Script and Code Resources 2021
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Travail De Bachelor 2018 Outil De Sensibilisation Ludique
Travail de Bachelor 2018 Outil de sensibilisation ludique Serious game – AcquOie Game Etudiant-e : Taylan Caloz-Üregen Professeur : David Wannier HES-SO Valais-Wallis • rue de la Plaine 2 • 3960 Sierre +41 27 606 89 11 • [email protected] • www.hevs.ch Source de l’iMage d’illustration en page de tire : Donnée personnelle Résumé Ce docuMent traite des serious games, ou jeux sérieux en français. Nous commencerons par définir ce type de jeux qui Mélange pour la plupart l’aspect ludique des jeux vidéo et un côté pédagogique. Nous nous intéresserons aux réels objectifs d’un serious game afin de savoir si le développeMent et la conception d’une telle application sont pertinents. Ensuite, nous nous attarderons sur l’analyse des différents besoins nécessaires à l’élaboration de ce type de jeux. Nous définirons les besoins de notre client, ressortis lors de notre entretien, que nous veillerons à satisfaire avec le développeMent de notre application. Nous établirons un état de l’art afin de faire ressortir les éléMents intéressants qui ont déjà été conçus dans le Milieu des jeux sérieux : le développeMent durable et l’eau en particulier. Nous nous pencherons enfin sur les différentes plateforMes et technologies sur lesquelles nous pouvons concevoir ce type de jeu. Une fois la plateforMe choisie, nous analyserons les différentes technologies perMettant de concevoir au Mieux un serious game. Nous étudierons différentes librairies JavaScript, ainsi que des Moteurs de jeu transpilé (développé selon un langage, puis traduit et coMpilé en JavaScript). Puis nous passerons à la partie conception de notre jeu sérieux. Nous dresserons une liste des Métiers du jeu vidéo, et nous développerons dans le détail les différentes étapes de sa conception : scénario, graphisMe, architecture de notre projet, les Modes de jeux et les différentes Manières de sauvegarder les données du jeu. -
ACS – the Archival Cytometry Standard
http://flowcyt.sf.net/acs/latest.pdf ACS – the Archival Cytometry Standard Archival Cytometry Standard ACS International Society for Advancement of Cytometry Candidate Recommendation DRAFT Document Status The Archival Cytometry Standard (ACS) has undergone several revisions since its initial development in June 2007. The current proposal is an ISAC Candidate Recommendation Draft. It is assumed, however not guaranteed, that significant features and design aspects will remain unchanged for the final version of the Recommendation. This specification has been formally tested to comply with the W3C XML schema version 1.0 specification but no position is taken with respect to whether a particular software implementing this specification performs according to medical or other valid regulations. The work may be used under the terms of the Creative Commons Attribution-ShareAlike 3.0 Unported license. You are free to share (copy, distribute and transmit), and adapt the work under the conditions specified at http://creativecommons.org/licenses/by-sa/3.0/legalcode. Disclaimer of Liability The International Society for Advancement of Cytometry (ISAC) disclaims liability for any injury, harm, or other damage of any nature whatsoever, to persons or property, whether direct, indirect, consequential or compensatory, directly or indirectly resulting from publication, use of, or reliance on this Specification, and users of this Specification, as a condition of use, forever release ISAC from such liability and waive all claims against ISAC that may in any manner arise out of such liability. ISAC further disclaims all warranties, whether express, implied or statutory, and makes no assurances as to the accuracy or completeness of any information published in the Specification. -
The Web. Webgl, Webvr and Gltf GDC, February 2017
