Carmine in Gears Judgment
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Effects and Opportunities of Native Code Extensions For
Effects and Opportunities of Native Code Extensions for Computationally Demanding Web Applications DISSERTATION zur Erlangung des akademischen Grades Dr. Phil. im Fach Bibliotheks- und Informationswissenschaft eingereicht an der Philosophischen Fakultät I Humboldt-Universität zu Berlin von Dipl. Inform. Dennis Jarosch Präsident der Humboldt-Universität zu Berlin: Prof. Dr. Jan-Hendrik Olbertz Dekan der Philosophischen Fakultät I: Prof. Michael Seadle, Ph.D. Gutachter: 1. Prof. Dr. Robert Funk 2. Prof. Michael Seadle, Ph.D. eingereicht am: 28.10.2011 Tag der mündlichen Prüfung: 16.12.2011 Abstract The World Wide Web is amidst a transition from interactive websites to web applications. An increasing number of users perform their daily computing tasks entirely within the web browser — turning the Web into an important platform for application development. The Web as a platform, however, lacks the computational performance of native applications. This problem has motivated the inception of Microsoft Xax and Google Native Client (NaCl), two independent projects that fa- cilitate the development of native web applications. Native web applications allow the extension of conventional web applications with compiled native code, while maintaining operating system portability. This dissertation determines the bene- fits and drawbacks of native web applications. It also addresses the question how the performance of JavaScript web applications compares to that of native appli- cations and native web applications. Four application benchmarks are introduced that focus on different performance aspects: number crunching (serial and parallel), 3D graphics performance, and data processing. A performance analysis is under- taken in order to determine and compare the performance characteristics of native C applications, JavaScript web applications, and NaCl native web applications. -
Introducing 2D Game Engine Development with Javascript
CHAPTER 1 Introducing 2D Game Engine Development with JavaScript Video games are complex, interactive, multimedia software systems. These systems must, in real time, process player input, simulate the interactions of semi-autonomous objects, and generate high-fidelity graphics and audio outputs, all while trying to engage the players. Attempts at building video games can quickly be overwhelmed by the need to be well versed in software development as well as in how to create appealing player experiences. The first challenge can be alleviated with a software library, or game engine, that contains a coherent collection of utilities and objects designed specifically for developing video games. The player engagement goal is typically achieved through careful gameplay design and fine-tuning throughout the video game development process. This book is about the design and development of a game engine; it will focus on implementing and hiding the mundane operations and supporting complex simulations. Through the projects in this book, you will build a practical game engine for developing video games that are accessible across the Internet. A game engine relieves the game developers from simple routine tasks such as decoding specific key presses on the keyboard, designing complex algorithms for common operations such as mimicking shadows in a 2D world, and understanding nuances in implementations such as enforcing accuracy tolerance of a physics simulation. Commercial and well-established game engines such as Unity, Unreal Engine, and Panda3D present their systems through a graphical user interface (GUI). Not only does the friendly GUI simplify some of the tedious processes of game design such as creating and placing objects in a level, but more importantly, it ensures that these game engines are accessible to creative designers with diverse backgrounds who may find software development specifics distracting. -
Introduction to Google Gears
Colorado Software Summit: October 21 – 26, 2007 © Copyright 2007, Google Google Gears Dion Almaer code.google.com ajaxian.com Dion Almaer — Google Gears Slide 1 Colorado Software Summit: October 21 – 26, 2007 © Copyright 2007, Google Offline Web via Open Web • Why just solve this problem for Google? • Why not solve it for others? • Solution: Make it open source with a liberal license • New BSD Dion Almaer — Google Gears Slide 2 Colorado Software Summit: October 21 – 26, 2007 © Copyright 2007, Google Why? “How often are you on a plane?” • Reliability • 1% of downtime can hurt at the wrong time • Performance • Local acceleration • Convenience • Not having to find a connection • You are offline more than you think! Dion Almaer — Google Gears Slide 3 Colorado Software Summit: October 21 – 26, 2007 © Copyright 2007, Google What is the philosophy? •One application, one URL •Seamless transitions between online and offline •Ability to use local data, even when online •Available to all users on all platforms •... and a pony Dion Almaer — Google Gears Slide 4 Colorado Software Summit: October 21 – 26, 2007 © Copyright 2007, Google What is the philosophy? Browser plugin: IE, Firefox, Safari (almost!) Dion Almaer — Google Gears Slide 5 Colorado Software Summit: October 21 – 26, 2007 © Copyright 2007, Google What is the philosophy? Dion Almaer — Google Gears Slide 6 Colorado Software Summit: October 21 – 26, 2007 © Copyright 2007, Google What is the philosophy? Do for offline what XMLHttpRequest did for web apps Ajax Libraries Gears Libraries Dojo, -
