C++ offers advantages over C# for systems programming and developing device drivers that require low-level access, as C++ programs can be compiled to run directly on hardware while C# code runs on a virtual machine. Specifically, C++ supports template metaprogramming, typedefs, const-correctness, and produces highly optimized code. While some device drivers can now run as user-mode applications in Windows, C++ remains more suitable for kernel-level drivers. The example then demonstrates a simple "Hello World" C++ program using cout to display output.
The document discusses Cordova plugins and their use in hybrid mobile applications. It begins by explaining that Cordova plugins provide access to native device capabilities and distinguish hybrid apps from regular web apps. It then discusses where to find plugins, considerations for choosing plugins, and challenges with debugging hybrid apps. Throughout, it uses metaphors likening a hybrid app to a "Black and Tan" beer with ingredients from both the web and native worlds.
The document discusses developing mobile apps with Flutter and Firebase. Flutter is a mobile app SDK from Google that allows building iOS and Android apps with one codebase using Dart. Firebase is a backend as a service that provides features like realtime database. The document demonstrates building a simple Flutter app, using widgets like Container and Row, and integrating Firebase realtime database. It also briefly mentions Dart and its features, async-await, and Google's Fuchsia OS.
This presentation looks at what has changed in the Visual Studio world in regards to plugins and how they are created. It then covers the two heavy weights: CodeRush and Resharper and ends with some other plugins worth your attention.
This document outlines an introductory Flutter study jam session that will teach developers the fundamentals of the Flutter framework. The session will include an introduction to Flutter basics, completing a first lab to build a Flutter app, and additional self-study assignments. Attendees will learn how to use Flutter to build high-quality mobile apps that run on iOS and Android, with features like hot reload for rapid iteration and a widgets system for customization. The goal is for attendees to build a basic Flutter app with real-world functionality.
The document discusses Project Roslyn, which will deliver new VB and C# compilers and language services. Roslyn will open the compiler box by providing a compiler API, REPL environment, and enabling the compiler to be hosted in other contexts. With Roslyn, the VB compiler will be written in VB and the C# compiler written in C#, and the compiler API will provide access to the syntax tree, symbol table, and other compiler internals. This will allow developers to consume and extend the compiler from managed code. The first version of Roslyn is currently in development but no release date has been announced.
Js foo famo.us- build native quality apps using html5 within a dayDebnath Sinha
This document outlines a talk about building native quality apps using HTML5. It discusses the speaker's experience with hybrid mobile app development and issues with early HTML5 apps being slow. It introduces Famo.us, a JavaScript library that uses GPU acceleration techniques to provide smooth animations and render apps faster. Examples are given of large companies successfully using HTML5 hybrid apps. The document argues that with tools like Famo.us and improved compilers, performance issues will be addressed and HTML5 is a good approach for building mobile apps.
Tearing down the //build/ 2016 conferenceJim Wooley
The document lists the top 10 technologies discussed by Jim and Jeremy at a conference. These include Xamarin becoming free, Bash in Windows, .NET Core improvements, Visual Studio 15 updates, C# 7 features, Project Centennial, Azure Functions, bots, and various Microsoft cognitive APIs. It then provides more details on conversations as a platform, Xamarin, Project Centennial, Visual Studio 15, C# 7, Linux, and .NET Core. Links are included for further information.
Flutter overview - advantages & disadvantages for businessBartosz Kosarzycki
After half a year experience with Fluttter, two internal projects and one commercial one, we'd like to share our view on what FLUTTER as a framework gives developers and businesses alike.
DevCon Summit 2014: Trends in iOS Development by Allen TanDEVCON
This document summarizes trends in iOS development from 2013 to 2014. It outlines major changes like the introduction of Swift as a new programming language and features like HealthKit, HomeKit, and CloudKit. It recommends learning Swift but continuing to support Objective-C. It also discusses graphics technologies like SpriteKit, SceneKit, and Metal and provides opinions on when each is appropriate. Overall it aims to bring iOS developers up to date on the latest changes and help them decide where to focus their skills.
This document introduces Flutter, an open-source mobile application development framework created by Google. It discusses why hybrid mobile apps are useful, and how Flutter addresses this through its ability to write once and deploy to both Android and iOS. Key features of Flutter that are highlighted include it being owned by Google, using the Dart programming language, and its widget-based architecture. The document then provides an overview of various Flutter development topics such as code editors, state management, animations, plugins, and profiling.
[DevDay 2016] Cross-platform desktop app with Electron - Introduction. Speak...DevDay Da Nang
You are a web developer for years and your upcoming project is a desktop app. Should you learn C++, Python or Java? No, you don’t need to. This topic introduces Electron, the awesome framework behind Atom text editor, for building native desktop applications with web technologies
———
Speaker: Tho Pham – CTO at Agility IO
Mobile is here to stay. But now more than ever, so is the need to provide consumers with cross-platform experiences. As a business executive or decision-maker, how do you approach technology when building for mobile? Taking a look at Flash, HTML5, other mainstream platforms and a few emerging technologies – what are the major considerations when creating such cross-platform experiences?
