Article Network

Understanding Process Variation with Control Charts

by Isaac Newton | February 2014 | Cookbooks Enterprise Articles

This article, by Isaac Newton, author of Minitab Cookbook, will help you understand the different process variations that can be done in control charts using Minitab. Control charts are very simple graphical tools which show us if measurements/results are stable over time. They look at the mean and variation of the data and check to see whether the observed data shows any patterns that would not be expected to occur if the data was purely random. This special cause variation is indicated by tests that look for these patterns. They are based on there being a low probability of these patterns occurring randomly. Minitab provides a wide range of control charts for different scenarios. These include the standard control charts for monitoring a process over time such as Xbar-R or I-MR charts as well as multivariate control charts and charts to plot rare events. Now, we will look at using some of the more traditional charts, but also show the use of some of the newer charts in Minitab.

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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.

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Understanding the big picture

by Jakub Nabrdalik Piotr Jagielski | September 2013 | Open Source

In this article, by Piotr Jagielski and Jakub Nabrdalik, the authors of Instant Spring Security Starter, covers in detail the security provided by Spring.

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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.

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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 Geolocation API (Simple)

by Ben Werdmuller | September 2013 | Open Source Web Development

In this article by Ben Werdmuller the author of the book Instant HTML5 Geolocation How-to, we will discuss some basics about the Geolocation API. The Geolocation API is a series of simple JavaScript calls that retrieve the following aspects of the user's location:

  • Latitude and longitude
  • Altitude
  • The accuracy of the latitude and longitude
  • The accuracy of the altitude information
  • Heading
  • Speed
Read Understanding the Geolocation API (Simple) 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 Python regex engine

by Félix López Víctor Romero | February 2014 | Open Source

In this article by Félix López and Víctor Romero, the author of Mastering Python Regular Expressions, we are going to learn about backtracking using Python. The Python’s Re module uses a backtracking regular expression engine. Although in the very well known book “Mastering regular expressions” by Jeffrey E.F. Friedl is classified as Nondeterministic finite automata (NFA) type, according to Tim Peters https://mail.python.org/pipermail/tutor/2006-January/044335.html is not NFA purely.

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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

Understanding View storage-related features

by Jason Ventresco | December 2013 | Architecture & Analysis Enterprise Articles

In this article by Jason Ventresco, the author of the book VMware Horizon View 5.3 Design Patterns and Best Practices, has explained the storage-related features of View.

View includes two specific features that influence storage design and View infrastructure. One is View Storage Accelerator and the other is tiered storage for View linked clone desktops. This article will go into further detail about each of these features.

Read Understanding View storage-related features in full

Understanding Web-based Applications and Other Multimedia Forms

by João Pedro Soares Fernandes | November 2013 | e-Learning Moodle Open Source

In this article by João P. Soares Fernandes, the author of Moodle 2.5 Multimedia, we will focus essentially on web-based applications for creating multimedia.

Read Understanding Web-based Applications and Other Multimedia Forms in full

Understanding WebSockets and Server-sent Events in Detail

by Bhakti Mehta Masoud Kalali | October 2013 | Enterprise Articles Web Services Java

In this article by Masoud Kalali and Bhakti Mehta, the authors of Developing RESTful Services with JAX-RS 2.0, WebSockets, and JSON, we will cover the following:

  • Encoders and decoders in Java API for WebSockets
  • Java WebSockets Client API
  • Sending different types of data such as Blob and Binary using Java API for WebSockets
  • Security and WebSockets
  • Best practices for WebSockets-based applications
  • Developing Server-sent Events clients using Jersey API
  • Best practices for Server-sent Events
Read Understanding WebSockets and Server-sent Events in Detail 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

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
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