The Koha software is always changing, almost every day. These changes contain bug fixes, minor revisions to existing features, and entirely new features. You should keep the software updated to benefit from these changes.
Even if the new versions do not contain changes of interest to you, it is good practice to keep the software updated. If your version falls too far behind the current version, the update process to the latest version is likely to be very difficult.
In this article, by Amit Gupta & Savitra Sirohi, authors of Koha 3 Library Management System, we will learn how to download and install software updates. We cover the article in two steps—an orientation followed by a demonstration of the process.Read Updating Software in Koha in full
While starting a discussion about Oracle Discoverer, it would be interesting to say that the name actually stands for more than one tool. Discoverer Plus, Discoverer Portlet Provider, Discoverer Administrator, and Discoverer Viewer – all of these belong to the Oracle Discoverer group. You might be wondering what these components have in common and what purpose they serve. The answer is, all of them are integrated to work together as a complete Business Intelligence solution.
In this article by Yuli Vasiliev, you will look at:
- Where to get the software containing Oracle Discoverer
- What components are included in the installation packages
- How to install Oracle Discoverer components
- First steps to take in exploring Oracle Discoverer
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
In this article by Andrew Duckworth, Steve Beaumont, and Baumgarten Andreas, authors of Microsoft System Center Orchestrator 2012 Cookbook, we will cover the following recipes:
- Planning the Orchestrator deployment
- Installing a single-server deployment
- Installing the Management Server in a multiserver deployment
This article by Sherif Talaat, the author of Windows PowerShell 4.0 for .NET Developers, demonstrates both simple and advanced examples of how to make use of PowerShell integration with technologies such as .NET, WMI, CIM, and COM.
In this article, we will cover the following topics:
- The basics of WMI, CIM, COM, and XML
- Extending Windows PowerShell capabilities with .NET, COM, and XML
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
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
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?
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
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
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 books now added to the e-learning Library in PacktLibRead Unity books now added to the e-learning Library in PacktLib 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
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
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
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
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
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 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 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