Seattle javascript game development - OverviewGrant Goodale
This document provides an overview of JavaScript game development for open web technologies. It discusses canvas and WebGL for 2D and 3D rendering, WebSockets for data transport, and Web Workers for background processing. Reasons for using these technologies include wide browser support and the ability to build games for mobile browsers. While development tools are still maturing, performance is improving and distribution options are increasing with the rise of HTML5-capable devices.
Presentation of programming languages for beginnersClement Levallois
For beginners, a description of the main programming languages and what they can be used for. Includes Java, Swift, Python, R, Ruby, Javascript, C, C#, Objective C.
The document discusses generating sprite sheets in Flash Professional CS6. It provides step-by-step instructions for creating a sprite sheet from existing animation movie clips in a Flash file. The key steps are: 1) Selecting multiple movie clips from the library that contain animations to include, 2) Generating the sprite sheet which compiles the animation frames into a single bitmap sheet, 3) Viewing and previewing the compiled animations on the sprite sheet. The article also covers optimizing the sprite sheet by adjusting its dimensions and format. Sprite sheets allow animation frames to be efficiently packaged and used across different technologies and platforms.
The document discusses software, apps, Windows 8 apps, reasons for developing for Windows, .NET, XAML, Visual Studio, and provides basic examples of "Hello World" programs in Visual Studio. It defines software as computer programs that direct a processor, notes apps are subsets of software that run on devices. It explains Windows 8 apps are developed for Windows RT API, reasons for developing for Windows include its large user base and easy development. .NET is a Microsoft platform for developing, deploying, and running applications using its tools and libraries. XAML is a markup language used for Windows app design, while Visual Studio is a development environment for building applications and services.
Mobile and Tablet App Development and Market ShareJeremy Callinan
This document discusses mobile and tablet operating systems and development. It covers the key mobile OSes including iOS, Android, Blackberry and Windows Phone 7. It discusses native app development versus web apps and why native apps are more popular. It also covers the shift to tablets, the major players in the tablet market, and considerations for developing for tablets.
The document discusses mobile operating systems and development for mobile and tablet platforms. It provides an overview of key mobile operating systems including iOS, Android, BlackBerry OS, and Windows Phone 7. It discusses differences between native mobile apps and web apps. It also covers the shift to tablets, comparing the iPad and Android tablets. Major challenges in developing for tablets include different form factors and the still evolving tablet market.
HTML5 games can be built using HTML, CSS, and JavaScript. Additional technologies like WebGL may be used for 3D games. Games require backend servers for data storage, which can be self-hosted or through backend services. HTML5 games can be distributed by embedding them on web pages or wrapping them into native mobile and desktop apps. Game frameworks provide common game components to speed up development and avoid recreating common functionality. Popular free frameworks include LimeJS, Quintus, CraftyJS, MelonJS, Phaser, Pixie, and BabylonJS.
This document discusses cross-platform development using C# and Xamarin. C# can be used to write code once that runs on Windows, iOS, Android, and other platforms using Mono and Xamarin. While HTML5 promises cross-platform capabilities, it requires JavaScript and does not provide full access to native platform features. C# allows access to native SDKs and most non-UI code can be shared across platforms. Xamarin tools enable developers to write fully native mobile applications in C# for iOS and Android.
These days, source code is more liked to opened to others than before. Many companies runs tremendous open-source projects, developers are more interested in the open-source projects for their careers.
In this topic, Hermet Park likes to share his open-source activity experience with attendees. He will not only describe why we are interested in the open-source projects but also talk about open-source activities describing his experiences.
Rapid and Reliable Developing with HTML5 & GWT.
Manuel Carrasco Moñino proposes using modern web technologies like HTML5 and JavaScript to build rich internet applications that can run on desktops, mobile devices, and tablets from a single codebase. He suggests frameworks like Google Web Toolkit (GWT), Apache Cordova, PlayN, and NoSQL databases to develop cross-platform applications in a high-level language like Java. Carrasco provides examples of projects using these techniques and encourages contributing to open source.
HTML5 is the latest evolution of the HTML standard and includes new elements, JavaScript APIs, and CSS features. It allows building richer web applications that work across browsers and devices without needing plugins like Flash. While support for HTML5 features is improving, the specification continues to evolve and not all browsers fully support all parts of HTML5 yet. Developing with HTML5 requires considering cross-browser compatibility and supporting different content formats. Overall, HTML5 provides opportunities for building richer applications on the web and on mobile, but full standardization and implementation is still ongoing.
