This transformer converts objects to human-readable strings, useful for debugging. It can transform input streams to strings. To use it, place the object to string transformer where object transformation is needed.
The document discusses inheritance, virtual functions, and dynamic casting in C++. It explains that inheritance allows a new class to inherit attributes from a base class. Virtual functions allow dynamic binding at runtime rather than compile time. Dynamic casting uses the dynamic_cast operator to cast polymorphic objects, ensuring the cast is valid based on inheritance. Downcasting and cross casting between unrelated base classes is also possible using dynamic_cast. RTTI provides type information at runtime that can be accessed via typeid.
The Object to Input Stream Transformer converts serializable objects to an input stream by taking objects and converting them to byte arrays using the String.getBytes() method. It should be placed where transformations are needed and converts objects to streams for further processing.
YouBot is a natural language dialog application framework that allows users to build dialog applications that can communicate with users via text or voice in multiple channels. It uses pattern matching and processes to handle natural language conversations. Developers can define patterns and processes to control the dialog flow and integrate external APIs and databases. The system also supports context, input/output filtering, and inter-bot communication.
This document summarizes Mitchell Wand's presentation on providing static guarantees for macro bindings. It discusses the motivation for studying macros and desire for static reasoning about hygiene. While previous work addressed related problems dynamically, the goal here is to provide static guarantees. The presentation outlines previous work and the starting points being built upon, including Ott specification language and Herman's thesis. It describes progress made in adapting Pottier's Functional Fresh ML to use plain s-expressions while keeping binding information in types. Next steps include interfacing with an SMT prover and implementing example macros in the system.
Type Feedback for Bytecode InterpretersMarcus Denker
This position paper proposes the exploitation of type feedback mechanisms, or more precisely, polymorphic inline caches, for purely interpreting implementations of object-oriented programming languages. Using Squeak's virtual machine as an example, polymorphic inline caches are discussed as an alternative to global caching. An implementation proposal for polymorphic inline caches in the Squeak virtual machine is presented, and possible future applications for online optimization are outlined.
(Position Paper ICOOOLPS 07)
This document discusses Kotlin and its adoption and benefits. It notes that Kotlin has experienced rapid growth in adoption according to ThoughtWorks and Bekk Consulting. Some reasons for its popularity include its concise syntax, null safety, ease of transition from Java, and interoperability with other JVM languages. It also discusses some specific Kotlin features like nullable types, collections, data classes, extension functions, and coroutines. It provides examples of Kotlin code and compares it to Java. Finally, it discusses Kotlin adoption at Finn and considerations for using Kotlin.
This transformer converts objects to human-readable strings, useful for debugging. It can transform input streams to strings. To use it, place the object to string transformer where object transformation is needed.
The document discusses inheritance, virtual functions, and dynamic casting in C++. It explains that inheritance allows a new class to inherit attributes from a base class. Virtual functions allow dynamic binding at runtime rather than compile time. Dynamic casting uses the dynamic_cast operator to cast polymorphic objects, ensuring the cast is valid based on inheritance. Downcasting and cross casting between unrelated base classes is also possible using dynamic_cast. RTTI provides type information at runtime that can be accessed via typeid.
The Object to Input Stream Transformer converts serializable objects to an input stream by taking objects and converting them to byte arrays using the String.getBytes() method. It should be placed where transformations are needed and converts objects to streams for further processing.
YouBot is a natural language dialog application framework that allows users to build dialog applications that can communicate with users via text or voice in multiple channels. It uses pattern matching and processes to handle natural language conversations. Developers can define patterns and processes to control the dialog flow and integrate external APIs and databases. The system also supports context, input/output filtering, and inter-bot communication.
This document summarizes Mitchell Wand's presentation on providing static guarantees for macro bindings. It discusses the motivation for studying macros and desire for static reasoning about hygiene. While previous work addressed related problems dynamically, the goal here is to provide static guarantees. The presentation outlines previous work and the starting points being built upon, including Ott specification language and Herman's thesis. It describes progress made in adapting Pottier's Functional Fresh ML to use plain s-expressions while keeping binding information in types. Next steps include interfacing with an SMT prover and implementing example macros in the system.
