https://wiki.cdot.senecacollege.ca/w/api.php?action=feedcontributions&user=Dhhodgin&feedformat=atomCDOT Wiki - User contributions [en]2024-03-19T08:36:59ZUser contributionsMediaWiki 1.30.0https://wiki.cdot.senecacollege.ca/w/index.php?title=Meeting_Room_T1042&diff=85781Meeting Room T10422012-06-14T13:15:06Z<p>Dhhodgin: </p>
<hr />
<div>[[Category:CDOT]]<br />
<br />
Meeting room T1042 is a small conference room that can be booked via this page for any meeting related to Open Source. Please do not book this <span class="plainlinks">[http://www.valleypistachio.com/ <span style="color:black;font-weight:normal; text-decoration:none!important; background:none!important; text-decoration:none;">gourmet gift basket</span>] room for extended periods (more than 2 hours) for other groups without checking with CDOT staff.<br />
<br />
== Room facilities ==<br />
* Conference table, 6 seats* Portable flipchart/whiteboard<br />
* LCD monitor with HDMI/DVD-D/VGA inputs - 1080x1920 (1080p)<br />
* Wired DHCP ethernet (x6)<br />
* Powerbar on table (x6)<br />
<br />
== Telephone information ==<br />
* Phone number for dial-in: 416-491-5050 ext 33421<br />
* Telephone has speakerphone capability<br />
* For dial-out, press 9 <br />
<br />
== Booking ==<br />
This room is booked via this web page. To add a booking, please add a row to this table; you'll need to login (or create an account) to edit. You can sort this table using the icons beside the column headers.<br />
{{Admon/caution|Unsorted Data!|Rows will not be in chronological order until you sort them. Please sort by clicking on the arrow icon before adding to the table, in order to avoid double-booking.}}<br />
{|class="mediawiki sortable" border="2" width="100%"<br />
!Date and time<br />
!Purpose<br />
!Contact person<br />
<!-- To add a new row, copy and paste the following text (4 lines) and fill it in: ************<br />
<br />
|YYYY-MM-DD HH:MM-HH:MM<br />
|Purpose<br />
|Contact person<br />
|-<br />
<br />
Please remember to REPLACE the date, Purpose, and Contact, but to leave the pipe characters "|"<br />
Feel free to delete old bookings.<br />
TIMES MUST BE IN 24-HOUR FORMAT WITH 2-DIGIT HOURS TO SORT PROPERLY.<br />
Paste new bookings below this line. ********************************************** --><br />
<!-- Team-specific follow-up to Tuesday all-CDOT meeting -->|-<br />
<br />
<br />
|-<br />
|2012-09-06 ????<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-08-30 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-06-14 9:00-11:45<br />
|Fivel meeting<br />
|[[User:dhhodgin|Daniel Hodgin]]<br />
|-<br />
|2012-08-23 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-08-16 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-08-09 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-08-02 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-07-26 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-07-19 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-07-12 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-07-05 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-06-28 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-06-21 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-06-14 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-06-07 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-06-06 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-06-13 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting <br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-06-20 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-06-27 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-07-04 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting <br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-07-11 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-07-18 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-07-25 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting <br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-08-01 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-08-08 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-08-15 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting <br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-08-22 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-08-29 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-09-05 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting <br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-06-06 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-06-13 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-06-20 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-06-27 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-07-04 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-07-11 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-07-18 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-07-25 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-08-01 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-08-08 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-08-15 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-08-22 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-08-29 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-09-05 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-06-05 10:30-12:00<br />
|DCC-Tool Design meeting<br />
|Cathy<br />
|-<br />
|2012-06-05 13:00-15:30<br />
|DCC-Tool Design meeting<br />
|Cathy<br />
|-<br />
|2012-06-07 14:00-16:00<br />
|DCC-Tool Design meeting<br />
|Cathy<br />
|-<br />
|2012-06-12 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-06-19 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-06-26 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-07-03 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-07-10 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-07-17 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-07-24 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-07-31 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-08-07 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-08-14 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-08-21 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-08-28 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|}<br />
<br />
See [[CDOT Rooms]] for more room information.</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Meeting_Room_T1042&diff=85377Meeting Room T10422012-05-24T17:12:41Z<p>Dhhodgin: </p>
<hr />
<div>[[Category:CDOT]]<br />
<br />
Meeting room T1042 is a small conference room that can be booked via this page for any meeting related to Open Source. Please do not book this <span class="plainlinks">[http://www.valleypistachio.com/ <span style="color:black;font-weight:normal; text-decoration:none!important; background:none!important; text-decoration:none;">gourmet gift basket</span>] room for extended periods (more than 2 hours) for other groups without checking with CDOT staff.<br />
<br />
== Room facilities ==<br />
* Conference table, 6 seats* Portable flipchart/whiteboard<br />
* LCD monitor with HDMI/DVD-D/VGA inputs - 1080x1920 (1080p)<br />
* Wired DHCP ethernet (x6)<br />
* Powerbar on table (x6)<br />
<br />
== Telephone information ==<br />
* Phone number for dial-in: 416-491-5050 ext 33421<br />
* Telephone has speakerphone capability<br />
* For dial-out, press 9 <br />
<br />
== Booking ==<br />
This room is booked via this web page. To add a booking, please add a row to this table; you'll need to login (or create an account) to edit. You can sort this table using the icons beside the column headers.<br />
{{Admon/caution|Unsorted Data!|Rows will not be in chronological order until you sort them. Please sort by clicking on the arrow icon before adding to the table, in order to avoid double-booking.}}<br />
{|class="mediawiki sortable" border="2" width="100%"<br />
!Date and time<br />
!Purpose<br />
!Contact person<br />
<!-- To add a new row, copy and paste the following text (4 lines) and fill it in: ************<br />
<br />
|YYYY-MM-DD HH:MM-HH:MM<br />
|Purpose<br />
|Contact person<br />
|-<br />
<br />
Please remember to REPLACE the date, Purpose, and Contact, but to leave the pipe characters "|"<br />
Feel free to delete old bookings.<br />
TIMES MUST BE IN 24-HOUR FORMAT WITH 2-DIGIT HOURS TO SORT PROPERLY.<br />
Paste new bookings below this line. ********************************************** --><br />
<!-- Team-specific follow-up to Tuesday all-CDOT meeting -->|-<br />
<br />
<br />
|-<br />
|2012-05-18 10:00-18:00<br />
|Fedora ARM Beta Test Go/No-go vFAD<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-09-06 ????<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-05-24 13:30-16:00<br />
|CASSUS company meeting<br />
|[[User:Dhhodgin|Daniel Hodgin]]<br />
|-<br />
|2012-08-30 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-08-23 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-08-16 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-08-09 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-08-02 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-07-26 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-07-19 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-07-12 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-07-05 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-06-28 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-06-21 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-06-14 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-06-07 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-05-31 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-05-24 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-05-17 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-05-10 14:00-15:00<br />
|Meet with Marketing<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-05-10 11:50-13:30<br />
|CDOT Steering Team Meeting<br />
|[[User:Dawn|Dawn Mercer]]<br />
|-<br />
|2012-05-02 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-05-02 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-05-02 13:00-15:00<br />
|DCC Team<br />
|[[User:NorthWind87|Hasan K]]<br />
|-<br />
|2012-05-03 15:00-17:00<br />
|DCC Team<br />
|[[User:NorthWind87|Hasan K]]<br />
|-<br />
|2012-05-09 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-05-16 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-05-23 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting <br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-05-30 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-06-06 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-06-13 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting <br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-06-20 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-06-27 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-07-04 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting <br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-07-11 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-07-18 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-07-25 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting <br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-08-01 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-08-08 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-08-15 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting <br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-08-22 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-08-29 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-09-05 09:55-11:35<br />
|CDOT Fedora ARM Team Meeting <br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-05-02 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-05-09 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-05-16 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-05-23 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-05-30 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-06-06 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-06-13 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-06-20 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-06-27 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-07-04 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-07-11 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-07-18 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-07-25 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-08-01 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-08-08 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-08-15 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-08-22 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-08-29 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-09-05 15:55-17:25<br />
|Global Fedora ARM Weekly Call<br />
|[[User:maxamaxim|M A]]<br />
|-<br />
|2012-05-08 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-05-15 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-05-22 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-05-22 14:00-16:00<br />
|DCC-Tool UI Manager Design/Requirements<br />
|Hasan<br />
|-<br />
|2012-05-29 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-06-05 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-06-12 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-06-19 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-06-26 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-07-03 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-07-10 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-07-17 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-07-24 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-07-31 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-08-07 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-08-14 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-08-21 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-08-28 10:30-11:30<br />
|DCC-Tool Weekly meeting<br />
|Cathy<br />
|-<br />
|2012-05-15 13:00-14:00<br />
|BBB meeting with Hassan and Santo (Cancelled)<br />
|Fardad<br />
|-<br />
|2012-05-17 15:30-16:30<br />
|BBB meeting with Fred<br />
|[[User:fardad|Fardad]]<br />
|-<br />
<br />
<br />
|}<br />
<br />
See [[CDOT Rooms]] for more room information.</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Meeting_Room_T1042&diff=78438Meeting Room T10422012-01-16T14:29:12Z<p>Dhhodgin: </p>
<hr />
<div>Meeting room T1042 is a small conference room that can be booked via this page for any meeting related to Open Source. Please do not book this room for <span class="plainlinks">[http://www.andrewflusche.com/services/virginia-reckless-driving-ticket-defense/<span style="color:black;font-weight:normal; text-decoration:none!important; background:none!important; text-decoration:none;">Virginia reckless driving</span>] extended periods (more than 2 hours) for other groups without checking with CDOT staff.<br />
<br />
Room facilities:<br />
* Conference table, 6 seats, power (under table)<br />
* Flipchart/whiteboard<br />
* LCD monitor with HDMI/DVD-D/VGA inputs - 1080x1920 (1080p)<br />
* Wired DHCP ethernet port<br />
<br />
Telephone information:<br />
* Phone number for dial-in: 416-491-5050 ext 33421<br />
* Telephone has basic speakerphone capability<br />
* For dial-out, press 9 <br />
<br />
This room is booked via this web page. To add a booking, please add a row to this table; you'll need to login (or create an account) to edit. You can sort this table using the icons beside the column <span class="plainlinks">[http://www.phuketproperty.com/<span style="color:black;font-weight:normal; text-decoration:none!important; background:none!important; text-decoration:none;">Phuket property</span>] headers.<br />
<br />
{{Admon/caution|Unsorted Data!|Rows will not be in chronological order until you sort them. Please sort by clicking on the arrow icon before adding to the table, in order to avoid double-booking.}}<br />
<br />
<br />
[[Category:CDOT]]<br />
{|class="mediawiki sortable" border="2" width="100%"<br />
|-<br />
!Date and time<br />
(YYYY-MM-DD HH:MM-HH:MM)<br />
!Purpose<br />
!Contact person<br />
<!-- To add a new row, copy and paste the following text and fill it in: ************<br />
|-<br />
|YYYY-MM-DD HH:MM-HH:MM<br />
|Purpose<br />
|Contact person<br />
<br />
Please remember to REPLACE the date, Purpose, and Contact, but to leave the pipe characters "|"<br />
Feel free to delete old bookings.<br />
<br />
TIMES MUST BE IN 24-HOUR FORMAT WITH 2-DIGIT HOURS TO SORT PROPERLY.<br />
<br />
Paste new bookings below this line. ********************************************** --><br />
|-<br />
|2012-01-19 10:00-12:00<br />
|Privplay<br />
|Ian Tipson <br />
|-<br />
|2012-01-16 10:00-12:00<br />
|Meeting<br />
|Daniel Hodgin<br />
|-<br />
|2012-01-10 13:00-14:00<br />
|Spongelab Meeting<br />
|[[User:Dawn Mercer]]<br />
|-<br />
|2012-01-11 10:00-10:30<br />
|BigBlueButton Meeting<br />
|[[User:Dawn Mercer]]<br />
|-<br />
|2011-12-20 10:00-16:00<br />
| Fedora ARM training<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-12-21 13:30-15:30<br />
|Privplay<br />
|[[User:Ian.tipson|Ian Tipson]]<br />
|-<br />
|2012-01-05 10:00-12:00<br />
| Student Meetings<br />
|[[User:Paul.W|Paul Whalen]]<br />
|-<br />
|2012-01-05 12:00-5:00<br />
|Exocortex meeting<br />
|[[User:catherine.leung|Catherine Leung]]<br />
|-<br />
|}<br />
<br />
See [[CDOT Rooms]] for more room information.</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=ICT_Curriculum_Review/Refresh/Update_-_2012&diff=74144ICT Curriculum Review/Refresh/Update - 20122011-11-16T04:23:26Z<p>Dhhodgin: /* ICT Internet Stream Update - Fall 2011 */</p>
<hr />
<div>== ICT Internet Stream Update - Fall 2011 ==<br />
Attendees for Session 1:<br />
John Selmys,<br />
Emile Ohan,<br />
Anthony Austin,<br />
Danny Abesdris (Arroway),<br />
Peter Callaghan,<br />
Mary-Lynn Manton,<br />
Ian Tipson,<br />
Peter McIntyre,<br />
Praveen Mitera,<br />
Sunny Shi,<br />
Michal Heidenreich<br />
<br />
Attendees for session 2:<br />
Emile<br />
John Sam<br />
Fardad S<br />
Peter M<br />
Jordan A<br />
Bob B<br />
Mary-Lynn<br />
Daniel Hodgin<br />
Chris T<br />
<br />
<br />
=== ULI101 ===<br />
<br />
* currently last 2 weeks of course is xhtml/css intro<br />
**consider removing web content (last 2 weeks), and not expand unix content in uli101<br />
**this should not affect int222 or int213<br />
<br />
=== INT213 ===<br />
* currently legacy asp<br />
**no changes<br />
**consider changing to asp.net<br />
<br />
=== INT222 ===<br />
* currently 1st half is xhtml/css, 2nd half is css/javascript<br />
**html5 replaces xhtml/javascript/css (Anthony has reservations)<br />
**need to manage the course depth - should not be another "killer" course<br />
**consider changing pre-req to IPC144 (Emile)<br />
* propose it now be HTML5 (including Javascript/DOM/CSS3)<br />
<br />
=== INT322 ===<br />
* currently 1st half perl, 2nd half is php with apache and mysql<br />
**remove perl and Apache admin and replace with more html5/ajax (not Anthony's opinion)<br />
**recommend perl and python as professional options<br />
**consider using a versioning system like git/svn (Fardad)<br />
**consider Python instead of PHP<br />
* propose it now be continuation of HTML5 from INT222 + PHP + Ajax<br />
<br />
=== INT422 ===<br />
* currently asp.net web forms and c# with intros to sql server and ajax<br />
** remove ajax<br />
**consider using a versioning system like git/svn (Fardad)<br />
<br />
=== LETTERS (from faculty who could not attend) ===<br />
*[[David Humphrey's Internet Stream Update Comments]]<br />
*[[Timothy Mckenna's Internet Stream Update Comments]]<br />
<br />
=== NOTES from INT REVIEW in 2010 ===<br />
* Here's a [[http://zenit.senecac.on.ca/wiki/index.php/Internet_Programming_Curriculum link to last year's review]] of our INTERNET stream.<br />
<br />
=== FINAL COMMENTS ===<br />
* should not be implemented in Jan 2012<br />
* should be implemented in May 2012<br />
* need more unix courses (Anthony, John)<br />
* all faculty should be given cell phones and tablets (except Ian)<br />
* all faculty should be given Mercedes (except Ian)</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Meeting_Room_T1042&diff=73727Meeting Room T10422011-11-09T13:38:06Z<p>Dhhodgin: </p>
<hr />
<div>Meeting room T1042 is a small conference room that can be booked via this page for any meeting related to Open Source. Please do not book this room for extended periods (more than 2 hours) for other groups without checking with CDOT staff.<br />
<br />
Room facilities:<br />
* Conference table, 6 seats, power (under table)<br />
* Flipchart/whiteboard<br />
* LCD monitor with HDMI/DVD-D/VGA inputs - 1080x1920 (1080p)<br />
* Wired DHCP ethernet port<br />
<br />
Telephone information:<br />
* Phone number for dial-in: 416-491-5050 ext 3421<br />
* Telephone has basic speakerphone capability<br />
* For dial-out, press 9 <br />
<br />
This room is booked via this web page. To add a booking, please add a row to this table; you'll need to login (or create an account) to edit. You can sort this table using the icons beside the column headers ('''Note:''' Rows might not be in chronological order until you sort them!).<br />
<br />
<br />
[[Category:CDOT]]<br />
{|class="mediawiki sortable" border="2" width="100%"<br />
|-<br />
!Date and time<br />
(YYYY-MM-DD HH:MM-HH:MM)<br />
!Purpose<br />
!Contact person<br />
<!-- To add a new row, copy and paste the following text and fill it in: ************<br />
|-<br />
|YYYY-MM-DD HH:MM-HH:MM<br />
|Purpose<br />
|Contact person<br />
<br />
Please remember to <span class="plainlinks">[http://www.herbalweightlossaid.com/ <span style="color:#000000;font-weight:normal; text-decoration:none!important; background:none!important; text-decoration:none;">slimming pills</span>] REPLACE the date, Purpose, and Contact, but to leave the pipe characters "|"<br />
Feel free to delete old bookings.<br />
<br />
Paste new bookings below this line. ********************************************** --><br />
|-<br />
|2011-11-09 2:00-2:30<br />
|Microsoft Meeting<br />
|[[User:dhhodgin|Daniel Hodgin]]<br />
|-<br />
|2011-11-08 9:00-17:00<br />
|Fedora-ARM Hackfest<br />
|[[User:aeboccia|Anthony Boccia]]<br />
|-<br />
|2011-11-07 9:00-17:00<br />
|Fedora-ARM Hackfest<br />
|[[User:aeboccia|Anthony Boccia]]<br />
|-<br />
|2011-11-04 13:00-15:00<br />
|Privplay<br />
|Ian Tipson<br />
|-<br />
|2011-11-03 13:30-15:30<br />
|Privplay '''*** SCHEDULE CONFLICT***'''<br />
|Ian Tipson<br />
|-<br />
|2011-11-03 10:30-12:30<br />
|IRCC conference call<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-11-10 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-11-17 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-11-24 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-12-01 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-12-08 10:00-11:30<br />
|CDOT Co-ordination <span class="plainlinks">[http://www.instantperformeroil.info/ <span style="color:#000000;font-weight:normal; text-decoration:none!important; background:none!important; text-decoration:none;">instant performer</span>] meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-12-15 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-11-03 13:00-14:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|-<br />
|2011-11-03 14:00-15:00<br />
| Interview<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-11-10 13:00-15:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|-<br />
|2011-11-17 13:00-15:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|-<br />
|2011-11-24 13:00-15:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|-<br />
|2011-12-01 13:00-15:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|-<br />
|2011-12-08 13:00-15:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|-<br />
|2011-12-15 13:00-15:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|-<br />
|2011-12-22 13:00-15:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|-<br />
|2011-12-29 13:00-15:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|-<br />
|2011-11-07 10:00-11:00<br />
| NexJ weekly meeting<br />
|[[User:cwdesautels|Carl Desautels]]<br />
|-<br />
|2011-11-11 14:00-18:00<br />
| NexJ Sprint 2 meeting<br />
|[[User:cwdesautels|Carl Desautels]]<br />
|-<br />
|2011-11-14 10:00-11:00<br />
| NexJ weekly meeting<br />
|[[User:cwdesautels|Carl Desautels]]<br />
|-<br />
|2011-11-21 10:00-11:00<br />
| NexJ weekly meeting<br />
|[[User:cwdesautels|Carl Desautels]]<br />
|-<br />
