In this article, by Mariano Garcia Mattio and Dario R. Bernabeu, authors of the book Penatho 5.0 Learning by Example, we will talk about formulas. We will explain in detail how to create them and use them. We will use a practical example to guide us as we explain how to work with formulas, creating general use formulas that we can use as an object and specific-use formulas that we can apply to our objects' styles and attributes. We will see the full potential that formulas offer in our reports, and we will create formulas that can be manipulated by the parameters that end users select.
By the end of the practical example, we will see how the combination of formulas and parameters opens up new horizons for the creation and personalization of reports and allows us great flexibility in design.
In this article we will do the following:
- Create a copy of the previous report, adapt to its layout, and give our parameters default values
- Create a formula that makes a row-by-row calculation and later add it to the Details section
- Configure the background color of one of our report's objects using a formula
- Create two new parameters so that the end user can choose the evaluation criteria of this formula.
This article created by Matt Fisher, the author of HTML5 for Flash Developers will discuss many of the specific features of HTML5 that have allowed it to gain extensive usage and popularity, becoming more like typical Flash development.
What we will cover in this article:
- Initial development limitations and ways to avoid them
- Some of the new and exciting CSS3 additions
- Developing responsive layouts for mobile and desktop
- Targeting CSS styles for specific displays with CSS Media Queries
- Controlling and streaming audio and video, and the limitations compared to Flash
- Client-side file integration and manipulation
- Sending heavy processes to the background with HTML5 Web Workers
- Introduction to server-side communication with WebSockets
- Understanding what the Canvas element is and why it's important
- Introduction to WebGL and its relation to Stage3D
This article by Mat Johns, the author of Getting Started with Hazelcast, gives a brief description about Hazelcast. By the end of this article, you will be aware that Hazelcast is a radical new approach to data, designed from the ground up around distribution. It embraces a new scalable way of thinking. The major feature about Hazelcast is its master less nature; each node is configured to be functionally the same.
Most, if not all, applications need to store some data, some applications far more than others. By holding this article in your eager hands and starting to flip through its pages, it might be safe to assume you have previously worked to architect, develop, or support applications more towards the latter end of that scale. We could imagine that you are all too painfully familiar with the common pitfalls and issues that tend to crop up around scaling or distributing your data layer. But to make sure we are all up to speed, in this article, we shall examine:
- Traditional approaches to data persistence
- How caches have helped improve performance, but bring about their own problems
- Hazelcast's fresh approach to the problem
- A brief overview its generic capabilities
- Summary of what type of problems we might solve using it
In this article by Lorenzo Bettini, author of the book Implementing Domain-Specific Languages with Xtext and Xtend, you will learn how to test a DSL implementation by using the Junit framework and the additional utility classes provided by Xtext. This way, your DSL implementation will have a suite of tests that can be run automatically. We will use the Entities DSL developed previously for showing the typical techniques for testing both the runtime and the UI features of a DSL implemented in Xtext.Read Testing with Xtext and Xtend in full
In this article by Raymond Tay, the author of OpenCL Parallel Programming Development Cookbook, we will cover the following recipes:
- Querying OpenCL platforms
- Querying OpenCL devices on your platform
- Querying for OpenCL device extensions
- Querying OpenCL contexts
In this article by Simone Scarduzio, the author of Instant Vert.x, a brief and step-wise explanation of creating an Internet Relay Chat has been described. This chat includes a main TCP server, and an event bus for communicating between the different connected clients. In this type of architecture, a one-to-one, one-to-many, many-to-one, and many-to-many communications are possible.
As an example, let's show off a bit of what an event bus can do. This is a TCP server that fans out messages received from one client to the rest of the connected clients.
This is an event bus-based variation of the classic "fan out" example that can be found in official documentation of Vert.x. The original example keeps a set of client sockets (one for every connected client) and iterates over them every time a new message is received. With this one however, we will demonstrate how the publish-subscribe feature offered by this framework, keeps the code simple by saving the hassle to keep updated and iterate over a set of client sockets.Read IRC-style chat with TCP server and event bus in full
In this article by Simon Holmes, author of the book Mongoose for application development, we are going to look at the two building blocks of Mongoose, schemas, and models. We will look at their relationship to the data and how they can be used to maximize the effectiveness of Mongoose. This article covers fairly simple schemas.Read Schemas and Models in full
This article created by Aditya Balapure, the author of Learning Metasploit Exploitation and Development,discusses about exploitation, which refers to the art of compromising a computer system. The basics of computer exploitation involves a deep understanding of the vulnerabilities and payloads. An exploit is a piece of well-written code, compiled and executed on a targeted system, which may compromise that system. An exploit usually targets a known vulnerability, a flaw in a service or a poorly written code. In this article, we will discuss the basics of how to find vulnerable systems and then exploit them.Read Exploitation Basics in full
In this article by Sander van Vugt, author of VMware Workstation – No Experience Necessary, you'll learn to work with cloning and snapshot tools. In a test environment, it is often necessary to deploy virtual machines rapidly and to revert to a previous state in an easy way. VMware Workstation provides all the tools that are required for this purpose. In this article, you'll learn to work with cloning and snapshot tools that enable you to perform these tasks.Read Cloning and Snapshots in VMware Workstation in full
In this article by Geoff Sholler, author of the book "Build a Game with UDK", we will explain the sound component of the Unreal Engine. The Unreal Engine is used in many games out on the market. It's also used in other industries for things such as simulation. Regardless of the use, any product using the Unreal Engine will also use the Unreal Development Kit and the tools within it. This article will cover most of the tools included in the Unreal Development Kit.Read The Unreal Engine in full
In this article by Damien Bruyndonckx, author of Adobe Captivate 7 for Mobile Learning, we will cover the publishing step, which is the third and last step of the typical Captivate production workflow.Read Publishing the project for mobile in full
The article Getting Started with Mule by Dr. Zakir Laliwala, Abdul Samad, Azaz Desai, and Uchit Vyas, the authors of Mule ESB Cookbook,discusses about the basic terminologies and concepts in Mule. It also provides an environment setup for Mule ESB and Mule Studio.
In this article, we will cover the following topics:
- Understanding Mule concepts and terminologies
- Setting up the Mule IDE
- Installing Mule Studio
- Configuring Mule components
- Deploying your first Hello World application on the Mule server
This article by Simon Russell and Michael Szabo the authors of Cinema 4D R14 Cookbook gives a brief description about the camera in Cinema 4D which ultimately controls how people will see and interpret the final image, target cameras, calibration of cameras, and so on. By the end of this article, you will be aware of the camera in Cinema 4D.
In this article, we will cover the following topics:
- Keyframing cameras
- Moving a camera along a path
- Locking cameras down with the Protection tag
- Using target cameras
- Adjusting focal lengths
- Matching your camera to footage
- The Physical tab
- Creating a handheld-style camera
- Setting up stereoscopic cameras
- Camera calibration
- Using the Motion Camera tag
- Simulating a chase scene
- Getting to grips with the Camera Morph tag
- Complex camera moving with the Multi Morph tag