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Raspberry Pi and 1-Wire

In this article by Jack Creasey , author of  Raspberry Pi Essentials , we will learn about the remote input/output technology and devices that can be used with the Raspberry Pi. We will also specifically learn about 1-wire , and how it can be interfaced with the Raspberry Pi. The concept of remote I/O has its limitations, for example, it requires locating the Pi where the interface work needs to be done—it can work well for many projects. However, it can be a pain to power the Pi in remote locations where you need the I/O to occur. The most obvious power solutions are: Battery-powered systems and, perhaps, solar cells to keep the unit functional over longer periods of time Power over Ethernet (POE), which provides data connection and power over the same Ethernet cable which achieved up to 100 meters, without the use of a repeater. AC/DC power supply where a local supply is available Connecting to Wi-Fi could also be a potential but problematic solution because attenuation through walls impacts reception and distance. Many projects run a headless and remote Pi to allow locating it closer to the data acquisition point. This strategy may require yet another computer system to provide the Human Machine Interface ( HMI ) to control a remote Raspberry Pi.

Creating Random Insults

In this article by Daniel Bates , the author of Raspberry Pi for Kids - Second edition , we're going to learn and use the Python programming language to generate random funny phrases such as, Alice has a smelly foot!

Introducing GameMaker

In this article by Nathan Auckett , author of the book GameMaker Essentials , you will learn what GameMaker is all about, who made it, what it is used for, and more. You will then also be learning how to install GameMaker on your computer that is ready for use.

Creating Games with Cocos2d-x is Easy and 100 percent Free

In this article by Raydelto Hernandez , the author of the book  Building Android games with Cocos2d-x , we will talk about the Cocos2d-x game engine, which is widely used to create Android games. The launch of the Apple App Store back in 2008 leveraged the reach capacity of indie game developers who since its occurrence are able to reach millions of users and compete with large companies, outperforming them in some situations. This reality led the trend of creating reusable game engines, such as Cocos2d-iPhone, which is written natively using Objective-C by the Argentine iPhone developer, Ricardo Quesada. Cocos2d-iPhone allowed many independent developers to reach the top charts of downloads.

Administration of Configuration Manager through PowerShell

When we are required to automate a few activities in Configuration Manager, we need to use any of the scripting languages, such as VB or PowerShell. PowerShell has its own advantages over other scripting languages. In this article by Guruprasad HP , coauthor of the book  Microsoft System Center Powershell Essentials we will cover: The introduction of Configuration Manager through PowerShell Hierarchy details Asset and compliance

Working with Data in Forms

In this article by Mindaugas Pocius , the author of Microsoft Dynamics AX 2012 R3 Development Cookbook , explains about data organization in the forms. We will cover the following recipes: Using a number sequence handler Creating a custom filter control Creating a custom instant search filter

Apache Solr and Big Data – integration with MongoDB

In this article by Hrishikesh Vijay Karambelkar , author of the book Scaling Big Data with Hadoop and Solr - Second Edition , we will go through Apache Solr and MongoDB together. In an enterprise, data is generated from all the software that is participating in day-to-day operations. This data has different formats, and bringing in this data for big-data processing requires a storage system that is flexible enough to accommodate a data with varying data models. A NoSQL database, by its design, is best suited for this kind of storage requirements. One of the primary objectives of NoSQL is horizontal scaling, that is, the P in CAP theorem, but this works at the cost of sacrificing Consistency or Availability. Visit to understand more about CAP theorem

Writing Simple Behaviors

In this article by Richard Sneyd , the author of Stencyl Essentials , we will learn about Stencyl's signature visual programming interface to create logic and interaction in our game. We create this logic using a WYSIWYG ( What You See Is What You Get ) block snapping interface. By the end of this article, you will have the Player Character whizzing down the screen, in pursuit of a zigzagging air balloon! Some of the things we will learn to do in this article are as follows: Create Actor Behaviors , and attach them to Actor Types . Add Events to our Behaviors . Use If blocks to create branching, conditional logic to handle various states within our game. Accept and react to input from the player. Apply physical forces to Actors in real-time. One of the great things about this visual approach to programming is that it largely removes the unpleasantness of dealing with syntax (the rules of the programming language), and the inevitable errors that come with it, when we're creating logic for our game. That frees us to focus on the things that matter most in our games: smooth, well wrought game mechanics and enjoyable, well crafted game-play.

