Article Network

Understanding Expression Blend and How to Use it with Silverlight 4

by Frank LaVigne | April 2010 | Beginner's Guides Microsoft Web Development Web Graphics & Video

In this article by Frank LaVigne, author of Microsoft Silverlight 4 Business Application Development, we shall understand Expression Blend and how to use it in conjunction with Visual Studio.

Read Understanding Expression Blend and How to Use it with Silverlight 4 in full

Understanding jQuery and WordPress Together

by Tessa Blakeley Silver | September 2010 | Open Source WordPress

In this article by Tessa Blakeley Silver, author of Wordpress 3.0 jQuery, we will understand the following:

  • What WordPress themes are and do
  • The basics of creating your own WordPress themes
Read Understanding jQuery and WordPress Together in full

Unpublished

Understanding Services in JBoss

by Kevin Conner Len DiMaggio Magesh Kumar B Tom Cunningham | February 2012 | JBoss

The core of any Enterprise Service Bus (ESB) revolves around the definition of services and the way in which these services communicate with each other. How you choose to break up your application into services, whether dealing with the integration of legacy components or designing new functionality, and how they communicate can have a large effect on the performance, flexibility and resilience of your application.

In this article by Kevin Conner and Magesh Kumar Bojan, author of http://www.packtpub.com/jboss-esb-beginners-guide/book/pd/JBoss-abr1/021... " target="_blank">JBoss ESB Beginner's Guide, we will cover JBoss ESB Services, explaining the structure of the ESB message, the mechanics behind the Action Pipeline and the choices you have for implementing actions.

You will learn about:

  • The structure of ESB messages and how to validate them
  • The configuration mechanism within JBoss ESB
  • The service pipeline and service actions
  • Service chaining and continuations
  • Transactional behavior and its effect on the pipeline
  • Security context and its propagation
Read Understanding Services in JBoss in full

Understanding ShapeSheet™ in Microsoft Visio 2010

by David John Parker | July 2010 | Enterprise Articles Microsoft

In this article by David J. Parker, author of Microsoft Visio 2010 Business Process Diagramming and Validation, we will discuss Microsoft Visio ShapeSheet™ and the key sections, rows, and cells, along with the functions available for writing ShapeSheet™ formulae, where relevant for structured diagrams.

Read Understanding ShapeSheet™ in Microsoft Visio 2010 in full

Understanding the DotNetNuke Core Architecture

by Michael Washington | April 2010 | Web Development

In this article series by Ian Lackey and Michael Washington, we will be exploring the core functionality of the DotNetNuke architecture. We will be using the Source Code version of DotNetNuke 5.2.2 that can be downloaded from the DotNetNuke CodePlex site. We will start with an overview of the architecture, touching on key concepts employed by DotNetNuke. After this, we will examine some of the major sections that make up the framework. Finally, after we learn about the objects that make up the core, we will follow a request for a page through this process to find out how each page is dynamically created.

Read Understanding the DotNetNuke Core Architecture in full

Understanding the DotNetNuke Core Architecture- An Extension

by Michael Washington | April 2010 | Web Development

In this article series by Ian Lackey and Michael Washington, we will be exploring the core functionality of the DotNetNuke architecture. We will be using the Source Code version of DotNetNuke 5.2.2 that can be downloaded from the DotNetNuke CodePlex site. We will start with an overview of the architecture, touching on key concepts employed by DotNetNuke. After this, we will examine some of the major sections that make up the framework. Finally, after we learn about the objects that make up the core, we will follow a request for a page through this process to find out how each page is dynamically created.

Read Understanding the DotNetNuke Core Architecture here.

Read Understanding the DotNetNuke Core Architecture- An Extension in full

Understanding the Model Development Process in IBM Cognos 8

by Rich Babaran | August 2009 | Architecture & Analysis

IBM Cognos Planning allows you to create highly complex models using its advanced forecasting algorithms and scenario planning facilities. With this capability at your disposal, you may be tempted to build a model that "does everything at the push of the button". This article by Rich Babaran summarizes the key steps of the Model Development Process. Over the course of this article, you will learn how to:

  • Design the model template in Analyst
  • Build the Contributor application
  • Enter and review plans in the Contributor Web user interface
  • Publish and report on planning data
  • Maintain the planning models
Read Understanding the Model Development Process in IBM Cognos 8 in full

Understanding the True Security Posture of the Network Environment being Tested

by Lee Allen | May 2012 | Open Source

There is a good possibility that your potential clients will not understand the benefits of performing a full penetration test. Simply enumerating the known vulnerabilities in a network environment is not suffcient to truly understand the effectiveness of the corporation's combined security controls; we need to prove that the vulnerabilities found have a potential to impact the bottom line. After all, this is what your clients need to know and understand about their environment.

