Enterprise Development with Flex
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Log4j-Users-Guide.Pdf
...................................................................................................................................... Apache Log4j 2 v. 2.2 User's Guide ...................................................................................................................................... The Apache Software Foundation 2015-02-22 T a b l e o f C o n t e n t s i Table of Contents ....................................................................................................................................... 1. Table of Contents . i 2. Introduction . 1 3. Architecture . 3 4. Log4j 1.x Migration . 10 5. API . 16 6. Configuration . 18 7. Web Applications and JSPs . 48 8. Plugins . 56 9. Lookups . 60 10. Appenders . 66 11. Layouts . 120 12. Filters . 140 13. Async Loggers . 153 14. JMX . 167 15. Logging Separation . 174 16. Extending Log4j . 176 17. Extending Log4j Configuration . 184 18. Custom Log Levels . 187 © 2 0 1 5 , T h e A p a c h e S o f t w a r e F o u n d a t i o n • A L L R I G H T S R E S E R V E D . T a b l e o f C o n t e n t s ii © 2 0 1 5 , T h e A p a c h e S o f t w a r e F o u n d a t i o n • A L L R I G H T S R E S E R V E D . 1 I n t r o d u c t i o n 1 1 Introduction ....................................................................................................................................... 1.1 Welcome to Log4j 2! 1.1.1 Introduction Almost every large application includes its own logging or tracing API. In conformance with this rule, the E.U. -
Hardware & Software Standards
Hardware & Software Standards Introduction This document identifies the current City of Chicago standards for its hardware and software environments, and is intended primarily for City department and vendor use. These standards do not mean that other software and hardware, which might have been previously listed as standard, may not be used or supported, but the following items should be purchased for any new initiative or growth/replacement needs. Any proposals for non-standard hardware or software purchases or questions/comments should be forwarded to the Department of Innovation and Technology (DoIT) Enterprise Architecture Board for review, and will need to be approved via the Technology Purchase Review and Approval (TPRA) process. Standards denoted with an asterisk (*) are currently under review. Platform Standards Operating System (O/S) Hardware Platform Solaris 10 (Unix) (Oracle) Sun Microsystems RedHat Linux Enterprise Server 6.x, 7.x Dell RedHat Linux Enterprise Server 7.x (PCI Services) Dell VMWare VSphere 6.5U1 Dell Windows 2012 R2 & 2016 (Standard and Enterprise) Dell Windows 7, Windows 10 Dell, Panasonic Page 1 of 6 Last Revised January 2018 Hardware & Software Standards Enterprise Services Type Windows 2008 Server All other platforms Oracle Enterprise 11gR2, 12cR1; Postgres 9.x or 10.x (EnterpriseDB or Database N/A community) Print O/S n/a File O/S n/a Email Exchange 2016 / Office365 n/a Desktops, Laptops, & Tablets Type Model Standard Users Dell OptiPlex 5050 SFF, Dell OptiPlex 7450 All-In-One Mobile User Latitude 12 Rugged Extreme Latitude 14 Rugged 5414 Latitude 12 2 in 1 with case and Doc Latitude 5480 14" Laptop 6th gen proc High-End Workstation Dell Precision T5810 Laptop Accessories Docking- For the E-5470 units, Dell Business Dock - WD15 with 130W Adapter Monitor Dell 23 Monitor – P2317H Page 2 of 6 Last Revised January 2018 Hardware & Software Standards Printing and Scanning The Department of Fleet and Facility Management (2FM) oversees print services for the City of Chicago. -
JSF Quickstart -- Myeclipse Enterprise Workbench
JSF Quickstart Last Revision: September 26, 2005 Outline 1. P reface 2. I ntroduction 3. R equirements 4. N ew Project Setup & S tructure 5. C reating the Message Bundle 6. C reating the Managed Bean 7. C reating the JSP Pages 8. R unning the Application 9. S ummary 10.U ser Feedback 1. Preface This document was written using Sun JDK 1.5.0, Eclipse 3.1 and MyEclipse 4.0. If you notice discrepancies between this document and the version of Eclipse/MyEclipse you are using to perform the install that make it difficult or impossible to follow this guide, please see the User Feedback section on how to report the issue. Back to Top 2. Introduction In this tutorial we will be walking through a small JSF demo application using MyEclipse Enterprise Workbench. Previous knowledge of JSF and/or MyEclipse is not necessary, but would be helpful. Since Struts is such a prevalent web application framework, similarities between JSF and Struts will be noted, where appropriate, to help the reader with previous Struts experience. However, if you have no prior experience with Struts, you may feel free to skip these sections . Back to Top 3. Requirements Below is a list of software used by this guide: • JDK 1.4+ (Sun or IBM) • h ttp://java.sun.com/j2se/downloads/index.html • Eclipse 3.1 SDK • h ttp://www.eclipse.org/downloads/index.php • MyEclipse 4.1 • h ttp://www.myeclipseide.com/ContentExpress-display-ceid-10.html • Tomcat 5.x (5.5.9 Preferred, or other compliant Servlet/EJB container) • h ttp://jakarta.apache.org/tomcat/index.html • For this demo the User Name is "myeclipse" and the Password is "myeclipse" as well. -
