The document provides 5 tips for optimizing HTML5 game performance:
1. Use frame buffering to avoid screen flickering by drawing to an off-screen canvas before copying to the visible one
2. You don't always need a game loop which can be expensive; consider alternatives for simple games
3. Drawing operations like getImageData and putImageData are expensive so use them sparingly
4. Large fill operations are costly compared to smaller ones or plain colors
5. Consider using multiple smaller canvases instead of one large one to split work across frames
The document provides an overview of HTML5 Canvas:
- Canvas is a 2D drawing platform that uses JavaScript and HTML without plugins, originally created by Apple and now developed as a W3C specification.
- Unlike SVG which uses separate DOM objects, Canvas is bitmap-based where everything is drawn as a single flat picture.
- The document outlines how to get started with Canvas including setting dimensions, accessing the 2D rendering context, and using methods to draw basic and complex shapes with paths, text, and images.
- It discusses using Canvas for animation, interactions, and pixel manipulation, and its potential to replace Flash in the future.
The document summarizes the author's experience learning the Processing programming language. It describes some key challenges, such as Processing using the new Java language. The author overcame these challenges by exploring tutorials on the Processing website. The author then explains the process of learning Processing, which involved installing the software, learning to draw basic shapes and colors, and using functions like "setup()" and "draw()" to create animations. As an example, the author designed an interactive mouse sketch that tracks the mouse position and draws colored rectangles to demonstrate their learning.
MagickTiler is a Java tool and library for converting images into tile formats suitable for zoomable web images. It supports various tiling schemes like TMS, Zoomify, Google Maps, and generates tilesets and previews in formats like JPEG and PNG. The tool can be run from the command line to generate tilesets from images.
This script renders snowfall animation on a web page by generating a specified number of snowflake images and animating their movement down the page at different speeds and amplitudes. It initializes variables to track each snowflake's position, calculates screen dimensions, writes HTML elements for each snowflake, and calls an animation function that updates the snowflake positions on a timer to create the falling effect.
The document discusses HTML5 Canvas. It covers basic usage of the canvas element, how to draw shapes, use images, apply styles and colors, transformations, compositing, and basic animations. It also discusses optimizing the canvas and checking for browser support of the canvas element.
This document provides instructions for drawing graphs in Pascal using the Graph unit. It discusses initializing graphics mode, calculating appropriate coordinates for the screen, and algorithms for drawing normal and polar functions. Examples are given to illustrate drawing the linear function f(x)=x and polar function f(u)=1+sin(u). The document concludes with reminding students what they need to do in exams and providing contact information for the programming group.
The document discusses the Game API in Java ME for creating games. It describes using the GameCanvas class which extends Canvas and allows drawing anywhere without needing to override paint. Events can be handled through methods like getKeyStates. Sprites and TiledLayers can be used to represent game objects and tiles, and placed in a LayerManager to be drawn. Sprites support animation through framing and transformations, and collisions can be checked between sprites and layers.
The document compares and contrasts the Canvas and SVG elements in HTML. Canvas uses JavaScript to draw graphics via code and is rendered pixel by pixel, while SVG uses XML to draw graphics as scalable vector shapes. Canvas is better for games, charts, and advertising due to its faster rendering, while SVG is better for icons, logos, and charts due to its scalability and support for event handlers. Several common drawing methods like rectangles, circles, paths, and text are demonstrated for both Canvas and SVG.
Ich zeige die Konzeption, Designentwurf und Umsetzung von 3D-Spielen anhand eines Bundeswahl-Spiels mit Angie, Frank-Walter, Guido und Jack Sparrow, präsentiert auf dem 2. Stuttgarter Barcamp am 13.09.09
InGame-Video auf www.elaspix.de
The canvas element allows drawing graphics on a web page via scripting like JavaScript. It is supported by most modern browsers and uses a <canvas> tag with a script to access a drawing context. Common methods for drawing include beginPath(), moveTo(), lineTo(), and stroke() to draw lines, and the lineWidth and strokeStyle properties control the appearance of lines.
