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Conheça Instale E Use Seus Aplicativos No Windows

Maggio 29, 2016 4:39, by FGR* Blog



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The Last Guardian: novos vídeos de gameplay do jogo são revelados

Maggio 29, 2016 0:59, by FGR* Blog

O esperado exclusivo do PlayStation 4 ganhou dois novos vídeos de gameplay inéditos, com narração de Fumito Ueda, diretor criativo do jogo. Após ter ganhado vida novamente na conferência da E3 da Sony no ano passado, The Last Guardian está previsto para ser lançado em 2016, e, aparentemente, esse será o ano definitivo de lançamento do game.

Os novos vídeos mostrando partes inéditas do gameplay foram publicados no YouTube pelo site IGN. O primeiro mostra a relação e comunicação entre Trico e o garoto que controlamos durante o jogo. A grande criatura será um dos principais pontos em The Last Guardian, será a chave para resolver puzzles durante o game, além de ser o nosso fiel amigo e companheiro por toda a jornada, mas para que isso aconteça é necessário que Trico tenha confiança em nós.

Durante o jogo a nossa relação com Trico pode ser alterada, podemos deixá-lo feliz, e também podemos o deixar com raiva, embora isso o deixe teimoso e por vezes não responda nosso chamado. Ueda destaca a importância das vozes dos personagens, o que será um dos pontos fortes para que haja comunicação entre os dois.

The Last Guardian foi anunciado na E3 de 2009 para o PlayStation 3, desde então o jogo tornou-se muito tímido e caiu no esquecimento, muitos até consideravam a hipótese de ter sido cancelado, pois suas informações eram bastante escassas. Só então na E3 de 2015 a Sony o trouxe de volta das cinzas e mostrou um vídeo de gameplay em sua conferência, e aguardamos vê-lo novamente na próxima edição do evento.

Confira os dois vídeos logo abaixo:



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Android UI Design

Maggio 29, 2016 0:38, by FGR* Blog



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Key Features

  • Take an initial idea for an Android app and develop it into a detailed plan, supported by sketches and wireframes
  • Provide a better experience for your users by following best practices and the new material design principles
  • Work more efficiently and save time by testing your ideas at an early stage by building a prototype

Book Description

Great design is one of the key drivers in the adoption of new applications, yet unfortunately design considerations are often neglected in the face of “will it work,” “can we make it quicker,” or “can we get more people using it”?

This book seeks to redress this balance by showing you how to get your PM to start treating the design phase of your project seriously. This book is focused entirely on the development of UI features, and you’ll be able to practically implementing the design practices that we extol throughout the book.

Starting by briefly outlining some of the factors you need to keep in mind when building a UI, you’ll learn the concepts of Android User Interface from scratch. We then move on to formulate a plan on how to implement these concepts in various applications. We will deep dive into how UI features are implemented in real-world applications where UIs are complex and dynamic.

This book offers near complete coverage of UI-specific content including, views, fragments, the wireframing process, and how to add in splash screens—everything you need to make professional standard UIs for modern applications. It will then cover material design and show you how to implement Google’s design aesthetic in a practical manner. Finally, it ensures the best possible user experience by analyzing the UI using various tools, and then addressing any problems they uncover.

By the end of the book, you’ll be able to leverage the concepts of Android User Interface in your applications in order to attract new customers.

What you will learn

  • Develop a user interface that adheres to all the core material design principles
  • Transform your initial app idea into a concrete and detailed plan
  • Add Views, ViewGroups, layouts, and common UI components to your own Android projects
  • Use fragments and various strategies to gather user input
  • Create a new Android Studio project and develop it into a prototype
  • Identify and solve problems with your app’s UI to deliver a better user experience

About the Author

Jessica Thornsby studied poetry, prose, and script writing at Bolton University before discovering the world of open source and technical writing, and has never looked back since. Today, she is a technical writer and full-time Android enthusiast residing in sunny Sheffield, England.

