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  • Google Developers

    Google Developers We wouldn't be where we are at Google without you, the developer community. We are working to support you better by bringing together all developer resources, programs, events, tools, and community into one place, developers.google.com. As part of this project, we're introducing a new identity, complete with a new look, to unify all of our developer offerings.Our new logo says Google Developers, and that's intentional: it reflects our focus on you, not just the tools we provide. We hope you like it. From: GoogleDevelopers Views: 27334 384 ratings Time: 01:15 More in Science & Technology

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  • Google I/O 2011: JavaScript Programming in the Large with Closure Tools

    Google I/O 2011: JavaScript Programming in the Large with Closure Tools Michael Bolin Most developers who have tinkered with JavaScript could not imagine writing 1000 lines of code in such a language, let alone 100000. Yet that is exactly what Google engineers have done using a suite of JavaScript tools named "Closure" to produce many of the most popular and sophisticated applications on the Web, such as Gmail and Google Maps. From: GoogleDevelopers Views: 4915 35 ratings Time: 57:07 More in Science & Technology

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  • Google Compute Engine Office Hours: August 22, 2012

    Google Compute Engine Office Hours: August 22, 2012 Office hours with the Google Compute Engine Team on August 22, 2012. The slides can be viewed here: goo.gl The tech talk portion of this session was about OAuth and Service Accounts, an area which the Google Compute Engine team has done a great job simplifying. From: GoogleDevelopers Views: 80 7 ratings Time: 52:42 More in Science & Technology

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  • Google I/O 2012 - OAuth 2.0 for Identity and Data Access

    Google I/O 2012 - OAuth 2.0 for Identity and Data Access Ryan Boyd Users like to keep their data in one place on the web where it's easily accessible. Whether it's YouTube videos, Google Drive files, Google contacts or one of many other types of data, users need a way to securely grant applications access to their data. OAuth is the key web standard for delegated data access and OAuth 2.0 is the next-generation version with additional security features. This session will cover the latest advances in how OAuth can be used for data access, but will also dive into how you can lower the barrier to entry for your application by allowing users to login using their Google accounts. You will learn, through an example written in Python, how to use OAuth 2.0 to incorporate user identity into your web application. Best practices for desktop applications, mobile applications and server-to-server use cases will also be discussed. From: GoogleDevelopers Views: 11 1 ratings Time: 58:56 More in Science & Technology

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  • Google Python Class Day 2 Part 1

    Google Python Class Day 2 Part 1 Google Python Class Day 2 Part 1: Regular Expressions. By Nick Parlante. Support materials and exercises: code.google.com From: GoogleDevelopers Views: 18 0 ratings Time: 42:00 More in Science & Technology

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  • GDD-BR 2010 [2G] So What's A Web App? Introduction to the Chrome Web Store

    GDD-BR 2010 [2G] So What's A Web App? Introduction to the Chrome Web Store Speaker: Eric Bidelman Track: Chrome and HTML5 Time slot: G [16:30 - 17:15] Room: 2 Level: 151 What does it mean to install a web app? This session will give an overview of how to build a beautiful application for the Chrome Web Store, monetize, and distribute it to 70 million users! From: GoogleDevelopers Views: 146 3 ratings Time: 38:57 More in Science & Technology

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  • Google I/O 2010 - YouTube API uploads: Tips & best practices

    Google I/O 2010 - YouTube API uploads: Tips & best practices Google I/O 2010 - YouTube API uploads: Tools, tips, and best practices Google APIs 201 Jeffrey Posnick, Gareth McSorley, Kuan Yong Are you integrating YouTube upload functionality into your mobile, desktop, or web app? Learn about Android and iPhone upload best practices, resuming interrupted YouTube uploads, and the YouTube Direct embeddable iframe for soliciting uploads on your existing web pages. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 11 0 ratings Time: 55:27 More in Science & Technology

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  • Google Python Class Day 1 Part 3

    Google Python Class Day 1 Part 3 Google Python Class Day 1 Part 3: Dicts and Files. By Nick Parlante. Support materials and exercises: code.google.com From: GoogleDevelopers Views: 7 0 ratings Time: 28:59 More in Science & Technology

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  • Google I/O 2012 - Best Practices for Maps API Developers

    Google I/O 2012 - Best Practices for Maps API Developers Susannah Raub, Jez Fletcher The Google Maps API makes it easy to add simple maps to your applications, but we want to take you to the next level. In this session we reveal our recommended best practices for Maps API developers, including developer tools, testing, and API features that will save you time, avoid a headache or two, and delight your users. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 400 8 ratings Time: 48:52 More in Science & Technology

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  • Google I/O 2010 - Real-time apps w/ App Engine and Feed API

