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Marketing Cloud Published: August 12, 2021
Marketing Cloud Published: August 12, 2021 The following are notices required by licensors related to distributed components (mobile applications, desktop applications, or other offline components) applicable to the services branded as ExactTarget or Salesforce Marketing Cloud, but excluding those services currently branded as “Radian6,” “Buddy Media,” “Social.com,” “Social Studio,”“iGoDigital,” “Predictive Intelligence,” “Predictive Email,” “Predictive Web,” “Web & Mobile Analytics,” “Web Personalization,” or successor branding, (the “ET Services”), which are provided by salesforce.com, inc. or its affiliate ExactTarget, Inc. (“salesforce.com”): @formatjs/intl-pluralrules Copyright (c) 2019 FormatJS Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -
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 . -
Open Source Licenses Visionize Lab Suite the Software of Visionize Lab Suite Contains Open Source Licenses Included in This Document
Open Source Licenses VisioNize Lab Suite The software of VisioNize Lab Suite contains open source licenses included in this document. Package name License Website/Repository Publisher/Author @angular-devkit/[email protected] MIT https://github.com/angular/angular-cli Angular Authors @angular-devkit/[email protected] MIT https://github.com/angular/angular-cli Angular Authors @angular-devkit/build-optimiz- MIT https://github.com/angular/angular-cli Angular Authors [email protected] @angular-devkit/build-web- MIT https://github.com/angular/angular-cli Angular Authors [email protected] @angular-devkit/[email protected] MIT https://github.com/angular/angular-cli Angular Authors @angular-devkit/[email protected] MIT https://github.com/angular/angular-cli Angular Authors @angular/[email protected] MIT https://github.com/angular/angular angular @angular/[email protected] MIT https://github.com/angular/angular-cli Angular Authors @angular/[email protected] MIT https://github.com/angular/angular angular @angular/[email protected] MIT https://github.com/angular/angular @angular/[email protected] MIT https://github.com/angular/angular angular @angular/[email protected] MIT https://github.com/angular/angular angular @angular/[email protected] MIT https://github.com/angular/angular angular @angular/[email protected] MIT https://github.com/angular/angular angular @angular/platform-browser-dynam- MIT https://github.com/angular/angular angular [email protected] @angular/[email protected] MIT https://github.com/angular/angular angular @angular/[email protected] MIT https://github.com/angular/angular angular -
Framework for Developing Offline HTML5 Applications
MASARYK UNIVERSITY FACULTY}w¡¢£¤¥¦§¨ OF I !"#$%&'()+,-./012345<yA|NFORMATICS Framework for Developing Offline HTML5 Applications DIPLOMA THESIS Petr Kunc Brno, 2013 Declaration Hereby I declare, that this paper is my original authorial work, which I have worked out by my own. All sources, references and literature used or excerpted during elaboration of this work are properly cited and listed in complete reference to the due source. Advisor: doc. RNDr. Tomás Pitner, PhD. ii Acknowledgement Above all, I would like to thank my advisor doc. RNDr. Tomáš Pitner, PhD. for leading not only this diploma thesis but also for leading me during my studies. I would also like to thank my colleagues in Laboratory of Software Architectures and Information Systems, especially Mgr. Filip Nguyen and Mgr. Daniel Tovarˇnákfor priceless advice on implementation and for providing their knowledge. Nevertheless, I would like to thank my colleagues in Celebrio Software company. iii Abstract The aim of this thesis is to provide detailed information about developing offline web ap- plications. The thesis presents important technologies in the development and mostly deals with Application cache technology. It summarizes advantages and also disadvantages and problems of the technology. Then, it offers solutions to some of the problems and introduces framework for build- ing offline web applications more sophisticatedly. At last, demonstration application is pre- sented which shows the benefits of proposed technology. iv Keywords HTML5, offline, web applications, application -
Webgl: the Standard, the Practice and the Opportunity Web3d Conference August 2012