Haxe Game Development Essentials
F re e S a m p le Community Experience Distilled Haxe Game Development Essentials Create games on multiple platforms from a single codebase using Haxe and the HaxeFlixel engine Jeremy McCurdy In this package, you will find: The author biography A preview chapter from the book, Chapter 1 'Getting Started' A synopsis of the book’s content More information on Haxe Game Development Essentials About the Author Jeremy McCurdy is a game developer who has been making games using ActionScript, C#, and Haxe for over four years. He has developed games targeted at iOS, Android, Windows, OS X, Flash, and HTML5. He has worked on games that have had millions of gameplay sessions, and has built games for many major North American television networks. He is the games technical lead at REDspace, an award-winning interactive studio that has worked for some of the world's largest brands. They are located in Nova Scotia, Canada, and have been building awesome experiences for 15 years. Preface Developing games that can reach a wide audience can often be a serious challenge. A big part of the problem is fi guring out how to make a game that will work on a wide range of hardware and operating systems. This is where Haxe comes in. Over the course of this book, we'll look at getting started with Haxe and the HaxeFlixel game engine, build a side-scrolling shooter game that covers the core features you need to know, and prepare the game for deployment to multiple platforms. After completing this book, you will have the skills you need to start producing your own cross-platform Haxe-driven games! What this book covers Chapter 1, Getting Started, explains setting up the Haxe and HaxeFlixel development environment and doing a quick Hello World example to ensure that everything is working. -
IT CLASSIFICATION TECHNOLOGY LIST – ISSUE DATE: April 18, 2017
IT CLASSIFICATION TECHNOLOGY LIST – ISSUE DATE: April 18, 2017 Technology Definition: A set of knowledge, skills and/or abilities, taking a significant time (e.g. 6 months) to learn, and applicable to the defined classification specification assigned. Example of Tools: These are examples only for illustration purposes and are not meant to constitute a full and/or comprehensive list. CLASSIFICATION DISCIPLINE TECHNOLOGY DEFINITION EXAMPLE OF TOOLS Omegamon, IBM Admin Tools, Log Analyzer, Relational The relational database management system provided by IBM that runs on Unix, Linux, DBA DB2 DB2 Compare, Nsynch, TSM, Universal Database Windows and z/OS platforms including DB2 Connect and related tools. Command, SQL SQL Server Mgmt. Studio, Red Gate, Vantage, SQL Server The relational database management system and related tools provided by Microsoft Corp. Tivoli, Snap Manager, Toad, Enterprise Manager, SQL ORACLE The relational database management system and related tools provided by Oracle Corp. ASE SYBASE The relational database management system and related tools provided by Sybase. Cincom SUPRA SQL – Cincom’s relational database management system provides access to data Supra 2.X in open and proprietary environments through industry-standard SQL for standalone and client/server application solutions. Open Source Open Source database management system such as Mysql. Phpadmin, mysqladmin, Vertica Hierarchical The hierarchical database management system provided by IBM that runs on z/OS mainframe IMS BMC IMS Utilities, Strobe, Omegamon Database platform including related tools. Cincom SUPRA® PDM – Cincom’s networked, hierarchical database management system provides access to your data through a Physical Data Manager (PDM) that manages the data Supra 1 structures of the physical files that store the data. -
Rich Internet Applications
Rich Internet Applications (RIAs) A Comparison Between Adobe Flex, JavaFX and Microsoft Silverlight Master of Science Thesis in the Programme Software Engineering and Technology CARL-DAVID GRANBÄCK Department of Computer Science and Engineering CHALMERS UNIVERSITY OF TECHNOLOGY UNIVERSITY OF GOTHENBURG Göteborg, Sweden, October 2009 The Author grants to Chalmers University of Technology and University of Gothenburg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Author warrants that he/she is the author to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Author shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Author has signed a copyright agreement with a third party regarding the Work, the Author warrants hereby that he/she has obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. Rich Internet Applications (RIAs) A Comparison Between Adobe Flex, JavaFX and Microsoft Silverlight CARL-DAVID GRANBÄCK © CARL-DAVID GRANBÄCK, October 2009. Examiner: BJÖRN VON SYDOW Department of Computer Science and Engineering Chalmers University of Technology SE-412 96 Göteborg Sweden Telephone + 46 (0)31-772 1000 Department of Computer Science and Engineering Göteborg, Sweden, October 2009 Abstract This Master's thesis report describes and compares the three Rich Internet Application !RIA" frameworks Adobe Flex, JavaFX and Microsoft Silverlight. -
Capturing Interactions in Architectural Patterns