This is the slide deck I used in a workshop about CSS animations, transitions and transforms. My students study Interactive Multimedia Design at Thomas More Mechelen. More info at http://www.weareimd.be
The document describes a "Bow & Arrow" game created in C++. The game uses graphics commands to display a bow and arrow, rolling circles as targets, and tracks the player's score by level. It has three modules: a welcome screen, game screen to shoot arrows at targets, and ending screen to display final score. Functions are used to control gameplay, draw objects, track input and scores, and transition between screens. The game aims to test player concentration through its memory-based gameplay.
Processing is a data visualization programming language built on top of Java. It has a strictly typed structure with classes and inheritance. The language uses setup() and draw() methods similarly to OpenGL, with draw() being called continuously. Processing can be used to draw shapes and images, perform math functions, and manipulate the canvas through transformations. It has also been ported to JavaScript as Processing.js to run on HTML5 canvases in web browsers.
The document provides an introduction to Processing, an open-source programming language and environment used for creating visuals and animations. It covers downloading and installing Processing, using the Processing Development Environment, setting the canvas size and coordinates, drawing basic shapes using code, adding color, using variables, loops and conditionals to create animations, and provides examples and resources for learning more.
[Ultracode Munich #4] Demo on Animatron by Anton KotenkoBeMyApp
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The document describes the Animatron Player API, which provides a JavaScript HTML5 engine for building animations and games. It allows defining animations and interactions through elements that can be shapes, images, text or sprites. Elements have properties for position, size, opacity and other visual attributes, as well as the ability to modify these properties over time through tweens, modifiers and painters. The API supports features like sprites, events, timing controls, and composition of elements.
This document summarizes a presentation about PDF.js, an open source JavaScript library for rendering PDF files in web browsers without using native code plugins. It discusses how PDF files are structured and processed, including extracting data, transforming images, loading fonts, and executing drawing commands. It also covers the project's goals of security, building a web-specific viewer, driving innovation on the web platform, and improving performance. The presenter demonstrates a live demo and discusses opportunities for contributing to the project on GitHub.
This lab manual covers basic drawing in Processing by introducing functions to control size, position, color, and shape properties. It begins by explaining how to set the window size and draw points and basic shapes using functions like size(), point(), line(), rect(), ellipse(), and arc(). Parameters for these functions determine properties like position, width, height, and angles. The order of drawing shapes impacts which appear on top. Additional functions like background(), fill(), stroke(), strokeWeight(), and smooth() control background color, shape colors, line thickness, and smoothing. Values range from 0-255 to specify colors by red, green, and blue components.
The document provides biographical information about Joshua Marris and his experience and interests related to teaching technology and programming. Some key points:
- Joshua Marris is a Systems Administrator who has also taught teachers and students how to use technology and create animations using HTML, CSS, SVG and JavaScript.
- He is interested in learning non-practical applications of programming and was inspired to teach others after using Khan Academy's computer programming course.
- The document goes on to discuss P5.js, a JavaScript library based on Processing, which is used for creative coding, data visualization, and representing natural processes. It provides examples of sketches created with P5.js and discusses some of the basic concepts and functions
This document provides an overview of HTML5 Canvas and how it can be used to draw graphics and animate sprites. Some key points:
- Canvas uses an immediate mode where the entire canvas is redrawn on each frame based on JavaScript manipulation of the bitmap area.
- The 2D context API allows drawing shapes, text, and images onto the canvas area and applying effects like transformations, clipping, and compositing.
- Basic objects, paths, text, and images can be drawn onto the canvas. Transformations change the coordinate space rather than objects themselves.
- Sprite animations can be created by displaying different frames of a tilesheet rapidly in a timed loop.
- Rocket movement can be simulated
- HTML5 Canvas allows for dynamic drawing and animating directly in HTML using JavaScript scripting. It can be used to draw shapes, images, text and respond to user input like mouse clicks.
- The canvas element creates a grid that allows positioning images and objects by x and y coordinates. Basic drawing functions include lines, rectangles, curves and filling areas with colors.
- Transformations like translation and rotation can change the orientation of drawings on the canvas. The drawing state can be saved and restored to return to previous settings.
- Images can be drawn and manipulated at the pixel level by accessing image data. Animation is achieved by redrawing the canvas repeatedly with small changes.
