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How to build a basic fluent interface in 8 steps. Disclaimer: the aim of this post is not to show a comprehensive list of the different techniques that can be used to write a fluent API, tons of good information is out there on the web and.

How to build a basic fluent interface in 8 steps

If you are very interested in the subject, please take a look at Martin Fowler’s Domain-Specific Languages.Now that I took that load off my back, let’s start writing a fluent interface.Imagine we are developing an API to publish blog posts to multiple blogging platforms (Blogger, WordPress, TypePad and so on…), chances are that our (super-simplified) domain model will be something similar to this: So, creating a new blog post should be:Our domain model is very simple and the code for creating a blog post is not so bad to read or write, so in this case implementing a fluent interface might be somewhat unnecessary; but… it’s perfect for us to learn how to write a fluent API.

Shall we? In The Brain of Robert Pickering: The Combin.


Silverlight. SQL. Javascript. Gaming. Ado. School of Engineering - Stanford Engineering Everywhere. The Ramblings of a Hazy Mind. Chad Vernon. Prog21: Purely Functional Retrogames, Part 1. When I started looking into functional languages in 1998, I had just come off a series of projects writing video games for underpowered hardware: Super Nintendo, SEGA Saturn, early PowerPC-based Macintoshes without any graphics acceleration.

prog21: Purely Functional Retrogames, Part 1

My benchmark for usefulness was "Can a programming language be used to write complex, performance intensive video games? " After working through basic tutorials, and coming to grips with the lack of destructive updates, I started thinking about how to write trivial games, like Pac-Man or Defender, in a purely functional manner. Then I realized that it wasn't performance that was the issue, it was much more fundamental. I had no idea how to structure the most trivial of games without using destructive updates. Pac-Man is dead simple in any language that fits the same general model as C. In a purely functional language, none of this works. HLSL Introduction. High Level Shading Language (HLSL), a programming language for Graphic Processing Unit (GPU) in DirectX 9/10/11, supports the shader construction with C-like syntax, types, expressions, statements, and functions.

HLSL Introduction

Long time ago, Apple's RenderMan was a popular shading language that was used to generate cinematic effects with CPU in render farms. Lately, Microsoft's High-Level Shading Languages (HLSL) and OpenGL's OpenGL Shading Language (GLSL) shading languages have been developed for real-time shader on GPU. Best integrated into the DirectX 9 and plus, HLSL works solely on Windows platform. Similarly, OpenGL 1.5 to 4.0 starts to include OpenGL shading language GLSL as a standard component. These high level languages accelerated the shader development. To build a complete shader, new shading languages for GPU must work along with a host programming language such as C/C++, although it is tedious to set large amount of parameters, C/C++ is the fastest on CPU.

The Simplest Example. FX Composer 1.8. FX Composer is no longer in active development and will not receive any further updates. v2.5 is the final release of this product.

FX Composer 1.8

Please refer to NVIDIA Nsight Visual Studio Edition for your shader debugging/profiling/authoring needs. FX Composer 2.5 is a powerful integrated development environment for shader authoring. Features in this release include: Major user interface improvements DirectX 10 support, including geometry shaders and stream out. Visual Styles - the ability to create, define, and export multiple looks for a model.

Note: mental mill Artist Edition is no longer bundled with FX Composer 2.5. Screencasts FX Composer 2.5 Overview [Youtube] [MOV] [WMV] MPQ Archivy - MPQ file format. MPQ Archives MPQ file format MoPaQ archive format on Wiki Justin Olbrantz (Quantam) and Jean-Francois Roy (BahamutZERO) have written a more detailed description of MPQ format.

MPQ Archivy - MPQ file format

It can be found on XNA Tutorial > DirectX using C# Welcome to the tutorials on DirectX and XNA.

XNA Tutorial > DirectX using C#

As you can see in the table of contents on the right, this site contains tutorials in a variety of languages. This page was written to provide some comments on the differences between these flavors. When you click on one of those languages, you’ll see they’re subdivided into Series, which again consist of several chapters. Each chapter puts its focus on a new XNA (or DirectX) related concept. Below you can see the screenshot of the final chapter of the 3 Series: Let’s first discuss the different languages: XNA using C# Released in December 2006, XNA is intended to push the ease of game programming to the extreme.

DirectX using C# Before the release of XNA, this section used to be the main section of this site, and it contains 3 full Series. RSamaium/RPG-JS - GitHub.