This article is written by Amy M. Booker and Joseph D. Walters, the authors of Learning Objective-C by Developing iPhone Games. In this article, we are going to learn about user interaction and handling events passed from the iPhone's screen, sent from the event information to your game. This includes when a user touches, taps, or drags their finger on their screen or moves, shakes, or tilts their device. The following are the points we will touch upon in this article:
Using user input and touch events
Using gestures in iOS apps
Touch start, move, and end
In this article by Akhil Wali, author of Clojure for Machine Learning, we will discuss several methods that can be used to improve the effectiveness of a given machine learning model. We will also implement a working spam classifier as an example of how to build machine learning systems that incorporate evaluation.Read Using cross-validation in full
In this article by Thomas Alexandre, the author of Scala for Java Developers, we discuss that if you are going to refactor or rewrite Java code into Scala code, there are a number of style differences that are useful to be aware of. Obviously, programming style is largely a matter of taste; however, a few guidelines generally acknowledged by the Scala community can help someone new to Scala to write easier-to-read and more maintainable code. This article is dedicated to showing some of the most common differences.Read Differences in style between Java and Scala code in full
In this article, by Hedwyg van Groenendaal, the author of Prezi Hotshot, we will be using the brainstorming techniques in Prezi. It is easy to create a good prezi. We will go from brainstorming to a mind map and use that as a basis for our prezi.Read The Fastest Way to Go from an Idea to a Prezi in full
In this article by David Mark Clements, author of Node Cookbook Second Edition, we will discuss how to gracefully degrade to long polling and other methods with Socket.IO.Read Creating a real-time widget in full
In this article by Daniel Li, author of Mastering Grunt, we will cover the best practices for frontend development today. It will cover load time reduction, search engine optimization, form validation, and responsive design.Read Best Practices for Modern Web Applications in full
This article by David Dossot, author of RabbitMQ Essentials, presents two handy tracing tools provided by RabbitMQ, which are very likely to become prominent in your developer's toolbox.Read Testing and Tracing Applications in full
In this article, by Michael Rhodes, the author of Manga Studio 5 Beginner's Guide, you will learn pressure settings and inking and how to create new brush tips for airbrushes and other marking tools.
In this article, we'll be covering the following topics in depth:
What is inking?
Tools that Manga Studio provides to let us ink our artwork
Using rulers and guides for inking
Creating a customized brush for special effects
How to use the Manga Studio default tones
A walk-through inking example
In this article by Yuxing Yan, the author of Python for Finance, discusses how to use Monte Carlo simulation to price European, American, average, lookback, and barrier options.
In finance, we study the trade-off between risk and return. The common definition of risk is uncertainty. For example, when evaluating a potential profitable project, we have to predict many factors in the life of the project, such as the annual sales, price of the final product, prices of raw materials, salary increase of employees, inflation rate, cost of borrowing, cost of new equity, and economic status. For those cases, the Monte Carlo simulation could be used to simulate many possible future outcomes, events, and their various combinations. In this article, we focus on the applications of the Monte Carlo simulation to price various options.Read Monte Carlo Simulation and Options in full
This article by Bass Jobsen, the author of Less Web Development Essentials, introduces Bootstrap and then talks about how you can use Bootstrap's Less files, and what modifications can be done on the same.Read Bootstrap 3 and other applications in full
In this article, by Andrea Saccà, the author of Mastering Magento Theme Design, we will learn how to integrate the Bootstrap 3 framework and how to develop the main theme blocks.
The following topics will be covered in this article:
An introduction to Bootstrap
Downloading Bootstrap (the current Version 3.1.1)
Downloading and including jQuery
Integrating the files into the theme
Defining the main layout design template
In this article, by Alok Singh and Sandeep Chanda, the authors of Microsoft Dynamics CRM 2013 Marketing Automation, you will be introduced to the present day marketing and learn how the Customer Relationship Management (CRM) systems are playing a key role in bringing in automation and helping organizations realize their marketing objectives.Read Getting Started with Microsoft Dynamics CRM 2013 Marketing in full
GML or GameMaker Language is a great tool for expanding the already vast variety of tools provided by GameMaker: Studio. GML scripts allow users to write their own code, creating an organized codebase that is easier to modify and debug than GameMaker: Studio's built-in drag-and-drop functionality.
Before exploring GML's use in creating actual games, this article by Matthew DeLucas, the author of GameMaker Game Programming with GML, will go over the basics of the language, such as the following components:
- Syntax and formatting
This article is written by Antonio Pratas, the author of Creating Flat Design Websites. Skeuomorphic design, also known as realism, is a style that was very much used during 2012 and 2013, and it consists of creating visual elements that represent their original, physical counterpart.Read Skeuomorphic versus flat in full