In this article by Lee Allen, author of the book Advanced Penetration Testing for Highly-Secured Environments: The Ultimate Security Guide, we will review some interesting techniques and methods that will let us understand the true security posture of the network environment we are testing.Items of interest discussed in this article include the following:

  • Transferring files to and from the victim machine
  • Password cracking with John the Ripper
  • Brute forcing with THC Hydra
  • Metasploit—learn it and love it
Read Understanding the True Security Posture of the Network Environment being Tested in full

Unittest in Python

by Daniel Arbuckle | January 2010 | Open Source

In this article by Daniel Arbuckle, we shall:

  • Learn how to write and execute tests in the unittest framework
  • Learn how to express familiar testing concepts using unittest
  • Discuss the specific features that make unittest suitable for more complicated testing scenarios
  • Learn about of couple of Mocker's features that integrate well with unittest
Read Unittest in Python in full

Unity 3-0 Enter the Third Dimension

by Will Goldstone | December 2011 | Web Development Web Graphics & Video

Before getting started with any 3D package, it is crucial to understand the environment you'll be working in.

As such, in this article by Will Goldstone, author of Unity 3.x Game Development Essentials, we'll make sure you're prepared by looking at some important 3D concepts before moving on to discuss the concepts and interface of Unity itself. You will learn about:

  • Coordinates and vectors
  • 3D shapes
  • Materials and textures
  • Rigidbody dynamics
  • Collision detection
  • GameObjects and Components
  • Assets and Scenes
  • Prefabs
  • Unity editor interface
Read Unity 3-0 Enter the Third Dimension in full

Unity 3.x Scripting-Character Controller versus Rigidbody

by Devon Kraczla Volodymyr Gerasimov | June 2012 | Open Source

Character controller is extremely important part of any game. Essentially, it allows us to interact with it, control our alter-ego, shoot, explore, and do all kinds of crazy stuff. Most common character controller is humanoid, in general it needs to know how to walk, run, jump, attack, it needs to camera rig that will be accompanying it throughout play. All these actions need to be supported on a programming level and we will look into a way that it can be done in Unity. This article by Volodymyr Gerasimov and Devon Kraczla, the authors of the Unity 3.x Scripting, will help you to:

  • Learn Character Controller versus Rigidbody – pros and cons
  • Teach player-controlled character walk, run, jump, and shoot
  • Program camera controls and switching between different camera types with a press of a single button
  • Learn script animations to follow character's actions
Read Unity 3.x Scripting-Character Controller versus Rigidbody in full

Unity 3: Building a Rocket Launcher

by Jate Wittayabundit | September 2011 | Web Graphics & Video

Only Unity fits the bill of being a game engine that allows you to create a full 3D game for free, and with phenomenal community support.

In this article by Jate Wittayabundit, author of Unity 3 Game Development Hotshot, we will learn how to create a rocket launcher. Here, we will first use the FPS camera and controller from the Unity built-in FPS package, but we will tweak our camera view to see from the character's shoulder as in Resident Evil 4 or 5. Then, we will adapt the built-in FPS controller script to be able to play the animation of the character, and make the controller similar to the Resident Evil style controller. Next, we will create a rocket prefab and the rocket launcher script to fire our rocket, which will also include the use of the built-in fire explosion particle and custom smoke particle effect from the launcher when we fire.

Read Unity 3: Building a Rocket Launcher in full

Unity 3D Game Development: Don't Be a Clock Blocker

by Ryan Henson Creighton | September 2010 | Beginner's Guides Web Graphics & Video

One cheap, effective way of amping up the game experience is to add a clock. Games have used clocks to make us nervous for time immemorial, and it's hard to find a video game in existence that doesn't include some sort of time pressure—from the increasing speed of falling Tetris pieces, to the countdown clock in every Super Mario Bros. level, to the egg timers packaged with many popular board games like Boggle, Taboo, and Scattergories.