- Data from sources like JSON can be
Introduction to Canvas - Toronto HTML5 User Groupbernice-chan
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This document provides an overview of HTML5 Canvas and how it can be used to draw graphics and animate sprites. It discusses how Canvas uses an immediate mode where the entire canvas is redrawn on each frame. The 2D context API allows drawing shapes, text and images onto the canvas. Transformations can change the canvas but objects drawn become a single pixel collection. Browser support is checked using a dummy canvas element. Basic drawing includes rectangles, lines, arcs and text. Images can also be added and clipped. Compositing controls transparency. Sprite animation is demonstrated using a tile sheet and timer loop. Finally, rocket science is used as an example for animating a rotating and accelerating rocket.
The document discusses the Game API in Java ME for creating games. It describes using the GameCanvas class which extends Canvas and allows drawing anywhere without needing to override paint. Events can be handled through methods like getKeyStates. Sprites and TiledLayers can be used to represent game objects and tiles, and placed in a LayerManager to be drawn. Sprites support animation through framing and transformations, and collisions can be checked between sprites and layers.
The document compares and contrasts the Canvas and SVG elements in HTML. Canvas uses JavaScript to draw graphics via code and is rendered pixel by pixel, while SVG uses XML to draw graphics as scalable vector shapes. Canvas is better for games, charts, and advertising due to its faster rendering, while SVG is better for icons, logos, and charts due to its scalability and support for event handlers. Several common drawing methods like rectangles, circles, paths, and text are demonstrated for both Canvas and SVG.
Ich zeige die Konzeption, Designentwurf und Umsetzung von 3D-Spielen anhand eines Bundeswahl-Spiels mit Angie, Frank-Walter, Guido und Jack Sparrow, präsentiert auf dem 2. Stuttgarter Barcamp am 13.09.09
InGame-Video auf www.elaspix.de
The canvas element allows drawing graphics on a web page via scripting like JavaScript. It is supported by most modern browsers and uses a <canvas> tag with a script to access a drawing context. Common methods for drawing include beginPath(), moveTo(), lineTo(), and stroke() to draw lines, and the lineWidth and strokeStyle properties control the appearance of lines.
This is the slide deck I used in a workshop about CSS animations, transitions and transforms. My students study Interactive Multimedia Design at Thomas More Mechelen. More info at http://www.weareimd.be
The document describes a "Bow & Arrow" game created in C++. The game uses graphics commands to display a bow and arrow, rolling circles as targets, and tracks the player's score by level. It has three modules: a welcome screen, game screen to shoot arrows at targets, and ending screen to display final score. Functions are used to control gameplay, draw objects, track input and scores, and transition between screens. The game aims to test player concentration through its memory-based gameplay.
Processing is a data visualization programming language built on top of Java. It has a strictly typed structure with classes and inheritance. The language uses setup() and draw() methods similarly to OpenGL, with draw() being called continuously. Processing can be used to draw shapes and images, perform math functions, and manipulate the canvas through transformations. It has also been ported to JavaScript as Processing.js to run on HTML5 canvases in web browsers.
The document provides an introduction to Processing, an open-source programming language and environment used for creating visuals and animations. It covers downloading and installing Processing, using the Processing Development Environment, setting the canvas size and coordinates, drawing basic shapes using code, adding color, using variables, loops and conditionals to create animations, and provides examples and resources for learning more.
[Ultracode Munich #4] Demo on Animatron by Anton KotenkoBeMyApp
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The document describes the Animatron Player API, which provides a JavaScript HTML5 engine for building animations and games. It allows defining animations and interactions through elements that can be shapes, images, text or sprites. Elements have properties for position, size, opacity and other visual attributes, as well as the ability to modify these properties over time through tweens, modifiers and painters. The API supports features like sprites, events, timing controls, and composition of elements.
This document summarizes a presentation about PDF.js, an open source JavaScript library for rendering PDF files in web browsers without using native code plugins. It discusses how PDF files are structured and processed, including extracting data, transforming images, loading fonts, and executing drawing commands. It also covers the project's goals of security, building a web-specific viewer, driving innovation on the web platform, and improving performance. The presenter demonstrates a live demo and discusses opportunities for contributing to the project on GitHub.