Reaching the Largest Gaming Platform of All: The Web. WebGL, WebVR and glTF GDC, February 2017 Neil Trevett Vice President Developer Ecosystem, NVIDIA | President, Khronos | glTF Chair [email protected] | @neilt3d © Copyright Khronos Group 2017 - Page 1 Khronos News Here at GDC 2017 • WebGL™ 2.0 Specification Finalized and Shipping - https://www.khronos.org/blog/webgl-2.0-arrives • Developer preview on glTF™ 2.0 - https://www.khronos.org/blog/call-for-feedback-on-gltf-2.0 • Announcing OpenXR™ for Portable Virtual Reality - https://www.khronos.org/blog/the-openxr-working-group-is-here • Call for Participation in the 3D Portability Exploratory Group - A native API for rendering code that can run efficiently over Vulkan, DX12 and Metal khronos.org/3dportability • Adoption Grows for Vulkan®; New Features Released - Details here © Copyright Khronos Group 2017 - Page 2 OpenXR – Portable Virtual Reality © Copyright Khronos Group 2017 - Page 3 OpenXR Details OpenXR Working Group Members Design work has started in December Estimate 12-18 months to release WebVR would use WebGL and OpenXR © Copyright Khronos Group 2017 - Page 4 3D Portability API – Call For Participation ‘WebGL Next’ - Lifts ‘Portability API’ to A Portability Solution JavaScript and WebAssembly needs to address APIs and - Provides foundational graphics shading languages and GPU compute for the Web ‘Portability Solution’ Portability API Spec + Shading Language open source tools API MIR MSL Overlap ‘Portability API’ DX IL Specification Analysis HLSL GLSL Open source compilers/translators for shading and intermediate languages © Copyright Khronos Group 2017 - Page 5 Speakers and Topics for This Session Google WebGL 2.0 Zhenyao Mo, Kai Ninomiya, Ken Russell Three.js Three.js Ricardo Cabello (Mr.doob) Google WebVR Brandon Jones NVIDIA - Neil Trevett glTF Microsoft - Saurabh Bhatia All Q&A © Copyright Khronos Group 2017 - Page 6 WebGL 2.0 Zhenyao Mo, Kai Ninomiya, Ken Russell Google, Inc. -
Comunicado 23 Técnico
Comunicado 23 ISSN 1415-2118 Abril, 2007 Técnico Campinas, SP Armazenagem e transporte de arquivos extensos André Luiz dos Santos Furtado Fernando Antônio de Pádua Paim Resumo O crescimento no volume de informações transportadas por um mesmo indivíduo ou por uma equipe é uma tendência mundial e a cada dia somos confrontados com mídias de maior capacidade de armazenamento de dados. O objetivo desse comunicado é explorar algumas possibilidades destinadas a permitir a divisão e o transporte de arquivos de grande volume. Neste comunicado, tutoriais para o Winrar, 7-zip, ALZip, programas destinados a compactação de arquivos, são apresentados. É descrita a utilização do Hjsplit, software livre, que permite a divisão de arquivos. Adicionalmente, são apresentados dois sites, o rapidshare e o mediafire, destinados ao compartilhamento e à hospedagem de arquivos. 1. Introdução O crescimento no volume de informações transportadas por um mesmo indivíduo ou por uma equipe é uma tendência mundial. No início da década de 90, mesmo nos países desenvolvidos, um computador com capacidade de armazenamento de 12 GB era inovador. As fitas magnéticas foram substituídas a partir do anos 50, quando a IBM lançou o primogenitor dos atuais discos rígidos, o RAMAC Computer, com a capacidade de 5 MB, pesando aproximadamente uma tonelada (ESTADO DE SÃO PAULO, 2006; PCWORLD, 2006) (Figs. 1 e 2). Figura 1 - Transporte do disco rígido do RAMAC Computer criado pela IBM em 1956, com a capacidade de 5 MB. 2 Figura 2 - Sala de operação do RAMAC Computer. Após três décadas, os primeiros computadores pessoais possuíam discos rígidos com capacidade significativamente superior ao RAMAC, algo em torno de 10 MB, consumiam menos energia, custavam menos e, obviamente, tinham uma massa que não alcançava 100 quilogramas. -
Webgl™ Optimizations for Mobile
WebGL™ Optimizations for Mobile Lorenzo Dal Col Senior Software Engineer, ARM 1 Agenda 1. Introduction to WebGL™ on mobile . Rendering Pipeline . Locate the bottleneck 2. Performance analysis and debugging tools for WebGL . Generic optimization tips 3. PlayCanvas experience . WebGL Inspector 4. Use case: PlayCanvas Swooop . ARM® DS-5 Streamline . ARM Mali™ Graphics Debugger 5. Q & A 2 Bring the Power of OpenGL® ES to Mobile Browsers What is WebGL™? Why WebGL? . A cross-platform, royalty free web . It brings plug-in free 3D to the web, standard implemented right into the browser. Low-level 3D graphics API . Major browser vendors are members of . Based on OpenGL® ES 2.0 the WebGL Working Group: . A shader based API using GLSL . Apple (Safari® browser) . Mozilla (Firefox® browser) (OpenGL Shading Language) . Google (Chrome™ browser) . Opera (Opera™ browser) . Some concessions made to JavaScript™ (memory management) 3 Introduction to WebGL™ . How does it fit in a web browser? . You use JavaScript™ to control it. Your JavaScript is embedded in HTML5 and uses its Canvas element to draw on. What do you need to start creating graphics? . Obtain WebGLrenderingContext object for a given HTMLCanvasElement. It creates a drawing buffer into which the API calls are rendered. For example: var canvas = document.getElementById('canvas1'); var gl = canvas.getContext('webgl'); canvas.width = newWidth; canvas.height = newHeight; gl.viewport(0, 0, canvas.width, canvas.height); 4 WebGL™ Stack What is happening when a WebGL page is loaded . User enters URL . HTTP stack requests the HTML page Browser . Additional requests will be necessary to get Space User JavaScript™ code and other resources WebKit JavaScript Engine . -
Electronic Data Deliverables Reference Guide EPA Region 4
Electronic Data Deliverables Reference Guide Version 1.0 EPA Region 4 Prepared By: for Region 4 Superfund Division Environmental Protection Agency March 2010 DISCLAIMER OF ENDORSEMENT Reference herein to any specific commercial products, process, or service by trade name, trademark, manufacturer, or otherwise, does not necessarily constitute or imply its endorsement, recommendation, or favoring by the United States Government. The views and opinions of authors expressed herein do not necessarily state or reflect those of the United States Government, and shall not be used for advertising or product endorsement purposes. STATUS OF DOCUMENT As of March 2010, this document and all contents contained herein are considered DRAFT and are subject to revision and subsequent republication. Ecological EDD specifications do not appear in this guidance as they are currently under development, and will appear in future addenda. CONTACTS For questions and comments, contact: Your RPM or, DART Coordinator Superfund Division, 11th Floor East United States Environmental Protection Agency, Region 4 Sam Nunn Atlanta Federal Center 61 Forsyth Street, SW Atlanta, GA 30303-8960 (404) 562-8558 [email protected] Acronyms CAS RN – Chemical Abstracts Service Registry Number DART – Data Archival and ReTrieval EDD – Electronic Data Deliverable EDP – EQuIS Data Processor EPA – Environmental Protection Agency O&M – Operation and Maintenance SESD – Science and Ecosystem Support Division SRS – Substance Registry System CLP – Contract Laboratory Program PRP – Potentially Responsible Party Definitions Darter - Darter is a set of software utilities written by EPA that assist in moving data from other platforms such as FORMS, Niton, YSI and Scribe to the Region 4 EDD format. Data Provider – It is important to distinguish between “Data Provider” and “Sample Provider” with regard to EDD submittals. -
SRJC CS42 5363 Sp 2021 Syllabus Final V2
CS42: Introduction to Game Coding Section 5363, Spring 2021 Course Syllabus Instructor: Ethan Wilde (he/him/his), [email protected] Course Description This course introduces students to the design, development, and coding of simple graphical computer-based games. During the course, students will be introduced to various game engines and development environments. Students will gain experience working individually and in a team environment. Emphasis is placed on engaging players through compelling application of game mechanics, dynamics, and aesthetics, as well as on playtesting and iterative development to ensure user-centered design goals are met. Recommended Preparation: Course completion of CS 110A and/or programming experience Prerequisites: None Whether you want to become a member of a professional AAA game development team, or just want to try your hand as an independent game developer, mastery of the game development process, including coding, is essential to those goals. We will work with the ECMA-compliant JavaScript language and real-world tools to develop proficiency in the creation of browser- based, mobile and console games. This course will follow the Transformational Process in development of final game projects. Student Learning Outcomes Students will be able to: 1. Understand and apply systems-level thinking and game development methodology best practices to the design and development of simple graphical computer-based games. 2. Develop team-based game creation skills that cover game logic sequencing; storyboarding; artistic and technical coordination; and understanding of technical requirements and limitations. Upon completion of the course, students will be able to: 1. Explain factors that motivate game players and apply those to the design of games that satisfy the needs of players. -