She enjoys writing about rooting and flashing mobile devices, Java, Eclipse, and all things Android and Google. When not wordsmithing about technology and obsessing about the latest Android developments, she keeps a blog about her local food scene, and writes about looking after exotic pets. On the rare occasions that she’s dragged away from her computer, she enjoys beer gardens, curry houses, the Great British seaside, scary movies, and spending lots of time with her house rabbits and chinchillas.



How wild is Hearthstone’s Wild mode?

Maggio 28, 2016 20:57, by FGR* Blog

Shevek bio

During time off from his career as a composer, Shevek has established himself in the Hearthstone semi-pro scene by writing a weekly strategy column for Team Archon. He’s a caster and player for RudeHouse Gaming, streaming here. Follow him on Twitter

I’m more excited about Hearthstone than I have been since the beta. The arrival of the Standard format has provided a broad new canvas for savvy deckbuilders to create their masterpieces on, and with it Hearthstone finally feels like a grown-up CCG. Secret Paladin, along with other oppressive decks from the previous era, has been banished to Wild. For most players, sick of the ubiquitous Sludge Belchers and Piloted Shredders, the split couldn’t come soon enough. Which begs the question, who’s actually playing Wild, and how crazy is it in there? To find out, PC Gamer ordered me to play 125 games on the Wild ladder. This is my terrifying story. 

As soon as you toggle from Standard to Wild, the lighting goes dark and unruly vines spread across the background artwork. Clearly, Blizzard want you to know that you’re in for a rough ride. The spooky atmosphere proved appropriate for my first game as I queued straight into a Paladin. Turn 1: Zombie Chow. Turn 2: Shielded Mini-bot. Turn 3: Muster for Battle. Turn 4: Piloted Shredder. Turn 5: Sludge Belcher. Turn 6: Mysterious Challenger. Turn 7: Dr. Boom. I contemplated the grotesque perfection of his curve as I hit concede.

I wasn’t surprised by what I found in the badlands of Wild. Up to rank 12 or so, you will encounter a mix of players doing daily quests or relaxing with familiar decks—Zoo Warlock, Secret Paladin, Aggro Shaman, Tempo Mage—and some mavericks testing out their latest homebrew decks. It feels like a better version of Casual mode, and I get the sense that most players dabble in Wild for a few games here and there, without bothering to climb ranks. On my second game in Wild, my opponent played Wild Growth into Astral Communion. I conceded after the turn 4 Ysera.

Anyfin can, and will, happen in Wild.

Progressing up through the intermediate ranks, the experimental decks soon disappeared. In amongst the fast tempo decks I started to see Patron Warriors and Freeze Mages. By the time I breached rank 5, Wild felt like a ghost town. In the space of a few games, I’d be matched against anyone from rank 7 to top 100 Legend. Regularly, I faced the same player two or three times in a row, despite queue times in excess of 30 seconds. I began to remember the decks of players that I had already faced four, five, or six times during my grind—like the Reno Freeze Mage player that BMed me two games in a row, and the Anyfin Paladin who also ran Ragnaros, Lightlord. This season I was the only person on my friends list with a higher rank in Wild than Standard. Throughout my climb to Legend, I didn’t see anyone ranked higher than 150 Legend on Wild. I suspect that by season’s end there won’t be more than 200 Wild Legends on NA.

By rotating cards out of Standard, Blizzard can print new ones that would have created broken combos. Sooner or later, that will lead to some radical new power decks in Wild. Are we there yet? I don’t think so. Most of what I faced would have been recognizable before Whispers of the Old God arrived: Secret Paladin, Zoo, Tempo Mage, Control Priest, Patron Warrior. Virtually everything else seemed like a familiar Standard deck, only with the addition of the ubiquitous Shredders, Belchers—and of course Dr. Boom. Even the most innovative decks I faced were adaptations from Standard: stuff like C’Thun Warlock or Yogg-Saron Hunter. Some players didn’t even seem to have adapted their decks at all. If Old Gods introduced some extreme synergy in Wild that wasn’t possible before, I didn’t see anyone taking advantage of it yet.

You can still hear the Old Gods’ whispers in Wild.