Learning HTML5 Game Programming Addison-Wesley Learning Series
Learning HTML5 Game Programming Addison-Wesley Learning Series Visit informit.com/learningseries for a complete list of available publications. The Addison-Wesley Learning Series is a collection of hands-on programming guides that help you quickly learn a new technology or language so you can apply what you’ve learned right away. Each title comes with sample code for the application or applications built in the text. This code is fully annotated and can be reused in your own projects with no strings attached. Many chapters end with a series of exercises to encourage you to reexamine what you have just learned, and to tweak or adjust the code as a way of learning. Titles in this series take a simple approach: they get you going right away and leave you with the ability to walk off and build your own application and apply the language or technology to whatever you are working on. Learning HTML5 Game Programming A Hands-on Guide to Building Online Games Using Canvas, SVG, and WebGL James L. Williams Upper Saddle River, NJ • Boston • Indianapolis • San Francisco New York • Toronto • Montreal • London • Munich • Paris • Madrid Cape Town • Sydney • Tokyo • Singapore • Mexico City Many of the designations used by manufacturers and sellers to distinguish their products Associate are claimed as trademarks. Where those designations appear in this book, and the publish- Publisher er was aware of a trademark claim, the designations have been printed with initial capital Mark Taub letters or in all capitals. Senior Acquisitions The author and publisher have taken care in the preparation of this book, but make no Editor expressed or implied warranty of any kind and assume no responsibility for errors or omis- Trina MacDonald sions. -
Advanced NFV Features Applied to Multimedia Real-Time Communications Use Case
Advanced NFV Features Applied to Multimedia Real-Time Communications Use Case Ana Pol ∗, Anton Roman ∗, Panagiotis Trakadas†, Panagiotis Karkazis†, Evgenia Kapassa‡, Marios Touloupou‡, Dimosthenis Kyriazis‡, Juan L. de la Cruz§, Pol Alemany§, Ricard Vilalta§, Raul Munoz§ ∗Quobis, O Porrino, Spain, Email: [ana.pol,anton.roman]@quobis.com †Synelixis Solutions S.A. 157, Perissou, str., 14343, Athens, Greece, Email: [ptrak,pkarkazis]@synelixis.com ‡Department of Digital Systems, University of Piraeus, Piraeus, Greece, Email: [ekapassa, mtouloup,dimos]@unipi.gr §CTTC, Castelldefels, Spain, Email:[jdelacruz,palemany,rvilalta,rmunoz]@cttc.es Abstract — Real-time communications are services with very application service on top of the SONATA (powered by demanding requirements in terms of reliability and Quality of 5GTANGO) service platform. Service (QoS) that is not easy to be reached. 5G technologies provide tools and techniques that promise to overcome the The remaining of the paper is organized as follows. Section current shortcomings and thus give the opportunity to service II presents the state of the art of this work, while Section III providers to offer better services to the end users. This paper introduces the overall SONATA (powered by 5GTANGO) aims at describing how an existing real-time communications Service Platform. Section IV describe in detail then enhanced service can leverage the innovative features offered by the proposed features, specially focusing on the recently new- SONATA Service Platform (SP), such as network slicing, added features such as QoS and multi-WIM support. This automated monitoring management and Service Level section describes also the principles of SONATA (powered Agreement (SLA) enforcement, to meet the challenging requirements of the service. -
Will HTML 5 Restandardize the Web?
TECHNOLOGY NEWS Will HTML 5 Restandardize the Web? Steven J. Vaughan-Nichols The World Wide Web Consortium is developing HTML 5 as a stan- dard that provides Web users and developers with enhanced func- tionality without using the proprietary technologies that have become popular in recent years. n theory, the Web is a resource enhanced functionality without using “Microsoft is investing heavily in that is widely and uniformly proprietary technologies. the W3C HTML 5 effort, working with usable across platforms. As Indeed, pointed out Google our competitors and the Web commu- such, many of the Web’s researcher Ian Hickson, one of the nity at large. We want to implement key technologies and archi- W3C’s HTML 5 editors, “One of our ratified, thoroughly tested, and stable Itectural elements are open and goals is to move the Web away from standards that can help Web interop- platform-independent. proprietary technologies.” erability,” said Paul Cotton, cochair of However, some vendors have The as-yet-unapproved standard the W3C HTML Working Group and developed their own technologies takes HTML from simply describing Microsoft’s group manager for Web that provide more functionality than the basics of a text-based Web to creat- services standards and partners in Web standards—such as the ability to ing and presenting animations, audio, the company’s Interoperability Strat- build rich Internet applications. mathematical equations, typefaces, egy Team. Adobe System’s Flash, Apple’s and video, as well as providing offline At the same time though, Web QuickTime, and Microsoft’s Silverlight functionality. It also enables geoloca- companies say their proprietary tech- are examples of such proprietary tion, a rich text-editing model, and nologies are already up and running, formats. -