WebGL: The Standard, the Practice and the Opportunity Web3D Conference August 2012 © Copyright Khronos Group 2012 | Page 1 Agenda and Speakers • 3D on the Web and the Khronos Ecosystem - Neil Trevett, NVIDIA and Khronos Group President • Hands On With WebGL - Ken Russell, Google and WebGL Working Group Chair © Copyright Khronos Group 2012 | Page 2 Khronos Connects Software to Silicon • Khronos APIs define processor acceleration capabilities - Graphics, video, audio, compute, vision and sensor processing APIs developed today define the functionality of platforms and devices tomorrow © Copyright Khronos Group 2012 | Page 3 APIs BY the Industry FOR the Industry • Khronos standards have strong industry momentum - 100s of man years invested by industry leading experts - Shipping on billions of devices and multiple operating systems • Khronos is OPEN for any company to join and participate - Standards are truly open – one company, one vote - Solid legal and Intellectual Property framework for industry cooperation - Khronos membership fees to cover expenses • Khronos APIs define core device acceleration functionality - Low-level “Foundation” functionality needed on every platform - Rigorous conformance tests for cross-vendor consistency • They are FREE - Members agree to not request royalties Silicon Software © Copyright Khronos Group 2012 | Page 4 Apple Over 100 members – any company worldwide is welcome to join Board of Promoters © Copyright Khronos Group 2012 | Page 5 API Standards Evolution WEB INTEROP, VISION MOBILE AND SENSORS DESKTOP OpenVL New API technology first evolves on high- Mobile is the new platform for Apps embrace mobility’s end platforms apps innovation. Mobile unique strengths and need Diverse platforms – mobile, TV, APIs unlock hardware and complex, interoperating APIs embedded – mean HTML5 will conserve battery life with rich sensory inputs become increasingly important e.g. -
Backbone Tutorials
Backbone Tutorials Beginner, Intermediate and Advanced ©2012 Thomas Davis This version was published on 2012-10-16 This is a Leanpub book, for sale at: http://leanpub.com/backbonetutorials Leanpub helps authors to self-publish in-progress ebooks. We call this idea Lean Publishing. To learn more about Lean Publishing, go to: http://leanpub.com/manifesto To learn more about Leanpub, go to: http://leanpub.com Tweet This Book! Please help Thomas Davis by spreading the word about this book on Twitter! The suggested hashtag for this book is #backbonetutorials. Find out what other people are saying about the book by clicking on this link to search for this hashtag on Twitter: https://twitter.com/search/#backbonetutorials Contents Why do you need Backbone.js? i Why single page applications are the future ............................ i So how does Backbone.js help? ................................... i Other frameworks .......................................... i Contributors .......................................... i What is a view? ii The “el” property ........................................... ii Loading a template .......................................... iii Listening for events .......................................... iii Tips and Tricks ............................................ iv Relevant Links ......................................... v Contributors .......................................... v What is a model? vi Setting attributes ........................................... vi Getting attributes .......................................... -
Web Technologies VU (706.704)
Web Technologies VU (706.704) Vedran Sabol ISDS, TU Graz Nov 09, 2020 Vedran Sabol (ISDS, TU Graz) Web Technologies Nov 09, 2020 1 / 68 Outline 1 Introduction 2 Drawing in the Browser (SVG, 3D) 3 Audio and Video 4 Javascript APIs 5 JavaScript Changes Vedran Sabol (ISDS, TU Graz) Web Technologies Nov 09, 2020 2 / 68 HTML5 - Part II Web Technologies (706.704) Vedran Sabol ISDS, TU Graz Nov 09, 2020 Vedran Sabol (ISDS, TU Graz) HTML5 - Part II Nov 09, 2020 3 / 68 Drawing in the Browser (SVG, 3D) SVG Scalable Vector Graphics (SVG) Web standard for vector graphics (as opposed to canvas - raster-based) Declarative style (as opposed to canvas rendering - procedural) Developed by W3C (http://www.w3.org/Graphics/SVG/) XML application (SVG DTD) http://www.w3.org/TR/SVG11/svgdtd.html SVG is supported by all current browsers Editors Inkscape and svg-edit (Web App) Vedran Sabol (ISDS, TU Graz) HTML5 - Part II Nov 09, 2020 4 / 68 Drawing in the Browser (SVG, 3D) SVG Features Basic shapes: rectangles, circles, ellipses, path, etc. Painting: filling, stroking, etc. Text Example - simple shapes Grouping of basic shapes Transformation: translation, rotation, scale, skew Example - grouping and transforms Vedran Sabol (ISDS, TU Graz) HTML5 - Part II Nov 09, 2020 5 / 68 Drawing in the Browser (SVG, 3D) SVG Features Colors: true color, transparency, gradients, etc. Clipping, masking Filter effects Interactivity: user events Scripting, i.e. JavaScript, supports DOM Animation: attributes, transforms, colors, motion (along paths) Raster images may be embedded (JPEG, -
