The document provides a link to a speakerdeck page containing new slides. The slides can be viewed at https://speakerdeck.com/pohjus/. The slides were created by Jussi Pohjolainen.
1. The document discusses various aspects of user input and frame animation in libGDX, including touch input, keyboard input, gestures, the accelerometer, and sprite animation.
2. It explains how to set up input processing using InputProcessor and GestureDetector, and how to read touch, keyboard, and accelerometer values.
3. It also provides examples of creating sprite animations by splitting textures into frames and using the Animation class.
The document discusses LibGDX's support for internationalization and scene 2D.
It describes how to create property files for different languages to support internationalization in LibGDX games. It then provides an overview of Scene2D, describing it as an optional higher-level framework for creating 2D games and UIs using stages, actors, and events. It includes code examples of creating a stage and adding an actor, as well as handling input events with actors.
This document discusses Box2D, a 2D physics engine, and how it can be used with libGDX, an open-source game development framework. It provides an overview of Box2D concepts like the world, bodies, fixtures, shapes, and joints. It also discusses how to set up a Box2D world in libGDX, create dynamic and static bodies, add fixtures to bodies, and render physics simulations. The document includes code examples for creating a Box2D world, bodies, and handling the physics step to update simulations over time.
This document provides an introduction and overview of libGDX, a framework for building cross-platform games in Java. It discusses libGDX's capabilities for 2D and 3D games on Android, desktop, HTML5 and iOS. It also covers project structure, starter classes, asset loading, common modules like audio, graphics and input, and testing and logging on Android. The document is intended to help developers get started with building Android games using libGDX.
The document discusses various object-oriented programming concepts in C++ including inheritance, polymorphism, composition, and aggregation. It provides examples of how to implement inheritance with base and derived classes, defines abstract classes, and demonstrates composition using aggregation relationships between classes. Vector containers are described as a way to implement dynamic arrays. Polymorphism is explored through pointer-based references to base classes and virtual functions.
C++: Constructor, Copy Constructor and Assignment operatorJussi Pohjolainen
The document discusses various C++ constructors including default constructors, initialization lists, copy constructors, assignment operators, and destructors. It provides examples of how to properly implement these special member functions to avoid problems like shallow copying and double deletes.
Inheritance allows one class to inherit attributes and behaviors from another existing class. This helps with code reuse by extending an existing class without modifying it. A derived class inherits from a base class, and any changes to the base class will also affect the derived classes. Abstract classes define common behaviors for other classes to inherit from but cannot be instantiated themselves, instead forcing subclasses to implement abstract methods.
- Tiled is an open-source editor for creating and editing tile maps for use in video games and other multimedia projects.
- LibGDX is a cross-platform game development framework that supports loading and rendering Tiled maps.
- Tiled maps can have multiple layers, tiles, and object layers for entities like the player.
- LibGDX provides classes for loading, rendering, and getting tile map data from Tiled maps to enable map navigation and collision detection in games.
This document discusses different callback mechanisms in iOS: selectors, delegates, and blocks. Selectors allow passing a method as an argument by its name. Delegates define protocols for callback methods. Blocks are anonymous functions that have access to local variables and are commonly used for UIView animations and simplifying asynchronous code. The document provides examples of how each mechanism works.
XAMPP is a free and open source web server solution stack that includes Apache, MySQL, PHP and Perl. It is self-contained and requires only downloading a zip file for installation. While intended for development, it allows starting local web servers for testing through its control panel.
The document discusses C++ memory handling and object-oriented programming concepts like stack and heap memory allocation, dynamic memory allocation, copy constructors, and class interfaces.
It provides examples of stack allocation versus dynamic/heap allocation. It also demonstrates how to properly implement copy constructors to avoid shallow copy issues when composing objects. Finally, it presents an example of defining a class interface (abstract base class) for reusable and extensible code, allowing different object types like cars and airplanes to both be controlled by a remote control class.