Www .Rz.Uni-Frankfurt.De
HochschulrechenzentrumHRZ HRZ-MITTEILUNGEN www.rz.uni-frankfurt.de Hochschulrechenzentrum eröffnet Service Center Riedberg Videokonferenzen Neue Lernplattform erfolgreich gestartet Besuch aus Bangkok HRZ Streaming-Server 25 Jahre RRZN-Handbücher Anmeldeformulare- wie Ihnen das HRZ bei der Veranstaltungsplanung helfen kann Bewährtes von der Sonnenseite des HRZ Thin Clients: SunRays Für Neueinsteiger Neues über SPSS Die Softwarefrage: ZIP-komprimierte Ordner Dienstleistungen des HRZ 11. Ausgabe, Wintersemster 2007/ 2008 2 Editorial/ Impressum Editorial Die im Zuge der Standort-Neuordnung unserer Universität erforderlichen Standortplanungen für das Hochschulrechenzentrum nehmen konkrete Formen an. Mit dem Auszug aus dem Juridicum („Mehrzweckgebäude“) wird die Abteilung Bibliotheksdatenverarbeitung in den Räumen der Universitätsbibliothek (noch im Campus Bockenheim) unterkommen, der Support für die Studierendenverwaltung sowie für die Universitätsverwaltung und auch das Druckzentrum werden im neu zu errichtenden Verwaltungsgebäude der Universität im Campus Westend Platz finden, und die Zentralen Dienste werden auf dem Campus Riedberg stationiert werden. Die Konzepte dazu, wie dieser Umzug mit möglichst geringen Ausfallzeiten der Kern-IT-Services stattfinden soll, sind erarbeitet. Sukzessive sind in den Jahren 2008 und 2009 die technischen Voraussetzungen zu schaffen, welche einen störungsarmen Umzug ermöglichen und gleichzeitig ein umfassend redundantes IT-System für künftige Ausfallsicherheit entstehen lassen. In den HRZ-Mitteilungen werden -
Peer Institution Research: Recommendations and Trends 2016
Peer Institution Research: Recommendations and Trends 2016 New Mexico State University Abstract This report evaluates the common technology services from New Mexico State University’s 15 peer institutions. Based on the findings, a summary of recommendations and trends are explained within each of the general areas researched: peer institution enrollment, technology fees, student computing, software, help desk services, classroom technology, equipment checkout and loan programs, committees and governing bodies on technology, student and faculty support, printing, emerging technologies and trends, homepage look & feel and ease of navigation, UNM and UTEP my.nmsu.edu comparison, top IT issues, and IT organization charts. Peer Institution Research 1 Table of Contents Peer Institution Enrollment ................................................................................. 3 Technology Fees ................................................................................................. 3 Student Computing ............................................................................................. 6 Software ............................................................................................................. 8 Help Desk Services .............................................................................................. 9 Classroom Technology ...................................................................................... 11 Equipment Checkout and Loan Programs ......................................................... -
IAU Catalyst, June 2021
IAU Catalyst, June 2021 Information Bulletin Contents Editorial ............................................................................................................... 3 1 Executive Committee ....................................................................................... 6 2 IAU Divisions, Commissions & Working Groups .......................................... 8 3 News ................................................................................................................. 13 4 Scientific Meetings .......................................................................................... 16 5 IAU Offices ....................................................................................................... 