|2011-11-28 10:00-11:00<br />
| NexJ weekly meeting<br />
|[[User:cwdesautels|Carl Desautels]]<br />
|-<br />
|2011-12-05 10:00-11:00<br />
| NexJ weekly meeting<br />
|[[User:cwdesautels|Carl Desautels]]<br />
|-<br />
|2011-12-12 10:00-11:00<br />
| NexJ weekly meeting<br />
|[[User:cwdesautels|Carl Desautels]]<br />
|-<br />
|2011-12-19 10:00-11:00<br />
| NexJ weekly meeting<br />
|[[User:cwdesautels|Carl Desautels]]<br />
|-<br />
|2011-11-01 16:00-18:00<br />
| Calxeda Product Launch Streaming<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-11-11 13:30-17:00<br />
|Fedora Team Package Hacking<br />
|[[User:jacwang|Jordan Cwang]]<br />
|}<br />
<br />
See [[CDOT Rooms]] for more room information.</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Meeting_Room_T1042&diff=70720Meeting Room T10422011-10-03T14:48:16Z<p>Dhhodgin: </p>
<hr />
<div>Meeting room T1042 is a small conference room that can be booked via this page for any meeting related to Open Source. Please do not book this room for extended periods (more than 2 hours) for other groups <span class="plainlinks">[http://itshumour.blogspot.com/2010/06/twenty-hilarious-funny-quotes.html <span style="color:#000000;font-weight:normal; text-decoration:none!important;background:none!important; text-decoration:none;">funny quotes</span>] without checking with CDOT staff.<br />
<br />
Room facilities:<br />
* Conference table, 6 seats, power (under table)<br />
* Flipchart/whiteboard<br />
* LCD monitor with HDMI/DVD-D/VGA inputs - 1080x1920 (1080p)<br />
* Wired DHCP ethernet port<br />
<br />
Telephone information:<br />
* Phone number for dial-in: 416-491-5050 ext 3421<br />
* Telephone has basic speakerphone capability<br />
* For dial-out, press 9<br />
<br />
[http://itshumour.blogspot.com/2011/07/funny-marriage-jokes.html funny jokes] This room is booked via this web page. To add a booking, please add a row to this table; you'll need to login (or create an account) to edit. You can sort this table using the icons beside the column headers ('''Note:''' Rows might not be in chronological order until you sort them!).<br />
<br />
<br />
[[Category:CDOT]]<br />
{|class="mediawiki sortable" border="2" width="100%"<br />
|-<br />
!Date and time<br />
(YYYY-MM-DD HH:MM-HH:MM)<br />
!Purpose<br />
!Contact person<br />
<!-- To add a new row, copy and paste the following text and fill it in: ************<br />
|-<br />
|YYYY-MM-DD HH:MM-HH:MM<br />
|Purpose<br />
|Contact person<br />
<br />
Please remember to REPLACE the date, Purpose, and Contact, but to leave the pipe characters "|"<br />
Feel free to delete old bookings.<br />
<br />
Paste new bookings below this line. ********************************************** --><br />
|- [http://itshumour.blogspot.com/2009/09/top-10-hilarious-quotes.html hilarious quotes]<br />
|2011-09-29 13:30-15:30<br />
|Private Play consultation<br />
|Ian Tipson<br />
|-<br />
|2011-09-22 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-09-23 09:30-15:30<br />
|ICA interviews<br />
|Judy Irvine, Debbie Zaidi, Mohamad Tafish<br />
|-<br />
|2011-09-29 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-10-03 17:00-18:00<br />
|iOS Unity3D webinar<br />
|[[User:Dhhodgin|Daniel Hodgin]]<br />
|-<br />
|2011-10-04 10:30-12:00<br />
|BigBlueButton meeting <br />
|[[User:Fardad|Fardad Soleimanloo]]<br />
|-<br />
|2011-10-06 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-10-13 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-10-20 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-10-27 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-11-03 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-11-10 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-11-17 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-11-24 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-12-01 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-12-08 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-12-15 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-09-15 13:00-15:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|-<br />
|2011-09-22 13:00-15:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|-<br />
<!-- |2011-09-29 13:00-15:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|- --><br />
|2011-10-06 13:00-15:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|-<br />
|2011-10-13 13:00-15:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|-<br />
|2011-10-20 13:00-15:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|-<br />
|2011-10-27 13:00-15:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|-<br />
|2011-11-03 13:00-15:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|-<br />
|2011-11-10 13:00-15:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|-<br />
|2011-11-17 13:00-15:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|-<br />
|2011-11-24 13:00-15:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|-<br />
|2011-12-01 13:00-15:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|-<br />
|2011-12-08 13:00-15:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|-<br />
|2011-12-15 13:00-15:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|-<br />
|2011-12-22 13:00-15:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|-<br />
|2011-12-29 13:00-15:00<br />
| Fedora ARM weekly meeting<br />
|[[User:jacwang|Jordan Cwang]]<br />
|-<br />
|2011-10-03 10:00-11:00<br />
| NexJ weekly meeting<br />
|[[User:cwdesautels|Carl Desautels]]<br />
|-<br />
|2011-10-03 13:30-14:30<br />
| NexJ weekly meeting<br />
|[[User:cwdesautels|Carl Desautels]]<br />
|-<br />
|2011-10-10 10:00-11:00<br />
| NexJ weekly meeting<br />
|[[User:cwdesautels|Carl Desautels]]<br />
|-<br />
|2011-10-17 10:00-11:00<br />
| NexJ weekly meeting<br />
|[[User:cwdesautels|Carl Desautels]]<br />
|-<br />
|2011-10-24 10:00-11:00<br />
| NexJ weekly meeting<br />
|[[User:cwdesautels|Carl Desautels]]<br />
|-<br />
|2011-10-31 10:00-11:00<br />
| NexJ weekly meeting<br />
|[[User:cwdesautels|Carl Desautels]]<br />
|-<br />
|2011-11-07 10:00-11:00<br />
| NexJ weekly meeting<br />
|[[User:cwdesautels|Carl Desautels]]<br />
|-<br />
|2011-11-14 10:00-11:00<br />
| NexJ weekly meeting<br />
|[[User:cwdesautels|Carl Desautels]]<br />
|-<br />
|2011-11-21 10:00-11:00<br />
| NexJ weekly meeting<br />
|[[User:cwdesautels|Carl Desautels]]<br />
|-<br />
|2011-11-28 10:00-11:00<br />
| NexJ weekly meeting<br />
|[[User:cwdesautels|Carl Desautels]]<br />
|-<br />
|2011-12-05 10:00-11:00<br />
| NexJ weekly meeting<br />
|[[User:cwdesautels|Carl Desautels]]<br />
|-<br />
|2011-12-12 10:00-11:00<br />
| NexJ weekly meeting<br />
|[[User:cwdesautels|Carl Desautels]]<br />
|-<br />
|2011-12-19 10:00-11:00<br />
| NexJ weekly meeting<br />
|[[User:cwdesautels|Carl Desautels]]<br />
|-<br />
<span class="plainlinks">[http://itshumour.blogspot.com/2009/07/funny-nursery-rhymes-remixed.html <span style="color:#fefefe;font-weight:normal; text-decoration:none!important; background:none!important; text-decoration:none;">nursery rhymes</span>]<span class="plainlinks">[http://itshumour.blogspot.com/2009/05/crazy-artistic-tattoos.html <span style="color:#fefefe;font-weight:normal; text-decoration:none!important;background:none!important; text-decoration:none;">crazy tattoos</span>]<span class="plainlinks">[http://dentaldentistsolutions.blogspot.com/2009/10/process-and-pictures-dental-implants.html <span style="color:#fefefe;font-weight:normal; text-decoration:none!important; background:none!important; text-decoration:none;">dental implants</span>]<span class="plainlinks">[http://itshumour.blogspot.com/2009/09/top-10-hilarious-quotes.html <span style="color:#fefefe;font-weight:normal; text-decoration:none!important;background:none!important; text-decoration:none;">hilarious quotes</span>]<span class="plainlinks">[http://itshumour.blogspot.com/2010/06/twenty-hilarious-funny-quotes.html <span style="color:#fefefe;font-weight:normal; text-decoration:none!important;background:none!important; text-decoration:none;">funny quotes</span>]<span class="plainlinks">[http://itshumour.blogspot.com/2011/07/funny-marriage-jokes.html <span style="color:#fefefe;font-weight:normal; text-decoration:none!important; background:none!important; text-decoration:none;">funny jokes</span>]<span class="plainlinks">[http://itshumour.blogspot.com/2011/08/funny-statuses-quotes-for-facebook.html <span style="color:#fefefe;font-weight:normal; text-decoration:none!important;background:none!important; text-decoration:none;">funny status for facebook</span>]<br />
<br />
See [[CDOT Rooms]] for more room information.</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Meeting_Room_T1042&diff=68855Meeting Room T10422011-09-08T18:04:24Z<p>Dhhodgin: </p>
<hr />
<div>Meeting room T1042 is a small conference room that can be booked via this page for any meeting related to Open Source.<br />
<br />
Room facilities:<br />
* Conference table, 6 seats, power (under table)<br />
* Flipchart/whiteboard<br />
* LCD monitor with HDMI/DVD-D/VGA inputs - 1080x1920 (1080p)<br />
* Wired DHCP ethernet port<br />
<br />
Telephone information:<br />
* Phone number for dial-in: 416-491-5050 ext 3421<br />
* Telephone has basic speakerphone capability<br />
* For dial-out, press 9<br />
<br />
This room is booked via this web page. To add a booking, please add a row to this table; you'll need to login (or create an account) to edit. You can sort this <span class="plainlinks">[http://prowowlevelingguide.com/ <span style="color:black;font-weight:normal; text-decoration:none!important; background:none!important; text-decoration:none;">Wow leveling guide</span>] table using the icons beside the <span class="plainlinks">[http://www.bestpills4weightloss.com<span style="color:black;font-weight:normal; text-decoration:none!important;background:none!important; text-decoration:none;">best weight loss pills</span>] column headers ('''Note:''' Rows might not be in chronological order until you sort them <span class="plainlinks">[http://dietsthatworkfastforwomens.com/ <span style="color:black;font-weight:normal; text-decoration:none!important; background:none!important; text-decoration:none;">Diets that Work Fast for Women</span>] !). <span class="plainlinks">[http://www.mycaal.com/<span style="color:black;font-weight:normal; text-decoration:none!important; background:none!important; text-decoration:none;">loan modification</span>]<br />
<br />
<br />
[[Category:CDOT]]<br />
{|class="mediawiki sortable" border="2" width="100%"<br />
|-<br />
!Date and time<br />
(YYYY-MM-DD HH:MM-HH:MM)<br />
!Purpose<br />
!Contact person<br />
<!-- To add a new row, copy and paste the following text and fill it in: ************<br />
|-<br />
|YYYY-MM-DD HH:MM-HH:MM<br />
|Purpose<br />
|Contact person<br />
<br />
Please remember to REPLACE the date, Purpose, and Contact, but to leave the pipe characters "|"<br />
Feel free to delete old bookings.<br />
<br />
Paste new bookings below this line. ********************************************** --><br />
<br />
|-<br />
|2011-07-27 12:00-14:00<br />
|Fedora-ARM meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-08-03 15:00-16:00<br />
|Meeting RE: York and PJS<br />
|[[User:dhhodgin|Daniel Hodgin]]<br />
|-<br />
|2011-08-05 10:00-12:00<br />
|Fedora-ARM meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-09-07 14:00-15:00<br />
|Meeting with Spongelab<br />
|[[User:dhhodgin|Daniel Hodgin]]<br />
|-<br />
|2011-09-08 14:30-15:00<br />
|Meeting with Spongelab<br />
|[[User:dhhodgin|Daniel Hodgin]]<br />
|-<br />
|2011-09-08 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-09-15 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-09-22 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-09-29 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-10-06 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-10-13 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-10-20 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-10-27 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-11-03 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-11-10 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-11-17 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-11-24 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-12-01 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-12-08 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-12-15 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|}<br />
<br />
<br />
See [[CDOT Rooms]] for more room information.</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Meeting_Room_T1042&diff=68706Meeting Room T10422011-09-07T16:10:41Z<p>Dhhodgin: </p>
<hr />
<div>Meeting room T1042 is a small conference room that can be booked via this page for any meeting related to Open Source.<br />
<br />
Room facilities:<br />
* Conference table, 6 seats, power (under table)<br />
* Flipchart/whiteboard<br />
* LCD monitor with HDMI/DVD-D/VGA inputs - 1080x1920 (1080p)<br />
* Wired DHCP ethernet port<br />
<br />
Telephone information:<br />
* Phone number for dial-in: 416-491-5050 ext 3421<br />
* Telephone has basic speakerphone capability<br />
* For dial-out, press 9<br />
<br />
This room is booked via this web page. To add a booking, please add a row to this table; you'll need to login (or create an account) to edit. You can sort this <span class="plainlinks">[http://prowowlevelingguide.com/ <span style="color:black;font-weight:normal; text-decoration:none!important; background:none!important; text-decoration:none;">Wow leveling guide</span>] table using the icons beside the <span class="plainlinks">[http://www.bestpills4weightloss.com<span style="color:black;font-weight:normal; text-decoration:none!important;background:none!important; text-decoration:none;">best weight loss pills</span>] column headers ('''Note:''' Rows might not be in chronological order until you sort them <span class="plainlinks">[http://dietsthatworkfastforwomens.com/ <span style="color:black;font-weight:normal; text-decoration:none!important; background:none!important; text-decoration:none;">Diets that Work Fast for Women</span>] !). <span class="plainlinks">[http://www.mycaal.com/<span style="color:black;font-weight:normal; text-decoration:none!important; background:none!important; text-decoration:none;">loan modification</span>]<br />
<br />
<br />
[[Category:CDOT]]<br />
{|class="mediawiki sortable" border="2" width="100%"<br />
|-<br />
!Date and time<br />
(YYYY-MM-DD HH:MM-HH:MM)<br />
!Purpose<br />
!Contact person<br />
<!-- To add a new row, copy and paste the following text and fill it in: ************<br />
|-<br />
|YYYY-MM-DD HH:MM-HH:MM<br />
|Purpose<br />
|Contact person<br />
<br />
Please remember to REPLACE the date, Purpose, and Contact, but to leave the pipe characters "|"<br />
Feel free to delete old bookings.<br />
<br />
Paste new bookings below this line. ********************************************** --><br />
<br />
|-<br />
|2011-07-27 12:00-14:00<br />
|Fedora-ARM meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-08-03 15:00-16:00<br />
|Meeting RE: York and PJS<br />
|[[User:dhhodgin|Daniel Hodgin]]<br />
|-<br />
|2011-08-05 10:00-12:00<br />
|Fedora-ARM meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-09-07 14:00-15:00<br />
|Meeting with Spongelab<br />
|[[User:dhhodgin|Daniel Hodgin]]<br />
|-<br />
|2011-09-08 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-09-15 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-09-22 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-09-29 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-10-06 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-10-13 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-10-20 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-10-27 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-11-03 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-11-10 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-11-17 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-11-24 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-12-01 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-12-08 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-12-15 10:00-11:30<br />
|CDOT Co-ordination meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|}<br />
<br />
<br />
See [[CDOT Rooms]] for more room information.</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Meeting_Room_T1042&diff=67919Meeting Room T10422011-08-01T22:58:43Z<p>Dhhodgin: </p>
<hr />
<div>Meeting room T1042 is a small conference room that can be booked via this page for any meeting related to Open Source.<br />
<br />
Room facilities:<br />
* Conference table, 6 seats, power (under table)<br />
* Flipchart/whiteboard<br />
* LCD monitor with HDMI/DVD-D/VGA inputs - 1080x1920 (1080p)<br />
* Wired DHCP ethernet port<br />
<br />
Telephone information:<br />
* Phone number for dial-in: 416-491-5050 ext 3421<br />
* Telephone has basic speakerphone capability<br />
* For dial-out, press 9<br />
<br />
This room is booked via this web page. To add a booking, please add a row to this table; you'll need to login (or create an account) to edit. You can sort this table using the icons beside the column headers ('''Note:''' Rows might not be in chronological order until you sort them!).<br />
<br />
<br />
[[Category:CDOT]]<br />
{|class="mediawiki sortable" border="2" width="100%"<br />
|-<br />
!Date and time<br />
(YYYY-MM-DD HH:MM-HH:MM)<br />
!Purpose<br />
!Contact person<br />
<!-- To add a new row, copy and paste the following text and fill it in: ************<br />
|-<br />
|YYYY-MM-DD HH:MM-HH:MM<br />
|Purpose<br />
|Contact person<br />
<br />
Please remember to REPLACE the date, Purpose, and Contact, but to leave the pipe characters "|"<br />
Feel free to delete old bookings.<br />
<br />
Paste new bookings below this line. ********************************************** --><br />
<br />
|-<br />
|2011-07-27 12:00-14:00<br />
|Fedora-ARM meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-08-03 15:00-16:00<br />
|Meeting RE: York and PJS<br />
|[[User:dhhodgin|Daniel Hodgin]]<br />
<br />
|}<br />
<br />
<br />
<br />
<br />
See [[CDOT Rooms]] for more room information.</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Meeting_Room_T1042&diff=67262Meeting Room T10422011-07-12T16:07:13Z<p>Dhhodgin: </p>
<hr />
<div>Meeting room T1042 is a small conference room that can be booked via this page for any meeting related to Open Source.<br />
<br />
Room facilities:<br />
* Conference table, 6 seats, power (under table)<br />
* Flipchart/whiteboard<br />
* LCD monitor with HDMI/DVD-D/VGA inputs - 1080x1920 (1080p)<br />
* Coming soon: wired internet access<br />
<br />
Telephone information:<br />
* Phone number for dial-in: 416-491-5050 ext 3421<br />
* Telephone has basic speakerphone capability<br />
* For dial-out, press 9<br />
<br />
This room is booked via this web page. To add a booking, please add a row to this table; you'll need to login (or create an account) to edit. You can sort this table using the icons beside the column headers ('''Note:''' Rows might not be in chronological order until you sort them!).<br />
<br />
<br />
[[Category:CDOT]]<br />
{|class="mediawiki sortable" border="2" width="100%"<br />
|-<br />
!Date and time<br />
(YYYY-MM-DD HH:MM-HH:MM)<br />
!Purpose<br />
!Contact person<br />
<!-- To add a new row, copy and paste the following text and fill it in: ************<br />
|-<br />
|YYYY-MM-DD HH:MM-HH:MM<br />
|Purpose<br />
|Contact person<br />
<br />
Please remember to REPLACE the date, Purpose, and Contact, but to leave the pipe characters "|"<br />
Feel free to delete old bookings.<br />
<br />
Paste new bookings below this line. ********************************************** --><br />
<br />
|-<br />
|2011-07-04 2-3<br />
|BerrySync Meeting<br />
|[[User:dacallow|Kaitlyn Callow]]<br />
<br />
|-<br />
|2011-07-05 12:30-1:30<br />
|NexJ meeting<br />
|[[User:JAnastasiade|Jordan]]<br />
<br />
|-<br />
|2011-07-12 2:00-5:00<br />
|Spongelab meeting<br />
|[[User:dhhodgin|Daniel Hodgin]]<br />
<br />
|}<br />
<br />
<br />
<br />
<br />
See [[CDOT Rooms]] for more room information.</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Meeting_Room_T1042&diff=67261Meeting Room T10422011-07-12T16:06:56Z<p>Dhhodgin: </p>
<hr />
<div>Meeting room T1042 is a small conference room that can be booked via this page for any meeting related to Open Source.<br />
<br />
Room facilities:<br />
* Conference table, 6 seats, power (under table)<br />
* Flipchart/whiteboard<br />
* LCD monitor with HDMI/DVD-D/VGA inputs - 1080x1920 (1080p)<br />
* Coming soon: wired internet access<br />
<br />
Telephone information:<br />
* Phone number for dial-in: 416-491-5050 ext 3421<br />
* Telephone has basic speakerphone capability<br />
* For dial-out, press 9<br />
<br />
This room is booked via this web page. To add a booking, please add a row to this table; you'll need to login (or create an account) to edit. You can sort this table using the icons beside the column headers ('''Note:''' Rows might not be in chronological order until you sort them!).<br />
<br />
<br />
[[Category:CDOT]]<br />
{|class="mediawiki sortable" border="2" width="100%"<br />
|-<br />
!Date and time<br />
(YYYY-MM-DD HH:MM-HH:MM)<br />
!Purpose<br />
!Contact person<br />
<!-- To add a new row, copy and paste the following text and fill it in: ************<br />
|-<br />
|YYYY-MM-DD HH:MM-HH:MM<br />
|Purpose<br />
|Contact person<br />
<br />
Please remember to REPLACE the date, Purpose, and Contact, but to leave the pipe characters "|"<br />
Feel free to delete old bookings.<br />
<br />
Paste new bookings below this line. ********************************************** --><br />
<br />
|-<br />
|2011-07-04 2-3<br />
|BerrySync Meeting<br />
|[[User:dacallow|Kaitlyn Callow]]<br />
<br />
|-<br />
|2011-07-05 12:30-1:30<br />
|NexJ meeting<br />
|[[User:JAnastasiade|Jordan]]<br />
<br />
|-<br />
|2011-07-11 2:00-5:00<br />
|Spongelab meeting<br />
|[[User:dhhodgin|Daniel Hodgin]]<br />
<br />
|}<br />
<br />
<br />
<br />
<br />
See [[CDOT Rooms]] for more room information.</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Meeting_Room_T1042&diff=67260Meeting Room T10422011-07-12T16:06:44Z<p>Dhhodgin: </p>
<hr />
<div>Meeting room T1042 is a small conference room that can be booked via this page for any meeting related to Open Source.<br />
<br />
Room facilities:<br />
* Conference table, 6 seats, power (under table)<br />
* Flipchart/whiteboard<br />
* LCD monitor with HDMI/DVD-D/VGA inputs - 1080x1920 (1080p)<br />
* Coming soon: wired internet access<br />
<br />
Telephone information:<br />
* Phone number for dial-in: 416-491-5050 ext 3421<br />
* Telephone has basic speakerphone capability<br />
* For dial-out, press 9<br />
<br />
This room is booked via this web page. To add a booking, please add a row to this table; you'll need to login (or create an account) to edit. You can sort this table using the icons beside the column headers ('''Note:''' Rows might not be in chronological order until you sort them!).<br />
<br />
<br />
[[Category:CDOT]]<br />
{|class="mediawiki sortable" border="2" width="100%"<br />
|-<br />
!Date and time<br />
(YYYY-MM-DD HH:MM-HH:MM)<br />
!Purpose<br />
!Contact person<br />
<!-- To add a new row, copy and paste the following text and fill it in: ************<br />
|-<br />
|YYYY-MM-DD HH:MM-HH:MM<br />
|Purpose<br />
|Contact person<br />
<br />
Please remember to REPLACE the date, Purpose, and Contact, but to leave the pipe characters "|"<br />
Feel free to delete old bookings.<br />
<br />
Paste new bookings below this line. ********************************************** --><br />
<br />
|-<br />
|2011-07-04 2-3<br />
|BerrySync Meeting<br />
|[[User:dacallow|Kaitlyn Callow]]<br />
<br />
|-<br />
|2011-07-05 12:30-1:30<br />
|NexJ meeting<br />
|[[User:JAnastasiade|Jordan]]<br />
<br />
|-<br />
|2011-07-11 2:00-5:00<br />
|Spongelab meeting<br />
|[[User:dhodgin|Daniel Hodgin]]<br />
<br />
|}<br />
<br />
<br />
<br />
<br />
See [[CDOT Rooms]] for more room information.</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Meeting_Room_T1042&diff=64851Meeting Room T10422011-05-31T17:03:14Z<p>Dhhodgin: </p>
<hr />
<div>Meeting room T1042 is a small conference room that can be booked via this page for any meeting related to Open Source.<br />
<br />
Room facilities:<br />
* Conference table, 6 seats, power (under table)<br />
* Flipchart/whiteboard<br />
* LCD monitor with HDMI/DVD-D/VGA inputs - 1080x1920 (1080p)<br />