Arduino Development

Most systems using the Arduino have a similar architecture. They have a way of reading data from the environment—a sensor—they make decision using the code running inside the Arduino and then output those decisions to the environment using various actuators, such as a simple motor. Using three recipes from the book,  Arduino Development Cookbook , by Cornel Amariei , we will build such a system, and quite a useful one—a fan controlled by the air temperature. Let's break the process into three key steps, the first and easiest will be to connect an LED to the Arduino, a few of them will act as a thermometer, displaying the room temperature. The second step will be to connect the sensor and program it, and the third will be to connect the motor. Here, we will learn this basic skills.

Develop a Digital Clock

In this article by Samarth Shah , author of the book  Learning Raspberry Pi ,we will take your Raspberry Pi to the real world. Make sure you have all the components listed for you to go ahead: Raspberry Pi with Raspbian OS. A keyboard/mouse. A monitor to display the content of Raspberry Pi. If you don't have Raspberry Pi, you can install the VNC server on Raspberry Pi, and on your laptop using the VNC viewer, you will be able to display the content. Hook up wires of different colors (keep around 30 wires of around 10 cm long). To do: Read instructions on how to cut the wires. An HD44780-based LCD. Note; I have used JHD162A. A breadboard. 10K potentiometer (optional). You will be using potentiometer to control the contrast of the LCD, so if you don't have potentiometer, contrast would be fixed and that would be okay for this project. Potentiometer is just a fancy word used for variable resistor. Basically, it is just a three-terminal resistor with sliding or rotating contact, which is used for changing the value of the resistor.

Using Basic Projectiles

"Flying is learning how to throw yourself at the ground and miss."                                                                                              – Douglas Adams In this article by Michael Haungs , author of the book  Creative Greenfoot , we will create a simple game using basic movements in Greenfoot. Actors in creative Greenfoot applications, such as games and animations, often have movement that can best be described as being launched . For example, a soccer ball, bullet, laser, light ray, baseball, and firework are examples of this type of object. One common method of implementing this type of movement is to create a set of classes that model real-world physical properties (mass, velocity, acceleration, friction, and so on) and have game or simulation actors inherit from these classes. Some refer to this as creating a physics engine for your game or simulation. However, this course of action is complex and often overkill. There are often simple heuristics we can use to approximate realistic motion. This is the approach we will take here. In this article, you will learn about the basics of projectiles, how to make an object bounce, and a little about particle effects. We will apply what you learn to a small platform game that we will build up over the course of this article. Creating realistic flying objects is not simple, but we will cover this topic in a methodical, step-by-step approach, and when we are done, you will be able to populate your creative scenarios with a wide variety of flying, jumping, and launched objects. It's not as simple as Douglas Adams makes it sound in his quote, but nothing worth learning ever is.

Integrating a D3.js visualization into a simple AngularJS application

In this article by Christoph Körner , author of the book  Data Visualization with D3 and AngularJS , we will apply the acquired knowledge to integrate a D3.js visualization into a simple AngularJS application. First, we will set up an AngularJS template that serves as a boilerplate for the examples and the application. We will see a typical directory structure for an AngularJS project and initialize a controller. Similar to the previous example, the controller will generate random data that we want to display in an autoupdating chart. Next, we will wrap D3.js in a factory and create a directive for the visualization. You will learn how to isolate the components from each other. We will create a simple AngularJS directive and write a custom compile function to create and update the chart.

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