Overview of basic concepts and common blockers when programming for Unreal Engine 4. Presented at East Coast Unreal Engine DevCon 2014 in Montreal and Boston.
FMX 2017: Extending Unreal Engine 4 with Plug-ins (Master Class)Gerke Max Preussner
Overview on creating code projects and plug-ins, and introduction on how to add new asset types to UE4 and customize their look & feel via asset actions and custom asset editors. The corresponding source code is available at https://headcrash.industries/vault/presentations/fmx/
West Coast DevCon 2014: Engine Overview - A Programmers Glimpse at UE4Gerke Max Preussner
This document provides an overview of the Unreal Engine, including its directory structure, configuration files, modular design, and project templates. It describes the main directories for code, content, binaries, and more. Configuration is handled through INI files in a hierarchy. The engine uses a modular design to promote reusability, extensibility, and decoupling. Common module types include runtime, editor, plugins, and programs. Project templates help users get started with genres like shooters, side scrollers, and more.
Introductory slides for our live coding demonstration at GDC Europe on August 4th, 2015. We are creating a hover component in Blueprint and converting it to a C++ plug-in. The corresponding Visual Studio project files are available at https://headcrash.industries/vault/presentations/gdc-europe/
East Coast DevCon 2014: Extensibility in UE4 - Customizing Your Games and the...Gerke Max Preussner
This document discusses extensibility in Unreal Engine 4 (UE4) through custom plugins. It explains that plugins allow customizing games and the editor for specific needs not supported out of the box by UE4. Plugins can extend both the engine and editor through C++ code, blueprints, UI customization, and more. The document provides examples of how to build plugins and highlights plugins for VR support, movie playback, and integration with source control software.
Overview of the basics of modules, plug-ins and projects in UE4, and a deep dive into integrating third-party dependencies. Presented at MIGS 2016 in Montreal.
East Coast DevCon 2014: The Slate UI Framework - Architecture & ToolsGerke Max Preussner
The document discusses the Slate UI framework in Unreal Engine, which provides tools for building user interfaces. It is written in C++ and works across platforms. Slate includes a widget library, tools for styling and input handling, and allows composing UI hierarchies through declarative syntax. It is used for interfaces like the Unreal Editor, games, and other applications. The document also covers Slate architecture, concepts, and provides an example of a custom button widget.
West Coast DevCon 2014: The Slate UI Framework (Part 1) - IntroductionGerke Max Preussner
Overview of the Slate user interface framework and low-level UI capabilities in Unreal Engine 4. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
West Coast DevCon 2014: Programming in UE4 - A Quick Orientation for CodersGerke Max Preussner
Overview of basic concepts and common blockers when programming for Unreal Engine 4. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...Gerke Max Preussner
A high-level overview of Unreal Engine 4, its game framework, the Slate user interface library, Unreal Motion Graphics, and Editor and Engine extensibility. Presented at GDC Europe in Cologne, Germany.
Also includes bonus slides on concurrency and parallelism features, general tips for programmers and Epic's build and automation infrastructure.
West Coast DevCon 2014: Build Automation - Epic’s Build Tools & InfrastructureGerke Max Preussner
Overview of build tools, build automation, source code management and automated testing infrastructure at Epic Games. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
East Coast DevCon 2014: Concurrency & Parallelism in UE4 - Tips for programmi...Gerke Max Preussner
This document discusses concurrency and parallelism techniques in Unreal Engine 4 (UE4). It covers synchronization primitives like atomics, locking, signaling, and waiting. It also discusses high level constructs like thread-safe containers and helpers. For parallelization, it discusses threading using runnables, task graphs, processes, and messaging. The goal is to provide tips for programming UE4 to take advantage of multiple CPU cores.
West Coast DevCon 2014: The Slate UI Framework (Part 2) - Game UI & Unreal Mo...Gerke Max Preussner
Overview of the Unreal Motion Graphics (UMG) framework in Unreal Engine 4. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
Martin Pernica presented his experience moving from Unity3D to Unreal Engine 4 as an indie game studio. Some key reasons for the switch were UE4's lower monthly subscription costs, the ability to continue using the engine after canceling a subscription, and UE4's built-in tools for visual scripting and material editing that improved the workflow between designers and programmers. UE4 also provided better visual quality out of the box and access to the source code allowed for customization and hotfixes.
This document provides an overview of Unreal Engine 4 (UE4) and summarizes its features for game and app development. It covers UE4 project setup, game logic creation tools like Blueprints that improved on UE3 tools, a new UI system called Slate, automation testing capabilities, physically based materials, mobile development support across platforms, performance optimization techniques, and content creation guidelines.
This document discusses Unreal Engine 4 from Epic Games in 2016. It outlines that Unreal Engine 4 is a high performance C++ game engine that is optimized for performance. It also discusses how Unreal Engine 4 supports virtual reality, high-end mobile gaming, physically based rendering, and digital humans. The engine is widely used in movies, VR, and games due to its high quality features and performance.