This lab manual covers basic drawing in Processing by introducing functions to control size, position, color, and shape properties. It begins by explaining how to set the window size and draw points and basic shapes using functions like size(), point(), line(), rect(), ellipse(), and arc(). Parameters for these functions determine properties like position, width, height, and angles. The order of drawing shapes impacts which appear on top. Additional functions like background(), fill(), stroke(), strokeWeight(), and smooth() control background color, shape colors, line thickness, and smoothing. Values range from 0-255 to specify colors by red, green, and blue components.
The document provides biographical information about Joshua Marris and his experience and interests related to teaching technology and programming. Some key points:
- Joshua Marris is a Systems Administrator who has also taught teachers and students how to use technology and create animations using HTML, CSS, SVG and JavaScript.
- He is interested in learning non-practical applications of programming and was inspired to teach others after using Khan Academy's computer programming course.
- The document goes on to discuss P5.js, a JavaScript library based on Processing, which is used for creative coding, data visualization, and representing natural processes. It provides examples of sketches created with P5.js and discusses some of the basic concepts and functions
This document provides an overview of HTML5 Canvas and how it can be used to draw graphics and animate sprites. Some key points:
- Canvas uses an immediate mode where the entire canvas is redrawn on each frame based on JavaScript manipulation of the bitmap area.
- The 2D context API allows drawing shapes, text, and images onto the canvas area and applying effects like transformations, clipping, and compositing.
- Basic objects, paths, text, and images can be drawn onto the canvas. Transformations change the coordinate space rather than objects themselves.
- Sprite animations can be created by displaying different frames of a tilesheet rapidly in a timed loop.
- Rocket movement can be simulated
- HTML5 Canvas allows for dynamic drawing and animating directly in HTML using JavaScript scripting. It can be used to draw shapes, images, text and respond to user input like mouse clicks.
- The canvas element creates a grid that allows positioning images and objects by x and y coordinates. Basic drawing functions include lines, rectangles, curves and filling areas with colors.
- Transformations like translation and rotation can change the orientation of drawings on the canvas. The drawing state can be saved and restored to return to previous settings.
- Images can be drawn and manipulated at the pixel level by accessing image data. Animation is achieved by redrawing the canvas repeatedly with small changes.
- Data from sources like JSON can be
Introduction to Canvas - Toronto HTML5 User Groupbernice-chan
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This document provides an overview of HTML5 Canvas and how it can be used to draw graphics and animate sprites. It discusses how Canvas uses an immediate mode where the entire canvas is redrawn on each frame. The 2D context API allows drawing shapes, text and images onto the canvas. Transformations can change the canvas but objects drawn become a single pixel collection. Browser support is checked using a dummy canvas element. Basic drawing includes rectangles, lines, arcs and text. Images can also be added and clipped. Compositing controls transparency. Sprite animation is demonstrated using a tile sheet and timer loop. Finally, rocket science is used as an example for animating a rotating and accelerating rocket.
This document discusses ProcessingJS, which allows users to create interactive graphics and animations directly in their web browser. It can be used for sketching, prototyping, and sharing projects online. The document provides examples of creating animations and handling keyboard input. It also lists various platforms ProcessingJS can be used on and points the reader to additional resources for learning more about ProcessingJS.
Introduction to Generative Art with Processingstefk00
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This document provides an introduction to generative art using the Processing programming language. It discusses what Processing is, how to get started with it, and resources for learning Processing like books and websites. It then demonstrates how to create simple generative art by drawing shapes and using loops to manipulate the coordinate space in Processing code. The document shows the user how to set up their first Processing sketch and provides examples of generating simple patterns through nested for loops.
DojoX GFX Keynote Eugene Lazutkin SVG Open 2007Eugene Lazutkin
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Eugene Lazutkin's keynote on DojoX GFX at SVG Open 2007.
(The seminar notes are here: http://www.slideshare.net/elazutkin/dojox-gfx-session-eugene-lazutkin-svg-open-2007/)
COMP 4026 Lecture4: Processing and Advanced Interface TechnologyMark Billinghurst
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Lecture 4 from the 2016 COMP 4026 course on Advanced Human Computer Interaction taught at the University of South Australia. Taught by Mark Billinghurst, and containing material about Processing and various advanced Human Computer Interfaces.
