In the previous part of the article by Barrie Dempster, David Gomillion, and David Merel we saw how to create a context, extension, and outgoing extensions. In this part we will learn about Advanced Call Distribution, Automated attendants, and System services.Read Creating a Dialplan in Asterisk 1.6: Part 2 in full
This article applies primarily to a client/server environment where all the content objects are stored on a central server.
In this two-part article by Dirk Manuel, you will learn how to:
- Check in/out a content object
- Display and Revert to an earlier version history of an object
- Restore a deleted content object
- Export content/Import content-backup file
- Import content from a previous version of UPK or OnDemand
In this two part article series by Gastón C. Hillar, we will use advanced physics and add special effects to the scenes. We will learn to generate gravity effects, add fluids with movements, and use transitions to determine different states in a game.
By reading this article and following the exercises we will learn to:
- Add many background models, adding life to the game
- Control many independent backgrounds
- Simulate fluids with movement
- Work with multiple concurrent physics simulators
- Use advanced physics simulation to create waves
In this two-part article by Barrie Dempster, David Gomillion, and David Merel we will learn how to create your dialplan that determines how your calls are routed through the Asterisk server. We will also cover how to create extensions, distribute calls in an orderly manner using queues, and present callers with a greeting using automated attendants (IVR). In this part we will learn to create a context, extension, and outgoing extensions.Read Creating a Dialplan in Asterisk 1.6: Part 1 in full