This document provides an overview of an endless runner game called Treasure Dungeon that was developed in Unreal Engine 4. It discusses what Unreal Engine 4 and Fuse are, the methodology used for game development, samples from the development process, testing, and conclusions. The game's goal is for the player to run endlessly and collect coins while avoiding obstacles as a character created using Fuse. Development steps included creating the character, gameplay, courses, obstacles, and items. The beta version was completed but corners presented problems and were excluded from the final version.
Developing Success in Mobile with Unreal Engine 4 | David StelzerJessica Tams
This document discusses the advantages of using the Unreal Engine 4 (UE4) for game development compared to other game engines like Unity. It notes that UE4 is a complete toolset that supports multi-platform development including PC, console, web, VR/AR and mobile. It has visual scripting using Blueprints that allows artists and designers to code without programming. UE4 also has C++ integration and provides full source code access for free along with flexible licensing options.
2D Endless Runner in Unity for Mobile - GDG DevFest Istanbul 2014Murat Gürel
This talk will cover technical design choices, tips & tricks for creating an endless runner platformer for Android & iOS in Unity, with real examples from our own game Evliya Celebi: Olumsuzluk Suyu, which include: character controls, animations & state machine, level design & generation, performance optimisations, gui elements, cross-platform design, level editor.
This document provides an introduction and overview of an introductory course on event-driven programming and forms using Delphi. The course plan covers the basics of the Delphi integrated development environment, designing forms and using components, handling events and input, working with files and drawing, and instantiating controls at runtime. A brief history of Delphi is also provided, tracing its origins from Pascal through Turbo Pascal to the current version for visual programming.
The Unreal Engine is a game engine developed by Epic Games that is written in C++, making it highly portable. It has been used to create many popular first person shooter and other genre games since its first version in 1998. There have been four major versions of Unreal Engine released, each featuring technical improvements and expanded platform support. The current version, Unreal Engine 4, targets next generation consoles and devices and includes physically based rendering and improved development tools.
COMP 4026 Advanced HCI lecture 6 on OpenFrameworks and Google's Project Soli. Taught by Mark Billinghurst at the University of South Australia on August 25th 2016.
Overview of the basics of modules, plug-ins and projects in UE4, and a deep dive into integrating third-party dependencies. Presented at MIGS 2016 in Montreal.
East Coast DevCon 2014: The Slate UI Framework - Architecture & ToolsGerke Max Preussner
The document discusses the Slate UI framework in Unreal Engine, which provides tools for building user interfaces. It is written in C++ and works across platforms. Slate includes a widget library, tools for styling and input handling, and allows composing UI hierarchies through declarative syntax. It is used for interfaces like the Unreal Editor, games, and other applications. The document also covers Slate architecture, concepts, and provides an example of a custom button widget.
West Coast DevCon 2014: The Slate UI Framework (Part 1) - IntroductionGerke Max Preussner
Overview of the Slate user interface framework and low-level UI capabilities in Unreal Engine 4. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
West Coast DevCon 2014: Programming in UE4 - A Quick Orientation for CodersGerke Max Preussner
Overview of basic concepts and common blockers when programming for Unreal Engine 4. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...Gerke Max Preussner
A high-level overview of Unreal Engine 4, its game framework, the Slate user interface library, Unreal Motion Graphics, and Editor and Engine extensibility. Presented at GDC Europe in Cologne, Germany.
Also includes bonus slides on concurrency and parallelism features, general tips for programmers and Epic's build and automation infrastructure.
West Coast DevCon 2014: Build Automation - Epic’s Build Tools & InfrastructureGerke Max Preussner
Overview of build tools, build automation, source code management and automated testing infrastructure at Epic Games. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
East Coast DevCon 2014: Concurrency & Parallelism in UE4 - Tips for programmi...Gerke Max Preussner
This document discusses concurrency and parallelism techniques in Unreal Engine 4 (UE4). It covers synchronization primitives like atomics, locking, signaling, and waiting. It also discusses high level constructs like thread-safe containers and helpers. For parallelization, it discusses threading using runnables, task graphs, processes, and messaging. The goal is to provide tips for programming UE4 to take advantage of multiple CPU cores.
West Coast DevCon 2014: The Slate UI Framework (Part 2) - Game UI & Unreal Mo...Gerke Max Preussner
Overview of the Unreal Motion Graphics (UMG) framework in Unreal Engine 4. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
Martin Pernica presented his experience moving from Unity3D to Unreal Engine 4 as an indie game studio. Some key reasons for the switch were UE4's lower monthly subscription costs, the ability to continue using the engine after canceling a subscription, and UE4's built-in tools for visual scripting and material editing that improved the workflow between designers and programmers. UE4 also provided better visual quality out of the box and access to the source code allowed for customization and hotfixes.
This document provides an overview of Unreal Engine 4 (UE4) and summarizes its features for game and app development. It covers UE4 project setup, game logic creation tools like Blueprints that improved on UE3 tools, a new UI system called Slate, automation testing capabilities, physically based materials, mobile development support across platforms, performance optimization techniques, and content creation guidelines.