Capturing Interactions in Architectural Patterns Dharmendra K Yadav Rushikesh K Joshi Department of Computer Science and Engineering Department of Computer Science and Engineering Indian Institute of Technology Bombay Indian Institute of Technology Bombay Powai, Mumbai 400076, India Powai, Mumbai 400076, India Email: [email protected] Email: [email protected] TABLE I Abstract—Patterns of software architecture help in describing ASUMMARY OF CCS COMBINATORS structural and functional properties of the system in terms of smaller components. The emphasis of this work is on capturing P rimitives & Descriptions Architectural the aspects of pattern descriptions and the properties of inter- Examples Significance component interactions including non-deterministic behavior. Prefix (.) Action sequence intra-component Through these descriptions we capture structural and behavioral p1.p2 sequential flow specifications as well as properties against which the specifications Summation (+) Nondeterminism choice within a component are verified. The patterns covered in this paper are variants of A1 + A2 Proxy, Chain, MVC, Acceptor-Connector, Publisher-Subscriber Composition (|) Connect matching multiple connected and Dinning Philosopher patterns. While the machines are CCS- A1 | A2 i/o ports in assembly components based, the properties have been described in Modal µ-Calculus. Restriction (\) Hiding ports from Internal The approach serves as a framework for precise architectural A\{p1, k1, ..} further composition features descriptions. Relabeling ([]) Renaming of ports syntactic renaming A[new/old, ..] I. INTRODUCTION In component/connector based architectural descriptions [6], [13], components are primary entities having identities in the represents interface points as ports uses a subset of CSP for system and connectors provide the means for communication it’s formal semantics. -
Automatic Verification of Java Design Patterns
Automatic Verification of Java Design Patterns Alex Blewitt, Alan Bundy, Ian Stark Division of Informatics, University of Edinburgh 80 South Bridge, Edinburgh EH1 1HN, UK [email protected] [email protected] [email protected] Abstract 2. Design patterns There are a number of books which catalogue and de- Design patterns are widely used by object oriented de- scribe design patterns [4, 1, 6] including an informal de- signers and developers for building complex systems in ob- scription of the key features and examples of their use. ject oriented programming languages such as Java. How- However, at the moment there are no books which attempt ever, systems evolve over time, increasing the chance that to formalise these descriptions, possibly for the following the pattern in its original form will be broken. reasons: We attempt to show that many patterns (implemented in Java) can be verified automatically. Patterns are defined 1. The implementation (and description) of the pattern is in terms of variants, mini-patterns, and constraints in a language-specific. pattern description language called SPINE. These specifi- 2. There are often several ways to implement a pattern cations are then processed by HEDGEHOG, an automated within the same language. proof tool that attempts to prove that Java source code 3. Formal language descriptions are not common within meets these specifications. the object oriented development community. Instead, each pattern is presented as a brief description, and an example of its implementation and use. Designers and developers are then expected to learn the ‘feel’ of a pat- 1. -
The Command Dispatcher Pattern Benoit Dupire and Eduardo B Fernandez {[email protected], [email protected]}
The Command Dispatcher Pattern Benoit Dupire and Eduardo B Fernandez {[email protected], [email protected]} Department of Computer Science and Engineering. Florida Atlantic University Boca Raton, FL 33431 Can also be called: Command Evaluator Pattern. Intent This pattern increases the flexibility of applications by enabling their services to be changed, by adding, replacing or removing any command handlers at any point in time without having to modify, recompile or statically relink the application. By simulating the command-evaluation feature common in interpreted languages, this pattern supports the need for continual, incremental evolution of applications. Example Autonomous Underwater Vehicles (AUVs) are small, unmanned, untethered submersibles. There are numerous applications for AUVs, such as oceanographic surveys, operations in hazardous environments, underwater structure inspection and military operations. We implement the high level controller of this AUV as a Hierarchical Finite State Machine (Figure 1). A state of the Finite State Machine (FSM) represents a mode of the system, in which some tasks have to be executed, as described in the mission plan. The system takes transitions based on the results of these actions and the progression of the AUV. The system is programmed with high-level commands of the style "set depth 3" state1 state2 action 1.1 action 2.1 Figure 1: Simplified Finite State Machine for the AUV. The FSM must be able to fire any type of actions, without knowing anything about them. This problem is addressed by the Command Pattern [GOF95], which encapsulates an action as an object, thereby letting you parameterize clients with different actions. -
Design Pattern Interview Questions