This document discusses interface versioning in C++ libraries. It describes the problems that occur when library interfaces change, forcing clients to redeploy. The goal is to design libraries that can grow over time without forcing constant redeployment of clients. The solution presented is to hide interface changes behind new versions of an interface class while maintaining backward compatibility. This allows new functionality to be added without breaking existing clients.
This document discusses screens, fonts, and preferences in libGDX. It describes how to create and switch between screens to structure a game. It also explains how to use bitmap fonts instead of trueType fonts for performance, and tools to generate bitmap fonts. Finally, it provides an overview of libGDX's preferences system for persistent storage of game data.
The document discusses Android networking and XML parsing using SAX. It describes how to make HTTP requests using URLConnection in Android, including opening a connection, preparing and sending requests, reading responses, and disconnecting. It also covers performing network requests asynchronously using AsyncTask to avoid blocking the UI thread. Finally, it provides an overview of XML parsing with SAX in Android.
This document discusses responsive web design (RWD), an approach that makes web content accessible and usable across various devices and screen sizes. It recommends designing first for mobile screens and using fluid grids, flexible images and CSS3 media queries to dynamically adapt layouts. Key aspects of RWD covered include viewing on different devices, orientations and resolutions using media features and queries to apply distinct styling rules. Examples are provided for implementing breakpoints and adapting designs for large, medium and small screens.
The document discusses the process for signing and deploying Android applications. It covers generating a private key, compiling in release mode, signing the APK with the private key using jarsigner, aligning the package with zipalign, and installing on a device using ADB or publishing to the Android Market. The key steps are 1) generate a private key, 2) compile in release mode, 3) sign the APK with the private key, 4) align the package, and 5) install on a device or publish.
This document provides a quick introduction to Android development. It discusses Android Studio as the primary IDE for Android development and its features. It also covers templates, running apps, building UIs with code and XML, using resources and the R class, basic event handling, Logcat for viewing logs, and best practices for logging.
The document discusses how to translate Qt applications. It explains that all user-visible strings should be wrapped in tr() and translation files (.qm) can be loaded at startup. The lupdate tool extracts strings from source code into .ts files. Translators edit the .ts files and lrelease compiles them into .qm files for loading. Loading translation files involves specifying supported languages and installing a QTranslator after loading the appropriate .qm file.
The document provides an overview of C# for Java developers. It discusses that C# is an Ecma and ISO standard developed by Microsoft for use in .NET and Windows Phone 7. It also covers the Common Language Infrastructure (CLI) which includes the Common Type System (CTS), Common Language Specification (CLS), Virtual Execution System (VES), and Common Intermediate Language (CIL). The document then compares C# to Java in areas like memory handling, keywords, object-oriented concepts, and more.
The document discusses building web services. It describes some challenges with implementing remote procedure calls (RPCs) and how using HTTP and XML-based standards like SOAP and REST can help address those challenges. It provides details on XML web services, including how they use SOAP, WSDL, and .NET and Java integration. It also covers REST/RESTful APIs and some of their constraints like being stateless and cacheable. The document is an introduction and overview of key concepts related to building and implementing web services.
The document discusses essential tools for Android development including Android Studio, the Android Emulator, adb, Ant, Keytool, and Jarsigner. It provides steps for creating an Android project, building debug and release versions, configuring an Android Virtual Device (AVD) in the emulator, and installing an app package (.apk) onto an emulator or device using adb.
The document discusses Android drawing and animation. It covers drawing using drawables, shapes, and custom views. It also covers view animation, which includes tween animation defined in XML files to transition views between states, and frame animation to transition between drawables. The document also introduces the Android property animation system for animating any object properties.
This document provides information about using Wi-Fi and Bluetooth APIs on Android. It discusses the WifiManager class for getting information about Wi-Fi networks and configuring connections. It also covers the Android Bluetooth API for discovering, connecting to, and transferring data with other Bluetooth devices through permissions, device discovery, and creating client/server sockets for connections.