This document discusses Unreal Engine 4 from Epic Games in 2016. It outlines that Unreal Engine 4 is a high performance C++ game engine that is optimized for performance. It also discusses how Unreal Engine 4 supports virtual reality, high-end mobile gaming, physically based rendering, and digital humans. The engine is widely used in movies, VR, and games due to its high quality features and performance.
This document provides an overview of an endless runner game called Treasure Dungeon that was developed in Unreal Engine 4. It discusses what Unreal Engine 4 and Fuse are, the methodology used for game development, samples from the development process, testing, and conclusions. The game's goal is for the player to run endlessly and collect coins while avoiding obstacles as a character created using Fuse. Development steps included creating the character, gameplay, courses, obstacles, and items. The beta version was completed but corners presented problems and were excluded from the final version.
Developing Success in Mobile with Unreal Engine 4 | David StelzerJessica Tams
This document discusses the advantages of using the Unreal Engine 4 (UE4) for game development compared to other game engines like Unity. It notes that UE4 is a complete toolset that supports multi-platform development including PC, console, web, VR/AR and mobile. It has visual scripting using Blueprints that allows artists and designers to code without programming. UE4 also has C++ integration and provides full source code access for free along with flexible licensing options.
2D Endless Runner in Unity for Mobile - GDG DevFest Istanbul 2014Murat Gürel
This talk will cover technical design choices, tips & tricks for creating an endless runner platformer for Android & iOS in Unity, with real examples from our own game Evliya Celebi: Olumsuzluk Suyu, which include: character controls, animations & state machine, level design & generation, performance optimisations, gui elements, cross-platform design, level editor.
This document provides an introduction and overview of an introductory course on event-driven programming and forms using Delphi. The course plan covers the basics of the Delphi integrated development environment, designing forms and using components, handling events and input, working with files and drawing, and instantiating controls at runtime. A brief history of Delphi is also provided, tracing its origins from Pascal through Turbo Pascal to the current version for visual programming.
The Unreal Engine is a game engine developed by Epic Games that is written in C++, making it highly portable. It has been used to create many popular first person shooter and other genre games since its first version in 1998. There have been four major versions of Unreal Engine released, each featuring technical improvements and expanded platform support. The current version, Unreal Engine 4, targets next generation consoles and devices and includes physically based rendering and improved development tools.
COMP 4026 Advanced HCI lecture 6 on OpenFrameworks and Google's Project Soli. Taught by Mark Billinghurst at the University of South Australia on August 25th 2016.
This document provides a condensed crash course on C++, beginning with recommended C++ resources. It discusses why C++ is popular and relevant, how C++ is an increment of C while being more expressive and maintainable. It covers key C++ concepts like classes, inheritance, templates, exceptions, and polymorphism. It also compares C and C++ and discusses memory allocation, access control, constructors and destructors, pointers, references, and templates in C++. The document aims to help readers learn C++ and become better programmers.
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Optimizing mobile applications - Ian Dundore, Mark Harknessozlael ozlael
This document provides tips and best practices for optimizing mobile applications. It discusses using profiling tools like Instruments to identify performance issues. Specific topics covered include reducing startup time, examining callbacks and coroutines, identifying asset loads, and reducing memory usage. The document also provides recommendations for reducing CPU usage through techniques like splitting canvases, avoiding string manipulation, and replacing direct callbacks with an update manager.
Who go Types in my Systems Programing!Jared Roesch
- Rust is a new systems programming language that pursues safety, concurrency, and performance. It was released in version 1.0 last week.
- The presentation will cover Rust's type system and core language features like ownership, borrowing, lifetimes, and traits which improve safety in systems programming. There will be exercises to apply the concepts hands-on.
Rust is a systems programming language that focuses on safety, concurrency, and speed. It prevents errors like segfaults and guarantees thread safety. Cargo is Rust's package manager and build tool. A basic Rust project can be created with cargo new and contains Cargo.toml for metadata and src/main.rs for code. Rust uses many familiar concepts like variables, functions, conditionals, loops, and more, but also introduces ideas like ownership, borrowing, and error handling via Result to ensure memory safety.
Posladkajmo si JavaScript z uporabo TypeScript aPeter A. Pirc
This document discusses using TypeScript to add static typing to JavaScript programs. It begins with an introduction to TypeScript, noting that it compiles to JavaScript and brings features like optional static typing, classes, and modules to JavaScript. The document then covers TypeScript syntax like data types, classes, interfaces, and internal and external modules. It provides examples of using TypeScript in a code playground, for downloading and installing TypeScript, and integrating it into projects. Resources for learning more about TypeScript are also listed.