A 3D Collaborative Editor Using Webgl and Webrtc
A 3D collaborative editor using WebGL and WebRTC Caroline Desprat Jean-Pierre Jessel Hervé Luga [email protected] [email protected] [email protected] VORTEX team, IRIT UMR5505, University of Toulouse, France Online collaborative 3D design Objectives Collaborative design environments share 3D scenes • pluginless visualization of 3D scenes on the web, across the network. 3D scenes or models are very • exclusive use of client resources for likely to be constructed and reviewed by more than communication, one person, particularly in the context of 3D sci- • message broadcasting: asynchronous and entific visualization [1], CAD (Computer Aided De- granular, sign) [2] or BIM (Building Information Modeling) • real-time collaboration across the network with [3] solutions with various architectures [4] [5]. shared access to 3D models. Question What architecture is the best suited in online 3D collaborative design environments for small teams using exclusively browser’s ressources? Our hybrid architecture for 3D web-based collaboration Web-based editor P2P communication Client visualization, interaction and edition. WebRTC and DataChannels The 3D interface integrates a viewport and pro- vides: WebRTC (Web Real-Time Protocol) allows Da- P2P connections be- • the list of contributors, taChannel protocol for tween web brow-sers to exchange any raw • basic transformations tools (CRUD), data in real-time[6]. • and viewport informations. WebRTC uses signaling mechanism (via WebSocket server) to manage peers, the network configuration and the media capabilities. Server: RESTful architecture Auto-management of the P2P full mesh network of REST architecture (client/server/NoSQL DB users (designed for small teams). queries) benefits distributed hypermedia systems. PeerJS library bootstraps WebRTC API for compat- ibility reasons. -
3D Graphics Technologies for Web Applications an Evaluation from the Perspective of a Real World Application
Institutionen för systemteknik Department of Electrical Engineering Examensarbete 3D Graphics Technologies for Web Applications An Evaluation from the Perspective of a Real World Application Master thesis performed in information coding by Klara Waern´er LiTH-ISY-EX--12/4562--SE Link¨oping 2012-06-19 Department of Electrical Engineering Linköpings tekniska högskola Linköpings universitet Linköpings universitet SE-581 83 Linköping, Sweden 581 83 Linköping 3D Graphics Technologies for Web Applications An Evaluation from the Perspective of a Real World Application Master thesis in information coding at Link¨oping Institute of Technology by Klara Waern´er LiTH-ISY-EX--12/4562--SE Supervisors: Fredrik Bennet SICK IVP AB Jens Ogniewski ISY, Link¨opingUniversity Examiner: Ingemar Ragnemalm ISY, Link¨opingUniversity Link¨oping2012-06-19 Presentation Date Department and Division 2012-05-31 Department of Electrical Engineering Publishing Date (Electronic version) 2012-06-19 Language Type of Publication ISBN (Licentiate thesis) X English Licentiate thesis ISRN: LiTH-ISY-EX--12/4562--SE Other (specify below) X Degree thesis Thesis C-level Title of series (Licentiate thesis) Thesis D-level Report Number of Pages Other (specify below) Series number/ISSN (Licentiate thesis) 90 URL, Electronic Version http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-78726 Publication Title 3D Graphics Technologies for Web Applications: An Evaluation from the Perspective of a Real World Application Publication Title (Swedish) Tekniker för 3D-grafik i webbapplikationer: En utvärdering sedd utifrån en riktig applikations perspektiv Author(s) Klara Waernér Abstract Web applications are becoming increasingly sophisticated and functionality that was once exclusive to regular desktop applications can now be found in web applications as well. -
Pronghorn-Licenses-V2.Pdf
Pronghorn Application Server is @copyright Itential, LLC 2015. Pronghorn uses open source software. Pronghorn has direct dependencies on the following software. Name License URI ---------------------------------------------------------------------------------------------------- angular-animate MIT https://github.com/angular/angular.js angular-aria MIT https://github.com/angular/angular.js angular-material MIT https://github.com/angular/material angular MIT https://github.com/angular/angular.js body-parser MIT https://github.com/expressjs/body-parser bootstrap MIT https://github.com/twbs/bootstrap btoa Apache 2.0 https://github.com/coolaj86/node-browser-compat caller-id MIT https://github.com/pixelsandbytes/caller-id continuation-local-storage