This document outlines the schedule and requirements for passing an introductory mobile programming course. The course meets mainly on Mondays and Wednesdays. Students must complete exercises each week and build a mobile Java project by specified deadlines. The project requires developing a J2ME application that meets technical standards and includes documentation. Students also evaluate other projects. Completing exercises and satisfactory completion of the project are needed to pass the course, with projects accounting for 80% of the final grade. Sample mobile game projects are provided for inspiration.
This document provides an overview of Android user interface development. It discusses that all UI elements are views or view groups, and that the UI is declared primarily using XML layouts. It then covers common layouts like linear, relative, table and frame layouts. It provides examples of how to define widths/heights, gravity, weights and styles. Finally, it discusses some common widgets like text views, edit texts, lists and buttons.
The document discusses Java web services and related technologies. It provides an overview of service-oriented architecture (SOA) and web services standards like XML, SOAP, WSDL and UDDI. It also covers Java tools for working with XML and implementing RESTful web services in Java, as well as the business needs and technical challenges that web services address.
The document discusses Android location services and maps. It provides an overview of the Android location framework for determining a device's location and listening for location updates. It also discusses using the Google Maps external library for displaying and managing maps. It covers topics like requesting location updates, permissions, and displaying latitude and longitude on a map. It also discusses custom markers and overlays for displaying graphics on maps.
The document discusses Android threading and how to handle long running tasks to avoid blocking the UI thread. It covers the main UI thread, how to run tasks on a background thread using Thread and Runnable, and how to update the UI from the background thread using runOnUiThread(), post(), postDelayed() and AsyncTask. AsyncTask is recommended as it handles threading for you by running background tasks on a worker thread and calling publishProgress() to update the UI on the main thread.
The document is a presentation on advanced JavaScript. It covers EcmaScript 5 features like strict mode, which helps detect bad programming practices. Strict mode is enabled by including "use strict" in global or function scope. Other ES5 changes include a native JSON object for parsing and stringifying JSON, and new array methods like indexOf, map, and filter.
The document discusses the rise of responsive single page applications (SPAs) built with HTML, CSS, JavaScript, and frameworks like AngularJS. It explains that SPAs are web apps that load on a single page like desktop apps, with content loaded asynchronously in the background without page reloads for a better user experience. SPAs are implemented using JavaScript and HTML, with ECMAScript as the standardized scripting language. The document also covers web standards defined by organizations like W3C, including HTML, CSS, XML, and how they are used to build responsive SPAs.
This document discusses different callback mechanisms in iOS: selectors, delegates, and blocks. Selectors allow passing a method as an argument by its name. Delegates define protocols for callback methods. Blocks are anonymous functions that have access to local variables and are commonly used for UIView animations and simplifying asynchronous code. The document provides examples of how each mechanism works.
XAMPP is a free and open source web server solution stack that includes Apache, MySQL, PHP and Perl. It is self-contained and requires only downloading a zip file for installation. While intended for development, it allows starting local web servers for testing through its control panel.
The document discusses C++ memory handling and object-oriented programming concepts like stack and heap memory allocation, dynamic memory allocation, copy constructors, and class interfaces.
It provides examples of stack allocation versus dynamic/heap allocation. It also demonstrates how to properly implement copy constructors to avoid shallow copy issues when composing objects. Finally, it presents an example of defining a class interface (abstract base class) for reusable and extensible code, allowing different object types like cars and airplanes to both be controlled by a remote control class.
This document discusses interface versioning in C++ libraries. It describes the problems that occur when library interfaces change, forcing clients to redeploy. The goal is to design libraries that can grow over time without forcing constant redeployment of clients. The solution presented is to hide interface changes behind new versions of an interface class while maintaining backward compatibility. This allows new functionality to be added without breaking existing clients.
This document discusses screens, fonts, and preferences in libGDX. It describes how to create and switch between screens to structure a game. It also explains how to use bitmap fonts instead of trueType fonts for performance, and tools to generate bitmap fonts. Finally, it provides an overview of libGDX's preferences system for persistent storage of game data.