Rust is a new systems programming language designed for safety, concurrency, and speed. It uses a borrow checker to ensure memory safety and avoid use-after-free bugs, and enables safe concurrency through message passing and ownership rules. The Rust team has been redesigning and implementing the language over the past year based on lessons learned from writing the compiler in Rust. Their goals are to have a memory-safe, concurrent language that achieves performance comparable to C++. They plan to use Rust for the parallel engine of the Servo browser project.
Just like life, our code must evolve to meet the demands of an ever-changing world. Adaptability is key in developing for the web, tablets, APIs, or serverless applications. Multi-runtime development is the future, and that future is dynamic. Enter BoxLang: Dynamic. Modular. Productive. (www.boxlang.io)
BoxLang transforms development with its dynamic design, enabling developers to write expressive, functional code effortlessly. Its modular architecture ensures flexibility, allowing easy integration into your existing ecosystems.
Interoperability at Its Core
BoxLang boasts 100% interoperability with Java, seamlessly blending traditional and modern development practices. This opens up new possibilities for innovation and collaboration.
Multi-Runtime Versatility
From a compact 6MB OS binary to running on our pure Java web server, CommandBox, Jakarta EE, AWS Lambda, Microsoft Functions, WebAssembly, Android, and more, BoxLang is designed to adapt to any runtime environment. BoxLang combines modern features from CFML, Node, Ruby, Kotlin, Java, and Clojure with the familiarity of Java bytecode compilation. This makes it the go-to language for developers looking to the future while building a solid foundation.
Empowering Creativity with IDE Tools
Unlock your creative potential with powerful IDE tools designed for BoxLang, offering an intuitive development experience that streamlines your workflow. Join us as we redefine JVM development and step into the era of BoxLang. Welcome to the future.
A broad introduction to Java.
What is Java and where is it used
Programming Languages in the web development
What is Java and where is it used
OOP PRINCIPLES
JAVA SE, JRE, JDK
IDE’s
Where Java used in the “Real World”
This document provides an introduction to C# programming language. It outlines the goals of the introduction, provides background on .NET and C#, compares C# to Java, discusses networking namespaces in C#, and references additional resources. The key points covered include an overview of .NET, how to get started with a simple C# application, differences between C# and Java, and links for further reading.
The document describes InfectNet, a massively multiplayer online strategy game powered by code written by players. It discusses the game's architecture, which includes separate server and client repositories on GitHub. The game uses a domain-specific language for players to write code that gets executed on the server. Key aspects of the architecture include entity component systems, action/request queues to handle asynchronous behavior, and various game systems that power different aspects like spawning and movement.
The document discusses programming languages and ways they can be improved and customized. It argues that libraries are often overused to extend languages when the compiler itself could be extended instead. This could be done through compiler services that expose compiler information, macros that operate on the syntax tree, and quasi-quotations for building complex AST structures. Extending the compiler allows for more control and avoids issues like dependency cycles that plague library-based extensions.
The document discusses building programming languages for the Java Virtual Machine (JVM). It begins by introducing the speaker, Charles Oliver Nutter, and his background working with JRuby and the JVM. It then explores reasons for creating and implementing languages, focusing on the benefits of the JVM like cross-platform support, libraries, and memory management. A case study of JRuby is presented, showing how it allows Ruby programming on the JVM with full interoperability with Java. In the conclusion, the document emphasizes benefits of the JVM like tools, open source culture, and how it influenced language implementation.
A short introduction to the more advanced python and programming in general. Intended for users that has already learned the basic coding skills but want to have a rapid tour of more in-depth capacities offered by Python and some general programming background.
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Python is a general purpose programming language that can be used for both programming and scripting. It was created in the 1990s by Guido van Rossum. Python is an interpreted language that is free, powerful, and portable. It can be used for tasks like web development, data analysis, and system scripting. The document provides an overview of Python including its history, uses, data types like strings and lists, and basic programming concepts like variables, conditionals, and loops. It recommends Python as a principal teaching language due to its free and easy installation, flexibility, use in academia and industry, and ability to offer a more rapid and enjoyable learning experience for students.
Mastering OOP: Understanding the Four Core PillarsMarcel David
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https://www.notion.so/Four-Pillars-of-Object-Oriented-Programming-OOP-1e2d7d9612808079b7c5f938afd62a7b?pvs=4
Dive into the essential concepts of Object-Oriented Programming (OOP) with a detailed explanation of its four key pillars: Encapsulation, Inheritance, Polymorphism, and Abstraction. Understand how these principles contribute to robust, maintainable, and scalable software development.
What Do Contribution Guidelines Say About Software Testing? (MSR 2025)Andre Hora
Software testing plays a crucial role in the contribution process of open-source projects. For example, contributions introducing new features are expected to include tests, and contributions with tests are more likely to be accepted. Although most real-world projects require contributors to write tests, the specific testing practices communicated to contributors remain unclear. In this paper, we present an empirical study to understand better how software testing is approached in contribution guidelines. We analyze the guidelines of 200 Python and JavaScript open-source software projects. We find that 78% of the projects include some form of test documentation for contributors. Test documentation is located in multiple sources, including CONTRIBUTING files (58%), external documentation (24%), and README files (8%). Furthermore, test documentation commonly explains how to run tests (83.5%), but less often provides guidance on how to write tests (37%). It frequently covers unit tests (71%), but rarely addresses integration (20.5%) and end-to-end tests (15.5%). Other key testing aspects are also less frequently discussed: test coverage (25.5%) and mocking (9.5%). We conclude by discussing implications and future research.
