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
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- An Extension in full
- Latitude and longitude
- The accuracy of the latitude and longitude
- The accuracy of the altitude information
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
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.Read Understanding the Python regex engine in full
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
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
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
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
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
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
- Unity editor interface
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
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
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 PacktLibRead Unity books now added to the e-learning Library in PacktLib in full
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
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
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
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?
In this article by Alan R. Stagner, author of the book Unity Multiplayer Games you'll be introduced with the concept of reliable UDP communication, and different types of servers employed by games. It covers Unity Networking, and creating a networked two-player Pong clone.Read Unity Networking – The Pong Game in full