    Google I/O 2010 - Real-time apps w/ App Engine and Feed API Google I/O 2010 - Building real-time web apps with App Engine and the Feed API Google APIs, App Engine 201 Brett Bavar, Moishe Lettvin We're introducing two new APIs which you can use to power real-time web apps: the App Engine Channel API and the Feed API v2 with push updates. Learn how the new Channel API allows you to push data from your App Engine app to an end user's browser. Also, learn how the new version of the Feed API allows you to subscribe to PubSubHubbub feeds and receive updates pushed to the browser. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 10 1 ratings Time: 38:50 More in Science & Technology

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  • Google Python Class Day 2 Part 2

    Google Python Class Day 2 Part 2 Google Python Class Day 2 Part 2: Utilities: OS and Commands. By Nick Parlante. Support materials and exercises: code.google.com From: GoogleDevelopers Views: 11 1 ratings Time: 20:20 More in Science & Technology

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  • Google I/O 2012 - Automating the Use of Affiliate Links to Monetize Your Web Site

    Google I/O 2012 - Automating the Use of Affiliate Links to Monetize Your Web Site Ali Pasha, Shaun Cox Some of the most profitable web sites on the web use affiliate links to both drive traffic and monetize their existing traffic. This talk will walk you through how to automate most of your existing processes using the Google Affiliate Network, similar to how other larger websites do this today. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 37 1 ratings Time: 47:12 More in Science & Technology

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  • Google Python Class Day 1 Part 1

    Google Python Class Day 1 Part 1 Google Python Class Day 1 Part 1: Introduction and Strings. By Nick Parlante. Support materials and exercises: code.google.com From: GoogleDevelopers Views: 137 1 ratings Time: 51:37 More in Science & Technology

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  • Generating a Google Drive Hosted Website with tools you have lying around in your kitchen

    Generating a Google Drive Hosted Website with tools you have lying around in your kitchen Now that you can host web content in Google Drive, Ali will take a look at writing some code to generate a website from files stored in Google Drive. This should be a fun session, and as will all live coding, totally able to fail in about a million ways. From: GoogleDevelopers Views: 0 0 ratings Time: 03:30:00 More in Science & Technology

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  • Google Wave Conversation Model

    Google Wave Conversation Model Pamela Fox explains the Google Wave Conversation - waves, wavelets, conversations, and blips. The Prezi shown is here: prezi.com The Google Wave conversation model spec is here: www.waveprotocol.org From: GoogleDevelopers Views: 2 0 ratings Time: 08:09 More in Science & Technology

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  • GDL Presents: Make Web Magic | Part III

    GDL Presents: Make Web Magic | Part III Make Web Magic: The Minds Behind the Most Popular Chrome Experiments Using the latest open web technologies, the developers creating some of the most inspired Chrome Experiments showcase their latest web experiments and discuss how they are making the web faster, more fun, and open in this 3-episode hangout. Host: Paul Irish, Developer Advocate, Chrome Guest: Hakim El Hattab From: GoogleDevelopers Views: 133 16 ratings Time: 30:35 More in Science & Technology

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  • Google I/O 2010 - WebM Open Video Playback in HTML5

    Google I/O 2010 - WebM Open Video Playback in HTML5 Google I/O 2010 - WebM Open Video Playback in HTML5 Chrome 101 Kevin Carle, Jim Bankoski, David Mendels (Brightcove), Bob Mason (Brightcove) The new open VP8 codec and WebM file format present exciting opportunities for innovation in HTML5 video. In this session, you'll see WebM playback in action while YouTube and Brightcove engineers show you how to support the format in your own HTML5 site. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 4 0 ratings Time: 40:02 More in Science & Technology

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  • Google Python Class Day 1 Part 2

    Google Python Class Day 1 Part 2 Google Python Class Day 1 Part 2: Lists, Sorting, and Tuples. By Nick Parlante. Support materials and exercises: code.google.com From: GoogleDevelopers Views: 13 0 ratings Time: 35:12 More in Science & Technology

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  • Google I/O 2010 - Porting v2 JavaScript Maps API apps to v3

    Google I/O 2010 - Porting v2 JavaScript Maps API apps to v3 Google I/O 2010 - Stepping up: Porting v2 JavaScript Maps API applications to v3 Geo 201 Daniels Lee The JavaScript Maps API v3 is the future of the Google Maps API. To take advantage of the many great features coming to the API you will need to migrate existing v2 applications to v3. This session will guide you through the process, illustrating how easy it is to start reaping the benefits in features and performance. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 10 0 ratings Time: 01:04:07 More in Science & Technology

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  • Google I/O 2010 - Advanced Android audio techniques

    Google I/O 2010 - Advanced Android audio techniques Google I/O 2010 - Advanced Android audio techniques Android 301 Dave Sparks In this session, we will explore advanced techniques that you can employ in your apps when working with media. This includes using Android's low-level audio APIs, selecting the appropriate format for your media files, and what's now possible using new media framework APIs introduced in Android 2.2. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 3 0 ratings Time: 57:16 More in Science & Technology

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  • Google I/O 2010 - Connecting users w/ places