Flash is a tool for adding interactivity, video, and animation to web pages. While HTML5 and other technologies provide alternatives, Flash continues to grow and perform well on mobile and desktop. Each technology has pros and cons for different uses, so developers must understand the options and choose what works best for their needs and platforms. While Flash faces challenges on mobile browsers, it performs native apps well on Android and other platforms. The future involves using multiple technologies together instead of replacing Flash entirely.
Hack is a new programming language developed by Facebook for their HHVM runtime that interoperates with PHP. It adds static typing to PHP to enable early error detection while preserving PHP's rapid development cycle. Facebook has successfully migrated their entire PHP codebase to Hack. Hack is now open sourced along with tools to assist converting codebases and integrates static typing without disrupting the typical PHP development workflow.
The Ring programming language version 1.5.1 book - Part 4 of 180Mahmoud Samir Fayed
This document summarizes Ring, an innovative programming language designed to be simple, small, flexible and fast. Key features include a hybrid compiler and virtual machine, declarative and natural language programming, compact syntax without semicolons, first class variables, lists, objects and functions, automatic memory management, and cross-platform support. The language aims to provide high productivity for tasks like rapid application development, scripting, and building visual programming tools.
Minko - Why we created our own Flash platform and why you should careMinko3D
The document discusses the Flash platform and issues with its commitment from Adobe, as well as the benefits of the Minko platform as an alternative. Some key points made include: Minko was selected for NVIDIA's Early Stage Challenge, Minko offers more supported platforms than Flash, and Minko provides bindings for ActionScript to allow development in Flash languages while deploying to more platforms through Minko. The presentation concludes by discussing upcoming Minko betas and examples to demonstrate its capabilities.
Flutter overview - advantages & disadvantages for businessBartosz Kosarzycki
After half a year experience with Fluttter, two internal projects and one commercial one, we'd like to share our view on what FLUTTER as a framework gives developers and businesses alike.
DevCon Summit 2014: Trends in iOS Development by Allen TanDEVCON
This document summarizes trends in iOS development from 2013 to 2014. It outlines major changes like the introduction of Swift as a new programming language and features like HealthKit, HomeKit, and CloudKit. It recommends learning Swift but continuing to support Objective-C. It also discusses graphics technologies like SpriteKit, SceneKit, and Metal and provides opinions on when each is appropriate. Overall it aims to bring iOS developers up to date on the latest changes and help them decide where to focus their skills.
This document introduces Flutter, an open-source mobile application development framework created by Google. It discusses why hybrid mobile apps are useful, and how Flutter addresses this through its ability to write once and deploy to both Android and iOS. Key features of Flutter that are highlighted include it being owned by Google, using the Dart programming language, and its widget-based architecture. The document then provides an overview of various Flutter development topics such as code editors, state management, animations, plugins, and profiling.
[DevDay 2016] Cross-platform desktop app with Electron - Introduction. Speak...DevDay Da Nang
You are a web developer for years and your upcoming project is a desktop app. Should you learn C++, Python or Java? No, you don’t need to. This topic introduces Electron, the awesome framework behind Atom text editor, for building native desktop applications with web technologies
———
Speaker: Tho Pham – CTO at Agility IO
Mobile is here to stay. But now more than ever, so is the need to provide consumers with cross-platform experiences. As a business executive or decision-maker, how do you approach technology when building for mobile? Taking a look at Flash, HTML5, other mainstream platforms and a few emerging technologies – what are the major considerations when creating such cross-platform experiences?
Seattle javascript game development - OverviewGrant Goodale
This document provides an overview of JavaScript game development for open web technologies. It discusses canvas and WebGL for 2D and 3D rendering, WebSockets for data transport, and Web Workers for background processing. Reasons for using these technologies include wide browser support and the ability to build games for mobile browsers. While development tools are still maturing, performance is improving and distribution options are increasing with the rise of HTML5-capable devices.
Presentation of programming languages for beginnersClement Levallois
For beginners, a description of the main programming languages and what they can be used for. Includes Java, Swift, Python, R, Ruby, Javascript, C, C#, Objective C.
The document discusses generating sprite sheets in Flash Professional CS6. It provides step-by-step instructions for creating a sprite sheet from existing animation movie clips in a Flash file. The key steps are: 1) Selecting multiple movie clips from the library that contain animations to include, 2) Generating the sprite sheet which compiles the animation frames into a single bitmap sheet, 3) Viewing and previewing the compiled animations on the sprite sheet. The article also covers optimizing the sprite sheet by adjusting its dimensions and format. Sprite sheets allow animation frames to be efficiently packaged and used across different technologies and platforms.
The document discusses software, apps, Windows 8 apps, reasons for developing for Windows, .NET, XAML, Visual Studio, and provides basic examples of "Hello World" programs in Visual Studio. It defines software as computer programs that direct a processor, notes apps are subsets of software that run on devices. It explains Windows 8 apps are developed for Windows RT API, reasons for developing for Windows include its large user base and easy development. .NET is a Microsoft platform for developing, deploying, and running applications using its tools and libraries. XAML is a markup language used for Windows app design, while Visual Studio is a development environment for building applications and services.