Tutorial on the use of Ruby Processing for developing visual graphics and interactive graphics. Includes conceptual and real-world examples, including use for business data mining.
B. SC CSIT Computer Graphics Lab By Tekendra Nath YogiTekendra Nath Yogi
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The document discusses computer graphics and summarizes various graphics programming concepts in C, including:
- Two standard output modes: text and graphics mode, which allows pixel manipulation.
- Graphics library functions defined in "graphics.h" header file for drawing shapes, text and manipulating pixels.
- Coordinate representation on screen with origin at upper left corner.
- Initialization of graphics mode using initgraph() and cleanup with closegraph().
- Functions for drawing lines, circles, rectangles, text and filling areas with patterns.
- Algorithms like DDA, Bresenham and midpoint circle/ellipse for drawing shapes.
John Resig discusses coding every day in an August 2016 article. He started coding daily in November 2013 and has continued the practice since. While coding daily works for him by making it easier to remember projects, relieving anxiety, and allowing non-weekend work, he acknowledges it may not be necessary for others. Resig emphasizes that having passion for coding and setting goals are critical for learning and success, more so than daily coding itself.
John Resig discusses four problems that digital librarians face: 1) searching by image without exact matches, 2) disagreements on names and titles, 3) poor quality images, and 4) educating users. He provides examples and potential solutions for each problem, including image search tools, handling alternate names and formats, improving images through cropping and computer vision, and using question/answer interfaces to educate users. Resig advocates for open source tools and collaborative solutions to advance access to knowledge.
Neo4j is a graph database that represents data as nodes and relationships. Nodes are JSON documents that can have labels. Relationships are JSON documents that connect nodes and can have labels. Cypher is the query language for Neo4j that allows users to match patterns in the graph, return results, import and export data, and perform other operations like finding missing connections between nodes.
Computer Vision as Art Historical Investigationjeresig
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This document summarizes a symposium honoring James Watrous that included discussions on using computer vision in art historical investigation and image similarity analysis to study woodblock prints. It describes how image analysis can help identify similar images across different collections and merging photo archives to create a large international image database for researchers.
This document summarizes John Resig's process for hacking art history databases for fun and profit. It describes scraping woodblock print data from websites, processing the data with tools like Node.js and MongoDB, and building a searchable online database called Ukiyo-e.org. It also discusses using image analysis and similarity search to validate print data and identify copies. The goal is to aid the study of woodblock prints by building open tools and data.
1) Khan Academy teaches programming concepts to over 1.3 million students per month online.
2) They have developed a real-time JavaScript editor that uses static analysis to build challenges and allow coding on tablets and phones.
3) It runs code through analysis tools to provide error messages and hints, then uses abstract syntax trees and structured testing to check for specific functions, arguments, and program structures.
Computer vision techniques can be applied to art history in both supervised and unsupervised ways. Unsupervised methods like using image similarity tools to compare entire images or image portions can help find similar or matching images without labeling data. Supervised methods like object detection or image categorization require large labeled training datasets but can provide more precise results, identifying specific parts or categories within images. Both approaches require significant computing resources, with supervised methods needing thousands of training images and days of processing time.
The document summarizes research using image analysis to match photographs across multiple art archives, including the Frick Art Reference Library Photoarchive and the Frederico Zeri Foundation archive. Running image matching software on over 1.2 million Frick photos and 290,000 Zeri photos revealed new connections within and between the archives. Combining the archives through automated matching discovered over 1,000 new artwork connections that had not previously been found by human researchers. The analysis demonstrates the potential of merging photo archives through computational methods to reveal new relationships and insights.
EmpireJS: Hacking Art with Node js and Image Analysisjeresig
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The document discusses using computer vision and Node.js to analyze Japanese artworks like woodblock prints. It describes collecting data on prints through web scraping, processing the data with tools like PhantomJS, and using image analysis to aid studies of prints by correcting metadata and matching images. The goal is to build a website that facilitates research on ukiyo-e prints through techniques like similarity search and automated data cleaning.
