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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. 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. How to build a basic fluent interface in 8 steps | Jorge Rowies http://blogs.southworks.net/jrowies/2012/02/01/how-to-build-a-basic-fluent-interface-in-8-steps/
Progressive F# Tutorials Featuring the creator of F#, Don Syme! This is the first Progressive F# Tutorials: a 2-day, two-track hands-on event covering the latest developments in the fast moving world of Functional Programming. Also giving expert tutorials will be Dave Thomas, Robert Pickering, Chris Marinos, Tomas Petricek, Phil Trelford, Zach Bray, and many others -- we have made sure the Progressive F# Tutorials will be ultimate place to be. In The Brain of Robert Pickering: The Combin http://skillsmatter.com/podcast/scala/dsls-fsharp
www.eis.mdx.ac.uk/research/PhDArea/saeed/paper1.pdf
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SEE programming includes one of Stanford’s most popular engineering sequences: the three-course Introduction to Computer Science taken by the majority of Stanford undergraduates, and seven more advanced courses in artificial intelligence and electrical engineering. Introduction to Computer Science Artificial Intelligence Linear Systems and Optimization School of Engineering - Stanford Engineering Everywhere http://see.stanford.edu/see/courses.aspx
The Ramblings of a Hazy Mind
Chad Vernon
http://prog21.dadgum.com/23.html 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. 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. prog21: Purely Functional Retrogames, Part 1
HLSL Introduction By Chang Li H igh 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. Long time ago, Apple's RenderMan was a popular shading language that was used to generate cinematic effects with CPU in render farms. http://www.neatware.com/lbstudio/web/hlsl.html
FX Composer 1.8 FX Composer 2.5 is a powerful integrated development environment for shader authoring. New 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. Particle systems Support for the NVIDIA Shader Debugger Remote control over TCP/IP Unified Importing of Models Improved Performance And more! http://developer.nvidia.com/object/fx_composer_home.html
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. It can be found on Devklog.com . http://www.zezula.net/en/mpq/mpqformat.html
Terrain Texture Blending on a programmable GPU
http://www.riemers.net/eng/Tutorials/dxcsharp.php XNA Tutorial > DirectX using C# Welcome to the tutorials on DirectX and XNA. 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.
RSamaium/RPG-JS - GitHub