Mobile and Tablet App Development and Market ShareJeremy Callinan
This document discusses mobile and tablet operating systems and development. It covers the key mobile OSes including iOS, Android, Blackberry and Windows Phone 7. It discusses native app development versus web apps and why native apps are more popular. It also covers the shift to tablets, the major players in the tablet market, and considerations for developing for tablets.
The document discusses mobile operating systems and development for mobile and tablet platforms. It provides an overview of key mobile operating systems including iOS, Android, BlackBerry OS, and Windows Phone 7. It discusses differences between native mobile apps and web apps. It also covers the shift to tablets, comparing the iPad and Android tablets. Major challenges in developing for tablets include different form factors and the still evolving tablet market.
HTML5 games can be built using HTML, CSS, and JavaScript. Additional technologies like WebGL may be used for 3D games. Games require backend servers for data storage, which can be self-hosted or through backend services. HTML5 games can be distributed by embedding them on web pages or wrapping them into native mobile and desktop apps. Game frameworks provide common game components to speed up development and avoid recreating common functionality. Popular free frameworks include LimeJS, Quintus, CraftyJS, MelonJS, Phaser, Pixie, and BabylonJS.
This document discusses cross-platform development using C# and Xamarin. C# can be used to write code once that runs on Windows, iOS, Android, and other platforms using Mono and Xamarin. While HTML5 promises cross-platform capabilities, it requires JavaScript and does not provide full access to native platform features. C# allows access to native SDKs and most non-UI code can be shared across platforms. Xamarin tools enable developers to write fully native mobile applications in C# for iOS and Android.
These days, source code is more liked to opened to others than before. Many companies runs tremendous open-source projects, developers are more interested in the open-source projects for their careers.
In this topic, Hermet Park likes to share his open-source activity experience with attendees. He will not only describe why we are interested in the open-source projects but also talk about open-source activities describing his experiences.
Rapid and Reliable Developing with HTML5 & GWT.
Manuel Carrasco Moñino proposes using modern web technologies like HTML5 and JavaScript to build rich internet applications that can run on desktops, mobile devices, and tablets from a single codebase. He suggests frameworks like Google Web Toolkit (GWT), Apache Cordova, PlayN, and NoSQL databases to develop cross-platform applications in a high-level language like Java. Carrasco provides examples of projects using these techniques and encourages contributing to open source.
HTML5 is the latest evolution of the HTML standard and includes new elements, JavaScript APIs, and CSS features. It allows building richer web applications that work across browsers and devices without needing plugins like Flash. While support for HTML5 features is improving, the specification continues to evolve and not all browsers fully support all parts of HTML5 yet. Developing with HTML5 requires considering cross-browser compatibility and supporting different content formats. Overall, HTML5 provides opportunities for building richer applications on the web and on mobile, but full standardization and implementation is still ongoing.
Flash is a tool for adding interactivity, video, and animation to web pages. While HTML5 and other technologies provide alternatives, Flash continues to grow and perform well on mobile and desktop. Each technology has pros and cons for different uses, so developers must understand the options and choose what works best for their needs and platforms. While Flash faces challenges on mobile browsers, it performs native apps well on Android and other platforms. The future involves using multiple technologies together instead of replacing Flash entirely.
Hack is a new programming language developed by Facebook for their HHVM runtime that interoperates with PHP. It adds static typing to PHP to enable early error detection while preserving PHP's rapid development cycle. Facebook has successfully migrated their entire PHP codebase to Hack. Hack is now open sourced along with tools to assist converting codebases and integrates static typing without disrupting the typical PHP development workflow.
The Ring programming language version 1.5.1 book - Part 4 of 180Mahmoud Samir Fayed
This document summarizes Ring, an innovative programming language designed to be simple, small, flexible and fast. Key features include a hybrid compiler and virtual machine, declarative and natural language programming, compact syntax without semicolons, first class variables, lists, objects and functions, automatic memory management, and cross-platform support. The language aims to provide high productivity for tasks like rapid application development, scripting, and building visual programming tools.
Minko - Why we created our own Flash platform and why you should careMinko3D
The document discusses the Flash platform and issues with its commitment from Adobe, as well as the benefits of the Minko platform as an alternative. Some key points made include: Minko was selected for NVIDIA's Early Stage Challenge, Minko offers more supported platforms than Flash, and Minko provides bindings for ActionScript to allow development in Flash languages while deploying to more platforms through Minko. The presentation concludes by discussing upcoming Minko betas and examples to demonstrate its capabilities.