The closest thing I managed to a truly broken Wild-specific combo was Ancestor’s Call + Y’Shaarj. Getting a turn four 10/10 that summons a free Sylvanas Windrunner or Soggoth the Slitherer is the sort of spectacular blowout that could potentially dominate Wild, but it feels barely viable to me. I only met one other person trying that deck. To climb efficiently, I took Firebat’s advice and turned to Zoo. Darkshire Councilman is strong in Standard with Forbidden Ritual, and it’s even better in Wild with Imp-losion. 

The good news for those curious about Wild is that it isn’t entirely dominated by predictable aggressive decks. I saw twice as many Paladins as any other class, but only half of them were the Secret sort. The rest were Anyfin decks or versions of Control Paladin. Priest and Warrior were just as common as Warlock, Hunter and Shaman. Druid and Rogue are, from what I saw, practically nonexistent in Wild. It actually feels like a pretty balanced format, with a decent selection of Old Gods cards seeing play across a variety of strategies, ranging from bombs like Call of the Wild to unassuming utility cards like Blood to Ichor and Eternal Sentinel. A fair few decks are running Eater of Secrets to counter Secret Paladin, but I’m skeptical of its effectiveness. Ravaging Ghoul, a Warrior staple in both Wild and Standard, proved particularly annoying to my Zoo deck. I also ran into all four Old Gods during my climb toward Wild Legend. (For the curious, you can find the record of my games here and here).

Even for control decks, the format is defined by playing strong minions on curve for the critical early turns.

Standard, ironically, feels “wilder” than Wild right now, since experimental Standard decks can’t fall back on the stale reliability of Shredder and Dr. Boom. This is partly by design, though. The announcement of Standard drew criticism from budget players upset at having their hard-earned Dr. Booms and Loathebs effectively deleted from the main game. Wild was meant to allow them to continue playing with all their cards, undisturbed. I’d say Blizzard succeeded in that goal, since the current Wild meta feels very much like a continuation of Hearthstone as it existed before Standard. If my experience on Wild ladder is any indication, though, very few people actually prefer that meta.

What will it take for Wild to get to the point where it has a distinctive, exciting identity of its own? In a word, speed. If you look at constructed formats across other CCGs, formats that don’t rotate out cards have shorter games; Magic: the Gathering’s Modern, for instance, is called a “turn four format” because so many decks can win within that timeframe. It’s easy to see why: if you can play a game winning combo on turn 4, you will beat decks that can’t play their game winning combo until turn 5. In Wild currently, most of the powerful “cool stuff” doesn’t happen until turn 6 or later. Turn 6 is also about how long it takes an aggressive deck with a decent start to kill you, which means that even for control decks, the format is defined by playing strong minions on curve for the critical early turns. 

People are ‘getting rich’ with Reno, no matter the format.

As more cards are printed, I expect aggro decks to gradually get more efficient, shifting the kill-turn earlier. Wild will feel pretty much the same until we see combos that go off earlier than aggro can win—and which are powerful enough to beat minion-based curve openings. It’s bound to happen eventually, and when it does Wild will stop being as much about who drew Shielded Mini-bot + Muster For Battle, and start being more about single-minded combo decks executing their broken, but totally sweet gameplans.

For now, I can’t see Wild garnering much excitement as either a ladder or tournament format. Standard features most of the basic strategies present in Wild, but with more variety and without game-swinging Boom Bots. As Standard matures and stabilizes, a few more players will probably switch to Wild, but the sheer number of games required to climb to Legend means that very few players will grind both ladders. Now that Wild has done its job providing continuity during the launch of Standard, I expect the next few card sets to be a bit more reckless about breaking Wild. I would imagine that Blizzard doesn’t want Wild to stay a ghost town forever.


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5 Reasons Overwatch Is Basically Just Team Fortress 3

Maggio 28, 2016 16:56, by FGR* Blog

Ed from Twinfinite writes: “Overwatch is basically Team Fortress 3, and I mean that in the most respectful and complimenting way possible towards both games. Team Fortress 2 should be recognized as one of the greatest games of the last generation. It has been supported for nearly 10 years, and still continues to captivate a stable audience with its timeless visuals, easy to pick up and play gameplay, and of course, hats. TF2 players love their hats.