The document discusses Android networking and XML parsing using SAX. It describes how to make HTTP requests using URLConnection in Android, including opening a connection, preparing and sending requests, reading responses, and disconnecting. It also covers performing network requests asynchronously using AsyncTask to avoid blocking the UI thread. Finally, it provides an overview of XML parsing with SAX in Android.
This document discusses responsive web design (RWD), an approach that makes web content accessible and usable across various devices and screen sizes. It recommends designing first for mobile screens and using fluid grids, flexible images and CSS3 media queries to dynamically adapt layouts. Key aspects of RWD covered include viewing on different devices, orientations and resolutions using media features and queries to apply distinct styling rules. Examples are provided for implementing breakpoints and adapting designs for large, medium and small screens.
The document discusses the process for signing and deploying Android applications. It covers generating a private key, compiling in release mode, signing the APK with the private key using jarsigner, aligning the package with zipalign, and installing on a device using ADB or publishing to the Android Market. The key steps are 1) generate a private key, 2) compile in release mode, 3) sign the APK with the private key, 4) align the package, and 5) install on a device or publish.
This document provides a quick introduction to Android development. It discusses Android Studio as the primary IDE for Android development and its features. It also covers templates, running apps, building UIs with code and XML, using resources and the R class, basic event handling, Logcat for viewing logs, and best practices for logging.
The document discusses how to translate Qt applications. It explains that all user-visible strings should be wrapped in tr() and translation files (.qm) can be loaded at startup. The lupdate tool extracts strings from source code into .ts files. Translators edit the .ts files and lrelease compiles them into .qm files for loading. Loading translation files involves specifying supported languages and installing a QTranslator after loading the appropriate .qm file.
The document provides an overview of C# for Java developers. It discusses that C# is an Ecma and ISO standard developed by Microsoft for use in .NET and Windows Phone 7. It also covers the Common Language Infrastructure (CLI) which includes the Common Type System (CTS), Common Language Specification (CLS), Virtual Execution System (VES), and Common Intermediate Language (CIL). The document then compares C# to Java in areas like memory handling, keywords, object-oriented concepts, and more.
The document discusses building web services. It describes some challenges with implementing remote procedure calls (RPCs) and how using HTTP and XML-based standards like SOAP and REST can help address those challenges. It provides details on XML web services, including how they use SOAP, WSDL, and .NET and Java integration. It also covers REST/RESTful APIs and some of their constraints like being stateless and cacheable. The document is an introduction and overview of key concepts related to building and implementing web services.
The document discusses essential tools for Android development including Android Studio, the Android Emulator, adb, Ant, Keytool, and Jarsigner. It provides steps for creating an Android project, building debug and release versions, configuring an Android Virtual Device (AVD) in the emulator, and installing an app package (.apk) onto an emulator or device using adb.
The document discusses Android drawing and animation. It covers drawing using drawables, shapes, and custom views. It also covers view animation, which includes tween animation defined in XML files to transition views between states, and frame animation to transition between drawables. The document also introduces the Android property animation system for animating any object properties.
This document provides information about using Wi-Fi and Bluetooth APIs on Android. It discusses the WifiManager class for getting information about Wi-Fi networks and configuring connections. It also covers the Android Bluetooth API for discovering, connecting to, and transferring data with other Bluetooth devices through permissions, device discovery, and creating client/server sockets for connections.
This document outlines the schedule and requirements for passing an introductory mobile programming course. The course meets mainly on Mondays and Wednesdays. Students must complete exercises each week and build a mobile Java project by specified deadlines. The project requires developing a J2ME application that meets technical standards and includes documentation. Students also evaluate other projects. Completing exercises and satisfactory completion of the project are needed to pass the course, with projects accounting for 80% of the final grade. Sample mobile game projects are provided for inspiration.