This document is a resume for Chuck Gaffney detailing his experience as a Unity developer. It shows that he is currently a Lead Unity Developer at EdgeDNA, where he develops games, AR, and VR applications using Unity. It also outlines his past experience as an independent Unity and iOS developer, creating both games and applications. His skills include C#, Unity, Cocos2D, Swift, and web development technologies.
Маргарита Остапчук (Microsoft Украина) «Разработка на универсальной платформе...DataArt
The document discusses Microsoft's vision for a unified platform and ecosystem across all device types called the Universal Windows Platform (UWP). It highlights key aspects of the UWP including a single developer platform, store, and set of APIs that allow apps to run across devices while adapting to each device's form factor through a responsive design. It also discusses various Microsoft technologies that bridge to the UWP like hosting web apps, bridging Android apps, and extending apps to different device families.
The document discusses different approaches to developing mobile applications, including native apps, web apps, and hybrid apps. Native apps are developed using each mobile operating system's native tools and languages, allowing full access to device capabilities but requiring separate development for each platform. Web apps are developed with web technologies like HTML5, CSS, and JavaScript and run in a mobile browser, allowing cross-platform support but limiting access to device features. Hybrid apps combine web technologies with a native wrapper to provide cross-platform support while also allowing access to some device capabilities. The document analyzes the pros and cons of each approach and factors to consider like platforms supported, user experience, performance, and frameworks available.
This document discusses hybrid applications, which combine elements of native applications and web applications. Hybrid apps run foundationally like native apps but integrate web services and technologies for major functions. This allows access to hardware while incorporating beautiful web-based interfaces. Examples given are Spotify, Steam, and the authors' project GameWisp, which syncs game saves to the cloud with social features. Attendees are encouraged to add web functionality to make applications more powerful and interconnected.
Insights You Need to Win in Mobile Gaming | Herman LeeJessica Tams
This document provides an overview and highlights of the mobile gaming market from a presentation by Herman Lee of App Annie. It discusses the growth of mobile gaming and time spent on mobile. Some key trends highlighted include the rise of hyper-casual games, Chinese publishers looking overseas, subscription gaming models, and varying monetization potential across markets and genres. Examples are given of how certain genres have increased user spending and revenue. The presentation concludes with information on App Annie's mobile analytics and insights platform.
Zero to 60: Building A Successful Games Studio Within A Hollywood Media Compa...Jessica Tams
The document discusses how FoxNext Games was built from nothing within two years as a games studio within a Hollywood media company. Some key lessons learned were that creative talent, not just IP or portfolio, must be the center of the business. Both a great talent and a great idea are needed for success, as IP, marketing and distribution cannot carry a game alone. They also learned to lean into their strengths while not avoiding risks, and to go all in when they knew something was great. Within two years, one of their games launched by FoxNext had over 22 million installs and $175 million in revenue, growing month over month with 60% of players returning daily.
Succeeding in the Maturing Mobile Gaming Market | Tuyen Nguyen, Owen O’DonoghueJessica Tams
Delivered at Casual Connect USA 2019. While mobile gaming continues to boast tremendous revenue growth, the industry is entering a new phase of maturation. In order to stay competitive, it’s essential to develop a strategy that’s focused on building great games, adopting sophisticated marketing practices, and putting your customers first. In this session, we’ll share trends, research and recommendations allowing you to adapt your business in a mature market, and develop a monetization strategy that prioritizes value for your customers.
Staying on Top of Your Game: Engaging and Converting Players in an Evolving L...Jessica Tams
The document discusses trends in player conversion and monetization in mobile games. It summarizes analysis of hundreds of billions of player actions and tens of millions of in-app purchases over three months. Some key points made include:
- Half of players who make purchases ("convert") do so nearly 3 days after installing the game, with many converting later, so ongoing messaging is important to keep players engaged.
- The average time to first purchase is increasing, with some purchases happening over 68 hours after installing. Continued communication about value and incentives are needed.
- Revenue is concentrating in fewer players who make larger purchases. Developers need targeted communication strategies to keep high value players invested.
Improving LTV with Personalized Live Ops Offers: Hill Climb Racing 2 Case Stu...Jessica Tams
This document discusses improving monetization in games through personalized live operations offers using the case study of Hill Climb Racing 2. It describes segmenting players based on both their purchasing behavior and gameplay interactions to create targeted offers. Machine learning models were used to predict player preferences and maximize revenue. This approach resulted in a 52% increase in lifetime value for Hill Climb Racing 2 players through more relevant offers.
The rise of the regulators | Paul GardnerJessica Tams
Regulators are becoming more significant in the gaming industry due to the growth and widespread reach of games, as well as their potential to negatively impact business and players. Regulators are focusing on issues like monetization techniques that exploit children, gambling elements, and games that encourage overengagement. The industry needs to proactively respond by not ignoring regulators, staying informed of policy developments, factoring regulations into product design, and considering regulations in strategic planning, as oversight is the new normal.