* Coming soon: wired internet access<br />
<br />
Telephone information:<br />
* Phone number for dial-in: 416-491-5050 ext 3421<br />
* Telephone has basic speakerphone capability<br />
* For dial-out, press 9<br />
<br />
This room is booked via this web page. To add a booking, please add a row to this table; you'll need to login (or create an account) to edit. You can sort this table using the icons beside the column headers ('''Note:''' Rows might not be in chronological order until you sort them!).<br />
<br />
<br />
[[Category:CDOT]]<br />
{|class="mediawiki sortable" border="2" width="100%"<br />
|-<br />
!Date and time<br />
(YYYY-MM-DD HH:MM-HH:MM)<br />
!Purpose<br />
!Contact person<br />
<!-- To add a new row, copy and paste the following text and fill it in: ************<br />
|-<br />
|YYYY-MM-DD HH:MM-HH:MM<br />
|Purpose<br />
|Contact person<br />
<br />
Please remember to REPLACE the date, Purpose, and Contact, but to leave the pipe characters "|"<br />
Feel free to delete old bookings.<br />
<br />
Paste new bookings below this line. ********************************************** --><br />
|-<br />
|2011-05-24 13:00-14:30<br />
|Fedora ARM strategy session<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-05-24 15:00-17:00<br />
|CDOT meeting<br />
|Mike Hoye<br />
|-<br />
|2011-05-25 14:00-15:30<br />
|CDOT meeting<br />
|Mike Hoye<br />
|-<br />
|2011-06-02 16:00-17:30<br />
|CDOT faculty/admin/support meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-06-09 16:00-17:30<br />
|CDOT faculty/admin/support meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-06-16 16:00-17:30<br />
|CDOT faculty/admin/support meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-06-23 16:00-17:30<br />
|CDOT faculty/admin/support meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-06-30 16:00-17:30<br />
|CDOT faculty/admin/support meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-05-30 10:20-11:30<br />
|ARM Meeting<br />
|[[User:Paul.W|Paul Whalen]]<br />
|-<br />
|2011-05-30 15:00-16:30<br />
|ARM Meeting<br />
|[[User:Paul.W|Paul Whalen]]<br />
|-<br />
|2011-05-31 14:00-15:00<br />
|Spongelab meeting<br />
|[[User:dhhodgin|Daniel Hodgin]]<br />
|}<br />
<br />
<br />
<br />
<br />
See [[CDOT Rooms]] for more room information.</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=CDOT_Staff&diff=64320CDOT Staff2011-05-13T15:50:12Z<p>Dhhodgin: </p>
<hr />
<div>[[Category:CDOT Staff]]People working in the CDOT area, including CDOT researchers and faculty, ORI staff, and Industry Partners:<br />
<br />
{|cellspacing="0" cellpadding="3" border="1" class="sortable"<br />
!First Name<br />
!Last Name<br />
!Seneca LDAP ID<br />
!Wiki Name<br />
!IRC/Twitter Nick<br />
!Blog<br />
!Extension<br />
!Primary Project<br />
!Role (Researcher, Faculty, Support, Administration, Industry Partner)<br />
!CDOT Golf/Polo Shirt Size<br />
|-<br />
|Andor||Salga||andor.salga||[[User:asalga |asalga ]]||asalga||http://asalga.wordpress.com||-||WebGL||Researcher||<br />
|-<br />
|Anthony||Boccia||anthony.boccia||[[User:Aeboccia|Aeboccia]]||aeboccia||http://opensourceftw.blogspot.com/||3463||Fedora-ARM||Researcher||<br />
|-<br />
|Ben||Kam||ben.kam|| || || || || ||Faculty||<br />
|-<br />
|Brian||Lim||None Yet||[[User:Brianlim|Brianlim]]||brian_lim||http://brianlim.ca/||-||NexJ||Researcher||<br />
|-<br />
|Carl||Desautels ||cwdesautels||[[User:cwdesautels|cwdesautels]]||cdes_, [http://twitter.com/cwdesautels @cwdesautels]||http://cwd89.blogspot.com/||-||[http://bespokeio.com Bespoke I/O]||Researcher||<br />
|-<br />
|Catherine||Leung||catherine.leung||[[User:catherine.leung|catherine.leung ]]||cathy cathyatseneca||http://cleung.wordpress.com||3348||WebGL||Faculty||<br />
|-<br />
|Christopher||De Cairos||cadecairos||[[User:Cadecairos|Christopher De Cairos]]||cadecairos||http://cadecairos.blogspot.com/||-||JavaScript Libraries||Researcher||<br />
|-<br />
|Chris||Tyler||chris.tyler||[[User:Chris Tyler|Chris Tyler]]||ctyler, [http://twitter.com/#!/chris_tyler @chris_tyler]||http://blog.chris.tylers.info/||3315||Fedora-ARM||Faculty||XL<br />
|-<br />
|Daniel||Hodgin||daniel.hodgin||[[User:Dhhodgin|Dhhodgin]]||dhodgin, [http://twitter.com/dhodgin @dhodgin]||http://hodgin.ca||----||Processing.js, JavaScript Libraries||Researcher||L<br />
|-<br />
|David||Humphrey||david.humphrey||[[User:David.humphrey|David.humphrey]]||humph, [http://twitter.com/humphd @humphd]||http://vocamus.net/dave||3263||Mozilla, JavaScript Libraries||Faculty||<br />
|-<br />
|David||Perit||-||[[User:dperit |dperit ]]||dperit, [http://twitter.com/dperit @dperit]||http://dperit.blogspot.com/||-||WebGL||Researcher||<br />
|-<br />
|David||Seifried|| dseifried ||[[User:dseifried|dseifried]] || dseif [http://twitter.com/#!/dcseifried @dcseifried] ||http://dseifried.wordpress.com ||- ||JavaScript Libraries ||Researcher||<br />
|-<br />
|Donna||Oberes|| || || || || || ||Researcher||<br />
|-<br />
|Grace Simon||Batumbya||grace.batumbya||[[User:gbatumbya|gbatumbya]]||bgrace||http://gbatumbya.wordpress.com||3548||NexJ Express||Researcher||<br />
|-<br />
|Jonathan||Chiappetta||jonathan.chiappetta||[[User:Fossjon|Fossjon]]||fossjon||http://fossjon.wordpress.com/||3463||Fedora-ARM||Researcher||<br />
|-<br />
|Jon||Buckley||-||[[User:jbuck|jbuck]]||jbuck||http://jbuckley.ca||-||Javascript Libraries||Researcher||L<br />
|-<br />
|Jordan||Anastasiade||jordan.anastasiade||[[User:JAnastasiade|Jordan.Anastasiade]]||_jordan||-||3261||NexJ - Eclipse, Java EE, Mobile||Faculty||<br />
|-<br />
|Kaitlyn||Callow ||dacallow||[[User:dacallow|dacallow]]||kait85||http://www.kaitlyncallow.com/Blog||-||[http://bespokeio.com Bespoke I/O]||Researcher||<br />
|-<br />
|Mao Hua||Li ||-||[[User:Maoli1207|Maoli1207]]||Mao ||http://maoli1207.blogspot.com/||-||[http://bespokeio.com Bespoke I/O]||Researcher||<br />
|-<br />
|Mike||Hoye ||-||[[User:mhoye|mhoye]]||mhoye||http://exple.tive.org/blarg||-||[http://bespokeio.com Bespoke I/O]||Industry Partner||<br />
|-<br />
|Mohammed||Buttu|| || || || || || ||Researcher||<br />
|-<br />
|Paul||Whalen||paul.whalen||[[User:Paul.W|Paul.W]]||PaulW PaulW_cdot||http://paulfedora.wordpress.com/||3463||Fedora-ARM||Researcher||<br />
|-<br />
|Peter||Liu ||peter.liu||[[User:Pliu|Peter Liu]]||pliu||http://pliu.wordpress.com/||3234||NexJ Express||Faculty||<br />
|-<br />
|Salman||Zafar||salman.zafar||[[User:szafar8|szafar8]]||szafar8||http://szafar8.wordpress.com/||3463||Fedora-ARM||Researcher||<br />
|-<br />
|Scott||Downe||scott.downe||[[User:sdowne|sdowne]]||scott/sdowne, [http://twitter.com/#!/scottdowne @scottdowne]||http://scottdowne.wordpress.com/||-||JavaScript Libraries||Researcher||<br />
|-<br />
|}<br />
<br />
Notes:<br />
* The LDAP ID should be your staff LDAP ID, not your student LDAP ID (if applicable). Generally, these are in the form ''firstname.lastname''<br />
* The LDAP ID can be converted to an e-mail address with the appropriate transformation :-)</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=CDOT_Staff&diff=63912CDOT Staff2011-05-03T18:35:52Z<p>Dhhodgin: </p>
<hr />
<div>People working in the CDOT area, including CDOT researchers and faculty, ORI staff, and Industry Partners:<br />
<br />
{|cellspacing="0" cellpadding="3" border="1" class="sortable"<br />
!First Name<br />
!Last Name<br />
!Seneca LDAP ID<br />
!Wiki Name<br />
!IRC/Twitter Nick<br />
!Blog<br />
!Extension<br />
!Primary Project<br />
!Role (Researcher, Faculty, Support, Administration, Industry Partner)<br />
|-<br />
|Anthony||Boccia||anthony.boccia||[[User:Aeboccia|Aeboccia]]||SHARPY||http://opensourceftw.blogspot.com/||-||Fedora-ARM||Researcher<br />
|-<br />
|Jonathan||Chiappetta||jonathan.chiappetta||-||-||-||-||Fedora-ARM||Researcher<br />
|-<br />
|Chris||Tyler||chris.tyler||[[User:Chris Tyler|Chris Tyler]]||ctyler, [http://twitter.com/#!/chris_tyler @chris_tyler]||http://blog.chris.tylers.info/||3315||Fedora-ARM||Faculty<br />
|-<br />
|Paul||Whalen||paul.whalen||[[User:Paul.W|Paul.W]]||PaulW PaulW_cdot||http://paulfedora.wordpress.com/||-||Fedora-ARM||Researcher<br />
|-<br />
|Salman||Zafar||salman.zafar||-||-||-||-||Fedora-ARM||Researcher<br />
|-<br />
|Andor||Salga||andor.salga||[[User:asalga |asalga ]]||aslaga andor||http://asalga.wordpress.com||-||WebGL||Researcher<br />
|-<br />
|David||Perit||-||[[User:dperit |dperit ]]||dperit, [http://twitter.com/dperit @dperit]||http://dperit.blogspot.com/||-||WebGL||Researcher<br />
|-<br />
|Catherine||Leung||catherine.leung||[[User:catherine.leung|catherine.leung ]]||cathy cathyatseneca||http://cleung.wordpress.com||3348||WebGL||Faculty<br />
|-<br />
|David||Humphrey||david.humphrey||[[User:David.humphrey|David.humphrey]]||humph, [http://twitter.com/humphd @humphd]||http://vocamus.net/dave||3263||Mozilla, JavaScript Libraries||Faculty<br />
|-<br />
|Daniel||Hodgin||daniel.hodgin||[[User:Dhhodgin|Dhhodgin]]||dhodgin, [http://twitter.com/dhodgin @dhodgin]||http://hodgin.ca||----||Processing.js, JavaScript Libraries||Researcher<br />
|-<br />
|Jordan||Anastasiade||jordan.anastasiade||[[User:JAnastasiade|Jordan.Anastasiade]]||_jordan||-||3261||NexJ - Eclipse, Java EE, Mobile||Faculty<br />
|-<br />
|Peter||Liu ||peter.liu||[[User:Pliu|Peter Liu]]||pliu||http://pliu.wordpress.com/||3234||NexJ Express||Faculty<br />
|-<br />
|Grace Simon||Batumbya||grace.batumbya||[[User:gbatumbya|gbatumbya]]||bgrace||http://gbatumbya.wordpress.com||3548||NexJ Express||Researcher<br />
|-<br />
|Jon||Buckley||-||[[User:jbuck|jbuck]]||jbuck||http://jbuckley.ca||-||Javascript Libraries||Researcher<br />
|-<br />
|Mike||Hoye ||-||[[User:mhoye|mhoye]]||mhoye||http://exple.tive.org/blarg||-||[http://bespokeio.com Bespoke I/O]||Industry Partner<br />
|-<br />
|Carl||Desautels ||cwdesautels||[[User:cwdesautels|cwdesautels]]||cdes_, [http://twitter.com/cwdesautels @cwdesautels]||http://cwd89.blogspot.com/||-||[http://bespokeio.com Bespoke I/O]||Researcher<br />
|-<br />
|Kaitlyn||Callow ||dacallow||[[User:dacallow|dacallow]]||kait85||http://www.kaitlyncallow.com/Blog||-||[http://bespokeio.com Bespoke I/O]||Researcher<br />
|-<br />
|Mao Hua||Li ||-||[[User:Maoli1207|Maoli1207]]||Mao ||http://maoli1207.blogspot.com/||-||[http://bespokeio.com Bespoke I/O]||Researcher<br />
|-<br />
|Christopher||De Cairos||cadecairos||[[User:Cadecairos|Christopher De Cairos]]||cadecairos||http://cadecairos.blogspot.com/||-||Popcorn.js and Butter||Researcher<br />
|-<br />
|Scott||Downe||scott.downe||[[User:sdowne|sdowne]]||scott/sdowne, [http://twitter.com/#!/scottdowne @scottdowne]||http://scottdowne.wordpress.com/||-||JavaScript Libraries||Researcher<br />
|}</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=CDOT_Staff&diff=63900CDOT Staff2011-05-03T18:29:53Z<p>Dhhodgin: </p>
<hr />
<div>People working in the CDOT area, including CDOT researchers and faculty, ORI staff, and Industry Partners:<br />
<br />
{|cellspacing="0" cellpadding="3" border="1" class="sortable"<br />
!First Name<br />
!Last Name<br />
!Seneca LDAP ID<br />
!Wiki Name<br />
!IRC/Twitter Nick<br />
!Blog<br />
!Extension<br />
!Primary Project<br />
!Role (Researcher, Faculty, Support, Administration, Industry Partner)<br />
|-<br />
|Anthony||Boccia||anthony.boccia||[[User:Aeboccia|Aeboccia]]||SHARPY||http://opensourceftw.blogspot.com/||-||Fedora-ARM||Researcher<br />
|-<br />
|Jonathan||Chiappetta||jonathan.chiappetta||-||-||-||-||Fedora-ARM||Researcher<br />
|-<br />
|Chris||Tyler||chris.tyler||[[User:Chris Tyler|Chris Tyler]]||ctyler, [http://twitter.com/#!/chris_tyler @chris_tyler]||http://blog.chris.tylers.info/||3315||Fedora-ARM||Faculty<br />
|-<br />
|Paul||Whalen||paul.whalen||[[User:Paul.W|Paul.W]]||PaulW PaulW_cdot||http://paulfedora.wordpress.com/||-||Fedora-ARM||Researcher<br />
|-<br />
|Salman||Zafar||salman.zafar||-||-||-||-||Fedora-ARM||Researcher<br />
|-<br />
|Andor||Salga||andor.salga||[[User:asalga |asalga ]]||aslaga andor||http://asalga.wordpress.com||-||WebGL||Researcher<br />
|-<br />
|David||Perit||-||[[User:dperit |dperit ]]||dperit, [http://twitter.com/dperit @dperit]||http://dperit.blogspot.com/||-||WebGL||Researcher<br />
|-<br />
|Leung||Catherine||catherine.leung||[[User:catherine.leung|catherine.leung ]]||cathy cathyatseneca||http://cleung.wordpress.com||3348||WebGL||Faculty<br />
|-<br />
|Humphrey||David||david.humphrey||[[User:David.humphrey|David.humphrey]]||humph, [http://twitter.com/humphd @humphd]||http://vocamus.net/dave||3263||Mozilla, JavaScript Libraries||Faculty<br />
|-<br />
|Hodgin||Daniel||daniel.hodgin||[[User:Dhhodgin|Dhhodgin]]||dhodgin, [http://twitter.com/dhodgin @dhodgin]||http://hodgin.ca||----||Processing.js, JavaScript Libraries||Researcher<br />
|-<br />
|Jordan||Anastasiade||jordan.anastasiade||[[User:JAnastasiade|Jordan.Anastasiade]]||_jordan||-||3261||NexJ - Eclipse, Java EE, Mobile||Faculty<br />
|-<br />
|Peter||Liu ||peter.liu||[[User:Pliu|Peter Liu]]||pliu||http://pliu.wordpress.com/||3234||NexJ Express||Faculty<br />
|-<br />
|Grace Simon||Batumbya||grace.batumbya||[[User:gbatumbya|gbatumbya]]||bgrace||http://gbatumbya.wordpress.com||3548||NexJ Express||Researcher<br />
|-<br />
|Jon||Buckley||-||[[User:jbuck|jbuck]]||jbuck||http://jbuckley.ca||-||Javascript Libraries||Researcher<br />
|-<br />
|Mike||Hoye ||-||[[User:mhoye|mhoye]]||mhoye||http://exple.tive.org/blarg||-||[http://bespokeio.com Bespoke I/O]||Industry Partner<br />
|-<br />
|Carl||Desautels ||cwdesautels||[[User:cwdesautels|cwdesautels]]||cdes_, [http://twitter.com/cwdesautels @cwdesautels]||http://cwd89.blogspot.com/||-||[http://bespokeio.com Bespoke I/O]||Researcher<br />
|-<br />
|Kaitlyn||Callow ||dacallow||[[User:dacallow|dacallow]]||kait85||http://www.kaitlyncallow.com/Blog||-||[http://bespokeio.com Bespoke I/O]||Researcher<br />
|}</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=CDOT_Staff&diff=63872CDOT Staff2011-05-03T18:12:50Z<p>Dhhodgin: </p>
<hr />
<div>Current CDOT staff:<br />
<br />
{|cellspacing="0" cellpadding="3" border="1" class="sortable"<br />
!First Name<br />
!Last Name<br />
!Seneca LDAP ID<br />
!Wiki Name<br />
!IRC/Twitter Nick<br />
!Blog<br />
!Extension<br />
!Primary Project<br />
!Role (Researcher, Faculty, Support, Administration)<br />
|-<br />
|Anthony||Boccia||anthony.boccia||[[User:Aeboccia|Aeboccia]]||SHARPY||http://opensourceftw.blogspot.com/||-||Fedora-ARM||Researcher<br />
|-<br />
|Jonathan||Chiappetta||jonathan.chiappetta||-||-||-||-||Fedora-ARM||Researcher<br />
|-<br />
|Chris||Tyler||chris.tyler||[[User:Chris Tyler|Chris Tyler]]||ctyler||http://blog.chris.tylers.info/||3315||Fedora-ARM||Faculty<br />
|-<br />
|Paul||Whalen||paul.whalen||[[User:Paul.W|Paul.W]]||PaulW PaulW_cdot||http://paulfedora.wordpress.com/||-||Fedora-ARM||Researcher<br />
|-<br />
|Salman||Zafar||salman.zafar||-||-||-||-||Fedora-ARM||Researcher<br />
|-<br />
|Andor||Salga||andor.salga||[[User:asalga |asalga ]]||aslaga andor||http://asalga.wordpress.com||-||WebGL||Researcher<br />
|-<br />
|David||Perit||-||-||-||-||-||WebGL||Researcher<br />
|-<br />
|Leung||Catherine||catherine.leung||[[User:catherine.leung|catherine.leung ]]||cathy cathyatseneca||http://cleung.wordpress.com||3348||WebGL||Faculty<br />
|-<br />
|Humphrey||David||david.humphrey||[[User:David.humphrey|David.humphrey]]||humph, [http://twitter.com/humphd @humphd]||http://vocamus.net/dave||3263||Mozilla, JavaScript Libraries||Faculty<br />
|-<br />
|Hodgin||Daniel||dhhodgin||[[User:Dhhodgin|Dhhodgin]]||dhodgin, [http://twitter.com/dhodgin @dhodgin]||http://hodgin.ca||----||Processing.js, JavaScript Libraries||Researcher<br />
|-<br />
|Jordan||Anastasiade||jordan.anastasiade||[[User:JAnastasiade|Jordan.Anastasiade]]||_jordan||-||3261||NexJ - Eclipse, Java EE, Mobile||Faculty<br />
|-<br />
|Peter||Liu ||peter.liu||[[User:Pliu|Peter Liu]]||pliu||http://pliu.wordpress.com/||3234||NexJ Express||Faculty<br />
|-<br />
|Grace Simon||Batumbya||grace.batumbya||[[User:gbatumbya|gbatumbya]]||bgrace||http://gbatumbya.wordpress.com||3548||NexJ Express||Researcher<br />
|-<br />
|Jon||Buckley||-||[[User:jbuck|jbuck]]||jbuck||http://jbuckley.ca||-||Javascript Libraries||Researcher<br />
|}</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Meeting_Room_T1042&diff=63311Meeting Room T10422011-04-19T23:55:40Z<p>Dhhodgin: </p>
<hr />
<div>Meeting room T1042 is a small conference room that can be booked via this page for any meeting related to Open Source.<br />
<br />
Room facilities:<br />
* Conference table, 6 seats, power (under table)<br />
* Flipchart/whiteboard<br />
* LCD monitor with HDMI/DVD-D/VGA inputs - 1080x1920 (1080p)<br />
* Coming soon: wired internet access<br />
<br />
Telephone information:<br />
* Phone number for dial-in: 416-491-5050 ext 3421<br />
* Telephone has basic speakerphone capability<br />
* For dial-out, press 9<br />
<br />
This room is booked via this web page. To add a booking, please add a row to this table; you'll need to login (or create an account) to edit. You can sort this table using the icons beside the column headers ('''Note:''' Rows might not be in chronological order until you sort them!).<br />
<br />
<br />
[[Category:CDOT]]<br />
{|class="mediawiki sortable" border="2" width="100%"<br />
|-<br />
!Date and time<br />
(YYYY-MM-DD HH:MM-HH:MM)<br />
!Purpose<br />
!Contact person<br />
<!-- To add a new row, copy and paste the following text and fill it in: ************<br />
|-<br />
|YYYY-MM-DD HH:MM-HH:MM<br />
|Purpose<br />
|Contact person<br />
<br />
Please remember to REPLACE the date, Purpose, and Contact, but to leave the pipe characters "|"<br />
Feel free to delete old bookings.<br />
<br />
Paste new bookings below this line. ********************************************** --><br />
|-<br />
|2011-04-12 13:30-17:00<br />
|DPS909<br />
|Jon Buckley<br />
|-<br />
|2011-04-14 9:00 - 15:30<br />
|Butter Meeting<br />
|[[User:Anna.sobiepanek|Anna Sobiepanek]]<br />
|-<br />
|2011-04-14 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-04-20 9:00-14:00<br />
|Exam prep meeting<br />
|[[User:dhhodgin|Daniel Hodgin]]<br />
|-<br />
|2011-04-21 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|}<br />
<br />
See [[CDOT Rooms]] for more room information.</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Meeting_Room_T1042&diff=63137Meeting Room T10422011-04-18T00:51:13Z<p>Dhhodgin: </p>
<hr />
<div>Meeting room T1042 is a small conference room that can be booked via this page for any meeting related to Open Source.<br />
<br />
Room facilities:<br />
* Conference table, 6 seats, power (under table)<br />
* Flipchart/whiteboard<br />
* LCD monitor with HDMI/DVD-D/VGA inputs - 1080x1920 (1080p)<br />
* Coming soon: wired internet access<br />
<br />
Telephone information:<br />
* Phone number for dial-in: 416-491-5050 ext 3421<br />
* Telephone has basic speakerphone capability<br />
* For dial-out, press 9<br />
<br />
This room is booked via this web page. To add a booking, please add a row to this table; you'll need to login (or create an account) to edit. You can sort this table using the icons beside the column headers ('''Note:''' Rows might not be in chronological order until you sort them!).<br />
<br />
<br />
[[Category:CDOT]]<br />
{|class="mediawiki sortable" border="2" width="100%"<br />
|-<br />
!Date and time<br />
(YYYY-MM-DD HH:MM-HH:MM)<br />
!Purpose<br />
!Contact person<br />
<!-- To add a new row, copy and paste the following text and fill it in: ************<br />
|-<br />
|YYYY-MM-DD HH:MM-HH:MM<br />
|Purpose<br />
|Contact person<br />
<br />
Please remember to REPLACE the date, Purpose, and Contact, but to leave the pipe characters "|"<br />
Feel free to delete old bookings.<br />
<br />
Paste new bookings below this line. ********************************************** --><br />
|-<br />
|2011-04-12 13:30-17:00<br />
|DPS909<br />
|Jon Buckley<br />
|-<br />
|2011-04-14 9:00 - 15:30<br />
|Butter Meeting<br />
|[[User:Anna.sobiepanek|Anna Sobiepanek]]<br />
|-<br />
|2011-04-14 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-04-18 11:00-16:00<br />
|Exam prep meeting<br />
|[[User:dhhodgin|Daniel Hodgin]]<br />
|-<br />
|2011-04-21 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|}<br />
<br />
See [[CDOT Rooms]] for more room information.</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Meeting_Room_T1042&diff=59193Meeting Room T10422011-03-03T15:37:06Z<p>Dhhodgin: </p>
<hr />
<div>Meeting room T1042 is a small conference room that can be booked via this page for any meeting related to Open Source.<br />
<br />
Room facilities:<br />
* Conference table, 6 seats, power (under table)<br />
* Flipchart/whiteboard<br />
* LCD monitor with HDMI/DVD-D/VGA inputs - 1080x1920 (1080p)<br />
* Coming soon: wired internet access<br />
<br />
Telephone information:<br />
* Phone number for dial-in: 416-491-5050 begin_of_the_skype_highlighting 416-491-5050 end_of_the_skype_highlighting ext 3421<br />
* Telephone has basic speakerphone capability<br />
* For dial-out, press 9<br />
<br />
This room is booked via this web page. To add a booking, please add a row to this table; you'll need to login (or create an account) to edit. You can sort this table using the icons beside the column headers ('''Note:''' Rows might not be in chronological order until you sort them!).<br />
<br />
<br />
[[Category:CDOT]]<br />
{|class="mediawiki sortable" border="2" width="100%"<br />
|-<br />
!Date and time<br />
(YYYY-MM-DD HH:MM-HH:MM)<br />
!Purpose<br />
!Contact person<br />
<!-- To add a new row, copy and paste the following text and fill it in: ************<br />
|-<br />
|YYYY-MM-DD HH:MM-HH:MM<br />
|Purpose<br />
|Contact person<br />
<br />
Please remember to REPLACE the date, Purpose, and Contact, but to leave the pipe characters "|"<br />
Feel free to delete old bookings.<br />
<br />
Paste new bookings below this line. ********************************************** --><br />
|-<br />
|2011-03-09 11:45-13:00<br />
|NexJ Projects' Status<br />
|[[User:JAnastasiade|Jordan Anastasiade]]<br />
|-<br />
|2011-03-16 11:45-13:00<br />
|NexJ Projects' Status<br />
|[[User:JAnastasiade|Jordan Anastasiade]]<br />
|-<br />
|2011-03-23 11:45-13:00<br />
|NexJ Projects' Status<br />
|[[User:JAnastasiade|Jordan Anastasiade]]<br />
|-<br />
|2011-03-30 11:45-13:00<br />
|NexJ Projects' Status<br />
|[[User:JAnastasiade|Jordan Anastasiade]]<br />
|-<br />
|2011-02-22 13:30-3:20<br />
|WebGL team meeting<br />
|[[User:catherine.leung|Cathy]]<br />
|-<br />
|2011-02-24 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-03-10 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-03-17 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-03-24 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-03-31 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-04-07 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-04-14 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-04-21 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-02-28 11:00-16:00<br />
|Fedora-ARM<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-03-03 17:00 - 18:00<br />
|Mozilla Meeting<br />
|[[User:Anna Sobiepanek|Anna sobiepanek]]<br />
|}<br />
<br />
See [[CDOT Rooms]] for more room information.</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Meeting_Room_T1042&diff=57750Meeting Room T10422011-02-08T04:19:11Z<p>Dhhodgin: </p>
<hr />
<div>Meeting room T1042 is a small conference room that can be booked via this page for any meeting related to Open Source.<br />
<br />
Room facilities:<br />
* Conference table, 6 seats, power (under table)<br />
* Flipchart/whiteboard<br />
* LCD monitor with HDMI/DVD-D/VGA inputs - 1080x1920 (1080p)<br />
* Coming soon: wired internet access<br />
<br />
Telephone information:<br />
* Phone number for dial-in: 416-491-5050 ext 3421<br />
* Telephone has basic speakerphone capability<br />
* For dial-out, press 9<br />
<br />
This room is booked via this web page. To add a booking, please add a row to this table; you'll need to login (or create an account) to edit. You can sort this table using the icons beside the column headers ('''Note:''' Rows might not be in chronological order until you sort them!).<br />
<br />
<br />
[[Category:CDOT]]<br />
{|class="mediawiki sortable" border="2" width="100%"<br />
|-<br />
!Date and time<br />
(YYYY-MM-DD HH:MM-HH:MM)<br />
!Purpose<br />
!Contact person<br />
<!-- To add a new row, copy and paste the following text and fill it in: ************<br />
|-<br />
|YYYY-MM-DD HH:MM-HH:MM<br />
|Purpose<br />
|Contact person<br />
<br />
Please remember to REPLACE the date, Purpose, and Contact, but to leave the pipe characters "|"<br />