How to Batch Export Lotus Notes NSF Emails to Outlook PST Easily?steaveroggers
Migrating from Lotus Notes to Outlook can be a complex and time-consuming task, especially when dealing with large volumes of NSF emails. This presentation provides a complete guide on how to batch export Lotus Notes NSF emails to Outlook PST format quickly and securely. It highlights the challenges of manual methods, the benefits of using an automated tool, and introduces eSoftTools NSF to PST Converter Software — a reliable solution designed to handle bulk email migrations efficiently. Learn about the software’s key features, step-by-step export process, system requirements, and how it ensures 100% data accuracy and folder structure preservation during migration. Make your email transition smoother, safer, and faster with the right approach.
Read More:- https://www.esofttools.com/nsf-to-pst-converter.html
How Valletta helped healthcare SaaS to transform QA and compliance to grow wi...Egor Kaleynik
This case study explores how we partnered with a mid-sized U.S. healthcare SaaS provider to help them scale from a successful pilot phase to supporting over 10,000 users—while meeting strict HIPAA compliance requirements.
Faced with slow, manual testing cycles, frequent regression bugs, and looming audit risks, their growth was at risk. Their existing QA processes couldn’t keep up with the complexity of real-time biometric data handling, and earlier automation attempts had failed due to unreliable tools and fragmented workflows.
We stepped in to deliver a full QA and DevOps transformation. Our team replaced their fragile legacy tests with Testim’s self-healing automation, integrated Postman and OWASP ZAP into Jenkins pipelines for continuous API and security validation, and leveraged AWS Device Farm for real-device, region-specific compliance testing. Custom deployment scripts gave them control over rollouts without relying on heavy CI/CD infrastructure.
The result? Test cycle times were reduced from 3 days to just 8 hours, regression bugs dropped by 40%, and they passed their first HIPAA audit without issue—unlocking faster contract signings and enabling them to expand confidently. More than just a technical upgrade, this project embedded compliance into every phase of development, proving that SaaS providers in regulated industries can scale fast and stay secure.
Who Watches the Watchmen (SciFiDevCon 2025)Allon Mureinik
Tests, especially unit tests, are the developers’ superheroes. They allow us to mess around with our code and keep us safe.
We often trust them with the safety of our codebase, but how do we know that we should? How do we know that this trust is well-deserved?
Enter mutation testing – by intentionally injecting harmful mutations into our code and seeing if they are caught by the tests, we can evaluate the quality of the safety net they provide. By watching the watchmen, we can make sure our tests really protect us, and we aren’t just green-washing our IDEs to a false sense of security.
Talk from SciFiDevCon 2025
https://www.scifidevcon.com/courses/2025-scifidevcon/contents/680efa43ae4f5
Meet the Agents: How AI Is Learning to Think, Plan, and CollaborateMaxim Salnikov
Imagine if apps could think, plan, and team up like humans. Welcome to the world of AI agents and agentic user interfaces (UI)! In this session, we'll explore how AI agents make decisions, collaborate with each other, and create more natural and powerful experiences for users.
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Discover why Wi-Fi 7 is set to transform wireless networking and how Router Architects is leading the way with next-gen router designs built for speed, reliability, and innovation.
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Adobe Illustrator is a vector graphics editor and design software, developed and marketed by Adobe, used for creating logos, icons, illustrations, and other graphics that can be scaled without loss of quality. It's a powerful tool for graphic designers, web designers, and artists who need to create crisp, scalable artwork for various applications like print, web, and mobile.
Exploring Wayland: A Modern Display Server for the FutureICS
Wayland is revolutionizing the way we interact with graphical interfaces, offering a modern alternative to the X Window System. In this webinar, we’ll delve into the architecture and benefits of Wayland, including its streamlined design, enhanced performance, and improved security features.
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EASEUS Partition Master Final with Crack and Key Download If you are looking for a powerful and easy-to-use disk partitioning software,
Revitalizing a high-volume, underperforming Salesforce environment requires a structured, phased plan. The objective for company is to stabilize, scale, and future-proof the platform.
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Secure Test Infrastructure: The Backbone of Trustworthy Software DevelopmentShubham Joshi
A secure test infrastructure ensures that the testing process doesn’t become a gateway for vulnerabilities. By protecting test environments, data, and access points, organizations can confidently develop and deploy software without compromising user privacy or system integrity.
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When you say Xforce with GTA 5, it sounds like you might be talking about Xforce Keygen — a tool that's often mentioned in connection with cracking software like Autodesk programs.
BUT, when it comes to GTA 5, Xforce isn't officially part of the game or anything Rockstar made.