Blizzard’s latest hit, Overwatch, seems poised to be this generation’s crazy fun and batsh!t silly shooter. And, given Blizzard’s track record of supporting their franchises, could also capture that same longevity as well. ”


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Single Neuron Computation (Neural Networks: Foundations to Applications)

Maggio 28, 2016 16:37, by FGR* Blog



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This book contains twenty-two original contributions that provide a comprehensive overview of computational approaches to understanding a single neuron structure. The focus on cellular-level processes is twofold. From a computational neuroscience perspective, a thorough understanding of the information processing performed by single neurons leads to an understanding of circuit- and systems-level activity. From the standpoint of artificial neural networks (ANNs), a single real neuron is as complex an operational unit as an entire ANN, and formalizing the complex computations performed by real neurons is essential to the design of enhanced processor elements for use in the next generation of ANNs.

The book covers computation in dendrites and spines, computational aspects of ion channels, synapses, patterned discharge and multistate neurons, and stochastic models of neuron dynamics. It is the most up-to-date presentation of biophysical and computational methods.



Free Halo 5 DLC Hog Wild Hits May 31, Updates Come To Warzone Firefight

Maggio 28, 2016 12:55, by FGR* Blog

Halo developer 343 Industries announced in its blog that Halo 5: Guardians’ next free DLC, Hog Wild, will release next week on May 31.

While the expansion won’t include any new maps, it instead comes with a host of REQ drops, including vehicles such as new warthogs, a hybrid scope, and additional armor.

Some of the “bigger items” will release alongside Warzone Firefight at the end of June. “Just in case you missed it last week, a few of the bigger items that were slated for the Hog Wild update have been given a bit more time for finishing touches and polish,” 343 Industries says in its post.  

For everything releasing on Tuesday in the Hog Wild update, check below.

The blog also mentions that updates are coming to Halo 5’s Warzone Firefight, such as more “dynamic” bosses and better payoffs for Legendary bosses. You can read the full post here.

Hog Wild follows Halo 5’s previous free DLC Memories of Reach which released earlier this month. Memories of Reach included Infection, a zombie-infested multiplayer mode which you can take a look at here. Additionally, Halo 5’s Forge mode, which allows players to create their own maps, is coming to PC.

[Source: Halo Waypoint]


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V-Learning: Distance Education in the 21st Century Through 3D Virtual Learning Environments

Maggio 28, 2016 12:36, by FGR* Blog



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Equally grounded in the research and the practical applications developed by the authors over a number of years, this book shows how virtual learning environments could represent the future of higher education. As academics begin to use environments such as Second Life to reach a broader student audience, this volume offers the distance-learning community (administrators, faculty, and students) a different, yet successful, approach to delivering content over the Internet through 3D virtual learning environments that have the potential to transform higher education.

Covering a broad spectrum of frameworks, from commercial multiplayer video games to online learning, the book shows just how powerful these environments can be in the arena of education, and concludes that data-driven practice will ensure almost universal take-up, even among those currently unwilling to use V-learning. The authors provide numerous practical examples of distance learning in its current state of development, as well as making informed predictions about how future environments might evolve.

This much-needed book is right at the cutting edge of its subject, and comes at a time when research in both educational gaming and distance learning are converging.



XII PYLESTRAS

Maggio 28, 2016 9:05, by FGR* Blog

É com grande satisfação que o Pug-CE, grupo de usuários python do Ceará, trás ao cenário de tecnologia de Fortaleza mais um evento sobre a linguagem de programação python, o XII Pylestras!

pylestrasxiibk2.crop_3510x1300_1352,0.resize_1440x532

Nesta décima segunda edição, contaremos com palestras de peso, como cloud, análise de imagens e como controlar robôs voadores com python! Veja abaixo:

Paas + python = minha startup
Proposto por Danilo Oliveira em 7 de Maio de 2016 às 00:51.
Palestra para empolgar iniciantes a terem uma visão sobre paas e uma full stack: postgre+ python+ django+ bootstrap com um estudo de caso subindo um projeto para o heroku.com, a ideia é mostrar como paas e python podem formar um ambiente robusto para auxiliar pequenas empresas que não dispõem de infra e terceirizam o serviços, uma mão na roda para startups.