This document discusses how computer vision techniques can be applied to art history. It provides an overview of different computer vision approaches such as optical character recognition (OCR), face recognition, and image similarity/categorization. Unsupervised techniques like OCR and image similarity require little labeling of data but may not provide as interesting results. Supervised techniques can more precisely locate parts of images or categorize images but require large labeled datasets. The document recommends several free and open-source computer vision libraries and tools that can be used to explore applying these techniques to art history, along with some caveats about training data requirements.
The document discusses several popular JavaScript libraries including Dojo, Prototype, jQuery, Mochikit, and Yahoo UI. It compares the libraries based on their focus, DOM support, events/effects handling, documentation, community, file size, and popularity. The libraries provide a variety of features like DOM manipulation, Ajax capabilities, and animations to make JavaScript development easier.
This document summarizes jQuery, an open source JavaScript library. It simplifies HTML and JavaScript interaction by allowing developers to select elements, handle events, perform animations and AJAX calls with simple and concise code. The document highlights key features like DOM manipulation, events, effects and plugins. It also discusses jQuery's community, adoption by major sites, and future plans.
This document discusses jQuery and web standards. It summarizes jQuery's goal of hiding browser compatibility issues while providing a simple API. It also discusses jQuery's success competing with other JavaScript libraries. The document outlines several specifications that are important to jQuery, with the DOM being the most significant. It then lists several standards and features that jQuery has used successfully. The majority of the document proposes additional standards and browser features that would be useful for jQuery and JavaScript libraries going forward, including better DOM manipulation APIs and event handling capabilities.
This document summarizes the key aspects of jQuery's open source process that contributed to its early success. In the first month, new users were able to get started quickly by exploring the simple API through tutorials. An active community provided support through forums, IRC, blogs and Twitter. Documentation and examples helped users learn and expand their skills. Over the first year, as users built more applications with jQuery, its easy to use but powerful API led to increased adoption. The open development process also engaged users and helped the project grow.
jQuery Open Source Process (Knight Foundation 2011)jeresig
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This document summarizes the key aspects of jQuery's open source process that contributed to its early success. It discusses how jQuery provided clear documentation, tutorials, and community resources to help users learn. It emphasizes keeping the API simple and focused on usability. It also highlights the importance of monitoring community feedback and responding to user questions. Maintaining an open development process helped users continue growing with jQuery over time.
jQuery Mobile aims to fill the gap in mobile web development by providing a framework that works across all major mobile platforms and browsers without sacrificing the user experience. It is a two-phase project: phase one focuses on making jQuery core functionality work across all popular mobile browsers through testing and bug fixes; phase two introduces jQuery Mobile, a framework for building mobile websites and applications with widgets, layouts, and a progressive enhancement approach to ensure broad compatibility.
This document discusses best practices for supporting users of open source projects based on jQuery's experience. It emphasizes providing documentation, tutorials, community support and an open development process to help users learn and succeed with the tool from their first day of use through becoming long-term contributors. Key aspects include simplifying the first experience, answering questions, addressing all skill levels, and enabling extensibility to keep users engaged over time.
This document discusses holistic performance analysis and optimization in JavaScript. It emphasizes the importance of proving performance changes with benchmarks, considering the full browser stack and real-world use cases, maintaining clean code, prioritizing cross-browser compatibility, and clearly communicating results. Key tools mentioned include JSPerf for benchmarking, BrowserScope for hosting performance data, and Google Code Search for understanding real-world usage of APIs. The document advocates optimizing against past performance rather than competitors.
This document summarizes new features coming in major browsers, including Firefox 3.5, Safari 4, Internet Explorer 9, Opera 10, and Google Chrome 2. The browsers will have better JavaScript performance due to advanced engines like TraceMonkey, SquirrelFish, and V8. New features include process per tab, postMessage for cross-domain communication, getElementsByClassName, querySelectorAll, and HTML5 features like local SQL storage, JSON support, and canvas drawing.
jQuery is an open source JavaScript library that simplifies HTML and JavaScript interaction. It has a small file size, is fully documented, and supported across many browsers. jQuery allows developers to select elements, perform actions on them such as effects, events, DOM manipulation, and AJAX requests, using its simple and concise syntax.