Type Feedback for Bytecode InterpretersMarcus Denker
This position paper proposes the exploitation of type feedback mechanisms, or more precisely, polymorphic inline caches, for purely interpreting implementations of object-oriented programming languages. Using Squeak's virtual machine as an example, polymorphic inline caches are discussed as an alternative to global caching. An implementation proposal for polymorphic inline caches in the Squeak virtual machine is presented, and possible future applications for online optimization are outlined.
(Position Paper ICOOOLPS 07)
This document discusses Kotlin and its adoption and benefits. It notes that Kotlin has experienced rapid growth in adoption according to ThoughtWorks and Bekk Consulting. Some reasons for its popularity include its concise syntax, null safety, ease of transition from Java, and interoperability with other JVM languages. It also discusses some specific Kotlin features like nullable types, collections, data classes, extension functions, and coroutines. It provides examples of Kotlin code and compares it to Java. Finally, it discusses Kotlin adoption at Finn and considerations for using Kotlin.
These are the slide from the presentation that was given by Matthew and myself at the last Web 2.0 Expo in NY 2008. It really needs us talking to get the most out of it, but I wanted to share, because sharing is nice.
This document discusses various topics related to mobile design and usability testing. It notes that many users will not return to a website that does not load properly on mobile devices. It also mentions that roughly 1 in 7 searches are now happening on mobile phones. The document provides tips for designing for mobile like starting with the smallest screen and testing assumptions. It discusses pros and cons of paper prototyping versus high-fidelity prototyping. Examples of responsive design techniques from various websites are also listed.
Using Developmental Evaluation to Support Prototyping:A Workshop unitedwaycgy
There is increasing recognition that the problems we and our communities face are complex, dynamic and not easily solved. Our solutions must be as equally complex and dynamic and social innovation (SI) has emerged as a promising method that can guide the development of these complex solutions. A key practice in social innovation is prototyping and the ability to learn quickly in order to make rapid, yet informed, decisions about the ongoing trajectory of our work.
This workshop will introduce participants to the principles and functions of prototyping in a SI initiative and the Developmental Evaluation approach that guide learning, decision making and iteration.
Leading Boldly Network:
Calgary’s Network for Collaborative Social Innovation
"Prototyping with Cardboard" Workshop at Fablab SaigonMai Nguyen
This document outlines a workshop on cardboard prototyping and Google Cardboard virtual reality applications. The workshop covers cardboard prototyping methods like cut and fold or slice and assemble, introduces the sketchchair design software, discusses laser cutting and assembly, and demos Google Cardboard apps. Cardboard is highlighted as a cheap, strong and recyclable material well-suited for prototyping. The document encourages participants to design their own chair with Sketchchair before fabricating it using a laser cutter. Examples of Google Cardboard apps are also provided.
The document summarizes an action research study on the effects of using interactive whiteboard (IWB) technology in developmental math courses at a community college. The study found that IWB use increased student engagement based on classroom observations and student surveys. Students reported that the IWB helped them understand materials better and learn math. However, the biggest factor impacting engagement was the instructor's teaching style. The IWB is just a tool, and more training is needed for faculty to fully utilize its features. No significant impact on student performance was found. The study recommends further faculty development and repeating the research to also measure academic performance.
Don't Waste Your Time: Secrets of Minimum Viable PrototypingPhilip Likens
The most-voted-for "unconference" talk at UXPA 2015 in San Diego!
The Minimum Viable Product has quickly become integral to the way we build and validate products. But what comes before the MVP? The MVP (Minimum Viable Prototype) of course!
For two years I've hammered out prototype after prototype in our product innovation lab at Sabre. Along the way I've learned some secrets to creating Minimum Viable Prototypes, secrets that can help you apply the right amount of rigor and time to create a prototype that accelerates the development of your product.
Don't waste your time:
+ Building the wrong type of prototype
+ Building functionality beyond the minimum
+ Applying rigor in the all the wrong places
Learn the Sabre Labs secrets of Minimum Viable Prototyping!
Content presented at DT:DC's Summer of Design 2013 covering the topic of prototyping. This presentation culls examples from across the design industry and builds heavily upon lessons learned from my graduate studies at SCAD under Dianna Miller, Bob Fee, Christine Miller and Sarah Jo Johnson as well as industry research and real-world project experience in service design and UX design.
A 2005 presentation to Shift and the Victoria University Software Research group, defining the concept of adaptive design, and emphasizing the importance of rapid prototyping frameworks for developing the next generation of websites.