    Google I/O 2010 - Connecting users w/ places Google I/O 2010 - Where you at? Connecting your users with the places around them Geo 201 Marcelo Camelo, Chris Lambert, Dave Wang (Booyah) With the proliferation of GPS-enabled mobile devices, the locations of your users are now readily accessible to applications. This session will illustrate how to manage this location data and exploit the rich local information that Google offers to place your users in the context of their surroundings. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 65 0 ratings Time: 01:01:55 More in Science & Technology

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  • Best way to store a large amount of game objects and update the ones onscreen

    - by user3002473
    Good afternoon guys! I'm a young beginner game developer working on my first large scale game project and I've run into a situation where I'm not quite sure what the best solution may be (if there is a lone solution). The question may be vague (if anyone can think of a better title after having read the question, please edit it) or broad but I'm not quite sure what to do and I thought it would help just to discuss the problem with people more educated in the field. Before we get started, here are some of the questions I've looked at for help in the past: Best way to keep track of game objects Elegant way to simulate large amounts of entities within a game world What is the most efficient container to store dynamic game objects in? I've also read articles about different data structures commonly used in games to store game objects such as this one about slot maps, but none of them are really what I'm looking for. Also, if it helps at all I'm using Python 3 to design the game. It has to be Python 3, if I could I would use C++ or Unityscript or something else, but I'm restricted to having to use Python 3. My game will be a form of side scroller shooter game. In said game the player will traverse large rooms with large amounts of enemies and other game objects to update (think some of the larger areas in Cave Story or Iji). The player obviously can't see the entire room all at once, so there is a viewport that follows the player around and renders only a selection of the room and the game objects that it contains. This is not a foreign concept. The part that's getting me confused has to do with how certain game objects are updated. Some of them are to be updated constantly, regardless of whether or not they can be seen. Other objects however are only to be updated when they are onscreen (for example, an enemy would only be updated to react to the player when it is onscreen or when it is in a certain range of the screen). Another problem is that game objects have to be easily referable by other game objects; something that happens in the player's update() method may affect another object in the world. Collision detection in games is always a serious problem. I need a way of containing the game objects such that it minimizes the number of cases when testing for collisions against one another. The final problem is that of creating and destroying game objects. I think this problem is pretty self explanatory. To store the game objects then I've considered a number of different methods. The original method I had was to simply store all the objects in a hash table by an id. This method was simple, and decently fast as it allows all the objects to be looked up in O(1) complexity, and also allows them to be deleted fairly easily. Hash collisions would not be a major problem; I wasn't originally planning on using computer generated ids to store the game objects I was going to rely on them all using ids given to them by the game designer (such names would be strings like 'Player' or 'EnemyWeapon4'), and even if I did use computer generated ids, if I used a decent hashing algorithm then the chances of collisions would be around 1 in 4 billion. The problem with using a hash table however is that it is inefficient in checking to see what objects are in range of the viewport. Considering the fact that certain game objects move (as well as the viewport itself), the only solution I could think of in order to only update objects that are in the viewport would be to iterate through every object in the hash table and check if it is in the viewport or not, updating only the ones that are in the valid area. This would be incredibly slow in scenarios where the amount of game objects exceeds 500, or even 200. The second solution was to store everything in a 2-d list. The world is partitioned up into cells (a tilemap essentially), where each cell or tile is the same size and is square. Each cell would contain a list of the game objects that are currently occupying it (each game object would be inserted into a cell depending on the center of the object's collision mask). A 2-d list would allow me to take the top-left and bottom-right corners of the viewport and easily grab a rectangular area of the grid containing only the cells containing entities that are in valid range to be updated. This method also solves the problem of collision detection; when I take an entity I can find the cell that it is currently in, then check only against entities in it's cell and the 8 cells around it. One problem with this system however is that it prohibits easy lookup of game objects. One solution I had would be to simultaneously keep a hash table that would contain all the positions of the objects in the 2-d list indexed by the id of said object. The major problem with a 2-d list is that it would need to be rebuilt every single game frame (along with the hash table of object positions), which may be a serious detriment to game speed. Both systems have ups and downs and seem to solve some of each other's problems, however using them both together doesn't seem like the best solution either. If anyone has any thoughts, ideas, suggestions, comments, opinions or solutions on new data structures or better implementations of the existing data structures I have in mind, please post, any and all criticism and help is welcome. Thanks in advance! EDIT: Please don't close the question because it has a bad title, I'm just bad with names!

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  • Google I/O 2010 - BigQuery and Prediction APIs

    Google I/O 2010 - BigQuery and Prediction APIs Google I/O 2010 - BigQuery and Prediction APIs App Engine 101 Amit Agarwal, Max Lin, Gideon Mann, Siddartha Naidu Google relies heavily on data analysis and has developed many tools to understand large datasets. Two of these tools are now available on a limited sign-up basis to developers: (1) BigQuery: interactive analysis of very large data sets and (2) Prediction API: make informed predictions from your data. We will demonstrate their use and give instructions on how to get access. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 6 0 ratings Time: 57:48 More in Science & Technology

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