iWork is Apple on a shoestring: iWork costs a fraction of the price of full creative suites and yet is packed with the potential to achieve the same results. It shows users how to exploit iWork's full potential. By taking a lateral approach to this relatively inexpensive software, you can find solutions to all your professional and creative needs, from designing logos and brochures to producing a high quality monthly magazine.
- Making symbols from Character Palette into clip art—where to find clip art for iWork
- Using elements of iWork templates as clip art—clipping a photo to a hand-written note
- Making your digital photos into a piece of clip art
- Putting images inside letters—filling letters with photos and other graphic images
- Turning a star into a thought bubble—how to edit shapes
One needs to tell MySQL what kind of privileges to assign to it. MySQL supports a wide range of privileges. A user can only grant any privilege that they have themselves.
In this article, by Albert Lukaszewski, PhD, author of MySQL for Python, we will cover:
- Granting access in Python
- Removing privileges in MySQL
- Using REVOKE in Python
- Project: Web-based user administration
If you are using Moodle , you are likely to be delivering some form of course content or providing resources to others. This could be for supporting learning, training, or other educational activity. Many online courses, qualifications, or educational resources have a final goal which is likely to include required elements to be completed. The gradebook can be a valuable tool to help the teacher to manage the online course and track the progress of the student through the required elements. This article by Rebecca Barrington, author of Moodle Gradebook will introduce you to the gradebook and the key features it offers. It will outline the benefits of using the gradebook, the activities that can be graded and used within the gradebook, and the types of grades that can be used.Read Gradebook-An Introduction in full
In this article, we will learn about creating the home page of our application. The home page will include a banner at the top, a sidebar for navigation on the left-hand side, another sidebar on the right-hand side for showing dynamic content, a footer to show copyright and other information, and the main content at the center.
In this article by Shamsuddin Ahammad, author of Google Web Toolkit 2 Application Development Cookbook, we will cover:
- Creating the home page layout class
- Adding the banner
- Adding menus
- Creating the left-hand sidebar
- Creating the right-hand sidebar
- Creating the main content panel
- Creating the footer
- Using HomePage instance in EntryPoint
In this article by Hussain Pithawala, author of the book Learning Google Guice we will develop a web application in Java using servlets and JSPs, and will see how Guice makes it simple to wire dependencies and helps to achieve separation of concerns easily. It even provides a programmatic approach to confi gure routing to servlets and JSPs while avoiding declarative approach in web.xml. As part of our learning we will fit flight search functionality in a web application. It is assumed that the reader is familiar with JSP, servlet development, and knows how to deploy a WAR file to a web container. Use of Tomcat to deploy the examples is suggested. We also need an extension of Guice for web development, guice-servlet-3.0. As usual, the dependency for this has been declared in pom.xml and once packaged it would be available in WAR (web application archive) also.Read Google Guice in full
"Google Earth and Google Maps are two applications that allow each of us to assert our own place in the world and contribute our own unique perspective. I can think of no better way to accomplish this than by combining maps and photography."
This tutorial by Rob Reed shows you how to capitalize on the power of these two applications to "pin your photos" and provide an extra context to your memories in the photographs. There are two scripts available for download. They should help you accomplish this goal.Read Google Earth, Google Maps and Your Photos: a Tutorial in full
In this article by Ralph Roberts, author of Google App Inventor will show us how to use networks and the Internet to use the web and exchange data over the Internet. We will explore examples of:
- Browsing and using websites
- Fusion Tables, Google's free online data service
We start with browsing and how you can use the millions of dollars invested in constructing huge websites in your own apps.Read Google Apps: Surfing the Web in full
In this article by Éric Bréhault, the author of Instant Testing with CasperJS, we will learn how to test our use case with CasperJS and how timing is everything.Read Good time management in CasperJS tests in full
In this article by Nathan Danneman and Richard Heimann, the authors of Social Media Mining with R, introduces readers to the concept of social media mining. This article discusses sentiment analysis, the nature of contemporary online communication, and the facets of Big Data that allow social media mining to be such a powerful tool.Read Going Viral in full
This article by Juwal Bose, author of the book Starling Game Development Essentials, helps you to understand the isometric projection and details the relationship between the Cartesian and isometric coordinates.
The topics covered in this article are as follows:
- Cartesian to isometric equations
- An isometric view via a matrix transformation
- Implementing the isometric view via isometric art
- Level data structure
- Altering registration points
- Depth sorting
- Understanding isometric movement
- Detecting isometric collision
For GoboLinux, rules are meant to be broken!