A REVIEW: RAPID PROTOTYPING TECHNIQUES FOR DESIGNING AND MANUFACTURING OF CUS...IAEME Publication
Rapid prototyping (RP) technologies are mostly related with applications in the product development and the design process as well as with small batch manufacturing. Due to their
comparatively high rapidity and flexibility, however, they have also been engaged in various non manufacturing applications. A field that attracts increasingly more attention by the scientific
community is related to the application of technologies in medicine and health care. The associated research is focused both on the development of specifically customized or new methods and systems based on principles, as well as on the applications of existing systems assisting health care services.
Building prototyping confidence in innovation process John Yeo
This document summarizes a workshop on building prototyping confidence in the innovation process. The workshop covered defining prototyping, identifying problems, conducting prototyping exercises, and providing feedback to improve prototypes. Attendees worked through examples of problem identification, developing prototypes, and receiving feedback to refine their ideas. The goal was to help participants improve their prototyping mindsets and skills to facilitate innovation.
Responsive Design & Prototyping -- An Agency Model (Part 1/3)Neeta Goplani
Responsive Design & Prototyping -- An Agency Model
This presentation is in three parts, please see the links and description below:
Links:
Part 1: http://www.slideshare.net/ngoplani/responsive-design-prototyping-an-agency-model-part-13
Part 3: http://www.slideshare.net/ngoplani/responsive-design-prototyping-an-agency-model-part-23
Part 2: http://www.slideshare.net/ngoplani/responsive-design-prototyping-an-agency-model-part-33
Description:
Digitas is pleased to host the April 2012 UPA Boston meeting. We’ll be looking at some of the latest trends we’ve seen in Experience Design. We will discuss how we at Digitas are redefining our approach and share the successes and challenges we’ve encountered along the way. We will focus specifically on responsive design as well as the value of prototyping in new more complex digital ecosystems.
Business process reengineering (BPR) involves analyzing and designing organizational workflows and processes to achieve dramatic improvements. A business process is a set of related tasks that create value for customers. BPR focuses on fundamentally rethinking processes rather than incremental improvements. It aims to eliminate non-value adding work and optimize processes using information technology.
This document discusses various usability methods that can be used at different stages of electronic medical record (EMR) development to improve usability. It describes contextual inquiry, personas, use case scenarios, requirements gathering, user stories, prototyping, card sorting, concept exploration, usability testing, incorporating user feedback, and maintaining design intent. Implementing usability methods early in the development process is most cost-effective, as it allows findings to be incorporated before significant code is written. While usability adds costs, it can provide measurable benefits like improved productivity, satisfaction, and safety.
The document summarizes a usability evaluation of the MSN Messenger 6.1 whiteboard collaborative tool. It describes the whiteboard functionality, evaluation methods used including personas, scenarios, surveys and usability tests. The findings indicate that while the functionality exists, the whiteboard is not very intuitive or usable. Users had difficulties with tasks like drawing and erasing. Recommendations include simplifying the tools and interaction, adding drag and drop, and surveying users. The conclusion is that the whiteboard needs to be both useful and usable to attract users to MSN.
As presented at DevWeek 2014 http://devweek.com/
Prototyping is often a misunderstood subject, especially when it comes to mobile apps. It is often mistaken for wire-framing or detailed project specifications. In this session, Ardeleanu will explore the tools and techniques available to create an agile environment where the client can participate in the process. He will take an app from the idea stage and progress it through the list of features, writing the Application Definition Statement (ADS), sketching, paper prototyping and eventually on to something that can run on the actual device. Clients love that! And it could save your bacon.
Prototyping: what is it, why should you care, common mistakes, and how to choose the right tools.
Presented at IxDA Sydney Meetup: The Prototype Edition - 28 May 2015
This document discusses learning spaces and the shift from teaching to learning-centered environments. It provides examples of different types of learning spaces, including personal labs, minimalist spaces, active learning spaces, specialized spaces, virtual spaces, sanctuary spaces, laboratory spaces, performance spaces, non-formal learning spaces, group study spaces, and prototyping spaces. It emphasizes that learning spaces should support different activities, have a temporal dimension for use across 24 hours, and transition to more software-based infrastructure over hardware. The document argues for building a culture of active inquiry through inspiring, passion-driven spaces and rethinking the learning environment through personas, journey maps, and prototypes.