This document provides an overview of Android user interface development. It discusses that all UI elements are views or view groups, and that the UI is declared primarily using XML layouts. It then covers common layouts like linear, relative, table and frame layouts. It provides examples of how to define widths/heights, gravity, weights and styles. Finally, it discusses some common widgets like text views, edit texts, lists and buttons.
The document discusses Java web services and related technologies. It provides an overview of service-oriented architecture (SOA) and web services standards like XML, SOAP, WSDL and UDDI. It also covers Java tools for working with XML and implementing RESTful web services in Java, as well as the business needs and technical challenges that web services address.
The document discusses Android location services and maps. It provides an overview of the Android location framework for determining a device's location and listening for location updates. It also discusses using the Google Maps external library for displaying and managing maps. It covers topics like requesting location updates, permissions, and displaying latitude and longitude on a map. It also discusses custom markers and overlays for displaying graphics on maps.
The document discusses Android threading and how to handle long running tasks to avoid blocking the UI thread. It covers the main UI thread, how to run tasks on a background thread using Thread and Runnable, and how to update the UI from the background thread using runOnUiThread(), post(), postDelayed() and AsyncTask. AsyncTask is recommended as it handles threading for you by running background tasks on a worker thread and calling publishProgress() to update the UI on the main thread.
The document is a presentation on advanced JavaScript. It covers EcmaScript 5 features like strict mode, which helps detect bad programming practices. Strict mode is enabled by including "use strict" in global or function scope. Other ES5 changes include a native JSON object for parsing and stringifying JSON, and new array methods like indexOf, map, and filter.
The document discusses the rise of responsive single page applications (SPAs) built with HTML, CSS, JavaScript, and frameworks like AngularJS. It explains that SPAs are web apps that load on a single page like desktop apps, with content loaded asynchronously in the background without page reloads for a better user experience. SPAs are implemented using JavaScript and HTML, with ECMAScript as the standardized scripting language. The document also covers web standards defined by organizations like W3C, including HTML, CSS, XML, and how they are used to build responsive SPAs.
This document provides an overview and introduction to single page application (SPA) frameworks using AngularJS. It discusses the rise of responsive SPAs and some of the challenges in building SPAs. It then introduces key AngularJS concepts like templates, directives, expressions, data binding, scopes, controllers and modules. It also includes a recap of JavaScript concepts like objects, functions and classes. Finally, it demonstrates basic AngularJS examples using directives, expressions, filters, controllers and scopes.
The document discusses framerate independence in games using libGDX. It explains that using delta time ensures games run at the same speed regardless of framerate. It provides an example of moving an object at a constant speed of 1 pixel per frame by multiplying the object's speed by delta time. The document also covers creating and rendering animations using the Animation class by splitting texture images into TextureRegions and cycling through the regions based on elapsed time.
The document discusses framerate independence in games using libGDX. It explains that using delta time ensures games run at the same speed regardless of framerate. It provides an example of moving an object at a constant speed of 1 pixel per frame by multiplying the object's speed by delta time. The document also covers creating and rendering animations in libGDX using the Animation class and TextureRegions. It provides tips on extending the Sprite class to create customized sprite objects and animate them by calling animate() each frame.
This document discusses user input handling in libGDX, including event vs polling, touch and keyboard input, accelerometer input, gestures, and text input. It provides code examples for setting up input processors and listeners to handle different types of input in libGDX, including touch, keyboard, accelerometer, and gesture events. It also covers vibration and compass input.
This document provides an overview of using the libGDX framework to implement a simple 2D game in Java. It discusses topics such as setting up the starter class, loading assets like images and audio, rendering with an orthographic camera, sprite batch for drawing textures, handling input, collision detection using rectangles, and more. The goal is to demonstrate the basic building blocks for creating a 2D game with libGDX.
This document provides an introduction and overview of libGDX, a framework for building cross-platform games in Java. It discusses libGDX's capabilities for 2D and 3D games on Android, desktop, HTML5 and iOS. It also covers libGDX's project structure, compiling with Gradle, starter classes for different platforms like Android and desktop, logging app lifecycles, important libGDX modules, and loading assets.