There are all sorts of Linux distributions. Yet developers will always find a new reason to work on another one. As a wide-eyed free and open source software buff turned journalist, I've run into distros in many shapes and sizes that run on almost every piece of hardware I own, from a laptop to a gaming device, to a cell phone. GoboLinux is one distro that's fun enough to run once, educational enough to run twice, and useful enough to run as a regular easy to use desktop.Read GoboLinux: An Interview with Lucas Villa Real in full
GnuCash is a personal and small business bookkeeping and accounting software. Designed to be easy to use, yet powerful and flexible, GnuCash allows you to track bank accounts, income, and expenses. As quick and intuitive to use as a checkbook register, it is based on professional accounting principles to ensure balanced books and accurate reports.
In the previous article by Ashok Ramachandran, author of the book Gnucash 2.4 Small Business Accounting: Beginner's Guide, we took a look at why budgets are needed, how to create them, and how to create reports showing budget vs. actual comparison.
In this article we shall cover the following:
- Employees and payroll: GnuCash doesn't have a payroll module. However, we will show how to enter payroll data for employees. We will also cover employee expense voucher processing.
- Depreciation: We will recommend ways of setting up accounts for depreciation and making entries.
- Paying yourself (also known as owner's draw): We will walk through the steps involved in cash withdrawals by the owner.
Octave is an ideal tool to perform many different types of data analysis. The data can be generated by other programs or be collected from a database and then loaded into Octave's workspace. The data analysis tools in Octave are based on a truly impressive arsenal of different functions. In this article by Jesper Schmidt Hansen, author of GNU Octave Beginner's Guide, we will only discuss a few of them here, namely, how to perform the simplest statistical analysis and function fitting.
In brief terms, upon reading this article, you will learn:
- More about the ASCII file formats that can be loaded into Octave's workspace.
- How you can use Octave to perform simple descriptive statistics.
- About fitting different functions to data.
In this article written by Jacobo Rodríguez, the author of the book GLSL Essentials, we will learn how to set up the shaders from the host application side.
OpenGL 4.3 is a C language API that bases its design in encapsulating objects in opaque handles that represents abstract concepts (from the user's point of view) such as textures, shaders, vertex buffers, and so on. In order to render something using OpenGL, we have to create those objects, associate our data to them, and issue the required OpenGL commands to set them as active, and in the last term, launch the draw call.
Let's define an important computer graphics concept: a rendering batch. A rendering batch is the geometry set that will be rendered along with the textures, OpenGL's states and shaders. Once we have all that data ready, we can issue the drawing command to the GPU, and hopefully (if we did everything correctly) watch the rendering in our screen.
The order of the creation of the different OpenGL objects is not relevant. You can first create the vertex buffer or the shaders, or first the textures and then the shaders. I will use the following order just for teaching purposes:
- Vertex array objects
Then, I will put all together and render the batch.Read GLSL – How to Set up the Shaders from the Host Application Side in full
In GLSL, a subroutine is a mechanism for binding a function call to one of a set of possible function definitions based on the value of a variable. Subroutines therefore provide a way to select alternate implementations at runtime without swapping shader programs and/or recompiling, or using if statements along with a uniform variable.
In this article by David Wolff, author of OpenGL 4.0 Shading Language Cookbook, we'll demonstrate the use of subroutines by rendering a teapot twice. The first teapot will be rendered with the full ADS shading model described earlier. The second teapot will be rendered with diffuse shading only. A subroutine uniform will be used to choose between the two shading techniques.Read GLSL 4.0: Using Subroutines to Select Shader Functionality in full
Fragment shaders can make use of the discard keyword to "throw away" fragments. Use of this keyword causes the fragment shader to stop execution, without writing anything (including depth) to the output buffer. This provides a way to create holes in polygons without using blending. In fact, since fragments are completely discarded, there is no dependence on the order in which objects are drawn, saving us the trouble of doing any depth sorting that might have been necessary if blending was used. In this recipe by David Wolff, author of OpenGL 4.0 Shading Language Cookbook, we'll draw a teapot, and use the discard keyword to remove fragments selectively based on texture coordinates.Read GLSL 4.0: Discarding Fragments to Create a Perforated Look in full
This article by Dirk Manuel explains how to build and implement a Glossary.
A Glossary defines terms that are unique to a project or system, or new to your users. A Glossary typically consists of a number of term/description pairs. The added value that UPK provides is that instances of each term in exercises can be hyperlinked to the relevant entries in the Glossary.Read Glossary in UPK 3.5 in full
In this article by Mauricio Salatino, we will cover the main points that you need in order to start working with the jBPM framework.
This article will tackle, in a tutorial fashion, the first steps that you need to know in order to start using the framework with the right foot. We will follow a real example and transform the real situation into requirements for a real jBPM implementation.Read Getting Your Hands Dirty with jPDL: Part 1 in full