Why the Games Industry Needs Initiatives Like Putting The G Into Gaming | Liz...Jessica Tams
Delivered at Casual Connect Europe 2019. With just 20 per cent of the games workforce consisting of women, the G Into Gaming initiative was launched to help games companies take actionable steps, with the aim of promoting gender balance. It aims to encourage women and young girls to consider a career in games, then support and nurture that talent going forward. GIG is now calling for Champions of Change from across the games industry and will use Casual Connect London to launch the G Into Gaming Charter for the games industry.
Delivered at Casual Connect Europe 2019. Mobile RPG "Age of Magic" launched worldwide in 2018 and became a huge success for Playkot (reached top51 grossing in China). The game was created by a small but dedicated team under a tight budget and schedule. Learn about principles that led to this success: the way Playkot forms the core team; identification, evaluation, hiring and integration of fanatics; the epic first task for every newcomer and the role trust, freedom and responsibility play in game development. These principles are universal and can be applied to every epic team no matter its size or complexity of their games.
10 Years of Angry Birds | Stephen PorterJessica Tams
This document outlines the history and evolution of Rovio, the developer of the Angry Birds franchise, from 2009 to the present. It discusses key milestones such as the launch of Angry Birds in 2009, revenue growth through licensing and new games between 2010-2015, the Angry Birds movie in 2016, and Rovio's current focus on strengthening the Angry Birds brand and supporting performance marketing. The document provides statistics on revenue sources, game downloads and licensing sales over the years. It outlines Rovio's marketing mission and investment, as well as the best performing games and licensing programs currently.
Game Changers: Three Business Disruptions Upon Us | Eric GoldbergJessica Tams
Three major business disruptions are upon the game industry: spectating, subscriptions, and connective communications channels like social media. Spectating involves watching games rather than playing and could account for 10-20% of game consumption. Subscriptions provide access to games for a monthly fee but have yet to succeed at scale in games. Connective channels like Facebook and Twitch influence player relationships and interactions more than individual game developers. To succeed, developers must prioritize managing player relationships across these channels rather than focusing solely on their own games.
Understanding Mobile Game Players | Saad HameedJessica Tams
Delivered at Casual Connect Europe 2019. A human-centered look at mobile game users their segment comparison: (Gender, Age, Device, Gaming Frequency) their segment distribution within each country and how design thinking can help companies grow game players.
Soft Launch Planning and Management | Dylan TredreaJessica Tams
1. Soft launches are different from regular live operations and require specific strategies to maximize learning.
2. It is important to take risks and make big changes during soft launches to learn as much as possible, as learnings accumulate over multiple tests and most soft launches fail.
3. Proper soft launch planning includes preparing server-side controls, operations plans, and qualitative feedback channels to support high-risk, high-reward experiments that could potentially "break" the game.
1 Million Years of Audience Watch Time | James BeavenJessica Tams
Keymailer is an influencer marketing platform that connects game publishers to influencers and helps track the results. It has over 680,000 influencer members who have promoted over 1 million game keys from 5000 publishers. Keymailer's data analysis found that properly setting up game details, timing promotions, measuring channel relevance, and scaling key distribution can improve content coverage and ROI for games. The presentation provided statistics on top influencers and lessons learned from analyzing over 1 billion views of influencer content.
Delivered at Casual Connect Europe 2019. Join Arizona Sunshine’s creator Vertigo Games in their journey of making high-quality Virtual Reality content accessible to a large audience. After the development of the home version of Arizona Sunshine, Arcades and Location Based Entertainment were explored in order to reach more players. The problems encountered, their solutions and the lessons learned during this process will be presented. Finally, the future of accessible VR will be discussed by taking a look at standalone devices.
The document provides 5 tips for maximizing app monetization: 1) Respect user privacy and comply with GDPR by obtaining clear consent; 2) Better understand users through analytics to adapt strategies; 3) Leverage brand advertising in apps to raise awareness and drive installs; 4) Optimize monetization strategies efficiently through automated tools and regular reviews; 5) Continually challenge strategies and optimize through repetition. The document is from a presentation at Casual Connect London 2019 about these tips from Ogury, a company that provides mobile marketing and analytics.
Do You Have What it Takes? What VCs are Looking For in Esports Investments | ...Jessica Tams
Venture capital firms like Bitkraft are looking for three main things in esports investments: strong leadership teams with esports passion and technical expertise; an ambitious vision and initial product that shows potential for market fit; and key performance indicators in data that prove product adoption, engagement, and monetization. Bitkraft evaluates these factors when considering investments that could deliver outstanding returns and change paradigms in the esports industry.
Commercial and Contractual Stability in Esports | Adam WhyteJessica Tams
This document discusses the need for contractual stability in esports through the use of smart contracts. It notes that esports currently lacks professionalism due to localized paper solutions being used in a global digital world, which can lead to problems with payments, data issues, and adversarial relationships. The document proposes that a smart contract platform could automate payments and obligations to align interests, source data directly from participants, and increase transparency through standardized contract terms. This would help address current problems and bring more professionalism to the esports industry.