If you're seeing "Xforce" related to GTA 5 downloads or cracks, it's usually some unofficial (and risky) tool for pirating the game — which can be super dangerous because:
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Adobe After Effects is a software application used for creating motion graphics, special effects, and video compositing. It's widely used in TV and film post-production, as well as for creating visuals for online content, presentations, and more. While it can be used to create basic animations and designs, its primary strength lies in adding visual effects and motion to videos and graphics after they have been edited.
Here's a more detailed breakdown:
Motion Graphics:
.
After Effects is powerful for creating animated titles, transitions, and other visual elements to enhance the look of videos and presentations.
Visual Effects:
.
It's used extensively in film and television for creating special effects like green screen compositing, object manipulation, and other visual enhancements.
Video Compositing:
.
After Effects allows users to combine multiple video clips, images, and graphics to create a final, cohesive visual.
Animation:
.
It uses keyframes to create smooth, animated sequences, allowing for precise control over the movement and appearance of objects.
Integration with Adobe Creative Cloud:
.
After Effects is part of the Adobe Creative Cloud, a suite of software that includes other popular applications like Photoshop and Premiere Pro.
Post-Production Tool:
.
After Effects is primarily used in the post-production phase, meaning it's used to enhance the visuals after the initial editing of footage has been completed.
Scaling GraphRAG: Efficient Knowledge Retrieval for Enterprise AIdanshalev
If we were building a GenAI stack today, we'd start with one question: Can your retrieval system handle multi-hop logic?
Trick question, b/c most can’t. They treat retrieval as nearest-neighbor search.
Today, we discussed scaling #GraphRAG at AWS DevOps Day, and the takeaway is clear: VectorRAG is naive, lacks domain awareness, and can’t handle full dataset retrieval.
GraphRAG builds a knowledge graph from source documents, allowing for a deeper understanding of the data + higher accuracy.
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2. Programming
Is Awesome
Sucks
But…
Because you can:
• Create something from nothing
• Bring dead matter to life
• Improve the human condition
• Impress your girl/boyfriend/cat
• Make a good living in the process
3. Programming
Is Awesome
Sucks
But…
Because:
• Programmers are crazy
• Programming languages & tools suck
• All code is bad and buggy
• There is never enough time to do it right
• You are always behind the curve
Peter Welch: http://stilldrinking.org/programming-sucks
4. Programming
Is Awesome
Sucks
But…
Don’t get discouraged!
• If it was easy, a monkey could do it!
• Don’t be afraid of programming languages
• Don’t get discouraged by complex code bases
There are ways to make your life easier
• Know your tools and keep learning
• Software Design and Architectural Patterns
• Coding Guidelines & Best Practices
• Transfer knowledge with your peers
5. Getting Started
Get All The Things!
1. Download and install Unreal Engine 4
2. Sync the latest code from GitHub (either Release or Master branch)
3. Don’t forget to download & install the required dependencies!
Tools:
• Windows: Visual Studio, UnrealVS, Visual Assist X (recommended)
• MacOS: Xcode
• Linux: Check the Wiki for latest instructions!
For everything else see:
https://docs.unrealengine.com/latest/INT/Programming/QuickStart/
6. Common Blockers
Compiling
Acronyms
Entry Point
Compiling is handled through Unreal Build Tool (UBT)
• Solution/Projects in Visual Studio & Xcode are a lie!
• Pre-processes header files (UHT)
• Generates magic glue code
• Invokes platform specific compilers
• Supports remote compiling, too
• Also generates IDE project files
13. Unrealisms
Type Names
UObjects
Basic Types
Strings
Macros
We Use Prefixes for All Types
• U – UObject derrived class, i.e. UTexture
• A – AActor derrived class, i.e. AGameMode
• F – All other classes and structs, i.e. FName, FVector
• T – Template, i.e. TArray, TMap, TQueue
• I – Interface class, i.e. ITransaction
• E – Enumeration type, i.e. ESelectionMode
• b – Boolean value, i.e. bEnabled
Everything in Unreal is Pascal Case (Upper Camel Case)
• Function names and function parameters, too
• Even local and loop variables!
14. Unrealisms
Type Names
UObjects
Basic Types
Strings
Macros
UObjects Work Around Limitations in C++
• Run-time reflection of class properties and functions
• Serialization from/to disk and over the network
• Garbage collection
• Meta data
• Also: Blueprint integration
Decorate regular C++ Classes with Magic Macros
• UCLASS – for class types
• USTRUCT – for struct types
• UFUNCTION – for class and struct member functions
• UPROPERTY – for class and struct variables
15. Unrealisms
Type Names
UObjects
Basic Types
Strings
Macros
// Example (omitting some more advanced details)
USTRUCT() // magic!
struct FVector2D
{
UPROPERTY() // magic!
float X;
UPROPERTY() // magic!
float Y;
UFUNCTION () // magic!
float GetLength() const;
};
16. Unrealisms
Type Names
UObjects
Basic Types
Strings
Macros
Fundamental Types
• We don’t use C++ integer types (char, short, int, long, etc.)