Feel free to delete old bookings.<br />
<br />
Paste new bookings below this line. ********************************************** --><br />
|-<br />
|2011-02-09 11:45-13:00<br />
|NexJ Projects' Status<br />
|[[User:JAnastasiade|Jordan Anastasiade]]<br />
|-<br />
|2011-02-16 11:45-13:00<br />
|NexJ Projects' Status<br />
|[[User:JAnastasiade|Jordan Anastasiade]]<br />
|-<br />
|2011-02-23 11:45-13:00<br />
|NexJ Projects' Status<br />
|[[User:JAnastasiade|Jordan Anastasiade]]<br />
|-<br />
|2011-02-01 13:30-3:20<br />
|WebGL team meeting<br />
|[[User:catherine.leung|Cathy]]<br />
|-<br />
|2011-02-03 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-02-03 17:10-21:00<br />
|Student meeting<br />
|[[User:dhhodgin|Daniel Hodgin]]<br />
|-<br />
|2011-02-08 11:40-13:30<br />
|Preparing for presentation<br />
|[[User:dhhodgin|Daniel Hodgin]]<br />
|-<br />
|2011-02-08 13:30-3:20<br />
|WebGL team meeting<br />
|[[User:catherine.leung|Cathy]]<br />
|-<br />
|2011-02-10 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-02-15 13:30-3:20<br />
|WebGL team meeting<br />
|[[User:catherine.leung|Cathy]]<br />
|-<br />
|2011-02-17 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-02-22 13:30-3:20<br />
|WebGL team meeting<br />
|[[User:catherine.leung|Cathy]]<br />
|-<br />
|2011-02-24 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-03-10 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-03-17 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-03-24 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-03-31 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-04-07 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-04-14 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-04-21 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|}<br />
<br />
See [[CDOT Rooms]] for more room information.</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Meeting_Room_T1042&diff=57288Meeting Room T10422011-02-03T03:18:50Z<p>Dhhodgin: </p>
<hr />
<div>Meeting room T1042 is a small conference room that can be booked via this page for any meeting related to Open Source.<br />
<br />
Room facilities:<br />
* Conference table, 6 seats, power (under table)<br />
* Flipchart/whiteboard<br />
* LCD monitor with HDMI/DVD-D/VGA inputs - 1080x1920 (1080p)<br />
* Coming soon: wired internet access<br />
<br />
Telephone information:<br />
* Phone number for dial-in: 416-491-5050 ext 3421<br />
* Telephone has basic speakerphone capability<br />
* For dial-out, press 9<br />
<br />
This room is booked via this web page. To add a booking, please add a row to this table; you'll need to login (or create an account) to edit. You can sort this table using the icons beside the column headers ('''Note:''' Rows might not be in chronological order until you sort them!).<br />
<br />
<br />
[[Category:CDOT]]<br />
{|class="mediawiki sortable" border="2" width="100%"<br />
|-<br />
!Date and time<br />
(YYYY-MM-DD HH:MM-HH:MM)<br />
!Purpose<br />
!Contact person<br />
<!-- To add a new row, copy and paste the following text and fill it in: ************<br />
|-<br />
|YYYY-MM-DD HH:MM-HH:MM<br />
|Purpose<br />
|Contact person<br />
<br />
Please remember to REPLACE the date, Purpose, and Contact, but to leave the pipe characters "|"<br />
Feel free to delete old bookings.<br />
<br />
Paste new bookings below this line. ********************************************** --><br />
|-<br />
|2011-01-21 12:00-14:00<br />
|CDOT Project Meeting (Daniel Hodgin, Matthew Postill)<br />
|[[User:Vngo|Vivian Ngo]]<br />
|-<br />
|2011-01-21 15:30-16:30<br />
|Interview<br />
|[[User:Vngo|Vivian Ngo]]<br />
|-<br />
|2011-01-25 13:00-17:00<br />
|Interview<br />
|[[User:Vngo|Vivian Ngo]]<br />
|-<br />
|2011-01-26 11:45-13:00<br />
|NexJ Projects' Status<br />
|[[User:JAnastasiade|Jordan Anastasiade]]<br />
|-<br />
|2011-01-27 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-01-31 11:40-17:00<br />
|Student meeting<br />
|[[User:Asabir|Adeel Sabir]]<br />
|-<br />
|2011-02-01 10:15-11:30<br />
|Meeting with Ken Ono NexK<br />
|[[User:dawn.mercer|Dawn]]<br />
|-<br />
|-<br />
|2011-02-01 13:30-3:20<br />
|WebGL team meeting<br />
|[[User:catherine.leung|Cathy]]<br />
|-<br />
|2011-02-03 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-02-03 17:10-21:00<br />
|Student meeting<br />
|[[User:dhhodgin|Daniel Hodgin]]<br />
|-<br />
|2011-02-08 13:30-3:20<br />
|WebGL team meeting<br />
|[[User:catherine.leung|Cathy]]<br />
|-<br />
|2011-02-10 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-02-15 13:30-3:20<br />
|WebGL team meeting<br />
|[[User:catherine.leung|Cathy]]<br />
|-<br />
|2011-02-17 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-02-22 13:30-3:20<br />
|WebGL team meeting<br />
|[[User:catherine.leung|Cathy]]<br />
|-<br />
|2011-02-24 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-03-10 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-03-17 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-03-24 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-03-31 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-04-07 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-04-14 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|-<br />
|2011-04-21 15:30-17:00<br />
|AROSS Meeting<br />
|[[User:Chris Tyler|Chris Tyler]]<br />
|}<br />
<br />
See [[CDOT Rooms]] for more room information.</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=DPS905_Hic_Sunt_Dracones&diff=55643DPS905 Hic Sunt Dracones2011-01-20T13:34:52Z<p>Dhhodgin: /* Proposal */</p>
<hr />
<div>{{GAM670/DPS905 Index | 20111}}<br />
= Razed by Fire =<br />
== Project Marking Percentage ==<br />
<big><br />
Group work: 25% (25 <= xx <= 50)<br />
Individual work: 75% + (50 <= xx <= 75) <br />
-------------------------<br />
Total 100%<br />
</big><br />
<br />
== Information ==<br />
Our code uses the [http://www.microsoft.com/downloads/en/details.aspx?displaylang=en&FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba June 2010 DirectX SDK]. You'll need to uninstall the August 2007 SDK, and install the June 2010 SDK.<br />
Download the code from svn trunk, and compile.<br />
<br />
All resource files required for running the game (audio, models, textures) can be found in \branches\resources<br />
<br />
Audio files (.xwm) are encoded in the xWMA format, which offers 30x compression ratios over regular WAVE files. The audio engine is perfectly capable of playing .wav files without any modification, but you should encode them using the [http://msdn.microsoft.com/en-us/library/ee415930(v=VS.85).aspx xmaencode] tool located in the DirectX SDK Command Prompt before committing to the repository.<br />
<br />
Right now audio files are only played globally. Jon will be implementing X3DAudio within the next few days.<br />
<br />
== Repository ==<br />
=== Repo path ===<br />
* old path<br />
*: svn://zenit.senecac.on.ca/dps901_103rep8<br />
* new path<br />
*: svn://zenit.senecac.on.ca/dps905_111rep5<br />
<br />
=== Trunk Status ===<br />
<br />
Current repository status information can be found by typing "!svn" in the [irc://irc.freenode.net/hsd IRC chat channel]<br />
<br />
== Team Members == <br />
<br />
''' [mailto:dhhodgin@learn.senecac.on.ca,jrbuckley@learn.senecac.on.ca,jboelen@learn.senecac.on.ca,sweerdenburg@learn.senecac.on.ca,dacallow@learn.senecac.on.ca?subject=dps901 Group Email]'''<br />
<br />
* [mailto:dhhodgin@learn.senecac.on.ca?subject=dps905 Daniel Hodgin]<br />
* [mailto:jrbuckley@learn.senecac.on.ca?subject=dps905 Jon Buckley]<br />
* [mailto:jboelen@learn.senecac.on.ca?subject=dps905 James Boelen]<br />
* [mailto:dacallow@learn.senecac.on.ca?subject=dps905 Kaitlyn Callow]<br />
* [mailto:dperit@learn.senecac.on.ca?subject=dps905 David Perit]<br />
<br />
<br />
== Meetings ==<br />
<br />
* '''IRC'''<br />
** Sundays at 9pm in channel [irc://irc.freenode.net/hsd #HSD] on irc.FreeNode.net<br />
<br />
== Game Information ==<br />
<br />
== Phase 1 ==<br />
=== Proposal ===<br />
For our second run at this project we will be adding more functionality to the game. More in depth COLLADA loading, more refined particle systems, refined XAudio, and visibility performance increases.<br />
<br />
== Phase 2 ==<br />
<br />
== Phase 3 ==<br />
<br />
<br />
=Old history from DPS901=<br />
<br />
== Phase 1 ==<br />
=== Proposal ===<br />
<br />
Our game is a third-person action shooter where the user is a dragon that is flying over villages and attempting to reign havoc. In reaction to the attacks soldiers gather in increasingly greater numbers and try to fight back against the dragon. The dragon will be able to destroy both the villages and the soldiers by shooting fire at them. The rate that villages & soldiers appear at will increase over time making it more difficult to kill enough to keep their numbers down. <br />
<br />
<br />
A bar at the top of the screen will represent how close the number of soldiers is to reaching the amount required to 'fight you off'. Once the bar is full you the game ends and your score is awarded. The goal is to kill soldiers at a fast enough rate to lower the bar and survive the longest while destroying all the villages that you can.<br />
<br />
<br />
Some technical design challenges include adding controller support for mouse, keyboard and maybe joystick and algorithms for choosing where and when to create new buildings or villagers.<br />
<br />
<br />
The initial version of our game will include:<br />
* villages as simple cubes<br />
* soldiers as simple rectangles<br />
* flat level ground for the world<br />
* ability to look around with a mouse and steer with keyboard. Movement is on x and y planes but not z, the dragon is at a fixed elevation in the air.<br />
* a 'shoot' mechanic to attack cubes and rectangles<br />
<br />
<br />
Later versions -could- include (time permitting):<br />
* increasing numbers of soldiers with bar showing representation of numbers<br />
* dynamic village and soldier placement<br />
* multiple attacks using a 'rock paper scissor' concept with certain attacks needed for certain targets. Make the user need to think about their attack choice<br />
* some visceral feedback to user (such as: slight screen bob with dragon's wings, more dramatic elongated perspective when flying forward to make it feel faster, screen shakes and bobs to various things like attacks, etcs)<br />
* extra terrain details<br />
* line of sight checks<br />
* collision detection<br />
<br />
<br />
<br />
=== Likely Improvements To Engine ===<br />
<br />
'''primary focus areas'''<br />
{| border="1"<br />
|-<br />
|graphic improvements<br />
|Daniel, Kaitlyn<br />
<br />
|-<br />
|game logic, camera, world<br />
|James<br />
<br />
|-<br />
|improvements to audio, specifically to use OOG files<br />
|Jon<br />
<br />
|-<br />
|particle effects<br />
|Kaitlyn<br />
<br />
|-<br />
|collision detection, enemy management<br />
|Steven<br />
<br />
|-<br />
|add stock objects (sphere, torus, etc.), more primitives<br />
|Steven<br />
<br />
|-<br />
|import model script<br />
|Daniel<br />
<br />
|}<br />
<br />
<br />
'''other possible'''<br />
{| border="1"<br />
|-<br />
|computer a.i. logic<br />
|---<br />
<br />
|-<br />
|comprehensive camera motion<br />
|---<br />
<br />
|-<br />
|}<br />
<br />
=== Game Mockups ===<br />
<br />
* '''Objects'''<br />
[[Image:btp901-fall2010-HSD-mockups-objects.jpg||| ]]<br />
<br />
* '''Interface'''<br />
[[Image:btp901-fall2010-HSD-mockups-Interface.jpg||| ]]<br />
<br />
* '''Possible Map of the World of the Game'''<br />
[[Image:btp901-fall2010-HSD-mockups-map.jpg||| ]]<br />
<br />
<br />
== Phase 2 ==<br />
=== Information ===<br />
==== Class Diagram ====<br />
[[Image:HSD_ClassDiagram.png|700px| ]]<br />
<br />
====Collision Detection====<br />
For collision detection, we used axis-aligned bounding boxes (AABB). These build an imaginary box around a visible object, as defined by:<br />
<br />
* minx<br />
* miny<br />
* minz<br />
* maxx<br />
* maxy<br />
* maxz<br />
<br />
These specify the minimum and maximum bounds of the bounding box in world space. From these, collisions (or general overlap) may be determined via the [http://en.wikipedia.org/wiki/Separating_axis_theorem separating axis theorem]. This theorem can be applied to three-space using the name separating plane theorem and states that "if two convex objects are not penetrating, there exists an axis for which the projection of the objects will not overlap." In implementation, this can be done as such:<br />
<br />
<pre><br />
typedef struct Rect3D {<br />
float minx;<br />
float miny;<br />
float minz;<br />
float maxx;<br />
float maxy;<br />
float maxz;<br />
};<br />
<br />
// AABB Collision Detection in C<br />
int doesOverlap(Rect3D a, Rect3D b) {<br />
return !( a.minx > b.maxx || a.maxx < b.minx<br />
|| a.maxy < b.miny || a.miny > b.maxy<br />
|| a.maxz < b.minz || a.minz > b.maxz );<br />
}<br />
</pre><br />
<br />
Note that AABB vs. AABB collision is one of a vast number of cases. For a more comprehensive listing, see [http://www.realtimerendering.com/intersections.html Real Time Rendering]. Also, for performance increase one may wish to investigate [http://en.wikipedia.org/wiki/Space_partitioning spatial partitioning].<br />
<br />
=== Screenshots ===<br />
[[Image:DPS901_HSD_103_Mansions.png|200px| ]]<br />
[[Image:BTP901-fall2010-HSD-sceenshot-12-04-10.JPG.JPG|200px| ]]<br />
<br />
[[Image:BTP901-fall2010-HSD-enemies-11 30 2010.jpg.jpg|400px| ]]<br />
<br />
[[Image:BTP901-fall2010-HSD-particles-2-11_30_2010.jpg|400px| ]]<br />
<br />
[[Image:BTP901-fall2010-HSD-particles-1-11_29_2010.jpg|400px| ]]<br />
<br />
[[Image:BTP901-fall2010-HSD-sceenshot-11_22_10-1.JPG|200px| ]]<br />
<br />
[[Image:BTP901-fall2010-HSD-sceenshot-11_22_10-2.JPG|200px| ]]<br />
<br />
[[Image:BTP901-fall2010-HSD-sceenshot-11_17_10.JPG|200px| ]]<br />
<br />
[[Image:BTP901-fall2010-HSD-sceenshot-Skybox.JPG||200px| ]]<br />
<br />
[[Image:Water.JPG||200px| ]]<br />
<br />
[[Image:dragon4.jpg|200px| ]]</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=DPS905_Hic_Sunt_Dracones&diff=55641DPS905 Hic Sunt Dracones2011-01-20T13:32:03Z<p>Dhhodgin: moved DPS901 Hic Sunt Dracones to DPS905 Hic Sunt Dracones:&#32;new course</p>
<hr />
<div>{{GAM670/DPS905 Index | 20111}}<br />
= Razed by Fire =<br />
== Project Marking Percentage ==<br />
<big><br />
Group work: 25% (25 <= xx <= 50)<br />
Individual work: 75% + (50 <= xx <= 75) <br />
-------------------------<br />
Total 100%<br />
</big><br />
<br />
== Information ==<br />
Our code uses the [http://www.microsoft.com/downloads/en/details.aspx?displaylang=en&FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba June 2010 DirectX SDK]. You'll need to uninstall the August 2007 SDK, and install the June 2010 SDK.<br />
Download the code from svn trunk, and compile.<br />
<br />
All resource files required for running the game (audio, models, textures) can be found in \branches\resources<br />
<br />
Audio files (.xwm) are encoded in the xWMA format, which offers 30x compression ratios over regular WAVE files. The audio engine is perfectly capable of playing .wav files without any modification, but you should encode them using the [http://msdn.microsoft.com/en-us/library/ee415930(v=VS.85).aspx xmaencode] tool located in the DirectX SDK Command Prompt before committing to the repository.<br />
<br />
Right now audio files are only played globally. Jon will be implementing X3DAudio within the next few days.<br />
<br />
== Repository ==<br />
=== Repo path ===<br />
* old path<br />
*: svn://zenit.senecac.on.ca/dps901_103rep8<br />
* new path<br />
*: svn://zenit.senecac.on.ca/dps905_111rep5<br />
<br />
=== Trunk Status ===<br />
<br />
Current repository status information can be found by typing "!svn" in the [irc://irc.freenode.net/hsd IRC chat channel]<br />
<br />
== Team Members == <br />
<br />
''' [mailto:dhhodgin@learn.senecac.on.ca,jrbuckley@learn.senecac.on.ca,jboelen@learn.senecac.on.ca,sweerdenburg@learn.senecac.on.ca,dacallow@learn.senecac.on.ca?subject=dps901 Group Email]'''<br />
<br />
* [mailto:dhhodgin@learn.senecac.on.ca?subject=dps905 Daniel Hodgin]<br />
* [mailto:jrbuckley@learn.senecac.on.ca?subject=dps905 Jon Buckley]<br />
* [mailto:jboelen@learn.senecac.on.ca?subject=dps905 James Boelen]<br />
* [mailto:dacallow@learn.senecac.on.ca?subject=dps905 Kaitlyn Callow]<br />
* [mailto:dperit@learn.senecac.on.ca?subject=dps905 David Perit]<br />
<br />
<br />
== Meetings ==<br />
<br />
* '''IRC'''<br />
** Sundays at 9pm in channel [irc://irc.freenode.net/hsd #HSD] on irc.FreeNode.net<br />
<br />
== Game Information ==<br />
<br />
== Phase 1 ==<br />
=== Proposal ===<br />
Forour second run at this project we will be adding more functionality to the game. More in depth COLLADA loading, more refined particle systems, refined XAudio, and visibility performance increases.<br />
== Phase 2 ==<br />
<br />
== Phase 3 ==<br />
<br />
<br />
=Old history from DPS901=<br />
<br />
== Phase 1 ==<br />
=== Proposal ===<br />
<br />
Our game is a third-person action shooter where the user is a dragon that is flying over villages and attempting to reign havoc. In reaction to the attacks soldiers gather in increasingly greater numbers and try to fight back against the dragon. The dragon will be able to destroy both the villages and the soldiers by shooting fire at them. The rate that villages & soldiers appear at will increase over time making it more difficult to kill enough to keep their numbers down. <br />
<br />
<br />
A bar at the top of the screen will represent how close the number of soldiers is to reaching the amount required to 'fight you off'. Once the bar is full you the game ends and your score is awarded. The goal is to kill soldiers at a fast enough rate to lower the bar and survive the longest while destroying all the villages that you can.<br />
<br />
<br />
Some technical design challenges include adding controller support for mouse, keyboard and maybe joystick and algorithms for choosing where and when to create new buildings or villagers.<br />
<br />
<br />
The initial version of our game will include:<br />
* villages as simple cubes<br />
* soldiers as simple rectangles<br />
* flat level ground for the world<br />
* ability to look around with a mouse and steer with keyboard. Movement is on x and y planes but not z, the dragon is at a fixed elevation in the air.<br />
* a 'shoot' mechanic to attack cubes and rectangles<br />
<br />
<br />
Later versions -could- include (time permitting):<br />
* increasing numbers of soldiers with bar showing representation of numbers<br />
* dynamic village and soldier placement<br />
* multiple attacks using a 'rock paper scissor' concept with certain attacks needed for certain targets. Make the user need to think about their attack choice<br />
* some visceral feedback to user (such as: slight screen bob with dragon's wings, more dramatic elongated perspective when flying forward to make it feel faster, screen shakes and bobs to various things like attacks, etcs)<br />
* extra terrain details<br />
* line of sight checks<br />
* collision detection<br />
<br />
<br />
<br />
=== Likely Improvements To Engine ===<br />
<br />
'''primary focus areas'''<br />
{| border="1"<br />
|-<br />
|graphic improvements<br />
|Daniel, Kaitlyn<br />
<br />
|-<br />
|game logic, camera, world<br />
|James<br />
<br />
|-<br />
|improvements to audio, specifically to use OOG files<br />
|Jon<br />
<br />
|-<br />
|particle effects<br />
|Kaitlyn<br />
<br />
|-<br />
|collision detection, enemy management<br />
|Steven<br />
<br />
|-<br />
|add stock objects (sphere, torus, etc.), more primitives<br />
|Steven<br />
<br />
|-<br />
|import model script<br />
|Daniel<br />
<br />
|}<br />
<br />
<br />
'''other possible'''<br />
{| border="1"<br />
|-<br />
|computer a.i. logic<br />
|---<br />
<br />
|-<br />
|comprehensive camera motion<br />
|---<br />
<br />
|-<br />
|}<br />
<br />
=== Game Mockups ===<br />
<br />
* '''Objects'''<br />
[[Image:btp901-fall2010-HSD-mockups-objects.jpg||| ]]<br />
<br />
* '''Interface'''<br />
[[Image:btp901-fall2010-HSD-mockups-Interface.jpg||| ]]<br />
<br />
* '''Possible Map of the World of the Game'''<br />
[[Image:btp901-fall2010-HSD-mockups-map.jpg||| ]]<br />
<br />
<br />
== Phase 2 ==<br />
=== Information ===<br />
==== Class Diagram ====<br />
[[Image:HSD_ClassDiagram.png|700px| ]]<br />
<br />
====Collision Detection====<br />
For collision detection, we used axis-aligned bounding boxes (AABB). These build an imaginary box around a visible object, as defined by:<br />
<br />
* minx<br />
* miny<br />
* minz<br />
* maxx<br />
* maxy<br />
* maxz<br />
<br />
These specify the minimum and maximum bounds of the bounding box in world space. From these, collisions (or general overlap) may be determined via the [http://en.wikipedia.org/wiki/Separating_axis_theorem separating axis theorem]. This theorem can be applied to three-space using the name separating plane theorem and states that "if two convex objects are not penetrating, there exists an axis for which the projection of the objects will not overlap." In implementation, this can be done as such:<br />
<br />
<pre><br />
typedef struct Rect3D {<br />
float minx;<br />
float miny;<br />
float minz;<br />
float maxx;<br />
float maxy;<br />
float maxz;<br />
};<br />
<br />
// AABB Collision Detection in C<br />
int doesOverlap(Rect3D a, Rect3D b) {<br />
return !( a.minx > b.maxx || a.maxx < b.minx<br />
|| a.maxy < b.miny || a.miny > b.maxy<br />
|| a.maxz < b.minz || a.minz > b.maxz );<br />
}<br />
</pre><br />
<br />
Note that AABB vs. AABB collision is one of a vast number of cases. For a more comprehensive listing, see [http://www.realtimerendering.com/intersections.html Real Time Rendering]. Also, for performance increase one may wish to investigate [http://en.wikipedia.org/wiki/Space_partitioning spatial partitioning].<br />
<br />
=== Screenshots ===<br />
[[Image:DPS901_HSD_103_Mansions.png|200px| ]]<br />
[[Image:BTP901-fall2010-HSD-sceenshot-12-04-10.JPG.JPG|200px| ]]<br />
<br />
[[Image:BTP901-fall2010-HSD-enemies-11 30 2010.jpg.jpg|400px| ]]<br />
<br />
[[Image:BTP901-fall2010-HSD-particles-2-11_30_2010.jpg|400px| ]]<br />
<br />
[[Image:BTP901-fall2010-HSD-particles-1-11_29_2010.jpg|400px| ]]<br />
<br />
[[Image:BTP901-fall2010-HSD-sceenshot-11_22_10-1.JPG|200px| ]]<br />
<br />
[[Image:BTP901-fall2010-HSD-sceenshot-11_22_10-2.JPG|200px| ]]<br />
<br />
[[Image:BTP901-fall2010-HSD-sceenshot-11_17_10.JPG|200px| ]]<br />
<br />
[[Image:BTP901-fall2010-HSD-sceenshot-Skybox.JPG||200px| ]]<br />
<br />
[[Image:Water.JPG||200px| ]]<br />
<br />
[[Image:dragon4.jpg|200px| ]]</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=DPS901_Hic_Sunt_Dracones&diff=55642DPS901 Hic Sunt Dracones2011-01-20T13:32:03Z<p>Dhhodgin: moved DPS901 Hic Sunt Dracones to DPS905 Hic Sunt Dracones:&#32;new course</p>
<hr />
<div>#REDIRECT [[DPS905 Hic Sunt Dracones]]</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=DPS905_Hic_Sunt_Dracones&diff=55639DPS905 Hic Sunt Dracones2011-01-20T13:27:43Z<p>Dhhodgin: </p>
<hr />
<div>{{GAM670/DPS905 Index | 20111}}<br />
= Razed by Fire =<br />
== Project Marking Percentage ==<br />
<big><br />
Group work: 25% (25 <= xx <= 50)<br />
Individual work: 75% + (50 <= xx <= 75) <br />
-------------------------<br />
Total 100%<br />
</big><br />
<br />
== Information ==<br />
Our code uses the [http://www.microsoft.com/downloads/en/details.aspx?displaylang=en&FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba June 2010 DirectX SDK]. You'll need to uninstall the August 2007 SDK, and install the June 2010 SDK.<br />
Download the code from svn trunk, and compile.<br />
<br />
All resource files required for running the game (audio, models, textures) can be found in \branches\resources<br />
<br />
Audio files (.xwm) are encoded in the xWMA format, which offers 30x compression ratios over regular WAVE files. The audio engine is perfectly capable of playing .wav files without any modification, but you should encode them using the [http://msdn.microsoft.com/en-us/library/ee415930(v=VS.85).aspx xmaencode] tool located in the DirectX SDK Command Prompt before committing to the repository.<br />
<br />
Right now audio files are only played globally. Jon will be implementing X3DAudio within the next few days.<br />
<br />
== Repository ==<br />
=== Repo path ===<br />
* old path<br />
*: svn://zenit.senecac.on.ca/dps901_103rep8<br />
* new path<br />