18 6 Science Focus .................................................................................................. 24 7 IAU Publications .............................................................................................. 26 8 Cooperation with other Unions and Organisations ...................................... 28 9 IAU Timeline: Dates and Deadlines ................................................................ 31 2 IAU Catalyst, June 2021 Editorial My term as General Secretary has been most exciting, and has included notable events in the life of the Union, particularly the implementation of the IAU’s first global Strategic Plan (https:// www.iau.org/administration/about/strategic_plan/), which clearly states the IAU mission and goals for the decade 2020–2030. It also included the IAU’s centenary -
Specialising Dynamic Techniques for Implementing the Ruby Programming Language
SPECIALISING DYNAMIC TECHNIQUES FOR IMPLEMENTING THE RUBY PROGRAMMING LANGUAGE A thesis submitted to the University of Manchester for the degree of Doctor of Philosophy in the Faculty of Engineering and Physical Sciences 2015 By Chris Seaton School of Computer Science This published copy of the thesis contains a couple of minor typographical corrections from the version deposited in the University of Manchester Library. [email protected] chrisseaton.com/phd 2 Contents List of Listings7 List of Tables9 List of Figures 11 Abstract 15 Declaration 17 Copyright 19 Acknowledgements 21 1 Introduction 23 1.1 Dynamic Programming Languages.................. 23 1.2 Idiomatic Ruby............................ 25 1.3 Research Questions.......................... 27 1.4 Implementation Work......................... 27 1.5 Contributions............................. 28 1.6 Publications.............................. 29 1.7 Thesis Structure............................ 31 2 Characteristics of Dynamic Languages 35 2.1 Ruby.................................. 35 2.2 Ruby on Rails............................. 36 2.3 Case Study: Idiomatic Ruby..................... 37 2.4 Summary............................... 49 3 3 Implementation of Dynamic Languages 51 3.1 Foundational Techniques....................... 51 3.2 Applied Techniques.......................... 59 3.3 Implementations of Ruby....................... 65 3.4 Parallelism and Concurrency..................... 72 3.5 Summary............................... 73 4 Evaluation Methodology 75 4.1 Evaluation Philosophy -
Stefano Meschiari Education W
Stefano Meschiari education W. J. McDonald Fellow, University of Texas at Austin 2012 Doctor of Philosophy Astronomy & Astrophysics UT Austin, Department of Astronomy University of California, Santa Cruz H +1 (512) 471-3574 B [email protected] 2006 Master of Science (with highest honors) m http://stefano-meschiari.github.io Astronomy m http://www.save-point.io University of Bologna, Italy 2004 Bachelor of Science (with highest honors) research interests Astronomy • Extra-solar planet detection and dynamical modeling University of Bologna, Italy of radial velocity and transit data • N-body and hydrodynamical simulations applied to publications 17 refereed papers, 8 1st-author, h=12 proto-planetary disk evolution and planetary forma- Meschiari, S., Circumbinary Planet Formation in the Kepler- tion 16 System. II. A Toy Model for In-situ Planet Formation within • Data analysis through high-performance algorithms a Debris Belt, 2014, ApJ and citizen science Meschiari, S., Planet Formation in Circumbinary Configu- • Education and outreach through online engagement. rations: Turbulence Inhibits Planetesimal Accretion, 2012, ApJL work & research experience Meschiari, S., Circumbinary planet formation in the Kepler- 16 system. I. N-Body simulations, 2012, ApJ 2012-Present W. J. McDonald Postdoctoral Fellow Meschiari, S., et al., The Lick-Carnegie Survey: Four New University of Texas at Austin Exoplanet Candidates, 2011, ApJ Conduct research on planet formation in disturbed Meschiari, S. & Laughlin, G., Systemic: a testbed for charac- environments through numerical simulations, lead the terizing the detection of extrasolar planets. II. Full solutions development of the Systemic software for use in the data to the Transit Timing inverse problem, 2010, ApJ analysis pipeline of the Automated Planet Finder telescope Meschiari, S., Wolf, A.