• Custom typedef’s for ints & strings in GenericPlatform.h
(int32, uint32, uint64, TCHAR, ANSICHAR etc.)
• Numeric type traits in NumericLimits.h
Common Structures
• FBox, FColor, FGuid, FVariant, FVector, TBigInt, TRange
• And many more in Core module
17. Unrealisms
Type Names
UObjects
Basic Types
Strings
Macros
Containers
• TArray, TSparseArray – Dynamic arrays
• TLinkedList, TDoubleLinkedList
• TMap – Key-value hash table
• TQueue – Lock free FIFO
• TSet – Unordered set (without duplicates)
• And many more in Core module
Delegates
• Unicast and multicast delegates
• Also thread-safe variants…
18. Unrealisms
Type Names
UObjects
Basic Types
Strings
Macros
Smart Pointers
• TSharedPtr, TSharedRef – for regular C++ objects
• TWeakPtr – for regular C++ objects
• TWeakObjPtr – for UObjects
• TAutoPtr, TScopedPtr
• TUniquePtr
• Similar to boost:: & std:: implementations
• Also thread-safe variants
19. Unrealisms
Type Names
UObjects
Basic Types
Strings
Macros
String Types
• FString – Regular string
• FText – Localized string, used heavily in Slate UI
• FName – String hash, used heavily in UObjects
String Literals
• TEXT() – Creates a regular string
TEXT(“Hello”);
• LOCTEXT() – Creates a localized string
LOCTEXT(“Namespace”, “Name”, “Hello”);
• NSLOCTEXT() – LOCTEXT with scoped namespace
NSLOCTEXT(“Name”, “Hello”);
22. Best Practices
Guidelines
Principles
Coding Guidelines
• Posted on http://docs.unrealengine.com
• There are some inconsistencies in the code base
• If in doubt, follow existing style in current code file
Naming Conventions
• Choose descriptive names that are as short as possible
• Also for local and loop variables!
• Avoid your own acronyms
23. Best Practices
Guidelines
Principles
General Principles
• KISS, YAGNI
• Composition vs. inheritance
• Avoid tight coupling of code and modules
• Many trivial instead of few complicated components
Design Patterns
• SOLID (especially S, O, L and I; DI is not elegant in C++)
• Hollywood Principle (especially for Slate & game code)
• GOF, EIP
Methodologies
• DDD, TDD (we support unit tests), AOP
24. Questions?
Documentation, Tutorials and Help at:
• AnswerHub:
• Engine Documentation:
• Official Forums:
• Community Wiki:
• YouTube Videos:
• Community IRC:
Unreal Engine 4 Roadmap
• lmgtfy.com/?q=Unreal+engine+Trello+
http://answers.unrealengine.com
http://docs.unrealengine.com
http://forums.unrealengine.com
http://wiki.unrealengine.com
http://www.youtube.com/user/UnrealDevelopmentKit
#unrealengine on FreeNode
Editor's Notes
#2: *** Prepared and presented by Gerke Max Preussner for East Coast MiniDevCon 2014, November 12-13th
Hi, my name is Max. I work as a Sr. Engine Programmer at Epic Games and would like to give you a quick introduction to programming in Unreal Engine 4.
Who in the audience is a programmer?
Who thinks that programming is awesome?
Yes, programming is awesome…
#3: … because it empowers you to create really cool things from the comfort of your armchair, and to make other people’s life better, or at least more entertaining.
#4: Programming also really sucks… because all programmers are crazy!
Who read Peter Welch’s blog post “Programming Sucks”?
It is the most accurate description of what it is like to be a programmer and work in a programming team.
Welch argues that all programming teams are composed by and of crazy people. He also describes how most programmers start writing perfect little snowflakes, and on Friday they are told that six hundred more snowflakes are needed by next Tuesday. And then a lot of sketchy code gets dumped into a pile of snow that quickly melts together, and some of it turns yellow because a cat peed on it.
All large teams end up working this way, and Epic is no exception. We, too, are crazy – perhaps in a good way, or at least with good intentions. We are successful, because we have more snowflakes than others, and the remaining pile is split into manageable parts, and the yellow snow is hidden, because someone leaned a Picasso against it.
Who thinks that C++ is awesome?
C++ also sucks… but so does every other programming language! They all suck, just in different ways. Most of the time it is because we are trying to use them in ways they were not designed for, and there is no language that solves all software engineering problems well.
#5: But do not despair!
I will quickly show you a few things to get up and running with Unreal and make your life easier.
#6: By the way, we have really great documentation on our website for getting you started, so I won’t go into too much detail.
After installing UE4 you can go to GitHub and download the latest source code.
Don’t forget to download and install the required dependencies (ZIP files) as well (instructions are on the GitHub page).
We currently support development on Windows and MacOS, and there is also preliminary support for Linux.