*: svn://zenit.senecac.on.ca/dps905_111rep5<br />
<br />
=== Trunk Status ===<br />
<br />
Current repository status information can be found by typing "!svn" in the [irc://irc.freenode.net/hsd IRC chat channel]<br />
<br />
== Team Members == <br />
<br />
''' [mailto:dhhodgin@learn.senecac.on.ca,jrbuckley@learn.senecac.on.ca,jboelen@learn.senecac.on.ca,sweerdenburg@learn.senecac.on.ca,dacallow@learn.senecac.on.ca?subject=dps901 Group Email]'''<br />
<br />
* [mailto:dhhodgin@learn.senecac.on.ca?subject=dps905 Daniel Hodgin]<br />
* [mailto:jrbuckley@learn.senecac.on.ca?subject=dps905 Jon Buckley]<br />
* [mailto:jboelen@learn.senecac.on.ca?subject=dps905 James Boelen]<br />
* [mailto:dacallow@learn.senecac.on.ca?subject=dps905 Kaitlyn Callow]<br />
* [mailto:dperit@learn.senecac.on.ca?subject=dps905 David Perit]<br />
<br />
<br />
== Meetings ==<br />
<br />
* '''IRC'''<br />
** Sundays at 9pm in channel [irc://irc.freenode.net/hsd #HSD] on irc.FreeNode.net<br />
<br />
== Game Information ==<br />
<br />
== Phase 1 ==<br />
=== Proposal ===<br />
Forour second run at this project we will be adding more functionality to the game. More in depth COLLADA loading, more refined particle systems, refined XAudio, and visibility performance increases.<br />
== Phase 2 ==<br />
<br />
== Phase 3 ==<br />
<br />
<br />
=Old history from DPS901=<br />
<br />
== Phase 1 ==<br />
=== Proposal ===<br />
<br />
Our game is a third-person action shooter where the user is a dragon that is flying over villages and attempting to reign havoc. In reaction to the attacks soldiers gather in increasingly greater numbers and try to fight back against the dragon. The dragon will be able to destroy both the villages and the soldiers by shooting fire at them. The rate that villages & soldiers appear at will increase over time making it more difficult to kill enough to keep their numbers down. <br />
<br />
<br />
A bar at the top of the screen will represent how close the number of soldiers is to reaching the amount required to 'fight you off'. Once the bar is full you the game ends and your score is awarded. The goal is to kill soldiers at a fast enough rate to lower the bar and survive the longest while destroying all the villages that you can.<br />
<br />
<br />
Some technical design challenges include adding controller support for mouse, keyboard and maybe joystick and algorithms for choosing where and when to create new buildings or villagers.<br />
<br />
<br />
The initial version of our game will include:<br />
* villages as simple cubes<br />
* soldiers as simple rectangles<br />
* flat level ground for the world<br />
* ability to look around with a mouse and steer with keyboard. Movement is on x and y planes but not z, the dragon is at a fixed elevation in the air.<br />
* a 'shoot' mechanic to attack cubes and rectangles<br />
<br />
<br />
Later versions -could- include (time permitting):<br />
* increasing numbers of soldiers with bar showing representation of numbers<br />
* dynamic village and soldier placement<br />
* multiple attacks using a 'rock paper scissor' concept with certain attacks needed for certain targets. Make the user need to think about their attack choice<br />
* some visceral feedback to user (such as: slight screen bob with dragon's wings, more dramatic elongated perspective when flying forward to make it feel faster, screen shakes and bobs to various things like attacks, etcs)<br />
* extra terrain details<br />
* line of sight checks<br />
* collision detection<br />
<br />
<br />
<br />
=== Likely Improvements To Engine ===<br />
<br />
'''primary focus areas'''<br />
{| border="1"<br />
|-<br />
|graphic improvements<br />
|Daniel, Kaitlyn<br />
<br />
|-<br />
|game logic, camera, world<br />
|James<br />
<br />
|-<br />
|improvements to audio, specifically to use OOG files<br />
|Jon<br />
<br />
|-<br />
|particle effects<br />
|Kaitlyn<br />
<br />
|-<br />
|collision detection, enemy management<br />
|Steven<br />
<br />
|-<br />
|add stock objects (sphere, torus, etc.), more primitives<br />
|Steven<br />
<br />
|-<br />
|import model script<br />
|Daniel<br />
<br />
|}<br />
<br />
<br />
'''other possible'''<br />
{| border="1"<br />
|-<br />
|computer a.i. logic<br />
|---<br />
<br />
|-<br />
|comprehensive camera motion<br />
|---<br />
<br />
|-<br />
|}<br />
<br />
=== Game Mockups ===<br />
<br />
* '''Objects'''<br />
[[Image:btp901-fall2010-HSD-mockups-objects.jpg||| ]]<br />
<br />
* '''Interface'''<br />
[[Image:btp901-fall2010-HSD-mockups-Interface.jpg||| ]]<br />
<br />
* '''Possible Map of the World of the Game'''<br />
[[Image:btp901-fall2010-HSD-mockups-map.jpg||| ]]<br />
<br />
<br />
== Phase 2 ==<br />
=== Information ===<br />
==== Class Diagram ====<br />
[[Image:HSD_ClassDiagram.png|700px| ]]<br />
<br />
====Collision Detection====<br />
For collision detection, we used axis-aligned bounding boxes (AABB). These build an imaginary box around a visible object, as defined by:<br />
<br />
* minx<br />
* miny<br />
* minz<br />
* maxx<br />
* maxy<br />
* maxz<br />
<br />
These specify the minimum and maximum bounds of the bounding box in world space. From these, collisions (or general overlap) may be determined via the [http://en.wikipedia.org/wiki/Separating_axis_theorem separating axis theorem]. This theorem can be applied to three-space using the name separating plane theorem and states that "if two convex objects are not penetrating, there exists an axis for which the projection of the objects will not overlap." In implementation, this can be done as such:<br />
<br />
<pre><br />
typedef struct Rect3D {<br />
float minx;<br />
float miny;<br />
float minz;<br />
float maxx;<br />
float maxy;<br />
float maxz;<br />
};<br />
<br />
// AABB Collision Detection in C<br />
int doesOverlap(Rect3D a, Rect3D b) {<br />
return !( a.minx > b.maxx || a.maxx < b.minx<br />
|| a.maxy < b.miny || a.miny > b.maxy<br />
|| a.maxz < b.minz || a.minz > b.maxz );<br />
}<br />
</pre><br />
<br />
Note that AABB vs. AABB collision is one of a vast number of cases. For a more comprehensive listing, see [http://www.realtimerendering.com/intersections.html Real Time Rendering]. Also, for performance increase one may wish to investigate [http://en.wikipedia.org/wiki/Space_partitioning spatial partitioning].<br />
<br />
=== Screenshots ===<br />
[[Image:DPS901_HSD_103_Mansions.png|200px| ]]<br />
[[Image:BTP901-fall2010-HSD-sceenshot-12-04-10.JPG.JPG|200px| ]]<br />
<br />
[[Image:BTP901-fall2010-HSD-enemies-11 30 2010.jpg.jpg|400px| ]]<br />
<br />
[[Image:BTP901-fall2010-HSD-particles-2-11_30_2010.jpg|400px| ]]<br />
<br />
[[Image:BTP901-fall2010-HSD-particles-1-11_29_2010.jpg|400px| ]]<br />
<br />
[[Image:BTP901-fall2010-HSD-sceenshot-11_22_10-1.JPG|200px| ]]<br />
<br />
[[Image:BTP901-fall2010-HSD-sceenshot-11_22_10-2.JPG|200px| ]]<br />
<br />
[[Image:BTP901-fall2010-HSD-sceenshot-11_17_10.JPG|200px| ]]<br />
<br />
[[Image:BTP901-fall2010-HSD-sceenshot-Skybox.JPG||200px| ]]<br />
<br />
[[Image:Water.JPG||200px| ]]<br />
<br />
[[Image:dragon4.jpg|200px| ]]</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Processingjs_gamepaper&diff=55100Processingjs gamepaper2011-01-16T18:20:36Z<p>Dhhodgin: </p>
<hr />
<div>=Any further edits should be made in this section or mentioned to Cathy or Daniel. formatting this into ACM now=<br />
<br />
add changes here or contact cathy or daniel<br />
<br />
=Processing.js for Web based Games=<br />
<br />
==Introduction==<br />
<br />
Games delivery require fast, highly graphical, interactive, multimedia environments. To accomplish this, games delivered on a web page, have traditionally required some sort of browser plug-in. However due to security concerns and general wariness about plug-ins, delivering content/games in this manner is a barrier to access for some users. Furthermore, browser plug-ins are not available on browsers for all platforms. Even Flash, which is one of the most ubiquitous visual interactive environments, is not available for every browser. The HTML5 <canvas> element, standardized in ...(find citation) allows the programmatic delivery of graphics on a web page without plug-ins. With its inclusion in the soon to be released IE 9, the <canvas> element now represents a means to deliver rich graphical content in all the major browsers. <br />
<br />
The typical way to draw on the canvas is to use JavaScript. However for artists, educators, and other people less familiar with JavaScript, learning to do this can be a barrier to entry. The Processing language introduced by Ben Fry and Casey Reas is a simple and elegant language for data visualization that is already used by artists, educators, and commercial media to deliver rich graphical content called sketches. There is a large body of work around the world which is being developed using Processing. However, Processing is developed in Java and thus delivering Processing sketches on a web page requires that the user install a Java plugin. Furthermore the sketches themselves are self contained items as opposed to being part of a web page. While it is possible to deliver a sketch via a Java applet, the web page serves as a medium of delivery as opposed to being part of the game.<br />
<br />
Processing.js is an open source, cross browser JavaScript port of the Processing language. It uses the canvas element for rendering and does not require any plug-ins. However, Processing.js is more than just a Processing parser written in JavaScript. It also enables the embedding of other web technologies into Processing sketches and vice versa. This extension allows not only the rendering of sketches without the use of plug-ins but also the ability for a Processing sketch to make use of web technologies to create games. Processing.js seamlessly integrates web technologies with the processing language to provide a framework for multimedia web games.<br />
<br />
==Background==<br />
<br />
<br />
The Processing.js project was started by John Resig who wanted to utilize the HTML5 canvas element and take advantage of the Java Processing language. It took about seven months to get a working version, consisting of 5000 lines of code but it was not a complete port of the Processing language (source?). The project, similarly to other open source products, was released with the hope that a developer community would converge around it and contribute to development. In September 2009, students from Seneca College began the work to complete Processing.js. In order to facilitate an architecture for participation the source code had to be readily available and the inner workings of the project and the missing functionality must be publicized. To this end the source code was made available publicly on GitHub and an issue tracking system was used to manage the large number of issues needed to be resolved in order to complete the port. A review process was setup to ensure that the code submitted was of sufficient quality. Processing.js 1.0 was released in November 2010.<br />
<br />
==Processing.js in detail==<br />
<br />
The original Processing Language is written in Java and the syntax is Java based. Sketches written in Processing can be compiled into standalone applications or Java Applets. Processing.js interprets Processing sketches and creates JavaScript code that renders on a web page. When the original Processing Language, was first developed, Java was supposed to become the language of the web while JavaScript was a client-side scripting language for small tasks. As the web matured, JavaScript, however, became the language of the web, although many of the misconceptions about it still persist. (cite JavaScript the good parts here) With recent developments in JavaScript technology, JavaScript is now fast enough to handle the demands of real-time interactive multimedia web applications such as games.<br />
<br />
From it's inception, Processing.js was designed to be more than just a rewrite of the Java functions provided by Processing to JavaScript. John Resig wrote the original Processing.js parser to scan a Processing sketch for hints of Java code and translate that code to JavaScript. However, if the parser encountered JavaScript code, it would leave the code intact as JavaScript. This method allows not only for the interpretation of existing Processing code but also the injection of JavaScript into Processing sketches. JavaScript code can exist inside a Processing sketch without any need to declare the language you are using. Old sketches written for Processing will work but new sketches written for Processing.js can easily make use of common web libraries such as JQuery or pull in resources from web services such as Twitter, Google maps, or Flickr.<br />
<br />
While JavaScript and Java are fairly similar syntactically, there are some fundamental differences that has made this conversion challenging. The first is that we wanted to do this conversion dynamically when a web page is loaded. The code produced by Processing.js needed to be fully object oriented and we had to provide support to all native Java functions and objects that are supported by Processing. We also had to take into account the differences between working with web resources vs local resources. Furthermore we had to consider how we would handle some fundamental differences between Java and JavaScript such as typed vs. typeless variables, function overloading and variable name overloading.<br />
<br />
The original code for Processing.js used regular expressions to convert Java into JavaScript when it was encountered. It did this by scanning for hints of Java code within the entire sketch and then replaced the Java code with its JavaScript equivalent. Due to the difference in how Java and JavaScript accessed object properties from methods inside an object, the with statement was used as a simple solution to avoid having to prepend all function calls with "this." or "Processing.". However, the use of the with statement also meant that the JavaScript generated would fall off Trace (cite trace paper here... do we need to talk about trace in the back ground section???) making the code run slower than it needed to in some browsers. In later versions of Processing.js this method of scanning the entire sketch was replaced by the creation of an abstract syntax tree that broke up the sketch into smaller pieces. Each piece was then interpreted separately. This change made the interpretation of the sketch far cleaner.<br />
<br />
==The Blending of the Web==<br />
<br />
One of the most powerful features of Processsing.js is its ability to blend JavaScript code with Processing code. This results of this blending means that Processing sketches are not simply delivered in a self contained container but can make use of and interact with other elements of the web. This section looks at examples of such blending.<br />
<br />
/* insert descriptions and screenshots of applications for demo reel here*/<br />
<br />
==Browser Unification==<br />
<br />
One important feature provided by Processing.js is that it hides the differences between browsers. Web standards are often loosely defined, and thus variations can exist. These variations not only exist between different browser vendors but can even exist between versions of the same browser on different platforms. Something as simple as key events can vary widely between browsers. When creating content as interactive as games in the web, these small differences can create huge problems for the content creators.<br />
<br />
Processing.js hides a large number of these differences from the user by creating a unified method of handling common interactive events. Regardless of the browser/platform, the functions behavior of the event handlers are the same in different browsers. This standardization makes Processing.js an ideal candidate for game developers to develop games without worrying about how the controls will differ between browsers.<br />
<br />
==3D support==<br />
<br />
The introduction of the <canvas> element into the HTML5 specification allowed Processing to be ported to JavaScript. This enables users to run 2D Processing sketches within the browser without additional plug-ins. At the time the Processing.js project began, there was no plug-in free method of delivering 3D content. This limited Processing.js to its 2D functions. WebGL, a JavaScript API that is based on OpenGL ES 2.0, is now being implemented by Firefox, Chrome and Safari. Processing.js 1.0 makes use of WebGL to support its 3D functions.<br />
<br />
The matter of porting 3D Processing to Processing.js was simplified because Processing uses OpenGL for 3D graphics. The single largest difference between WebGL and the OpenGL library used in Processing is that in WebGL, the fixed-function pipeline has been removed. Because of this, user-defined vertex and fragment shaders are necessary for lighting operations. Since some shapes in Processing aren't lit and others were, multiple shaders have been written. One shader exists for lit objects such as boxes and spheres, another less complex shader was written for unlit objects such as lines and points.<br />
<br />
/* shaders to go in a figure on final paper*/<br />
<br />
<pre><br />
"varying vec4 vFrontColor;" +<br />
"attribute vec3 aVertex;" +<br />
"attribute vec4 aColor;" +<br />
"uniform mat4 uView;" +<br />
"uniform mat4 uProjection;" +<br />
"void main(void) {" +<br />
" frontColor = aColor;" +<br />
" gl_Position = uProjection * uView * vec4(aVertex, 1.0);" + <br />
"}";<br />
</pre><br />
fragment shader:<br />
<pre><br />
ifdef"GLfESf GL_ES\n" +<br />
"prehighpn highp float;\n" endif"#endif\n" +<br />
<br />
"vvecinvFrontColorntColor;" +<br />
"void main(void){" +glrFragColoragCvFrontColorntColor;" +<br />
"}";<br />
</pre><br />
<br />
==Conclusion==<br />
<br />
Processing.js seamlessly integrates elements of a webpage to create a viable platform for games on the web. It handles events in a consistent manner between different browsers, making it easier for game developers to create content with it. Furthermore the interpreter was written efficiently. Today's JavaScript engines are highly efficient. This efficiency means that interactive applications such as games can be written in JavaScript. Processing.js makes this process smoother.<br />
<br />
==References==</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Processingjs_gamepaper&diff=55099Processingjs gamepaper2011-01-16T18:19:13Z<p>Dhhodgin: /* Processing.js for Web base Games */</p>
<hr />
<div>=Processing.js for Web based Games=<br />
<br />
==Introduction==<br />
<br />
Games delivery require fast, highly graphical, interactive, multimedia environments. To accomplish this, games delivered on a web page, have traditionally required some sort of browser plug-in. However due to security concerns and general wariness about plug-ins, delivering content/games in this manner is a barrier to access for some users. Furthermore, browser plug-ins are not available on browsers for all platforms. Even Flash, which is one of the most ubiquitous visual interactive environments, is not available for every browser. The HTML5 <canvas> element, standardized in ...(find citation) allows the programmatic delivery of graphics on a web page without plug-ins. With its inclusion in the soon to be released IE 9, the <canvas> element now represents a means to deliver rich graphical content in all the major browsers. <br />
<br />
The typical way to draw on the canvas is to use JavaScript. However for artists, educators, and other people less familiar with JavaScript, learning to do this can be a barrier to entry. The Processing language introduced by Ben Fry and Casey Reas is a simple and elegant language for data visualization that is already used by artists, educators, and commercial media to deliver rich graphical content called sketches. There is a large body of work around the world which is being developed using Processing. However, Processing is developed in Java and thus delivering Processing sketches on a web page requires that the user install a Java plugin. Furthermore the sketches themselves are self contained items as opposed to being part of a web page. While it is possible to deliver a sketch via a Java applet, the web page serves as a medium of delivery as opposed to being part of the game.<br />
<br />
Processing.js is an open source, cross browser JavaScript port of the Processing language. It uses the canvas element for rendering and does not require any plug-ins. However, Processing.js is more than just a Processing parser written in JavaScript. It also enables the embedding of other web technologies into Processing sketches and vice versa. This extension allows not only the rendering of sketches without the use of plug-ins but also the ability for a Processing sketch to make use of web technologies to create games. Processing.js seamlessly integrates web technologies with the processing language to provide a framework for multimedia web games.<br />
<br />
==Background==<br />
<br />
<br />
The Processing.js project was started by John Resig who wanted to utilize the HTML5 canvas element and take advantage of the Java Processing language. It took about seven months to get a working version, consisting of 5000 lines of code but it was not a complete port of the Processing language (source?). The project, similarly to other open source products, was released with the hope that a developer community would converge around it and contribute to development. In September 2009, students from Seneca College began the work to complete Processing.js. In order to facilitate an architecture for participation the source code had to be readily available and the inner workings of the project and the missing functionality must be publicized. To this end the source code was made available publicly on GitHub and an issue tracking system was used to manage the large number of issues needed to be resolved in order to complete the port. A review process was setup to ensure that the code submitted was of sufficient quality. Processing.js 1.0 was released in November 2010.<br />
<br />
==Processing.js in detail==<br />
<br />
The original Processing Language is written in Java and the syntax is Java based. Sketches written in Processing can be compiled into standalone applications or Java Applets. Processing.js interprets Processing sketches and creates JavaScript code that renders on a web page. When the original Processing Language, was first developed, Java was supposed to become the language of the web while JavaScript was a client-side scripting language for small tasks. As the web matured, JavaScript, however, became the language of the web, although many of the misconceptions about it still persist. (cite JavaScript the good parts here) With recent developments in JavaScript technology, JavaScript is now fast enough to handle the demands of real-time interactive multimedia web applications such as games.<br />
<br />
From it's inception, Processing.js was designed to be more than just a rewrite of the Java functions provided by Processing to JavaScript. John Resig wrote the original Processing.js parser to scan a Processing sketch for hints of Java code and translate that code to JavaScript. However, if the parser encountered JavaScript code, it would leave the code intact as JavaScript. This method allows not only for the interpretation of existing Processing code but also the injection of JavaScript into Processing sketches. JavaScript code can exist inside a Processing sketch without any need to declare the language you are using. Old sketches written for Processing will work but new sketches written for Processing.js can easily make use of common web libraries such as JQuery or pull in resources from web services such as Twitter, Google maps, or Flickr.<br />
<br />
While JavaScript and Java are fairly similar syntactically, there are some fundamental differences that has made this conversion challenging. The first is that we wanted to do this conversion dynamically when a web page is loaded. The code produced by Processing.js needed to be fully object oriented and we had to provide support to all native Java functions and objects that are supported by Processing. We also had to take into account the differences between working with web resources vs local resources. Furthermore we had to consider how we would handle some fundamental differences between Java and JavaScript such as typed vs. typeless variables, function overloading and variable name overloading.<br />