Playtika's growth by change | Boaz LevinJessica Tams
Boaz Levin, GM of Playtika UK, discusses how Playtika has grown through change, including acquiring several game studios and launching new game labs. Playtika now has over 2,500 employees developing over 20 games across 16 offices worldwide, with over 27 million active monthly users. Levin invites the audience to join Playtika through rank-order and mean-level changes in traits and mindsets.
Only the Best is Good Enough: How LEGO is Transforming its Approach to Videog...Jessica Tams
Delivered at Casual Connect Europe 2019. LEGO was founded in 1932 on the Danish principle: Det bedste er ikke for godt or “Only the Best is Good Enough”. As play evolves for LEGO fans of all ages, LEGO has taken on new innovation challenges—but always with a safe, fair and transparent approach. This talk will address the way LEGO videogames have changed their approach to quality, innovation, digital child safety, and fair and transparent monetization.
Troubleshooting JVM Outages – 3 Fortune 500 case studiesTier1 app
In this session we’ll explore three significant outages at major enterprises, analyzing thread dumps, heap dumps, and GC logs that were captured at the time of outage. You’ll gain actionable insights and techniques to address CPU spikes, OutOfMemory Errors, and application unresponsiveness, all while enhancing your problem-solving abilities under expert guidance.
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Java Architecture
Java follows a unique architecture that enables the "Write Once, Run Anywhere" capability. It is a robust, secure, and platform-independent programming language. Below are the major components of Java Architecture:
1. Java Source Code
Java programs are written using .java files.
These files contain human-readable source code.
2. Java Compiler (javac)
Converts .java files into .class files containing bytecode.
Bytecode is a platform-independent, intermediate representation of your code.
3. Java Virtual Machine (JVM)
Reads the bytecode and converts it into machine code specific to the host machine.
It performs memory management, garbage collection, and handles execution.
4. Java Runtime Environment (JRE)
Provides the environment required to run Java applications.
It includes JVM + Java libraries + runtime components.
5. Java Development Kit (JDK)
Includes the JRE and development tools like the compiler, debugger, etc.
Required for developing Java applications.
Key Features of JVM
Performs just-in-time (JIT) compilation.
Manages memory and threads.
Handles garbage collection.
JVM is platform-dependent, but Java bytecode is platform-independent.
Java Classes and Objects
What is a Class?
A class is a blueprint for creating objects.
It defines properties (fields) and behaviors (methods).
Think of a class as a template.
What is an Object?
An object is a real-world entity created from a class.
It has state and behavior.
Real-life analogy: Class = Blueprint, Object = Actual House
Class Methods and Instances
Class Method (Static Method)
Belongs to the class.
Declared using the static keyword.
Accessed without creating an object.
Instance Method
Belongs to an object.
Can access instance variables.
Inheritance in Java
What is Inheritance?
Allows a class to inherit properties and methods of another class.
Promotes code reuse and hierarchical classification.
Types of Inheritance in Java:
1. Single Inheritance
One subclass inherits from one superclass.
2. Multilevel Inheritance
A subclass inherits from another subclass.
3. Hierarchical Inheritance
Multiple classes inherit from one superclass.
Java does not support multiple inheritance using classes to avoid ambiguity.
Polymorphism in Java
What is Polymorphism?
One method behaves differently based on the context.
Types:
Compile-time Polymorphism (Method Overloading)
Runtime Polymorphism (Method Overriding)
Method Overloading
Same method name, different parameters.
Method Overriding
Subclass redefines the method of the superclass.
Enables dynamic method dispatch.
Interface in Java
What is an Interface?
A collection of abstract methods.
Defines what a class must do, not how.
Helps achieve multiple inheritance.
Features:
All methods are abstract (until Java 8+).
A class can implement multiple interfaces.
Interface defines a contract between unrelated classes.
Abstract Class in Java
What is an Abstract Class?
A class that cannot be instantiated.
Used to provide base functionality and enforce
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5. 1,400,000 lines of ActionScript
Code developed over 8 years
Slow on mobile devices
Flash way going away…some day
6. Art assets used vector art, not bitmap art
No GPU help
Slow on mobile
Aging code base (8 years of work)
Technical debt
But only a small development team
Browsers could drop Flash support at any time
Would completely kill our business
Needed to replace the entire car while driving down the freeway
Players expect new features, new games
Monetization improvements, bug fixes
New partnerships, new devices
7. One codebase for all devices
Web
iPad, iPhone
Android tablet, phones, kindle
Needed to support a large, complex code base
> 1 million line code base
Type safety a major plus
Caveat: Solution for our business – not 1 size fits all.