If you work in Visual Studio we highly recommend installing our UnrealVS plug-in.
#7: Now, let’s start with some of the most common blockers for programmers just starting with Unreal Engine.
The first thing that throws off a lot of people is that compilation is not actually performed by Visual Studio or Xcode, but by our Unreal Build Tool.
Visual Studio and XCode solutions are only generated for your convenience. We do this so that we can support different IDEs.
In combination with Unreal Header Tool, it also performs a lot of code pre-processing.
I will talk about this in more detail in another presentation later today.
#8: UBT uses special C# files (*.Build.cs and *.Target.cs) that you create inside your module directories to figure out what it needs to do.
Here you can see the build and target rules files for QAGame, a special game that our QA team uses for internal testing.
#9: Another little known feature of UBT is the ability to generate dependency graph data that can be visualized.
Here is a screenshot of a JavaScript based visualizer that shows a section of our code base.
#10: The full source code for all three tools is included with the Engine.
You can find it in the Engine’s “Programs” directory on GitHub.
Besides UBT and UHT there is also UAT (Unreal Automation Tool), which is used for packaging, launching and deploying your projects.
#11: By now you are probably aware of our generous use of acronyms.
I already mentioned UBT, UHT and UAT, and there are many others.
Don’t worry, you will quickly learn and get used to all of them.
#12: We also use code names for some of our tools, and you may stumble upon them in our documentation.
The names are often chosen by the developers themselves.
For example, Cascade is our particle system editor.
It will soon be replaced with a completely rewritten version that is code named Niagara.
Swarm is a C# program that allows for distributing expensive work to other computers on your network.
It is currently only used by Lightmass and will soon be rewritten C++.
#13: If you have experience writing your own little game from scratch, you may be tempted to locate our Engine’s main entry point in an attempt to learn something about how it all works.
This is the wrong way to get started. You cannot possibly learn anything useful from this, because most of the code you will use on a daily basis is on a much higher conceptual layer… with about two million lines of other stuff in between.
Read and watch our programming tutorials instead!
#14: You will notice that we use prefixes for all our types, and there is no logical explanation for it.
The story goes that Tim Sweeney, when he started working on Unreal Engine in his Garage, added FVector for 3D vectors with floating point components and a U-prefix for Unreal game classes.
When other programmers joined they assumed that these were naming conventions… and that’s how snowflakes turn into yellow snow.
We also use upper-case for all names in C++. It may really upset your OCD, but please don’t try to fight this convention as it will help keeping everything consistent.
It may take a while, but you will get used to it.
#15: C++ is great for a lot of things, but it is also lacking useful features that are present in more modern programming languages, such as Java or C#.
Runtime reflection, garbage collection and automatic serialization are the most important ones.
We would still like to use those features, so we implemented them on top of C++ with the help of macros that will be parsed by Unreal Header Tool.
These special decorators will cause UHT to automatically generate all the glue code that is required to make this work.
#16: Here is an example for how a C++ structure for 3D vectors may be marked up in this way.
From this, Unreal Header Tool will generate all the glue code, and you will most likely never have to see it.
#17: All our fundamental types are declared in the Core module.
We have platform specific type definitions for numeric types and strings.
We don’t actually use the standard numeric types that are part of the C++ standard.
This allows us to hide platform specific behavior of fundamental types.
#18: The Core module also contains many generic container types.
We also have an implementation for various kinds of event delegates…
#19: There is also a library of smart pointer implementations.
The most common ones are shared pointers, which also come with thread-safe variants.
Shared pointers simplify the lifetime management of objects, and we use them often.
#20: String types can be a bit confusing at first, because we distinguish between regular and localized string objects.
They each come with special macros for string literals.
We also have so called FNames, which store string values in a global hash table.
These are very heavily used in the UObject sub-system to identify classes, functions and properties.
#21: Oh, and FNames are case-insensitive.
If you ever wondered why you can’t correct spelling errors in the Editor right now, that is the reason why.
And if you think that’s crazy… well… that’s because it is!
#22: We also use macros for less complicated things, such as logging and assertions.
These are some macros you will likely encounter when working on your project.
#23: We have an internal coding guidelines document that is not yet posted on the Wiki.
Since so many programmers from inside and outside Epic are involved, you will find some inconsistencies in style.
And, of course, choosing good names for modules, classes, functions and variables is by far the most difficult task for programmers, but also one of the most important ones.
#24: We also try follow proper software design principles more often now.
You may already be familiar with some of them, such as KISS and YAGNI.
One of the most important, but less known object-oriented principle is SOLID.
[more details here, if time available]
We also use common patterns from Gang-Of-Four and Enterprise Integration Patterns.
Other methodologies we’re experimenting with are Domain-Driven Design, Test-Driven Development and Aspect Oriented Programming for cross-cutting concerns.
Those are all huge topics in themselves. I will have to talk about them another time.
#25: Make sure to check out our extensive materials on the internet, all of which are available for free – even if you don’t have a subscription yet.
Any questions?