This article by Ryan Henson Creighton, author of Unity 3D Game Development by Example Beginner's Guide, shows you how to build three different game clocks: a number-based clock, a depleting bar clock, and a cool pie wedge clock, all of which use the same underlying code. You can then reuse the code in a game of your own.

Read Unity 3D Game Development: Don't Be a Clock Blocker in full

Unpublished

Unity books now added to the e-learning Library in PacktLib

by | November 2011 | e-Learning Open Source

Unity books now added to the e-learning Library in PacktLib

Read Unity books now added to the e-learning Library in PacktLib in full

Unity Game Development: Interactions (Part 1)

by Will Goldstone | October 2009 |

Games are all about interacting with a virtual world, so where would our character be without some in-game actions? In this two-part article by Will Goldstone, we'll be looking at interactions and dive into two of the most crucial elements of game development, namely, Collision Detection and Ray Casting. In the first part, we will learn how to add an outpost model to our project and learn how to position, scale, assign colliders to objects as well as tag objects.

Read Unity Game Development: Interactions (Part 1) in full

Unity Game Development: Interactions (Part 2)

by Will Goldstone | October 2009 |

In the previous part of the article by Will Goldstone, we saw how to add an outpost model to our project and also learned how to position, scale, assign colliders to objects as well as tag objects. In this part, we will look at the two differing approaches for triggering the animation giving you an overview of the two techniques that will both become useful in many other game development situations. In the first approach, we'll use collision detection—a crucial concept to get to grips with as you begin to work on games in Unity. In the second approach, we'll implement a simple ray cast forward from the player.

Read Unity Game Development: Interactions (Part 2) in full

Unity Game Development: Welcome to the 3D world

by Will Goldstone | September 2009 |

Before getting started with any 3D package, it is crucial to understand the environment you'll be working in. This article by Will Goldstone covers the key 3D concepts and processes we'll need to understand to create games in Unity.

Read Unity Game Development: Welcome to the 3D world in full

Unity iOS Essentials: Flyby Background

by Robert Wiebe | December 2011 | Networking & Telephony

Our game menu system is a critical component for drawing players into our game. One of the best ways to make the menu system engaging is to have the player fly through one or more of the game scenes as a backdrop to the menu system.

In this article by Robert Wiebe, author of Unity iOS Essentials, we will learn the following:

  • How to set up a background scene that gives the player a feel for the expansive nature of our game?
  • How to create a path that a camera can follow?
  • How to create a main menu that overlays the camera, flying through our scene?
  • How to save time by creating a menu that can be tested as easily in the editor as on an iOS device?
  • How to set up Unity3D for iOS build settings to create an App that will run on all iOS devices?
  • How to deploy an iOS app on multiple devices?
Read Unity iOS Essentials: Flyby Background in full

UNIX Monitoring Tool for PostgreSQL

by Gregory Smith | October 2010 | Open Source

Performance of your database server is directly tied to how well the underlying operating system is working, and there the performance is driven by the hardware you're using. To fit all of these pieces together—hardware performance, operating system performance, and database performance—you need a good monitoring system.

The simple performance tools on a UNIX-derived system are straightforward to use, and it's easy to show examples of good and bad behavior, the best way to teach how those tools are useful for monitoring. In this article by Gregory Smith, author of PostgreSQL 9.0 High Performance, we will cover iostat; Unix's monitoring tool.

Read UNIX Monitoring Tool for PostgreSQL in full

Unreal Development Toolkit: Level Design HQ

by Richard J. Moore | November 2011 | Beginner's Guides

In this article, I'm going to explain how to download and install the Unreal Development Kit (UDK), show you how to launch the editor, how to move and rotate around the editor, and finally briefly explain Binary Space Partitioning (BSP) brushes and static meshes.

In this article by Richard Moore, author of Unreal Development Toolkit: Beginner's Guide, we will learn the following:

  • UDK download and installation
  • Launching the editor
  • Movement and rotation
  • Using BSP brushes and static meshes
Read Unreal Development Toolkit: Level Design HQ in full
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