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Working with Touch Gestures

 In this article by Ajit Kumar , the author Sencha Charts Essentials , we will cover the following topics: Touch gestures support in Sencha Charts Using gestures on existing charts Out-of-the-box interactions Creating custom interactions using touch gestures

Adding a Graphical User Interface

In this article by Dr. Edward Lavieri , the author of Getting Started with Unity 5 , you will learn how to use Unity 5's new User Interface ( UI ) system.

Running Cucumber

Reactive Data Streams

In this article by Shiti Saxena , author of the book Mastering Play Framework for Scala , we will discuss the Iteratee approach used to handle such situations. This article also covers the basics of handling data streams with a brief explanation of the following topics: Iteratees Enumerators Enumeratees

Microsoft Azure – Developing Web API for Mobile Apps

Azure Websites is an excellent platform to deploy and manage the Web API, Microsoft Azure provides, however, another alternative in the form of Azure Mobile Services, which targets mobile application developers. In this article by Nikhil Sachdeva , coauthor of the book  Building Web Services with Microsoft Azure , we delve into the capabilities of Azure Mobile Services and how it provides a quick and easy development ecosystem to develop Web APIs that support mobile apps.

Getting Started with LiveCode Mobile

In this article written by Joel Gerdeen , author of the book  LiveCode Mobile Development: Beginner's Guide - Second Edition we will learn the following topics: Sign up for Google Play Sign up for Amazon Appstore Download and install the Android SDK Configure LiveCode so that it knows where to look for the Android SDK Become an iOS developer with Apple Download and install Xcode Configure LiveCode so that it knows where to look for iOS SDKs Set up simulators and physical devices Test a stack in a simulator and physical device Disclaimer This article references many Internet pages that are not under our control. Here, we do show screenshots or URLs, so remember that the content may have changed since we wrote this. The suppliers may also have changed some of the details, but in general, our description of procedures should still work the way we have described them. Here we go...

Playing with Physics

In this article by Maxime Barbier , author of the book  SFML Blueprints , we will add physics into this game and turn it into a new one. By doing this, we will learn: What is a physics engine How to install and use the Box2D library How to pair the physics engine with SFML for the display How to add physics in the game

Object-Oriented JavaScript with Backbone Classes

In this Article by Jeremy Walker , author of the book Backbone.js Essentials , we will explore the following topics: The differences between JavaScript's class system and the class systems of traditional object-oriented languages How new, this, and prototype enable JavaScript's class system Extend, Backbone's much easier mechanism for creating subclasses

Truly Software-defined, Policy-based Management

 In this article, written by Cedric Rajendran , author of the book Getting Started with VMware Virtual SAN , we will discuss one of the key characteristics of Virtual SAN called Storage Policy Based Management ( SPBM ). Traditionally, storage capabilities are tiered and provisioned. Some of the key attributes for tiering are performance, capacity, and availability. The actual implementation of tiers is performed at the hardware level, governed by physical disk capabilities and RAID configuration. VSAN, however, establishes the capabilities at the software layer through policies. Here we will closely review: Why is SPBM used? Attributes that are configurable through SPBM Understand how SPBM works Overall, we will discuss the various permutations and combinations of the policy-based management of storage, and how this method modernizes storage provisioning and paves the way for being truly software-defined.


So, this is it! Finally, we move from the 2D world to 3D. With SceneKit, we can make 3D games quite easily, especially since the syntax for SceneKit is quite similar to SpriteKit. When we say 3D games, we don't mean that you get to put on your 3D glasses to make the game. In 2D games, we mostly work in the x and y coordinates. In 3D games, we deal with all three axes x , y , and z . Additionally, in 3D games, we have different types of lights that we can use. Also, SceneKit has an inbuilt physics engine that will take care of forces such as gravity and will also aid collision detection. We can also use SpriteKit in SceneKit for GUI and buttons so that we can add scores and interactivity to the game. So, there is a lot to cover in this article. Let's get started. The topics covered in this article by Siddharth Shekar , the author of Learning iOS 8 Game Development Using Swift , are as follows: Creating a scene with SCNScene Adding objects to a scene Importing scenes from external 3D applications Adding physics to the scene Adding an enemy

Pointers and references

In this article by Ivo Balbaert , author of the book, Rust Essentials , we will go through the pointers and memory safety.

Introducing PrimeFaces

In this article by Mert Çalışkan and Oleg Varaksin , author of PrimeFaces Cookbook - Second Edition , we will cover the following recipes: Setting up and configuring the PrimeFaces library AJAX basics with process and update PrimeFaces selectors Internationalization (i18n) and Localization (L10n) This article will provide details on the setup and configuration of PrimeFaces, along with the basics of the PrimeFaces AJAX mechanism. The goal of this article is to provide a sneak preview of some of the features of PrimeFaces, such as the AJAX processing mechanism and Internationalization, and Localization.

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