Creating Asha Games: Game Pausing, Orientation, Sensors and GesturesJussi Pohjolainen
This document discusses various techniques for creating games in Asha OS, including game pausing, handling device orientation changes, using mobile sensors, and gestures. It covers pausing a game when the phone rings or the back button is pressed using showNotify() and hideNotify() methods. It also discusses setting the UI orientation, getting sensor data, and handling threading and synchronization for pausing the game loop.
This document discusses graphics and game development in Java ME. It covers the class hierarchy for graphics elements, using the Canvas class to draw graphics, handling events, and using the Game API including the GameCanvas class, layers, sprites and animation. Key topics include drawing with the Graphics object, coordinates, repainting, handling input events, implementing a game loop to control frame rate, and using the LayerManager and Sprite classes to implement layers and sprite animation.
This document discusses different approaches for developing user interfaces for the Asha platform, including using the Limited Capability Device UI (LCDUI), Lightweight UI Toolkit (LWUIT), and custom interfaces built directly on the game canvas. It provides examples of creating basic screens and components using LCDUI and LWUIT, including lists, buttons, forms and layout managers.
This document provides an introduction to the Asha platform and Java ME. It discusses that Java ME is the most widespread mobile application platform, developed by Sun Microsystems and now owned by Oracle. It was designed to be a cross-platform solution for mobile devices. The Asha platform is Nokia's low-end mobile phone platform, powered by Java ME. It supports apps written in Java ME or as web apps using the Gecko rendering engine. The document provides overviews of Java ME configurations like CLDC and MIDP, and the KVM which is an optimized Java virtual machine for mobile devices.
This document provides an introduction and overview of PhoneGap, including:
- PhoneGap allows building hybrid mobile apps using web technologies that can be deployed to app stores.
- It supports cross-platform development for iOS, Android, Windows Phone and others.
- The document discusses installing PhoneGap and related tools, creating a PhoneGap project structure, compiling for platforms locally and remotely, accessing device features through plugins, and handling lifecycle events.
This document provides an overview of JQuery, JQuery Mobile, and how they can be used together. JQuery is a popular JavaScript library that simplifies client-side scripting through DOM handling, animations, events, and AJAX. JQuery Mobile builds on JQuery to provide widgets and interfaces optimized for mobile devices. PhoneGap allows building hybrid mobile apps using HTML5, CSS, and JS that are wrapped in native containers, allowing access to device APIs. JQuery handles DOM and AJAX, JQuery Mobile provides the UI, and PhoneGap wraps the app as native.
The document discusses JavaScript inheritance. It explains that JavaScript uses prototype-based inheritance rather than class-based inheritance. It provides examples of how to implement inheritance by linking object prototypes together through the __proto__ property or Object.create method. Functions in JavaScript have a prototype property that is used to inherit properties and methods onto objects created with new.
The document discusses JavaScript objects and object-oriented programming concepts in JavaScript. It covers how everything in JavaScript except basic types are objects, including functions and arrays. It describes how objects can contain properties and methods, and how properties and methods can be dynamically added at runtime. The document also summarizes object literals, namespaces, arrays, functions, closures, and the this keyword in JavaScript.
This document provides a short introduction to ECMAScript and highlights some key features of ECMAScript 5 including: strict mode which detects bad programming practices; new native JSON object for parsing and stringifying JSON; new methods added to the Array and Object prototypes like indexOf, map and freeze; and property descriptors which allow defining getter/setter methods for object properties.
CSS is a stylesheet language used to describe the presentation of documents written in markup languages like HTML. It is used to define fonts, colors, layout, and other visual aspects of web pages independent of its content. Some key points about CSS include that it has evolved through several versions to support increased functionality, different browsers have varying support for CSS rules, and it allows separation of document structure/content from presentation.