Mark Zuckerberg teams up with frenemy Palmer Luckey to shape the future of XR...Scott M. Graffius
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Mark Zuckerberg teams up with frenemy Palmer Luckey to shape the future of XR/VR/AR wearables 🥽
Drawing on his background in AI, Agile, hardware, software, gaming, and defense, Scott M. Graffius explores the collaboration in “Meta and Anduril’s EagleEye and the Future of XR: How Gaming, AI, and Agile are Transforming Defense.” It’s a powerful case of cross-industry innovation—where gaming meets battlefield tech.
đź“– Read the article: https://www.scottgraffius.com/blog/files/meta-and-anduril-eagleeye-and-the-future-of-xr-how-gaming-ai-and-agile-are-transforming-defense.html
#Agile #AI #AR #ArtificialIntelligence #AugmentedReality #Defense #DefenseTech #EagleEye #EmergingTech #ExtendedReality #ExtremeReality #FutureOfTech #GameDev #GameTech #Gaming #GovTech #Hardware #Innovation #Meta #MilitaryInnovation #MixedReality #NationalSecurity #TacticalTech #Tech #TechConvergence #TechInnovation #VirtualReality #XR
Establish Visibility and Manage Risk in the Supply Chain with Anchore SBOMAnchore
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Over 70% of any given software application consumes open source software (most likely not even from the original source) and only 15% of organizations feel confident in their risk management practices.
With the newly announced Anchore SBOM feature, teams can start safely consuming OSS while mitigating security and compliance risks. Learn how to import SBOMs in industry-standard formats (SPDX, CycloneDX, Syft), validate their integrity, and proactively address vulnerabilities within your software ecosystem.
Top 25 AI Coding Agents for Vibe Coders to Use in 2025.pdfSOFTTECHHUB
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I've tested over 50 AI coding tools in the past year, and I'm about to share the 25 that actually work. Not the ones with flashy marketing or VC backing – the ones that will make you code faster, smarter, and with way less frustration.
ELNL2025 - Unlocking the Power of Sensitivity Labels - A Comprehensive Guide....Jasper Oosterveld
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Sensitivity labels, powered by Microsoft Purview Information Protection, serve as the foundation for classifying and protecting your sensitive data within Microsoft 365. Their importance extends beyond classification and play a crucial role in enforcing governance policies across your Microsoft 365 environment. Join me, a Data Security Consultant and Microsoft MVP, as I share practical tips and tricks to get the full potential of sensitivity labels. I discuss sensitive information types, automatic labeling, and seamless integration with Data Loss Prevention, Teams Premium, and Microsoft 365 Copilot.
Co-Constructing Explanations for AI Systems using ProvenancePaul Groth
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Explanation is not a one off - it's a process where people and systems work together to gain understanding. This idea of co-constructing explanations or explanation by exploration is powerful way to frame the problem of explanation. In this talk, I discuss our first experiments with this approach for explaining complex AI systems by using provenance. Importantly, I discuss the difficulty of evaluation and discuss some of our first approaches to evaluating these systems at scale. Finally, I touch on the importance of explanation to the comprehensive evaluation of AI systems.
MCP vs A2A vs ACP: Choosing the Right Protocol | BluebashBluebash
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Understand the differences between MCP vs A2A vs ACP agent communication protocols and how they impact AI agent interactions. Get expert insights to choose the right protocol for your system. To learn more, click here: https://www.bluebash.co/blog/mcp-vs-a2a-vs-acp-agent-communication-protocols/
Data Virtualization: Bringing the Power of FME to Any ApplicationSafe Software
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Imagine building web applications or dashboards on top of all your systems. With FME’s new Data Virtualization feature, you can deliver the full CRUD (create, read, update, and delete) capabilities on top of all your data that exploit the full power of FME’s all data, any AI capabilities. Data Virtualization enables you to build OpenAPI compliant API endpoints using FME Form’s no-code development platform.
In this webinar, you’ll see how easy it is to turn complex data into real-time, usable REST API based services. We’ll walk through a real example of building a map-based app using FME’s Data Virtualization, and show you how to get started in your own environment – no dev team required.