DDEESSIIGGNN PPAATTTTEERRNN -- IINNTTEERRVVIIEEWW QQUUEESSTTIIOONNSS http://www.tutorialspoint.com/design_pattern/design_pattern_interview_questions.htm Copyright © tutorialspoint.com Dear readers, these Design Pattern Interview Questions have been designed specially to get you acquainted with the nature of questions you may encounter during your interview for the subject of Design Pattern. As per my experience good interviewers hardly plan to ask any particular question during your interview, normally questions start with some basic concept of the subject and later they continue based on further discussion and what you answer: What are Design Patterns? Design patterns represent the best practices used by experienced object-oriented software developers. Design patterns are solutions to general problems that software developers faced during software development. These solutions were obtained by trial and error by numerous software developers over quite a substantial period of time. What is Gang of Four GOF? In 1994, four authors Erich Gamma, Richard Helm, Ralph Johnson and John Vlissides published a book titled Design Patterns - Elements of Reusable Object-Oriented Software which initiated the concept of Design Pattern in Software development. These authors are collectively known as Gang of Four GOF. Name types of Design Patterns? Design patterns can be classified in three categories: Creational, Structural and Behavioral patterns. Creational Patterns - These design patterns provide a way to create objects while hiding the creation logic, rather than instantiating objects directly using new opreator. This gives program more flexibility in deciding which objects need to be created for a given use case. Structural Patterns - These design patterns concern class and object composition. Concept of inheritance is used to compose interfaces and define ways to compose objects to obtain new functionalities. -
ACCESSING DATA with FLEX 2 Accessing Data Services Overview
Accessing Data with ADOBE® FLEX® 4.6 Legal notices Legal notices For legal notices, see http://help.adobe.com/en_US/legalnotices/index.html. Last updated 12/3/2012 iii Contents Chapter 1: Accessing data services overview Data access in Flex compared to other technologies . 1 Using Flash Builder to access data services . 3 Data access components . 4 Chapter 2: Building data-centric applications with Flash Builder Creating a Flex project to access data services . 7 Connecting to data services . 8 Installing Zend Framework . 19 Using a single server instance . 21 Building the client application . 21 Configuring data types for data service operations . 25 Testing service operations . 29 Managing the access of data from the server . 29 Flash Builder code generation for client applications . 33 Deploying applications that access data services . 39 Chapter 3: Implementing services for data-centric applications Action Message Format (AMF) . 43 Client-side and server-side typing . 43 Implementing ColdFusion services . 43 Implementing PHP services . 50 Debugging remote services . 61 Example implementing services from multiple sources . 64 Chapter 4: Accessing server-side data Using HTTPService components . 71 Using WebService components . 80 Using RemoteObject components . 97 Explicit parameter passing and parameter binding . 113 Handling service results . 121 Last updated 12/3/2012 1 Chapter 1: Accessing data services overview Data access in Flex compared to other technologies The way that Flex works with data sources and data is different from applications that use HTML for their user interface. Client-side processing and server-side processing Unlike a set of HTML templates created using JSPs and servlets, ASP, PHP, or CFML, Flex separates client code from server code. -
Tvorba Interaktivního Animovaného Příběhu
Středoškolská technika 2014 Setkání a prezentace prací středoškolských studentů na ČVUT Tvorba interaktivního animovaného příběhu Sami Salama Střední průmyslová škola na Proseku Novoborská 2, 190 00 Praha 9 1 Obsah 1 Obsah .................................................................................................................. 1 2 2D grafika (základní pojmy) ................................................................................. 3 2.1 Základní vysvětlení pojmu (počítačová) 2D grafika ....................................... 3 2.2 Rozdíl - 2D vs. 3D grafika .............................................................................. 3 2.3 Vektorová grafika ........................................................................................... 4 2.4 Rastrová grafika ............................................................................................ 6 2.5 Výhody a nevýhody rastrové grafiky .............................................................. 7 2.6 Rozlišení ........................................................................................................ 7 2.7 Barevná hloubka............................................................................................ 8 2.8 Základní grafické formáty .............................................................................. 8 2.9 Druhy komprese dat ...................................................................................... 9 2.10 Barevný model ..........................................................................................