Simulation for Business Process Managementjjanuszczak
The document discusses business process simulation using BPMN. It describes how a BPMN simulation model includes a process model along with simulation parameters. These parameters include activity parameters, event parameters, resourcing parameters, and metadata. The simulation can then be run using different simulation scenario parameters and options through a standards-based API.
These are the slide from the presentation that was given by Matthew and myself at the last Web 2.0 Expo in NY 2008. It really needs us talking to get the most out of it, but I wanted to share, because sharing is nice.
This document discusses various topics related to mobile design and usability testing. It notes that many users will not return to a website that does not load properly on mobile devices. It also mentions that roughly 1 in 7 searches are now happening on mobile phones. The document provides tips for designing for mobile like starting with the smallest screen and testing assumptions. It discusses pros and cons of paper prototyping versus high-fidelity prototyping. Examples of responsive design techniques from various websites are also listed.
Using Developmental Evaluation to Support Prototyping:A Workshop unitedwaycgy
There is increasing recognition that the problems we and our communities face are complex, dynamic and not easily solved. Our solutions must be as equally complex and dynamic and social innovation (SI) has emerged as a promising method that can guide the development of these complex solutions. A key practice in social innovation is prototyping and the ability to learn quickly in order to make rapid, yet informed, decisions about the ongoing trajectory of our work.
This workshop will introduce participants to the principles and functions of prototyping in a SI initiative and the Developmental Evaluation approach that guide learning, decision making and iteration.
Leading Boldly Network:
Calgary’s Network for Collaborative Social Innovation
"Prototyping with Cardboard" Workshop at Fablab SaigonMai Nguyen
This document outlines a workshop on cardboard prototyping and Google Cardboard virtual reality applications. The workshop covers cardboard prototyping methods like cut and fold or slice and assemble, introduces the sketchchair design software, discusses laser cutting and assembly, and demos Google Cardboard apps. Cardboard is highlighted as a cheap, strong and recyclable material well-suited for prototyping. The document encourages participants to design their own chair with Sketchchair before fabricating it using a laser cutter. Examples of Google Cardboard apps are also provided.
The document summarizes an action research study on the effects of using interactive whiteboard (IWB) technology in developmental math courses at a community college. The study found that IWB use increased student engagement based on classroom observations and student surveys. Students reported that the IWB helped them understand materials better and learn math. However, the biggest factor impacting engagement was the instructor's teaching style. The IWB is just a tool, and more training is needed for faculty to fully utilize its features. No significant impact on student performance was found. The study recommends further faculty development and repeating the research to also measure academic performance.
Don't Waste Your Time: Secrets of Minimum Viable PrototypingPhilip Likens
The most-voted-for "unconference" talk at UXPA 2015 in San Diego!
The Minimum Viable Product has quickly become integral to the way we build and validate products. But what comes before the MVP? The MVP (Minimum Viable Prototype) of course!
For two years I've hammered out prototype after prototype in our product innovation lab at Sabre. Along the way I've learned some secrets to creating Minimum Viable Prototypes, secrets that can help you apply the right amount of rigor and time to create a prototype that accelerates the development of your product.
Don't waste your time:
+ Building the wrong type of prototype
+ Building functionality beyond the minimum
+ Applying rigor in the all the wrong places
Learn the Sabre Labs secrets of Minimum Viable Prototyping!
Content presented at DT:DC's Summer of Design 2013 covering the topic of prototyping. This presentation culls examples from across the design industry and builds heavily upon lessons learned from my graduate studies at SCAD under Dianna Miller, Bob Fee, Christine Miller and Sarah Jo Johnson as well as industry research and real-world project experience in service design and UX design.
A 2005 presentation to Shift and the Victoria University Software Research group, defining the concept of adaptive design, and emphasizing the importance of rapid prototyping frameworks for developing the next generation of websites.
A REVIEW: RAPID PROTOTYPING TECHNIQUES FOR DESIGNING AND MANUFACTURING OF CUS...IAEME Publication
Rapid prototyping (RP) technologies are mostly related with applications in the product development and the design process as well as with small batch manufacturing. Due to their
comparatively high rapidity and flexibility, however, they have also been engaged in various non manufacturing applications. A field that attracts increasingly more attention by the scientific
community is related to the application of technologies in medicine and health care. The associated research is focused both on the development of specifically customized or new methods and systems based on principles, as well as on the applications of existing systems assisting health care services.