What you’ll take away:
-How to build live applications and dashboards with federated data
-Ways to control what’s exposed: filter, transform, and secure responses
-How to scale access with caching, asynchronous web call support, with API endpoint level security.
-Where this fits in your stack: from web apps, to AI, to automation
Whether you’re building internal tools, public portals, or powering automation – this webinar is your starting point to real-time data delivery.
Domino IQ – What to Expect, First Steps and Use Casespanagenda
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Webinar Recording: https://www.panagenda.com/webinars/domino-iq-what-to-expect-first-steps-and-use-cases/
HCL Domino iQ Server – From Ideas Portal to implemented Feature. Discover what it is, what it isn’t, and explore the opportunities and challenges it presents.
Key Takeaways
- What are Large Language Models (LLMs) and how do they relate to Domino iQ
- Essential prerequisites for deploying Domino iQ Server
- Step-by-step instructions on setting up your Domino iQ Server
- Share and discuss thoughts and ideas to maximize the potential of Domino iQ
Exploring the advantages of on-premises Dell PowerEdge servers with AMD EPYC processors vs. the cloud for small to medium businesses’ AI workloads
AI initiatives can bring tremendous value to your business, but you need to support your new AI workloads effectively. That means choosing the best possible infrastructure for your needs—and many companies are finding that the cloud isn’t right for them. According to a recent Rackspace survey of IT executives, 69 percent of companies have moved some of their applications on-premises from the cloud, with half of those citing security and compliance as the reason and 44 percent citing cost.
On-premises solutions provide a number of advantages. With full control over your security infrastructure, you can be certain that all compliance requirements remain firmly in the hands of your IT team. Opting for on-premises also gives you the ability to design your infrastructure to the precise needs of that team and your new AI workloads. Depending on the workload, you may also see performance benefits, along with more predictable costs. As you start to build your next AI initiative, consider an on-premises solution utilizing AMD EPYC processor-powered Dell PowerEdge servers.
AI Creative Generates You Passive Income Like Never BeforeSivaRajan47
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For years, building passive income meant traditional routes—stocks, real estate, or
online businesses that required endless hours of setup and maintenance. But now,
Artificial Intelligence (AI) is redefining the landscape. We’re no longer talking about
automation in the background; we’re entering a world where AI creatives actively
design, produce, and monetize content and products, opening the floodgates for
passive income like never before.
Imagine AI tools writing books, designing logos, building apps, editing videos, creating
music, and even selling your digital products 24/7—without you lifting a finger after
setup. This isn't the future. It’s happening right now. And if you act fast, you can ride
the wave before it becomes saturated.
In this in-depth guide, we’ll show you how to tap into AI creativity for real, sustainable,
passive income streams—no fluff, no generic tips—just actionable, traffic-driving
insights.
In this talk, Elliott explores how developers can embrace AI not as a threat, but as a collaborative partner.
We’ll examine the shift from routine coding to creative leadership, highlighting the new developer superpowers of vision, integration, and innovation.
We'll touch on security, legacy code, and the future of democratized development.
Whether you're AI-curious or already a prompt engineering, this session will help you find your rhythm in the new dance of modern development.
Interested in leveling up your JavaScript skills? Join us for our Introduction to TypeScript workshop.
Learn how TypeScript can improve your code with dynamic typing, better tooling, and cleaner architecture. Whether you're a beginner or have some experience with JavaScript, this session will give you a solid foundation in TypeScript and how to integrate it into your projects.
Workshop content:
- What is TypeScript?
- What is the problem with JavaScript?
- Why TypeScript is the solution
- Coding demo
Earthling Security’s Compliance as a Service (CaaS) delivers ongoing, end-to-end support to help organizations meet and maintain complex cybersecurity and regulatory standards like FedRAMP, FISMA, NIST 800-53, and more. We combine expert advisory, automated tools, and continuous monitoring to reduce your compliance burden, lower risk, and ensure you stay audit-ready — all through a scalable, subscription-based model.
Discover 7 best practices for Salesforce Data Cloud to clean, integrate, secure, and scale data for smarter decisions and improved customer experiences.