<br />
The original code for Processing.js used regular expressions to convert Java into JavaScript when it was encountered. It did this by scanning for hints of Java code within the entire sketch and then replaced the Java code with its JavaScript equivalent. Due to the difference in how Java and JavaScript accessed object properties from methods inside an object, the with statement was used as a simple solution to avoid having to prepend all function calls with "this." or "Processing.". However, the use of the with statement also meant that the JavaScript generated would fall off Trace (cite trace paper here... do we need to talk about trace in the back ground section???) making the code run slower than it needed to in some browsers. In later versions of Processing.js this method of scanning the entire sketch was replaced by the creation of an abstract syntax tree that broke up the sketch into smaller pieces. Each piece was then interpreted separately. This change made the interpretation of the sketch far cleaner.<br />
<br />
==The Blending of the Web==<br />
<br />
One of the most powerful features of Processsing.js is its ability to blend JavaScript code with Processing code. This results of this blending means that Processing sketches are not simply delivered in a self contained container but can make use of and interact with other elements of the web. This section looks at examples of such blending.<br />
<br />
/* insert descriptions and screenshots of applications for demo reel here*/<br />
<br />
==Browser Unification==<br />
<br />
One important feature provided by Processing.js is that it hides the differences between browsers. Web standards are often loosely defined, and thus variations can exist. These variations not only exist between different browser vendors but can even exist between versions of the same browser on different platforms. Something as simple as key events can vary widely between browsers. When creating content as interactive as games in the web, these small differences can create huge problems for the content creators.<br />
<br />
Processing.js hides a large number of these differences from the user by creating a unified method of handling common interactive events. Regardless of the browser/platform, the functions behavior of the event handlers are the same in different browsers. This standardization makes Processing.js an ideal candidate for game developers to develop games without worrying about how the controls will differ between browsers.<br />
<br />
==3D support==<br />
<br />
The introduction of the <canvas> element into the HTML5 specification allowed Processing to be ported to JavaScript. This enables users to run 2D Processing sketches within the browser without additional plug-ins. At the time the Processing.js project began, there was no plug-in free method of delivering 3D content. This limited Processing.js to its 2D functions. WebGL, a JavaScript API that is based on OpenGL ES 2.0, is now being implemented by Firefox, Chrome and Safari. Processing.js 1.0 makes use of WebGL to support its 3D functions.<br />
<br />
The matter of porting 3D Processing to Processing.js was simplified because Processing uses OpenGL for 3D graphics. The single largest difference between WebGL and the OpenGL library used in Processing is that in WebGL, the fixed-function pipeline has been removed. Because of this, user-defined vertex and fragment shaders are necessary for lighting operations. Since some shapes in Processing aren't lit and others were, multiple shaders have been written. One shader exists for lit objects such as boxes and spheres, another less complex shader was written for unlit objects such as lines and points.<br />
<br />
/* shaders to go in a figure on final paper*/<br />
<br />
<pre><br />
"varying vec4 vFrontColor;" +<br />
"attribute vec3 aVertex;" +<br />
"attribute vec4 aColor;" +<br />
"uniform mat4 uView;" +<br />
"uniform mat4 uProjection;" +<br />
"void main(void) {" +<br />
" frontColor = aColor;" +<br />
" gl_Position = uProjection * uView * vec4(aVertex, 1.0);" + <br />
"}";<br />
</pre><br />
fragment shader:<br />
<pre><br />
ifdef"GLfESf GL_ES\n" +<br />
"prehighpn highp float;\n" endif"#endif\n" +<br />
<br />
"vvecinvFrontColorntColor;" +<br />
"void main(void){" +glrFragColoragCvFrontColorntColor;" +<br />
"}";<br />
</pre><br />
<br />
==Conclusion==<br />
<br />
Processing.js seamlessly integrates elements of a webpage to create a viable platform for games on the web. It handles events in a consistent manner between different browsers, making it easier for game developers to create content with it. Furthermore the interpreter was written efficiently. Today's JavaScript engines are highly efficient. This efficiency means that interactive applications such as games can be written in JavaScript. Processing.js makes this process smoother.<br />
<br />
==References==</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Processingjs_gamepaper&diff=55098Processingjs gamepaper2011-01-16T18:17:43Z<p>Dhhodgin: /* 3D support */</p>
<hr />
<div>=Processing.js for Web base Games=<br />
<br />
==Introduction==<br />
<br />
Games delivery require fast, highly graphical, interactive, multimedia environments. To accomplish this, games delivered on a web page, have traditionally required some sort of browser plug-in. However due to security concerns and general wariness about plug-ins, delivering content/games in this manner is a barrier to access for some users. Furthermore, browser plug-ins are not available on browsers for all platforms. Even Flash, which is one of the most ubiquitous visual interactive environments, is not available for every browser. The HTML5 <canvas> element, standardized in ...(find citation) allows the programmatic delivery of graphics on a web page without plug-ins. With its inclusion in the soon to be released IE 9, the <canvas> element now represents a means to deliver rich graphical content in all the major browsers. <br />
<br />
The typical way to draw on the canvas is to use JavaScript. However for artists, educators, and other people less familiar with JavaScript, learning to do this can be a barrier to entry. The Processing language introduced by Ben Fry and Casey Reas is a simple and elegant language for data visualization that is already used by artists, educators, and commercial media to deliver rich graphical content called sketches. There is a large body of work around the world which is being developed using Processing. However, Processing is developed in Java and thus delivering Processing sketches on a web page requires that the user install a Java plugin. Furthermore the sketches themselves are self contained items as opposed to being part of a web page. While it is possible to deliver a sketch via a Java applet, the web page serves as a medium of delivery as opposed to being part of the game.<br />
<br />
Processing.js is an open source, cross browser JavaScript port of the Processing language. It uses the canvas element for rendering and does not require any plug-ins. However, Processing.js is more than just a Processing parser written in JavaScript. It also enables the embedding of other web technologies into Processing sketches and vice versa. This extension allows not only the rendering of sketches without the use of plug-ins but also the ability for a Processing sketch to make use of web technologies to create games. Processing.js seamlessly integrates web technologies with the processing language to provide a framework for multimedia web games.<br />
<br />
==Background==<br />
<br />
<br />
The Processing.js project was started by John Resig who wanted to utilize the HTML5 canvas element and take advantage of the Java Processing language. It took about seven months to get a working version, consisting of 5000 lines of code but it was not a complete port of the Processing language (source?). The project, similarly to other open source products, was released with the hope that a developer community would converge around it and contribute to development. In September 2009, students from Seneca College began the work to complete Processing.js. In order to facilitate an architecture for participation the source code had to be readily available and the inner workings of the project and the missing functionality must be publicized. To this end the source code was made available publicly on GitHub and an issue tracking system was used to manage the large number of issues needed to be resolved in order to complete the port. A review process was setup to ensure that the code submitted was of sufficient quality. Processing.js 1.0 was released in November 2010.<br />
<br />
==Processing.js in detail==<br />
<br />
The original Processing Language is written in Java and the syntax is Java based. Sketches written in Processing can be compiled into standalone applications or Java Applets. Processing.js interprets Processing sketches and creates JavaScript code that renders on a web page. When the original Processing Language, was first developed, Java was supposed to become the language of the web while JavaScript was a client-side scripting language for small tasks. As the web matured, JavaScript, however, became the language of the web, although many of the misconceptions about it still persist. (cite JavaScript the good parts here) With recent developments in JavaScript technology, JavaScript is now fast enough to handle the demands of real-time interactive multimedia web applications such as games.<br />
<br />
From it's inception, Processing.js was designed to be more than just a rewrite of the Java functions provided by Processing to JavaScript. John Resig wrote the original Processing.js parser to scan a Processing sketch for hints of Java code and translate that code to JavaScript. However, if the parser encountered JavaScript code, it would leave the code intact as JavaScript. This method allows not only for the interpretation of existing Processing code but also the injection of JavaScript into Processing sketches. JavaScript code can exist inside a Processing sketch without any need to declare the language you are using. Old sketches written for Processing will work but new sketches written for Processing.js can easily make use of common web libraries such as JQuery or pull in resources from web services such as Twitter, Google maps, or Flickr.<br />
<br />
While JavaScript and Java are fairly similar syntactically, there are some fundamental differences that has made this conversion challenging. The first is that we wanted to do this conversion dynamically when a web page is loaded. The code produced by Processing.js needed to be fully object oriented and we had to provide support to all native Java functions and objects that are supported by Processing. We also had to take into account the differences between working with web resources vs local resources. Furthermore we had to consider how we would handle some fundamental differences between Java and JavaScript such as typed vs. typeless variables, function overloading and variable name overloading.<br />
<br />
The original code for Processing.js used regular expressions to convert Java into JavaScript when it was encountered. It did this by scanning for hints of Java code within the entire sketch and then replaced the Java code with its JavaScript equivalent. Due to the difference in how Java and JavaScript accessed object properties from methods inside an object, the with statement was used as a simple solution to avoid having to prepend all function calls with "this." or "Processing.". However, the use of the with statement also meant that the JavaScript generated would fall off Trace (cite trace paper here... do we need to talk about trace in the back ground section???) making the code run slower than it needed to in some browsers. In later versions of Processing.js this method of scanning the entire sketch was replaced by the creation of an abstract syntax tree that broke up the sketch into smaller pieces. Each piece was then interpreted separately. This change made the interpretation of the sketch far cleaner.<br />
<br />
==The Blending of the Web==<br />
<br />
One of the most powerful features of Processsing.js is its ability to blend JavaScript code with Processing code. This results of this blending means that Processing sketches are not simply delivered in a self contained container but can make use of and interact with other elements of the web. This section looks at examples of such blending.<br />
<br />
/* insert descriptions and screenshots of applications for demo reel here*/<br />
<br />
==Browser Unification==<br />
<br />
One important feature provided by Processing.js is that it hides the differences between browsers. Web standards are often loosely defined, and thus variations can exist. These variations not only exist between different browser vendors but can even exist between versions of the same browser on different platforms. Something as simple as key events can vary widely between browsers. When creating content as interactive as games in the web, these small differences can create huge problems for the content creators.<br />
<br />
Processing.js hides a large number of these differences from the user by creating a unified method of handling common interactive events. Regardless of the browser/platform, the functions behavior of the event handlers are the same in different browsers. This standardization makes Processing.js an ideal candidate for game developers to develop games without worrying about how the controls will differ between browsers.<br />
<br />
==3D support==<br />
<br />
The introduction of the <canvas> element into the HTML5 specification allowed Processing to be ported to JavaScript. This enables users to run 2D Processing sketches within the browser without additional plug-ins. At the time the Processing.js project began, there was no plug-in free method of delivering 3D content. This limited Processing.js to its 2D functions. WebGL, a JavaScript API that is based on OpenGL ES 2.0, is now being implemented by Firefox, Chrome and Safari. Processing.js 1.0 makes use of WebGL to support its 3D functions.<br />
<br />
The matter of porting 3D Processing to Processing.js was simplified because Processing uses OpenGL for 3D graphics. The single largest difference between WebGL and the OpenGL library used in Processing is that in WebGL, the fixed-function pipeline has been removed. Because of this, user-defined vertex and fragment shaders are necessary for lighting operations. Since some shapes in Processing aren't lit and others were, multiple shaders have been written. One shader exists for lit objects such as boxes and spheres, another less complex shader was written for unlit objects such as lines and points.<br />
<br />
/* shaders to go in a figure on final paper*/<br />
<br />
<pre><br />
"varying vec4 vFrontColor;" +<br />
"attribute vec3 aVertex;" +<br />
"attribute vec4 aColor;" +<br />
"uniform mat4 uView;" +<br />
"uniform mat4 uProjection;" +<br />
"void main(void) {" +<br />
" frontColor = aColor;" +<br />
" gl_Position = uProjection * uView * vec4(aVertex, 1.0);" + <br />
"}";<br />
</pre><br />
fragment shader:<br />
<pre><br />
ifdef"GLfESf GL_ES\n" +<br />
"prehighpn highp float;\n" endif"#endif\n" +<br />
<br />
"vvecinvFrontColorntColor;" +<br />
"void main(void){" +glrFragColoragCvFrontColorntColor;" +<br />
"}";<br />
</pre><br />
<br />
==Conclusion==<br />
<br />
Processing.js seamlessly integrates elements of a webpage to create a viable platform for games on the web. It handles events in a consistent manner between different browsers, making it easier for game developers to create content with it. Furthermore the interpreter was written efficiently. Today's JavaScript engines are highly efficient. This efficiency means that interactive applications such as games can be written in JavaScript. Processing.js makes this process smoother.<br />
<br />
==References==</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Processingjs_gamepaper&diff=55097Processingjs gamepaper2011-01-16T18:15:11Z<p>Dhhodgin: /* Browser Unification */</p>
<hr />
<div>=Processing.js for Web base Games=<br />
<br />
==Introduction==<br />
<br />
Games delivery require fast, highly graphical, interactive, multimedia environments. To accomplish this, games delivered on a web page, have traditionally required some sort of browser plug-in. However due to security concerns and general wariness about plug-ins, delivering content/games in this manner is a barrier to access for some users. Furthermore, browser plug-ins are not available on browsers for all platforms. Even Flash, which is one of the most ubiquitous visual interactive environments, is not available for every browser. The HTML5 <canvas> element, standardized in ...(find citation) allows the programmatic delivery of graphics on a web page without plug-ins. With its inclusion in the soon to be released IE 9, the <canvas> element now represents a means to deliver rich graphical content in all the major browsers. <br />
<br />
The typical way to draw on the canvas is to use JavaScript. However for artists, educators, and other people less familiar with JavaScript, learning to do this can be a barrier to entry. The Processing language introduced by Ben Fry and Casey Reas is a simple and elegant language for data visualization that is already used by artists, educators, and commercial media to deliver rich graphical content called sketches. There is a large body of work around the world which is being developed using Processing. However, Processing is developed in Java and thus delivering Processing sketches on a web page requires that the user install a Java plugin. Furthermore the sketches themselves are self contained items as opposed to being part of a web page. While it is possible to deliver a sketch via a Java applet, the web page serves as a medium of delivery as opposed to being part of the game.<br />
<br />
Processing.js is an open source, cross browser JavaScript port of the Processing language. It uses the canvas element for rendering and does not require any plug-ins. However, Processing.js is more than just a Processing parser written in JavaScript. It also enables the embedding of other web technologies into Processing sketches and vice versa. This extension allows not only the rendering of sketches without the use of plug-ins but also the ability for a Processing sketch to make use of web technologies to create games. Processing.js seamlessly integrates web technologies with the processing language to provide a framework for multimedia web games.<br />
<br />
==Background==<br />
<br />
<br />
The Processing.js project was started by John Resig who wanted to utilize the HTML5 canvas element and take advantage of the Java Processing language. It took about seven months to get a working version, consisting of 5000 lines of code but it was not a complete port of the Processing language (source?). The project, similarly to other open source products, was released with the hope that a developer community would converge around it and contribute to development. In September 2009, students from Seneca College began the work to complete Processing.js. In order to facilitate an architecture for participation the source code had to be readily available and the inner workings of the project and the missing functionality must be publicized. To this end the source code was made available publicly on GitHub and an issue tracking system was used to manage the large number of issues needed to be resolved in order to complete the port. A review process was setup to ensure that the code submitted was of sufficient quality. Processing.js 1.0 was released in November 2010.<br />
<br />
==Processing.js in detail==<br />
<br />
The original Processing Language is written in Java and the syntax is Java based. Sketches written in Processing can be compiled into standalone applications or Java Applets. Processing.js interprets Processing sketches and creates JavaScript code that renders on a web page. When the original Processing Language, was first developed, Java was supposed to become the language of the web while JavaScript was a client-side scripting language for small tasks. As the web matured, JavaScript, however, became the language of the web, although many of the misconceptions about it still persist. (cite JavaScript the good parts here) With recent developments in JavaScript technology, JavaScript is now fast enough to handle the demands of real-time interactive multimedia web applications such as games.<br />
<br />
From it's inception, Processing.js was designed to be more than just a rewrite of the Java functions provided by Processing to JavaScript. John Resig wrote the original Processing.js parser to scan a Processing sketch for hints of Java code and translate that code to JavaScript. However, if the parser encountered JavaScript code, it would leave the code intact as JavaScript. This method allows not only for the interpretation of existing Processing code but also the injection of JavaScript into Processing sketches. JavaScript code can exist inside a Processing sketch without any need to declare the language you are using. Old sketches written for Processing will work but new sketches written for Processing.js can easily make use of common web libraries such as JQuery or pull in resources from web services such as Twitter, Google maps, or Flickr.<br />
<br />
While JavaScript and Java are fairly similar syntactically, there are some fundamental differences that has made this conversion challenging. The first is that we wanted to do this conversion dynamically when a web page is loaded. The code produced by Processing.js needed to be fully object oriented and we had to provide support to all native Java functions and objects that are supported by Processing. We also had to take into account the differences between working with web resources vs local resources. Furthermore we had to consider how we would handle some fundamental differences between Java and JavaScript such as typed vs. typeless variables, function overloading and variable name overloading.<br />
<br />
The original code for Processing.js used regular expressions to convert Java into JavaScript when it was encountered. It did this by scanning for hints of Java code within the entire sketch and then replaced the Java code with its JavaScript equivalent. Due to the difference in how Java and JavaScript accessed object properties from methods inside an object, the with statement was used as a simple solution to avoid having to prepend all function calls with "this." or "Processing.". However, the use of the with statement also meant that the JavaScript generated would fall off Trace (cite trace paper here... do we need to talk about trace in the back ground section???) making the code run slower than it needed to in some browsers. In later versions of Processing.js this method of scanning the entire sketch was replaced by the creation of an abstract syntax tree that broke up the sketch into smaller pieces. Each piece was then interpreted separately. This change made the interpretation of the sketch far cleaner.<br />
<br />
==The Blending of the Web==<br />
<br />
One of the most powerful features of Processsing.js is its ability to blend JavaScript code with Processing code. This results of this blending means that Processing sketches are not simply delivered in a self contained container but can make use of and interact with other elements of the web. This section looks at examples of such blending.<br />
<br />
/* insert descriptions and screenshots of applications for demo reel here*/<br />
<br />
==Browser Unification==<br />
<br />
One important feature provided by Processing.js is that it hides the differences between browsers. Web standards are often loosely defined, and thus variations can exist. These variations not only exist between different browser vendors but can even exist between versions of the same browser on different platforms. Something as simple as key events can vary widely between browsers. When creating content as interactive as games in the web, these small differences can create huge problems for the content creators.<br />
<br />
Processing.js hides a large number of these differences from the user by creating a unified method of handling common interactive events. Regardless of the browser/platform, the functions behavior of the event handlers are the same in different browsers. This standardization makes Processing.js an ideal candidate for game developers to develop games without worrying about how the controls will differ between browsers.<br />