BSD https://github.com/othiym23/node-continuation-local-storage cookie-parser MIT https://github.com/expressjs/cookie-parser diff BSD https://github.com/kpdecker/jsdiff express-generator MIT https://github.com/expressjs/generator express-session MIT https://github.com/expressjs/session express MIT https://github.com/strongloop/express forever MIT https://github.com/nodejitsu/forever jade MIT https://github.com/visionmedia/jade jquery-ui MIT https://github.com/jquery/jquery-ui jquery MIT https://github.com/jquery/jquery jsnlog-nodejs Apache 2.0 https://github.com/mperdeck/jsnlog-nodejs jsnlog Apache 2.0 https://github.com/mperdeck/jsnlog.js lodash MIT https://github.com/lodash/lodash material-design-icons CC-BY-4.0 https://github.com/google/material-design-icons moment MIT https://github.com/moment/moment -
HTML5 and Java Technologies
HTML5 and Java Technologies Peter Doschkinow Senior Java Architect The following is intended to outline our general product direction. It is intended for information purposes only, and may not be incorporated into any contract. It is not a commitment to deliver any material, code, or functionality, and should not be relied upon in making purchasing decisions. The development, release, and timing of any features or functionality described for Oracle’s products remains at the sole discretion of Oracle. Agenda . Motivation . HTML5 Overview – Related Java Technologies . Thin Server Architecture . Demo Motivation . Need for clarification Gartner’s 2012 Emerging Technologies Hype Cycle – What is behind the hype . Architectural consequences of new trends . What does the Java platform offer to meet the new challenges . Building of common understanding Web Technology History . 1991 HTML . 1995 JavaScript @ Netscape . 1994 HTML2 . 1996 ECMAScript 1.0, 1.1 . 1996 CSS1 . 1997 ECMAScript 1.2 . 1997 HTML4 . 1998 ECMAScript 1.3 . 1998 CSS2 . 2000 ECMAScript 3 . 2000 XHTML1 . 2010 ECMAScript 5 . 2002 Tableless Web Design . Next: ECMAScript 6 Harmony . 2005 AJAX . 2009 HTML5: as of Dec 2012 W3C CR HTML5 Features W3C / Web Hypertext Application Technology Working Group(WHATWG) . Markup – Semantic markup replacing common usages of generic <span>, <div> . <nav>, <footer>,<audio>, <video>, ... API – Canvas 2D (for immidate mode 2D drawing),Timed media playback – Offline Web Applications, Local Srorage and Filesystem, Web Storage – Geolocation, Web Storage, IndexedDB – File API, Drag-and-Drop, Browser History – ... HTML5 Features Offloaded to other specs, originally part of HTML5 . WebSocket API, Server-Sent Events(SSE), Web Messaging, Web Workers, Web Storage (Web Apps WG ) . -
Make Your Qt UI Available to Any Browser in 5 Steps
Make your Qt UI available to any browser in 5 steps Luca Ottaviano, Develer Srl, <[email protected]> Short bio Technical leader at Develer Completed 10+ projects on desktop and embedded Experience with Qt Widgets and Qt Quick Trainer on C++ and Qt stack @Develer Is it a marketing move? Of course it is! The 5 steps 1. Use Qt Remote Objects on the host process to share all needed objects 2. Use Qt Remote Objects on the client process to receive updates from the host. The rest of the code is left untouched 3. Launch the host process with QtQuick UI on the local screen 4. Launch the client process with “-platform webgl:port=<port>” 5. Connect with the browser to “<your-machine-ip>:<webgl-port>” Enjoy your application on two screens! Is it really that simple? What about non QtQuick UIs? What are Qt Remote Objects? How much code do I need to write to support them? What about security? How many users can connect with this setup? Which browsers are supported? Agenda ● Problem statement and use cases ● Remoting options ● Multi user: sharing state between processes ● Final words Problem statement You want to interact with a Qt UI from remote without rewriting significant parts of the application ● Example: headless device ● Example: remote maintenance of an appliance with a local UI ● Example: remote training Need to target the browser, it’s a “no configuration required” option available anywhere! Remoting options 1. VNC 2. WebGL platform plugin 3. Qt for WebAssembly Option 1: VNC ● Start your program with the command line option “-platform vnc” ● Connect with a VNC program to the port ● Enjoy your remote application! Recap Pros: ● Works with any Qt UI ● Requires no extra coding effort Cons: ● Requires additional software on the user machine ● Very sensitive to network latency ● High bandwidth requirements ● Only one user at the time Option 2: WebGL platform plugin ● Start your application with suitable command line options: “-platform webgl:port=8080” ● Connect with the browser to “host:port”, eg.