Scikit-image: Realce e Detecção de Bordas
Proposto por Darleison Rodrigues em 29 de Abril de 2016 às 00:05.
Aprenda como utilizar o scikit-image para analisar imagens e como aplicar esses conhecimentos em imagens médicas!

Como quebrar captcha
Proposto por brunomacabeus em 29 de Abril de 2016 às 14:29.
Nessa palestra apresentarei um estudo de caso de como quebrar um captcha do site do governo usando Python + OpenCV + Tesseract.

Robótica aérea com Python
Proposto por Bárbara Brandão em 9 de Maio de 2016 às 23:22.
A proposta da palestra é mostrar como o Python foi utilizado para programação de um quadrotor. Haverá ênfase sobre as principais problemáticas enfrentadas por mim, durante o desenvolvimento, e como as resolvi, com demonstrações do protótipo.

Clojure: uma visão pythonica
Proposto por Paolo Oliveira em 9 de Maio de 2016 às 23:18.
Este apresentação visa introduzir o Clojure, traçando paralelos com o python, mostrar ferramentas e recursos para iniciar e manter um projeto e demonstrar seu poder fazendo alguns experimentos em tempo real.

Porque você deve ser um Maker?
Proposto por Lucas Lima


O evento contará com sorteio de brindes e um delicioso coffee-break (bancado pelo valor do ingresso). Agradecimento especial ao IFCE e a Morphus Segurança da Informação!

IFCE-

Av. 13 de Maio, 2081 – Fatima, Fortaleza – CE, Brasil

 

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Tags: PUG-CE, Pylestras, Python


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Awesome Art Picks: Spider-Man, Game of Thrones, Captain America, and More

Maggio 28, 2016 8:53, by FGR* Blog

Each week we search and gather up the coolest comic book art you won’t see in actual comics. The reason you won’t is because professional artists often draw sketches for fun or commissions and post them on their websites, blogs, and Tumblrs. Some artists even arrange commissions through their sites so be sure to check them out. This is a way to see the artists working on one book draw characters from other comics or publishers.

Andrew Robinson posted some commissions from Atlantic City and MegaCon on his Instagram.

Todd Nauck posted a couple new sketches on his Tumblr.

Yildiray Cinar posted some recent warm-ups and commissions on his Instagram.

Ramon Perez posted commissions from MegaCon on his Instagram.

Chrissie Zullo posted an Ahsoka Tano commission on her Facebook page.

Ryan Stegman posted some sketches on his Tumblr.

Skottie Young posted some Daily Sketches on his Tumblr. His puts his art up for sale here.

Dustin Nguyen posted new art on his Tumblr this week.

Sara Pichelli posted new sketches on her Tumblr.

Chris Giarrusso put new sketch cards for sale on his website.

Brett Booth posted Wally West and dinosaur sketches on his Twitter.

Marcus To posted some commissions on his Tumblr.

Ryan Lee posted new commissions on his Twitter.

Paolo Rivera posted a classic Spider-Man sketch on his blog.

Peter Nguyen is excited about X-Men: Apocalypse and posted this sketch on his Tumblr.

Jim Cheung posted new sketches on his Instagram.

Marcio Takara posted some finished and work-in-process commissions on his Tumblr.

Mike McKone posted commissions from MegaCon on his Twitter.

Joel Gomez posted some commissions from Amazing Hawaii Comic-Con on his Tumblr.

Mike Henderson posted new pics on his Instagram. You can buy his original art here.

Ryan Ottley re-posted a Black Bolt/Captain America sketch on his Tumblr since some people are talking about a recent development with Captain America.

That’s it for this week. Let us know which ones you dug. We’ll have more awesome art next time.


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