<br />
==3D support==<br />
<br />
The introduction of the <canvas> tag into the HTML5 specification allowed Processing to be ported to JavaScript, thus enabling users to run 2D Processing sketches within the browser without additional plug-ins. At the time the Processing.js project began, there was no plug-in free method of delivering 3D content. This limited Processing.js to its 2D functions. WebGL, ,a JavaScript API that is based on OpenGL ES 2.0, is now being implemented by Firefox, Chrome and Safari. Processing.js 1.0 makes use of WebGL to support its 3D functions.<br />
<br />
The matter of porting 3D Processing to Processing.js was simplified because Processing uses OpenGL for 3D graphics. The single largest difference between WebGL and the OpenGL library used in Processing is that in WebGL, the fixed-function pipeline was been removed. Because of this, user-defined vertex and fragment shaders were necessary for lighting operations. Since some shapes in Processing aren't lit and others were, multiple shaders were written. One shader exists for lit objects such as boxes and spheres, another less complex shader was written for unlit objects such as lines and points.<br />
<br />
/* shaders to go in a figure on final paper*/<br />
<br />
<pre><br />
"varying vec4 vFrontColor;" +<br />
"attribute vec3 aVertex;" +<br />
"attribute vec4 aColor;" +<br />
"uniform mat4 uView;" +<br />
"uniform mat4 uProjection;" +<br />
"void main(void) {" +<br />
" frontColor = aColor;" +<br />
" gl_Position = uProjection * uView * vec4(aVertex, 1.0);" + <br />
"}";<br />
</pre><br />
fragment shader:<br />
<pre><br />
ifdef"GLfESf GL_ES\n" +<br />
"prehighpn highp float;\n" endif"#endif\n" +<br />
<br />
"vvecinvFrontColorntColor;" +<br />
"void main(void){" +glrFragColoragCvFrontColorntColor;" +<br />
"}";<br />
</pre><br />
<br />
==Conclusion==<br />
<br />
Processing.js seamlessly integrates elements of a webpage to create a viable platform for games on the web. It handles events in a consistent manner between different browsers, making it easier for game developers to create content with it. Furthermore the interpreter was written efficiently. Today's JavaScript engines are highly efficient. This efficiency means that interactive applications such as games can be written in JavaScript. Processing.js makes this process smoother.<br />
<br />
==References==</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Processingjs_gamepaper&diff=55096Processingjs gamepaper2011-01-16T18:14:17Z<p>Dhhodgin: /* The Blending of the Web */</p>
<hr />
<div>=Processing.js for Web base Games=<br />
<br />
==Introduction==<br />
<br />
Games delivery require fast, highly graphical, interactive, multimedia environments. To accomplish this, games delivered on a web page, have traditionally required some sort of browser plug-in. However due to security concerns and general wariness about plug-ins, delivering content/games in this manner is a barrier to access for some users. Furthermore, browser plug-ins are not available on browsers for all platforms. Even Flash, which is one of the most ubiquitous visual interactive environments, is not available for every browser. The HTML5 <canvas> element, standardized in ...(find citation) allows the programmatic delivery of graphics on a web page without plug-ins. With its inclusion in the soon to be released IE 9, the <canvas> element now represents a means to deliver rich graphical content in all the major browsers. <br />
<br />
The typical way to draw on the canvas is to use JavaScript. However for artists, educators, and other people less familiar with JavaScript, learning to do this can be a barrier to entry. The Processing language introduced by Ben Fry and Casey Reas is a simple and elegant language for data visualization that is already used by artists, educators, and commercial media to deliver rich graphical content called sketches. There is a large body of work around the world which is being developed using Processing. However, Processing is developed in Java and thus delivering Processing sketches on a web page requires that the user install a Java plugin. Furthermore the sketches themselves are self contained items as opposed to being part of a web page. While it is possible to deliver a sketch via a Java applet, the web page serves as a medium of delivery as opposed to being part of the game.<br />
<br />
Processing.js is an open source, cross browser JavaScript port of the Processing language. It uses the canvas element for rendering and does not require any plug-ins. However, Processing.js is more than just a Processing parser written in JavaScript. It also enables the embedding of other web technologies into Processing sketches and vice versa. This extension allows not only the rendering of sketches without the use of plug-ins but also the ability for a Processing sketch to make use of web technologies to create games. Processing.js seamlessly integrates web technologies with the processing language to provide a framework for multimedia web games.<br />
<br />
==Background==<br />
<br />
<br />
The Processing.js project was started by John Resig who wanted to utilize the HTML5 canvas element and take advantage of the Java Processing language. It took about seven months to get a working version, consisting of 5000 lines of code but it was not a complete port of the Processing language (source?). The project, similarly to other open source products, was released with the hope that a developer community would converge around it and contribute to development. In September 2009, students from Seneca College began the work to complete Processing.js. In order to facilitate an architecture for participation the source code had to be readily available and the inner workings of the project and the missing functionality must be publicized. To this end the source code was made available publicly on GitHub and an issue tracking system was used to manage the large number of issues needed to be resolved in order to complete the port. A review process was setup to ensure that the code submitted was of sufficient quality. Processing.js 1.0 was released in November 2010.<br />
<br />
==Processing.js in detail==<br />
<br />
The original Processing Language is written in Java and the syntax is Java based. Sketches written in Processing can be compiled into standalone applications or Java Applets. Processing.js interprets Processing sketches and creates JavaScript code that renders on a web page. When the original Processing Language, was first developed, Java was supposed to become the language of the web while JavaScript was a client-side scripting language for small tasks. As the web matured, JavaScript, however, became the language of the web, although many of the misconceptions about it still persist. (cite JavaScript the good parts here) With recent developments in JavaScript technology, JavaScript is now fast enough to handle the demands of real-time interactive multimedia web applications such as games.<br />
<br />
From it's inception, Processing.js was designed to be more than just a rewrite of the Java functions provided by Processing to JavaScript. John Resig wrote the original Processing.js parser to scan a Processing sketch for hints of Java code and translate that code to JavaScript. However, if the parser encountered JavaScript code, it would leave the code intact as JavaScript. This method allows not only for the interpretation of existing Processing code but also the injection of JavaScript into Processing sketches. JavaScript code can exist inside a Processing sketch without any need to declare the language you are using. Old sketches written for Processing will work but new sketches written for Processing.js can easily make use of common web libraries such as JQuery or pull in resources from web services such as Twitter, Google maps, or Flickr.<br />
<br />
While JavaScript and Java are fairly similar syntactically, there are some fundamental differences that has made this conversion challenging. The first is that we wanted to do this conversion dynamically when a web page is loaded. The code produced by Processing.js needed to be fully object oriented and we had to provide support to all native Java functions and objects that are supported by Processing. We also had to take into account the differences between working with web resources vs local resources. Furthermore we had to consider how we would handle some fundamental differences between Java and JavaScript such as typed vs. typeless variables, function overloading and variable name overloading.<br />
<br />
The original code for Processing.js used regular expressions to convert Java into JavaScript when it was encountered. It did this by scanning for hints of Java code within the entire sketch and then replaced the Java code with its JavaScript equivalent. Due to the difference in how Java and JavaScript accessed object properties from methods inside an object, the with statement was used as a simple solution to avoid having to prepend all function calls with "this." or "Processing.". However, the use of the with statement also meant that the JavaScript generated would fall off Trace (cite trace paper here... do we need to talk about trace in the back ground section???) making the code run slower than it needed to in some browsers. In later versions of Processing.js this method of scanning the entire sketch was replaced by the creation of an abstract syntax tree that broke up the sketch into smaller pieces. Each piece was then interpreted separately. This change made the interpretation of the sketch far cleaner.<br />
<br />
==The Blending of the Web==<br />
<br />
One of the most powerful features of Processsing.js is its ability to blend JavaScript code with Processing code. This results of this blending means that Processing sketches are not simply delivered in a self contained container but can make use of and interact with other elements of the web. This section looks at examples of such blending.<br />
<br />
/* insert descriptions and screenshots of applications for demo reel here*/<br />
<br />
==Browser Unification==<br />
<br />
One important feature provided by Processing.js is that it hides the differences between browsers. Web standards are often loosely defined, and thus variations can exist. These variations not only exist between different browser vendors but can even exist between versions of the same browser on different platforms. Something as simple as key events can vary widely between browsers. When creating content as interactive as games in the web, these small differences can create huge problems for the content creators.<br />
<br />
Processing.js hides a large number of these differences from the user by creating a unified method of handling common interactive events. Regardless of the browser/platform, the functions behavior of the event handlers are the same in different browsers. This standardization makes Processing.js an ideal candidate for game developers to develop games without worrying about how the controls will differ between browsers.<br />
<br />
<br />
==3D support==<br />
<br />
The introduction of the <canvas> tag into the HTML5 specification allowed Processing to be ported to JavaScript, thus enabling users to run 2D Processing sketches within the browser without additional plug-ins. At the time the Processing.js project began, there was no plug-in free method of delivering 3D content. This limited Processing.js to its 2D functions. WebGL, ,a JavaScript API that is based on OpenGL ES 2.0, is now being implemented by Firefox, Chrome and Safari. Processing.js 1.0 makes use of WebGL to support its 3D functions.<br />
<br />
The matter of porting 3D Processing to Processing.js was simplified because Processing uses OpenGL for 3D graphics. The single largest difference between WebGL and the OpenGL library used in Processing is that in WebGL, the fixed-function pipeline was been removed. Because of this, user-defined vertex and fragment shaders were necessary for lighting operations. Since some shapes in Processing aren't lit and others were, multiple shaders were written. One shader exists for lit objects such as boxes and spheres, another less complex shader was written for unlit objects such as lines and points.<br />
<br />
/* shaders to go in a figure on final paper*/<br />
<br />
<pre><br />
"varying vec4 vFrontColor;" +<br />
"attribute vec3 aVertex;" +<br />
"attribute vec4 aColor;" +<br />
"uniform mat4 uView;" +<br />
"uniform mat4 uProjection;" +<br />
"void main(void) {" +<br />
" frontColor = aColor;" +<br />
" gl_Position = uProjection * uView * vec4(aVertex, 1.0);" + <br />
"}";<br />
</pre><br />
fragment shader:<br />
<pre><br />
ifdef"GLfESf GL_ES\n" +<br />
"prehighpn highp float;\n" endif"#endif\n" +<br />
<br />
"vvecinvFrontColorntColor;" +<br />
"void main(void){" +glrFragColoragCvFrontColorntColor;" +<br />
"}";<br />
</pre><br />
<br />
==Conclusion==<br />
<br />
Processing.js seamlessly integrates elements of a webpage to create a viable platform for games on the web. It handles events in a consistent manner between different browsers, making it easier for game developers to create content with it. Furthermore the interpreter was written efficiently. Today's JavaScript engines are highly efficient. This efficiency means that interactive applications such as games can be written in JavaScript. Processing.js makes this process smoother.<br />
<br />
==References==</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Processingjs_gamepaper&diff=55095Processingjs gamepaper2011-01-16T18:13:34Z<p>Dhhodgin: /* Processing.js in detail */</p>
<hr />
<div>=Processing.js for Web base Games=<br />
<br />
==Introduction==<br />
<br />
Games delivery require fast, highly graphical, interactive, multimedia environments. To accomplish this, games delivered on a web page, have traditionally required some sort of browser plug-in. However due to security concerns and general wariness about plug-ins, delivering content/games in this manner is a barrier to access for some users. Furthermore, browser plug-ins are not available on browsers for all platforms. Even Flash, which is one of the most ubiquitous visual interactive environments, is not available for every browser. The HTML5 <canvas> element, standardized in ...(find citation) allows the programmatic delivery of graphics on a web page without plug-ins. With its inclusion in the soon to be released IE 9, the <canvas> element now represents a means to deliver rich graphical content in all the major browsers. <br />
<br />
The typical way to draw on the canvas is to use JavaScript. However for artists, educators, and other people less familiar with JavaScript, learning to do this can be a barrier to entry. The Processing language introduced by Ben Fry and Casey Reas is a simple and elegant language for data visualization that is already used by artists, educators, and commercial media to deliver rich graphical content called sketches. There is a large body of work around the world which is being developed using Processing. However, Processing is developed in Java and thus delivering Processing sketches on a web page requires that the user install a Java plugin. Furthermore the sketches themselves are self contained items as opposed to being part of a web page. While it is possible to deliver a sketch via a Java applet, the web page serves as a medium of delivery as opposed to being part of the game.<br />
<br />
Processing.js is an open source, cross browser JavaScript port of the Processing language. It uses the canvas element for rendering and does not require any plug-ins. However, Processing.js is more than just a Processing parser written in JavaScript. It also enables the embedding of other web technologies into Processing sketches and vice versa. This extension allows not only the rendering of sketches without the use of plug-ins but also the ability for a Processing sketch to make use of web technologies to create games. Processing.js seamlessly integrates web technologies with the processing language to provide a framework for multimedia web games.<br />
<br />
==Background==<br />
<br />
<br />
The Processing.js project was started by John Resig who wanted to utilize the HTML5 canvas element and take advantage of the Java Processing language. It took about seven months to get a working version, consisting of 5000 lines of code but it was not a complete port of the Processing language (source?). The project, similarly to other open source products, was released with the hope that a developer community would converge around it and contribute to development. In September 2009, students from Seneca College began the work to complete Processing.js. In order to facilitate an architecture for participation the source code had to be readily available and the inner workings of the project and the missing functionality must be publicized. To this end the source code was made available publicly on GitHub and an issue tracking system was used to manage the large number of issues needed to be resolved in order to complete the port. A review process was setup to ensure that the code submitted was of sufficient quality. Processing.js 1.0 was released in November 2010.<br />
<br />
==Processing.js in detail==<br />
<br />
The original Processing Language is written in Java and the syntax is Java based. Sketches written in Processing can be compiled into standalone applications or Java Applets. Processing.js interprets Processing sketches and creates JavaScript code that renders on a web page. When the original Processing Language, was first developed, Java was supposed to become the language of the web while JavaScript was a client-side scripting language for small tasks. As the web matured, JavaScript, however, became the language of the web, although many of the misconceptions about it still persist. (cite JavaScript the good parts here) With recent developments in JavaScript technology, JavaScript is now fast enough to handle the demands of real-time interactive multimedia web applications such as games.<br />
<br />
From it's inception, Processing.js was designed to be more than just a rewrite of the Java functions provided by Processing to JavaScript. John Resig wrote the original Processing.js parser to scan a Processing sketch for hints of Java code and translate that code to JavaScript. However, if the parser encountered JavaScript code, it would leave the code intact as JavaScript. This method allows not only for the interpretation of existing Processing code but also the injection of JavaScript into Processing sketches. JavaScript code can exist inside a Processing sketch without any need to declare the language you are using. Old sketches written for Processing will work but new sketches written for Processing.js can easily make use of common web libraries such as JQuery or pull in resources from web services such as Twitter, Google maps, or Flickr.<br />
<br />
While JavaScript and Java are fairly similar syntactically, there are some fundamental differences that has made this conversion challenging. The first is that we wanted to do this conversion dynamically when a web page is loaded. The code produced by Processing.js needed to be fully object oriented and we had to provide support to all native Java functions and objects that are supported by Processing. We also had to take into account the differences between working with web resources vs local resources. Furthermore we had to consider how we would handle some fundamental differences between Java and JavaScript such as typed vs. typeless variables, function overloading and variable name overloading.<br />
<br />
The original code for Processing.js used regular expressions to convert Java into JavaScript when it was encountered. It did this by scanning for hints of Java code within the entire sketch and then replaced the Java code with its JavaScript equivalent. Due to the difference in how Java and JavaScript accessed object properties from methods inside an object, the with statement was used as a simple solution to avoid having to prepend all function calls with "this." or "Processing.". However, the use of the with statement also meant that the JavaScript generated would fall off Trace (cite trace paper here... do we need to talk about trace in the back ground section???) making the code run slower than it needed to in some browsers. In later versions of Processing.js this method of scanning the entire sketch was replaced by the creation of an abstract syntax tree that broke up the sketch into smaller pieces. Each piece was then interpreted separately. This change made the interpretation of the sketch far cleaner.<br />
<br />
==The Blending of the Web==<br />
<br />
One of the most power features of Processsing.js is its ability to blend JavaScript code with Processing code. This results of this blending means that Processing sketches are not simply delivered in a self contained container but can make use and interact with other elements of the web. This section looks at examples such blending.<br />
<br />
/* insert descriptions and screenshots of applications for demo reel here*/<br />
<br />
==Browser Unification==<br />
<br />
One important feature provided by Processing.js is that it hides the differences between browsers. Web standards are often loosely defined, and thus variations can exist. These variations not only exist between different browser vendors but can even exist between versions of the same browser on different platforms. Something as simple as key events can vary widely between browsers. When creating content as interactive as games in the web, these small differences can create huge problems for the content creators.<br />
<br />
Processing.js hides a large number of these differences from the user by creating a unified method of handling common interactive events. Regardless of the browser/platform, the functions behavior of the event handlers are the same in different browsers. This standardization makes Processing.js an ideal candidate for game developers to develop games without worrying about how the controls will differ between browsers.<br />
<br />
<br />
==3D support==<br />
<br />
The introduction of the <canvas> tag into the HTML5 specification allowed Processing to be ported to JavaScript, thus enabling users to run 2D Processing sketches within the browser without additional plug-ins. At the time the Processing.js project began, there was no plug-in free method of delivering 3D content. This limited Processing.js to its 2D functions. WebGL, ,a JavaScript API that is based on OpenGL ES 2.0, is now being implemented by Firefox, Chrome and Safari. Processing.js 1.0 makes use of WebGL to support its 3D functions.<br />
<br />
The matter of porting 3D Processing to Processing.js was simplified because Processing uses OpenGL for 3D graphics. The single largest difference between WebGL and the OpenGL library used in Processing is that in WebGL, the fixed-function pipeline was been removed. Because of this, user-defined vertex and fragment shaders were necessary for lighting operations. Since some shapes in Processing aren't lit and others were, multiple shaders were written. One shader exists for lit objects such as boxes and spheres, another less complex shader was written for unlit objects such as lines and points.<br />
<br />
/* shaders to go in a figure on final paper*/<br />
<br />
<pre><br />
"varying vec4 vFrontColor;" +<br />
"attribute vec3 aVertex;" +<br />
"attribute vec4 aColor;" +<br />
"uniform mat4 uView;" +<br />
"uniform mat4 uProjection;" +<br />
"void main(void) {" +<br />
" frontColor = aColor;" +<br />
" gl_Position = uProjection * uView * vec4(aVertex, 1.0);" + <br />
"}";<br />
</pre><br />
fragment shader:<br />
<pre><br />
ifdef"GLfESf GL_ES\n" +<br />
"prehighpn highp float;\n" endif"#endif\n" +<br />
<br />
"vvecinvFrontColorntColor;" +<br />
"void main(void){" +glrFragColoragCvFrontColorntColor;" +<br />
"}";<br />
</pre><br />
<br />
==Conclusion==<br />
<br />
Processing.js seamlessly integrates elements of a webpage to create a viable platform for games on the web. It handles events in a consistent manner between different browsers, making it easier for game developers to create content with it. Furthermore the interpreter was written efficiently. Today's JavaScript engines are highly efficient. This efficiency means that interactive applications such as games can be written in JavaScript. Processing.js makes this process smoother.<br />
