This session goes into integrating the open source Doomsday Console with your workflow to enhance the way you, the developer, interact with your application at run-time, and give you an improved perspective on the impact of your code as it executes.
If you ever toyed around with the developer console in any video games and thought it was rad times, this one is for you.
If you didn't, you may still find yourself surprised at just how liberating it can be to have a trace window you can talk back to.
Game developers may be particularly interested in this one.
Your developer toolchain doesn't begin with your choice of IDE, it starts with you: specifically your brain.
Whether you've never heard of Robotlegs or Dependency Injection, or you're comfy with Robotlegs 1, this session will expand your understanding of:
- how your own process works,
- why changing practices is hard,
- the pros and cons of frameworks,
- the ups and downs of automated DI,
- the architectural patterns behind Robotlegs,
- how we used our collective brains to create Robotlegs 2,
- and how you can get the best from (est release autumn 2011) Robotlegs 2.
Guaranteed brain-friendly and jargon-free, this session is also relevant to anyone who releases libraries to the community, or wants to.
After warm welcome of HiSlope during FOTB 2010, it's time for the follow up.
Technologies change so ridiculously fast there's no time to become an expert anymore. So many opensource libs and API cloud services around, so little time to explore them.
Time to forget about digging through megabytes of docs and spending countless hours on tweaking to get stuff working. HiSlope is there to help examine and utilise emerging video processing techniques. Add couple lines of code and pull your creativity out to the world.
Be prepared for more motion and blob detection; face tracking, recognition and manipulation; real-time video processing and enhancement -- with a magic touch of PixelBender and some help from rising up AS3 AR frameworks.
11th–14th September 2011