Silo: Exploiting Javascript and DOM Storage for Faster Page Loads
Silo: Exploiting JavaScript and DOM Storage for Faster Page Loads James Mickens Microsoft Research [email protected] Abstract fast-loading pages result in happier users, longer visit times, and higher revenues for page owners. For exam- A modern web page contains many objects, and fetch- ple, when the e-commerce site Shopzilla reduced its av- ing these objects requires many network round trips— erage load time from 5 seconds to 1.5 seconds, it boosted establishing each HTTP connection requires a TCP page views by 25% and revenue by 10% [4]. Faster loads handshake, and each HTTP request/response pair re- also lead to more advertising impact, since Google’s Ad- quires at least one round trip. To decrease a page’s load Words system preferentially displays ads whose target time, designers try to minimize the number of HTTP re- pages load quickly [9]. Search engines also make load- quests needed to fetch the constituent objects. A com- ing speed a factor in their page rankings [22]. mon strategy is to inline the page’s JavaScript and CSS Given all of this, web designers have accumulated a files instead of using external links (and thus separate series of techniques for decreasing load times. Souder’s HTTP fetches). Unfortunately, browsers only cache ex- influential book High Performance Web Sites lists 14 of ternally named objects, so inlining trades fewer HTTP these techniques [23], with the most important one be- requests now for greater bandwidth consumption later if ing to minimize the number of HTTP requests needed a user revisits a page and must refetch uncacheable files. -
Gears of War Judgment Coop
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Gears of War Judgment Baird Figure
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Gears Judgment Call to Arms Dlc Broken
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1 in the United States District Court for the Eastern
IN THE UNITED STATES DISTRICT COURT FOR THE EASTERN DISTRICT OF PENNSYLVANIA LENWOOD HAMILTON, Plaintiff, CIVIL ACTION No. 2:17-cv-00169-AB v. LESTER SPEIGHT, et al., Defendants. September 26, 2019 Anita B. Brody, J. MEMORANDUM Plaintiff Lenwood Hamilton (“Hamilton”) is a former professional wrestler and football player. In the 1990s, Hamilton created and performed as the character Hard Rock Hamilton with Soul City Wrestling, a now-defunct, family-friendly professional wrestling organization that Hamilton created. Hamilton alleges that Defendants Microsoft, Inc., Microsoft Studios, The Coalition, Epic Games, Inc., and Lester Speight (collectively, “Defendants”) misappropriated the Hard Rock Hamilton character when they created Augustus Cole (“the Cole character”), also referred to in-game as Cole Train, for the popular Gears of War video game series.1 In the Gears of War series, the Cole character is not a wrestler but a fictional soldier who engages in highly stylized cartoon violence against formerly subterranean reptilian humanoids on a fictional Earth- like planet, Sera. Defendants move for summary judgment on the grounds that the First Amendment right 1 Specifically, Hamilton alleges several causes of action relating to Defendants’ violation of Hamilton’s right of publicity: (1) a statutory claim for unauthorized use of name or likeness under 42 Pa. C.S.A. § 8316; (2) a common law claim for misappropriation of publicity; (3) a common law claim for invasion of privacy by misappropriation of identity; and (4) a cause of action for unjust enrichment stemming from Defendants’ use of his likeness. See Second Am. Compl. ¶¶ 86-93; 97-99; 100-102; 103-105. -
Nota De Prensa Se Cumplen Diez Años De Gears Of
Publicado en el 13/10/2016 Se cumplen diez años de Gears of War La nueva entrega estará disponible únicamente para Xbox One y Windows 10. Gears of War 4 incluye nuevos personajes y modos de juego que permiten al usuario meterse de lleno en el videojuego Disponible de manera exclusiva para Xbox One y Windows 10, Gears of War 4 marca el inicio de la increíble saga de una de las franquicias más aclamadas de la historia. Defiende el planeta Sera con todo tu arsenal. "Gears of War 4 es la culminación de un increíble viaje de casi tres años de pasión y arduo trabajo de nuestro equipo." mencionó Rod Fergusson, cabeza de The Coalition. Como bien lo comenta Rod Fergusson, el nuevo Gears of War está pensado para todos los fanáticos y aquellos nuevos gamers que se introducen por primera vez en la saga. Gears of War 4 será una gran oportunidad para sacarle el máximo a tu computadora o Xbox One. Recuerda que ahora se tienen nuevos personajes, uno de ellos es el hijo de Marcus Fenix, protagonista de la trilogía original. Juega en cualquier plataforma La sexta entrega de Gears of War motiva a los jugadores a "Nunca luchar solos" con cross-play en Xbox One y Windows 10 en todas sus modalidades (campaña, Horda y Co-op versus), así como contar con la modalidad de versus multijugador con cross-play en sesiones privadas. Sin importar el tipo de modo quieras jugar, Gears of War 4 presenta gráficos corriendo a 60 cuadros por segundo, teniendo la mejor experiencia de un Gears.