This document provides an overview of the Extensible Stylesheet Language (XSL), which includes three languages - XSL Transformations (XSLT), XSL Formatting Objects (XSL-FO), and XML Path Language (XPath). XSLT is used to transform XML documents into other formats like XML, HTML, text. XSL-FO is used to specify visual formatting for XML documents. XPath is used by XSLT to select parts of an XML document and can also be used independently in other contexts. The document explains the relationships between the languages and provides examples of using XSLT and XSL-FO to transform an XML document into other formats.
HTTP is a network protocol used to deliver web resources like HTML files and dynamically generated content. An HTTP client like a web browser sends a request to an HTTP server using methods like GET and POST. The server responds with a status line indicating success or failure and may include a message body containing the requested resource. Requests and responses have an initial line followed by header lines and an optional message body. Common headers provide information about the client, server, resource properties and more.
Noah Loul Shares 5 Steps to Implement AI Agents for Maximum Business Efficien...Noah Loul
Artificial intelligence is changing how businesses operate. Companies are using AI agents to automate tasks, reduce time spent on repetitive work, and focus more on high-value activities. Noah Loul, an AI strategist and entrepreneur, has helped dozens of companies streamline their operations using smart automation. He believes AI agents aren't just tools—they're workers that take on repeatable tasks so your human team can focus on what matters. If you want to reduce time waste and increase output, AI agents are the next move.
Role of Data Annotation Services in AI-Powered ManufacturingAndrew Leo
From predictive maintenance to robotic automation, AI is driving the future of manufacturing. But without high-quality annotated data, even the smartest models fall short.
Discover how data annotation services are powering accuracy, safety, and efficiency in AI-driven manufacturing systems.
Precision in data labeling = Precision on the production floor.
This is the keynote of the Into the Box conference, highlighting the release of the BoxLang JVM language, its key enhancements, and its vision for the future.
Spark is a powerhouse for large datasets, but when it comes to smaller data workloads, its overhead can sometimes slow things down. What if you could achieve high performance and efficiency without the need for Spark?
At S&P Global Commodity Insights, having a complete view of global energy and commodities markets enables customers to make data-driven decisions with confidence and create long-term, sustainable value. 🌍
Explore delta-rs + CDC and how these open-source innovations power lightweight, high-performance data applications beyond Spark! 🚀
Designing Low-Latency Systems with Rust and ScyllaDB: An Architectural Deep DiveScyllaDB
Want to learn practical tips for designing systems that can scale efficiently without compromising speed?
Join us for a workshop where we’ll address these challenges head-on and explore how to architect low-latency systems using Rust. During this free interactive workshop oriented for developers, engineers, and architects, we’ll cover how Rust’s unique language features and the Tokio async runtime enable high-performance application development.
As you explore key principles of designing low-latency systems with Rust, you will learn how to:
- Create and compile a real-world app with Rust
- Connect the application to ScyllaDB (NoSQL data store)
- Negotiate tradeoffs related to data modeling and querying
- Manage and monitor the database for consistently low latencies
Procurement Insights Cost To Value Guide.pptxJon Hansen
Procurement Insights integrated Historic Procurement Industry Archives, serves as a powerful complement — not a competitor — to other procurement industry firms. It fills critical gaps in depth, agility, and contextual insight that most traditional analyst and association models overlook.
Learn more about this value- driven proprietary service offering here.
TrsLabs - Fintech Product & Business ConsultingTrs Labs
Hybrid Growth Mandate Model with TrsLabs
Strategic Investments, Inorganic Growth, Business Model Pivoting are critical activities that business don't do/change everyday. In cases like this, it may benefit your business to choose a temporary external consultant.
An unbiased plan driven by clearcut deliverables, market dynamics and without the influence of your internal office equations empower business leaders to make right choices.
Getting things done within a budget within a timeframe is key to Growing Business - No matter whether you are a start-up or a big company
Talk to us & Unlock the competitive advantage
Linux Support for SMARC: How Toradex Empowers Embedded DevelopersToradex
Toradex brings robust Linux support to SMARC (Smart Mobility Architecture), ensuring high performance and long-term reliability for embedded applications. Here’s how:
• Optimized Torizon OS & Yocto Support – Toradex provides Torizon OS, a Debian-based easy-to-use platform, and Yocto BSPs for customized Linux images on SMARC modules.