Building prototyping confidence in innovation process John Yeo
This document summarizes a workshop on building prototyping confidence in the innovation process. The workshop covered defining prototyping, identifying problems, conducting prototyping exercises, and providing feedback to improve prototypes. Attendees worked through examples of problem identification, developing prototypes, and receiving feedback to refine their ideas. The goal was to help participants improve their prototyping mindsets and skills to facilitate innovation.
Responsive Design & Prototyping -- An Agency Model (Part 1/3)Neeta Goplani
Responsive Design & Prototyping -- An Agency Model
This presentation is in three parts, please see the links and description below:
Links:
Part 1: http://www.slideshare.net/ngoplani/responsive-design-prototyping-an-agency-model-part-13
Part 3: http://www.slideshare.net/ngoplani/responsive-design-prototyping-an-agency-model-part-23
Part 2: http://www.slideshare.net/ngoplani/responsive-design-prototyping-an-agency-model-part-33
Description:
Digitas is pleased to host the April 2012 UPA Boston meeting. We’ll be looking at some of the latest trends we’ve seen in Experience Design. We will discuss how we at Digitas are redefining our approach and share the successes and challenges we’ve encountered along the way. We will focus specifically on responsive design as well as the value of prototyping in new more complex digital ecosystems.
Business process reengineering (BPR) involves analyzing and designing organizational workflows and processes to achieve dramatic improvements. A business process is a set of related tasks that create value for customers. BPR focuses on fundamentally rethinking processes rather than incremental improvements. It aims to eliminate non-value adding work and optimize processes using information technology.
This document discusses various usability methods that can be used at different stages of electronic medical record (EMR) development to improve usability. It describes contextual inquiry, personas, use case scenarios, requirements gathering, user stories, prototyping, card sorting, concept exploration, usability testing, incorporating user feedback, and maintaining design intent. Implementing usability methods early in the development process is most cost-effective, as it allows findings to be incorporated before significant code is written. While usability adds costs, it can provide measurable benefits like improved productivity, satisfaction, and safety.
The document summarizes a usability evaluation of the MSN Messenger 6.1 whiteboard collaborative tool. It describes the whiteboard functionality, evaluation methods used including personas, scenarios, surveys and usability tests. The findings indicate that while the functionality exists, the whiteboard is not very intuitive or usable. Users had difficulties with tasks like drawing and erasing. Recommendations include simplifying the tools and interaction, adding drag and drop, and surveying users. The conclusion is that the whiteboard needs to be both useful and usable to attract users to MSN.
As presented at DevWeek 2014 http://devweek.com/
Prototyping is often a misunderstood subject, especially when it comes to mobile apps. It is often mistaken for wire-framing or detailed project specifications. In this session, Ardeleanu will explore the tools and techniques available to create an agile environment where the client can participate in the process. He will take an app from the idea stage and progress it through the list of features, writing the Application Definition Statement (ADS), sketching, paper prototyping and eventually on to something that can run on the actual device. Clients love that! And it could save your bacon.
Prototyping: what is it, why should you care, common mistakes, and how to choose the right tools.
Presented at IxDA Sydney Meetup: The Prototype Edition - 28 May 2015
This document discusses learning spaces and the shift from teaching to learning-centered environments. It provides examples of different types of learning spaces, including personal labs, minimalist spaces, active learning spaces, specialized spaces, virtual spaces, sanctuary spaces, laboratory spaces, performance spaces, non-formal learning spaces, group study spaces, and prototyping spaces. It emphasizes that learning spaces should support different activities, have a temporal dimension for use across 24 hours, and transition to more software-based infrastructure over hardware. The document argues for building a culture of active inquiry through inspiring, passion-driven spaces and rethinking the learning environment through personas, journey maps, and prototypes.
Simulation for Business Process Managementjjanuszczak
The document discusses business process simulation using BPMN. It describes how a BPMN simulation model includes a process model along with simulation parameters. These parameters include activity parameters, event parameters, resourcing parameters, and metadata. The simulation can then be run using different simulation scenario parameters and options through a standards-based API.