8. HTML5 (JavaScript)
Wrapped on mobile (phone gap, appcelerator, cordova etc.)
Pros
No need to cross compile for different devices
Write once, run everywhere
Cons
Slowest performance on the lowest end devices
Structural competitive disadvantage
JavaScript’s lack of strong type safety
Facebook very publicly dropped this approach
Perhaps correct in another 5 years?
9. Pros
Native Android
Native iOS
Native Windows App
Cons
Define “cross-platform” differently
No web support
Total show stopper for us
Quite like that others choose these platforms: “mobile first”
Less open web competition, mobile is brutal
10. Pros:
Cross compile to native (Android/iOS), HTML5 and lots more
Strong 3D engine and content creation tool
C# programming language
Huge community
Cons:
Weak on the web (plugin => cross compile through C++)
Version model assumed game written for one version
Not great for long lived games
Closed platform
Show stopper bug that nobody else cared to fix?
What if platform died off? Looks most similar to Flash ecosystem today
“Heavy” platform
Content creation, runtime, cross compilation etc.
Does lots but more tightly coupled
11. Pros:
Cross compile to native (Android/iOS), HTML5 and lots more
Strongly typed language designed for cross compilation
OpenFL library to help with porting Flash code
Open source (MAJOR plus)
Cons:
Small community at the time (Tivo,…)
Could it handle a game of our size and complexity?
Tool chain, documentation etc. less polished
In practice did it work as well as the marketing blurb said?
12. Project 1:
Rewrite entire codebase to use bitmap art
Still Flash (ActionScript)
Rewriting a million lines of code – no small task
Project 2:
Write a Haxe slots game from scratch
Use our existing backend – shared accounts with web
Prove we could use this platform and deliver on
Flash (SWF)
iOS + Android
HTML5
Get familiar with the tech
13. New UI design / all new art
Model-View-Controller architecture
900,000 lines of new code
Timeline ~ 18 months:
9 months small team; 6 months full (20+) team, 3 months QA, Aug 2016 live.
14. First handset targeted game for us
All new design
First experience with Haxe tools
Timeline ~ 12 months with a small team (~4)
Jan 2016 live on Android + iOS
April 2016 HTML5 (Windows 10 store app)
15. Project 1: “Rewrite”
Complete and live (but polish needed)
Project 2: “Haxe slots game”
Complete and live
Demonstrated Haxe was viable
Flash, Android, iOS, HTML5 all from one code base
Native extensions a major challenge
Haxe plugin for IDEs had some problems
May 2016 major announcement
Chrome announced “Flash disabled by default” in 6 months
We needed to get porting!!
16. Direct port of rewritten code base
No UI/art/game changes
Initial goal – launch as a Flash game still
Then HTML5
17. Supporting 3 live, large codebases at once:
Old ActionScript game
New ActionScript game
New ported Haxe game
Still adding features to the live games
“Rebuilding car as driving down the freeway”
Anything added to old game needed to be added to new and Haxe too
18. Big, complex game
900,000 lines of code to port to Haxe
50+ slot machines, 12+ table games
50,000+ in game items
Avatars, social features, a whole world
Picky players
Social games are hard. Players can revolt.
19. Abstract platform design
Loading images
Drawing images
Playing animations
Playing sounds
Talking to server
Modular game design (each game like blackjack largely independent of others)
Invested directly in the Haxe platform
Hired Joshua Granick (lead dev Haxe-OpenFL)
Contracted with Eric Bishton (lead dev on IntelliJ Haxe plugin)
20. Limited use of automated tools to port
Started using “AS2HX” tool
Switched to our own simple string-replace tool
Guaranteed correct only
Rewrite first, port second
Rewrote in language and tools we knew
Learned new platform first
Then ported without changing
No new art
No server changes
21. Open source platform
Bugs/problems in rendering engines
IPv6 support
Able to extend areas important to us (e.g. modular HTML5 loads)
22. Sept 2016 - Haxe port started small team (1-2)
Feb 2017 - Expanded to full team (~20) Haxe porting
Apr 201 7 - Haxe (Flash) into QA
June 2017 - Haxe (HTML5) working (very little effort)
July 2017 - Haxe (Flash) ready for release
- Haxe (HTML5) in QA
- Haxe (Android/iOS) soon
23. For us Haxe was definitely the correct choice
It worked !!
Flash, Android, iOS for today
HTML5 for tomorrow
WebAssembly, Desktop app for next year?
Cross-compiling feels very strong
Performance looks excellent
Not tied to one target if market shifts
Open source so we can shape the future direction
24. Haxe tool set lighter than a full platform like Unity
Less in the platform
More in the libraries (Starling, Away3D etc.) – easier to extend
Historically this sort of platform has aged better (e.g. Java vs Flash)
Company still in business
Revenues up 50% from when we started
Time to go build exciting new stuff