• Seamless Integration with i.MX 8M Plus and i.MX 95 – Toradex SMARC solutions leverage NXP’s i.MX 8 M Plus and i.MX 95 SoCs, delivering power efficiency and AI-ready performance.
• Secure and Reliable – With Secure Boot, over-the-air (OTA) updates, and LTS kernel support, Toradex ensures industrial-grade security and longevity.
• Containerized Workflows for AI & IoT – Support for Docker, ROS, and real-time Linux enables scalable AI, ML, and IoT applications.
• Strong Ecosystem & Developer Support – Toradex offers comprehensive documentation, developer tools, and dedicated support, accelerating time-to-market.
With Toradex’s Linux support for SMARC, developers get a scalable, secure, and high-performance solution for industrial, medical, and AI-driven applications.
Do you have a specific project or application in mind where you're considering SMARC? We can help with Free Compatibility Check and help you with quick time-to-market
For more information: https://www.toradex.com/computer-on-modules/smarc-arm-family
Generative Artificial Intelligence (GenAI) in BusinessDr. Tathagat Varma
My talk for the Indian School of Business (ISB) Emerging Leaders Program Cohort 9. In this talk, I discussed key issues around adoption of GenAI in business - benefits, opportunities and limitations. I also discussed how my research on Theory of Cognitive Chasms helps address some of these issues
Special Meetup Edition - TDX Bengaluru Meetup #52.pptxshyamraj55
We’re bringing the TDX energy to our community with 2 power-packed sessions:
🛠️ Workshop: MuleSoft for Agentforce
Explore the new version of our hands-on workshop featuring the latest Topic Center and API Catalog updates.
📄 Talk: Power Up Document Processing
Dive into smart automation with MuleSoft IDP, NLP, and Einstein AI for intelligent document workflows.
Andrew Marnell: Transforming Business Strategy Through Data-Driven InsightsAndrew Marnell
With expertise in data architecture, performance tracking, and revenue forecasting, Andrew Marnell plays a vital role in aligning business strategies with data insights. Andrew Marnell’s ability to lead cross-functional teams ensures businesses achieve sustainable growth and operational excellence.
Increasing Retail Store Efficiency How can Planograms Save Time and Money.pptxAnoop Ashok
In today's fast-paced retail environment, efficiency is key. Every minute counts, and every penny matters. One tool that can significantly boost your store's efficiency is a well-executed planogram. These visual merchandising blueprints not only enhance store layouts but also save time and money in the process.
#StandardsGoals for 2025: Standards & certification roundup - Tech Forum 2025BookNet Canada
Book industry standards are evolving rapidly. In the first part of this session, we’ll share an overview of key developments from 2024 and the early months of 2025. Then, BookNet’s resident standards expert, Tom Richardson, and CEO, Lauren Stewart, have a forward-looking conversation about what’s next.
Link to recording, transcript, and accompanying resource: https://bnctechforum.ca/sessions/standardsgoals-for-2025-standards-certification-roundup/
Presented by BookNet Canada on May 6, 2025 with support from the Department of Canadian Heritage.
Mobile App Development Company in Saudi ArabiaSteve Jonas
EmizenTech is a globally recognized software development company, proudly serving businesses since 2013. With over 11+ years of industry experience and a team of 200+ skilled professionals, we have successfully delivered 1200+ projects across various sectors. As a leading Mobile App Development Company In Saudi Arabia we offer end-to-end solutions for iOS, Android, and cross-platform applications. Our apps are known for their user-friendly interfaces, scalability, high performance, and strong security features. We tailor each mobile application to meet the unique needs of different industries, ensuring a seamless user experience. EmizenTech is committed to turning your vision into a powerful digital product that drives growth, innovation, and long-term success in the competitive mobile landscape of Saudi Arabia.
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