challenges: The hurdles in monetizing open-source projects and measuring user engagement.
Development Practices: Best practices for creating, maintaining, and scaling open-source libraries, including code hygiene, CI/CD, and fast iteration.
Community Building: Strategies for making adoption easy, iterating quickly, and fostering a vibrant, engaged community.
Marketing: Both online and offline marketing tactics, focusing on real, impactful interactions and collaborations.
Mental Health: Maintaining balance and not feeling pressured by user demands.
Key insights include the importance of automation, making the adoption process seamless, and leveraging offline interactions for marketing. The presentation also emphasizes the need for continuous small improvements and building a friendly, inclusive community that contributes to the project's growth.
Vladimir Iglovikov brings his extensive experience as a Kaggle Grandmaster, ex-Staff ML Engineer at Lyft, sharing valuable lessons and practical advice for anyone looking to enhance the adoption of their open-source projects.
Explore more about Albumentations and join the community at:
GitHub: https://github.com/albumentations-team/albumentations
Website: https://albumentations.ai/
LinkedIn: https://www.linkedin.com/company/100504475
Twitter: https://x.com/albumentations
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?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
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).
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
2. Marin Todorov
“Touch Code Magazine”
www.touch-code-magazine.com
“Ray Wenderlich iOS Team”
www.raywenderlich.com (biggest iPhone blog out there)
Active on GitHub, Stackoverflow, what have you...
www.spritekit101.info
Friday, October 25, 13
3. Marin Todorov
“iOS Games by Tutorials”
“iOS7 by Tutorials”
“Adobe AIR Cookbook”
and more...
www.spritekit101.info
Friday, October 25, 13
4. Today you will:
★ Learn about SpriteKit
★ See SpriteKit Code
★ Get inspired to create iOS games
★ and ...
www.spritekit101.info
Friday, October 25, 13
6. Swag
1 copy “iOS Games by Tutorials”
1 copy of “Texture packer”
1 copy of Particle Designer 2.0
www.spritekit101.info
Friday, October 25, 13
7. This Session
1. Introduction
2. About SpriteKit
3. How is SpriteKit better?
4. Code demo
5. Swag!
6. Q & A
www.spritekit101.info
Friday, October 25, 13
8. What a game needs?
http://appstore.com/rage
http://appstore.com/doodlejump
http://appstore.com/asphaltaudirs3
www.spritekit101.info
Friday, October 25, 13
9. SpriteKit
-
2D game framework
Objective-C only!
Apple design to the max
integrated in XCode
very simple to prototype games
www.spritekit101.info
Friday, October 25, 13
10. Cocos2D
- Tens of thousands of games built with Cocos2d
- Bought by Zynga(#1 game company of Facebook)
- Spawned multi-platform version Cocos2DX
www.spritekit101.info
Friday, October 25, 13
13. This Session
1. Introduction
2. About SpriteKit
3. How is SpriteKit better?
4. Code demo
5. Swag!
6. Q & A
www.spritekit101.info
Friday, October 25, 13
21. Advantages
8) Objective-C rulez
C / C++
ActionScript
JavaScript
VisualBasic
Image: Glen Bowman
Friday, October 25, 13
www.spritekit101.info
22. This Session
1. Introduction
2. About SpriteKit
3. How is SpriteKit better?
4. Code demo
5. Swag!
6. Q & A
www.spritekit101.info
Friday, October 25, 13
24. This Session
1. Introduction
2. About SpriteKit
3. How is SpriteKit better?
4. Code demo
5. Swag!
6. Q & A
www.spritekit101.info
Friday, October 25, 13
27. This Session
1. Introduction
2. About SpriteKit
3. How is SpriteKit better?
4. Code demo
5. Swag!
6. Q & A
www.spritekit101.info
Friday, October 25, 13