<br />
==References==</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Processingjs_gamepaper&diff=55094Processingjs gamepaper2011-01-16T17:58:31Z<p>Dhhodgin: /* Background */</p>
<hr />
<div>=Processing.js for Web base Games=<br />
<br />
==Introduction==<br />
<br />
Games delivery require fast, highly graphical, interactive, multimedia environments. To accomplish this, games delivered on a web page, have traditionally required some sort of browser plug-in. However due to security concerns and general wariness about plug-ins, delivering content/games in this manner is a barrier to access for some users. Furthermore, browser plug-ins are not available on browsers for all platforms. Even Flash, which is one of the most ubiquitous visual interactive environments, is not available for every browser. The HTML5 <canvas> element, standardized in ...(find citation) allows the programmatic delivery of graphics on a web page without plug-ins. With its inclusion in the soon to be released IE 9, the <canvas> element now represents a means to deliver rich graphical content in all the major browsers. <br />
<br />
The typical way to draw on the canvas is to use JavaScript. However for artists, educators, and other people less familiar with JavaScript, learning to do this can be a barrier to entry. The Processing language introduced by Ben Fry and Casey Reas is a simple and elegant language for data visualization that is already used by artists, educators, and commercial media to deliver rich graphical content called sketches. There is a large body of work around the world which is being developed using Processing. However, Processing is developed in Java and thus delivering Processing sketches on a web page requires that the user install a Java plugin. Furthermore the sketches themselves are self contained items as opposed to being part of a web page. While it is possible to deliver a sketch via a Java applet, the web page serves as a medium of delivery as opposed to being part of the game.<br />
<br />
Processing.js is an open source, cross browser JavaScript port of the Processing language. It uses the canvas element for rendering and does not require any plug-ins. However, Processing.js is more than just a Processing parser written in JavaScript. It also enables the embedding of other web technologies into Processing sketches and vice versa. This extension allows not only the rendering of sketches without the use of plug-ins but also the ability for a Processing sketch to make use of web technologies to create games. Processing.js seamlessly integrates web technologies with the processing language to provide a framework for multimedia web games.<br />
<br />
==Background==<br />
<br />
<br />
The Processing.js project was started by John Resig who wanted to utilize the HTML5 canvas element and take advantage of the Java Processing language. It took about seven months to get a working version, consisting of 5000 lines of code but it was not a complete port of the Processing language (source?). The project, similarly to other open source products, was released with the hope that a developer community would converge around it and contribute to development. In September 2009, students from Seneca College began the work to complete Processing.js. In order to facilitate an architecture for participation the source code had to be readily available and the inner workings of the project and the missing functionality must be publicized. To this end the source code was made available publicly on GitHub and an issue tracking system was used to manage the large number of issues needed to be resolved in order to complete the port. A review process was setup to ensure that the code submitted was of sufficient quality. Processing.js 1.0 was released in November 2010.<br />
<br />
==Processing.js in detail==<br />
<br />
The original Processing Language was written in Java and the syntax is Java based. Sketches written in Processing can then be compiled into standalone applications or Java Applets. Processing.js interprets Processing sketches and creates JavaScript code that renders on a web page. When the original Processing Language, was first developed, Java was supposed to become the language of the web while JavaScript was client-side scripting language for small tasks. As the web matured, JavaScript, however, became the language of the web, although many of the misconceptions about it still persist. /*cite javascript the good parts here*/ With recent developments in JavaScript technology, JavaScript is now fast enough to handle the demands of real-time interactive multimedia web applications such as games.<br />
<br />
From it's inception, Processing.js was designed to be more than just a rewrite of the Java functions provided by Processing to JavaScript. John Resig wrote the original Processing.js parser to scan a Processing sketch for hints of Java code and translate that code to JavaScript. However, if the parser encountered JavaScript code, it would leave the code intact as JavaScript. This method allowed not only allows for the interpretation of existing Processing code but also the injection of JavaScript into Processing sketches. By allowing JavaScript to exist within a Processing Sketch intact, JavaScript code can exist inside a Processing sketch without any need to declare the language you are using. Old sketches written for Processing will work but new sketches written for Processing.js can easily make use of common web libraries such as JQuery or pull in resources from web services such as Twitter of Flickr.<br />
<br />
While JavaScript and Java are fairly similar syntactically, there are some fundamental differences that has made this conversion challenging. The first is that we wanted to do this conversion dynamically when a web page is loaded. The code produced by Processing.js needed to be fully object oriented and we had to provide support to all native Java functions and objects that are supported by Processing. We also had to take into account the differences between working with web resources vs local resources. Furthermore we had to consider how we would handle some fundamental differences between Java and JavaScript such as typed vs. typeless variables, function overloading and variable name overloading.<br />
<br />
The original code for Processing.js used regular expressions to convert Java into JavaScript when it was encountered. It did this by scanning for hints of Java code within the entire sketch and then replaced the Java code with its JavaScript equivalent. Due to the difference in how Java and JavaScript accessed object properties from methods inside an object, the with statement was used as a simple solution to avoid having to prepend all function calls with "this." or "Processing.". However, the use of the with statement also meant that the JavaScript generated would fall off Trace /*cite trace paper here... do we need to talk about trace in the back ground section???*/ making the code run slower than it needed to in some browsers. In later versions of Processing.js this method of scanning the entire sketch was replaced by the creation of an abstract syntax tree that broke up the up the sketch into smaller pieces. Each piece was then interpreted separately. This change made the interpretation of the sketch far cleaner.<br />
<br />
==The Blending of the Web==<br />
<br />
One of the most power features of Processsing.js is its ability to blend JavaScript code with Processing code. This results of this blending means that Processing sketches are not simply delivered in a self contained container but can make use and interact with other elements of the web. This section looks at examples such blending.<br />
<br />
/* insert descriptions and screenshots of applications for demo reel here*/<br />
<br />
==Browser Unification==<br />
<br />
One important feature provided by Processing.js is that it hides the differences between browsers. Web standards are often loosely defined, and thus variations can exist. These variations not only exist between different browser vendors but can even exist between versions of the same browser on different platforms. Something as simple as key events can vary widely between browsers. When creating content as interactive as games in the web, these small differences can create huge problems for the content creators.<br />
<br />
Processing.js hides a large number of these differences from the user by creating a unified method of handling common interactive events. Regardless of the browser/platform, the functions behavior of the event handlers are the same in different browsers. This standardization makes Processing.js an ideal candidate for game developers to develop games without worrying about how the controls will differ between browsers.<br />
<br />
<br />
==3D support==<br />
<br />
The introduction of the <canvas> tag into the HTML5 specification allowed Processing to be ported to JavaScript, thus enabling users to run 2D Processing sketches within the browser without additional plug-ins. At the time the Processing.js project began, there was no plug-in free method of delivering 3D content. This limited Processing.js to its 2D functions. WebGL, ,a JavaScript API that is based on OpenGL ES 2.0, is now being implemented by Firefox, Chrome and Safari. Processing.js 1.0 makes use of WebGL to support its 3D functions.<br />
<br />
The matter of porting 3D Processing to Processing.js was simplified because Processing uses OpenGL for 3D graphics. The single largest difference between WebGL and the OpenGL library used in Processing is that in WebGL, the fixed-function pipeline was been removed. Because of this, user-defined vertex and fragment shaders were necessary for lighting operations. Since some shapes in Processing aren't lit and others were, multiple shaders were written. One shader exists for lit objects such as boxes and spheres, another less complex shader was written for unlit objects such as lines and points.<br />
<br />
/* shaders to go in a figure on final paper*/<br />
<br />
<pre><br />
"varying vec4 vFrontColor;" +<br />
"attribute vec3 aVertex;" +<br />
"attribute vec4 aColor;" +<br />
"uniform mat4 uView;" +<br />
"uniform mat4 uProjection;" +<br />
"void main(void) {" +<br />
" frontColor = aColor;" +<br />
" gl_Position = uProjection * uView * vec4(aVertex, 1.0);" + <br />
"}";<br />
</pre><br />
fragment shader:<br />
<pre><br />
ifdef"GLfESf GL_ES\n" +<br />
"prehighpn highp float;\n" endif"#endif\n" +<br />
<br />
"vvecinvFrontColorntColor;" +<br />
"void main(void){" +glrFragColoragCvFrontColorntColor;" +<br />
"}";<br />
</pre><br />
<br />
==Conclusion==<br />
<br />
Processing.js seamlessly integrates elements of a webpage to create a viable platform for games on the web. It handles events in a consistent manner between different browsers, making it easier for game developers to create content with it. Furthermore the interpreter was written efficiently. Today's JavaScript engines are highly efficient. This efficiency means that interactive applications such as games can be written in JavaScript. Processing.js makes this process smoother.<br />
<br />
==References==</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Processingjs_gamepaper&diff=55093Processingjs gamepaper2011-01-16T17:55:51Z<p>Dhhodgin: /* Introduction */</p>
<hr />
<div>=Processing.js for Web base Games=<br />
<br />
==Introduction==<br />
<br />
Games delivery require fast, highly graphical, interactive, multimedia environments. To accomplish this, games delivered on a web page, have traditionally required some sort of browser plug-in. However due to security concerns and general wariness about plug-ins, delivering content/games in this manner is a barrier to access for some users. Furthermore, browser plug-ins are not available on browsers for all platforms. Even Flash, which is one of the most ubiquitous visual interactive environments, is not available for every browser. The HTML5 <canvas> element, standardized in ...(find citation) allows the programmatic delivery of graphics on a web page without plug-ins. With its inclusion in the soon to be released IE 9, the <canvas> element now represents a means to deliver rich graphical content in all the major browsers. <br />
<br />
The typical way to draw on the canvas is to use JavaScript. However for artists, educators, and other people less familiar with JavaScript, learning to do this can be a barrier to entry. The Processing language introduced by Ben Fry and Casey Reas is a simple and elegant language for data visualization that is already used by artists, educators, and commercial media to deliver rich graphical content called sketches. There is a large body of work around the world which is being developed using Processing. However, Processing is developed in Java and thus delivering Processing sketches on a web page requires that the user install a Java plugin. Furthermore the sketches themselves are self contained items as opposed to being part of a web page. While it is possible to deliver a sketch via a Java applet, the web page serves as a medium of delivery as opposed to being part of the game.<br />
<br />
Processing.js is an open source, cross browser JavaScript port of the Processing language. It uses the canvas element for rendering and does not require any plug-ins. However, Processing.js is more than just a Processing parser written in JavaScript. It also enables the embedding of other web technologies into Processing sketches and vice versa. This extension allows not only the rendering of sketches without the use of plug-ins but also the ability for a Processing sketch to make use of web technologies to create games. Processing.js seamlessly integrates web technologies with the processing language to provide a framework for multimedia web games.<br />
<br />
==Background==<br />
<br />
<br />
The Processing.js project was started by John Resig who wanted to utilize the HTML5 canvas element and take advantage of the Java Processing language. It took about seven months to get a working version, consisting of 5000 lines of code but it was not a complete port of the Processing language. The project, similarly to other open source products, was released with the hope that a developer community will converge around it and contribute to development. In September 2009, we began the work to complete Processing.js. In order to facilitate an architecture for participation the source code had to be readily available and the inner workings of the project and the missing functionality must be publicized. To this end the source code was made available publicly on GitHub and an issue tracking system was used to manage the large number of issues needed to be resolved in order to complete the port. A review process was setup to ensure that the code submitted was of sufficient quality. Processing.js 1.0 was released in ???.<br />
<br />
==Processing.js in detail==<br />
<br />
The original Processing Language was written in Java and the syntax is Java based. Sketches written in Processing can then be compiled into standalone applications or Java Applets. Processing.js interprets Processing sketches and creates JavaScript code that renders on a web page. When the original Processing Language, was first developed, Java was supposed to become the language of the web while JavaScript was client-side scripting language for small tasks. As the web matured, JavaScript, however, became the language of the web, although many of the misconceptions about it still persist. /*cite javascript the good parts here*/ With recent developments in JavaScript technology, JavaScript is now fast enough to handle the demands of real-time interactive multimedia web applications such as games.<br />
<br />
From it's inception, Processing.js was designed to be more than just a rewrite of the Java functions provided by Processing to JavaScript. John Resig wrote the original Processing.js parser to scan a Processing sketch for hints of Java code and translate that code to JavaScript. However, if the parser encountered JavaScript code, it would leave the code intact as JavaScript. This method allowed not only allows for the interpretation of existing Processing code but also the injection of JavaScript into Processing sketches. By allowing JavaScript to exist within a Processing Sketch intact, JavaScript code can exist inside a Processing sketch without any need to declare the language you are using. Old sketches written for Processing will work but new sketches written for Processing.js can easily make use of common web libraries such as JQuery or pull in resources from web services such as Twitter of Flickr.<br />
<br />
While JavaScript and Java are fairly similar syntactically, there are some fundamental differences that has made this conversion challenging. The first is that we wanted to do this conversion dynamically when a web page is loaded. The code produced by Processing.js needed to be fully object oriented and we had to provide support to all native Java functions and objects that are supported by Processing. We also had to take into account the differences between working with web resources vs local resources. Furthermore we had to consider how we would handle some fundamental differences between Java and JavaScript such as typed vs. typeless variables, function overloading and variable name overloading.<br />
<br />
The original code for Processing.js used regular expressions to convert Java into JavaScript when it was encountered. It did this by scanning for hints of Java code within the entire sketch and then replaced the Java code with its JavaScript equivalent. Due to the difference in how Java and JavaScript accessed object properties from methods inside an object, the with statement was used as a simple solution to avoid having to prepend all function calls with "this." or "Processing.". However, the use of the with statement also meant that the JavaScript generated would fall off Trace /*cite trace paper here... do we need to talk about trace in the back ground section???*/ making the code run slower than it needed to in some browsers. In later versions of Processing.js this method of scanning the entire sketch was replaced by the creation of an abstract syntax tree that broke up the up the sketch into smaller pieces. Each piece was then interpreted separately. This change made the interpretation of the sketch far cleaner.<br />
<br />
==The Blending of the Web==<br />
<br />
One of the most power features of Processsing.js is its ability to blend JavaScript code with Processing code. This results of this blending means that Processing sketches are not simply delivered in a self contained container but can make use and interact with other elements of the web. This section looks at examples such blending.<br />
<br />
/* insert descriptions and screenshots of applications for demo reel here*/<br />
<br />
==Browser Unification==<br />
<br />
One important feature provided by Processing.js is that it hides the differences between browsers. Web standards are often loosely defined, and thus variations can exist. These variations not only exist between different browser vendors but can even exist between versions of the same browser on different platforms. Something as simple as key events can vary widely between browsers. When creating content as interactive as games in the web, these small differences can create huge problems for the content creators.<br />
<br />
Processing.js hides a large number of these differences from the user by creating a unified method of handling common interactive events. Regardless of the browser/platform, the functions behavior of the event handlers are the same in different browsers. This standardization makes Processing.js an ideal candidate for game developers to develop games without worrying about how the controls will differ between browsers.<br />
<br />
<br />
==3D support==<br />
<br />
The introduction of the <canvas> tag into the HTML5 specification allowed Processing to be ported to JavaScript, thus enabling users to run 2D Processing sketches within the browser without additional plug-ins. At the time the Processing.js project began, there was no plug-in free method of delivering 3D content. This limited Processing.js to its 2D functions. WebGL, ,a JavaScript API that is based on OpenGL ES 2.0, is now being implemented by Firefox, Chrome and Safari. Processing.js 1.0 makes use of WebGL to support its 3D functions.<br />
<br />
The matter of porting 3D Processing to Processing.js was simplified because Processing uses OpenGL for 3D graphics. The single largest difference between WebGL and the OpenGL library used in Processing is that in WebGL, the fixed-function pipeline was been removed. Because of this, user-defined vertex and fragment shaders were necessary for lighting operations. Since some shapes in Processing aren't lit and others were, multiple shaders were written. One shader exists for lit objects such as boxes and spheres, another less complex shader was written for unlit objects such as lines and points.<br />
<br />
/* shaders to go in a figure on final paper*/<br />
<br />
<pre><br />
"varying vec4 vFrontColor;" +<br />
"attribute vec3 aVertex;" +<br />
"attribute vec4 aColor;" +<br />
"uniform mat4 uView;" +<br />
"uniform mat4 uProjection;" +<br />
"void main(void) {" +<br />
" frontColor = aColor;" +<br />
" gl_Position = uProjection * uView * vec4(aVertex, 1.0);" + <br />
"}";<br />
</pre><br />
fragment shader:<br />
<pre><br />
ifdef"GLfESf GL_ES\n" +<br />
"prehighpn highp float;\n" endif"#endif\n" +<br />
<br />
"vvecinvFrontColorntColor;" +<br />
"void main(void){" +glrFragColoragCvFrontColorntColor;" +<br />
"}";<br />
</pre><br />
<br />
==Conclusion==<br />
<br />
Processing.js seamlessly integrates elements of a webpage to create a viable platform for games on the web. It handles events in a consistent manner between different browsers, making it easier for game developers to create content with it. Furthermore the interpreter was written efficiently. Today's JavaScript engines are highly efficient. This efficiency means that interactive applications such as games can be written in JavaScript. Processing.js makes this process smoother.<br />
<br />
==References==</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Processingjs_gamepaper&diff=54529Processingjs gamepaper2011-01-13T02:41:02Z<p>Dhhodgin: </p>
<hr />
<div>=First Draft=<br />
<br />
==Introduction==<br />
<br />
Game delivery in a webpage typically requires some sort of plug-in. However due to security concerns and general wariness to plugins, they are not the most effective means to deliver content. Furthermore there are often some platforms where a plugin does not exist or cannot exist such as in the mobile environment. Even Flash which is one of the most ubiquitous visual environments is not available on every platform. The only real solution to web delivery of rich graphics is to integrate it into native browser technology.<br />
<br />
The HTML <canvas> element allows the programmatic delivery of graphics in a web page without plugins. With its inclusion in the soon to be released IE 9, the <canvas> element now represents a means to deliver graphical content in all the major browsers. The typical way to interact with the canvas is to use JavaScript. However for artists, educators, and other people less familiar with JavaScript, learning to do this can be a barrier to entry.<br />
<br />
The Processing language introduced by Ben Fry and Casey Reas is a simple and elegant language for data visualization that is already used by artists, educators as well as commercial media to deliver rich graphical content called sketches. There is a large body of work around the world which is being developed using Processing. However, Processing was originally developed with Java and thus delivering Processing sketches on a webpage required that the user install a Java plugin. Furthermore the sketches themselves are self contained items as opposed to being part of a web page. That is, the elements of the Document Object Model (DOM) of a webpage can not interact with it or vice versa. Thus, while it is possible to deliver visual content it would be difficult to create Processing sketches to take full advantage of modern web services such as flickr, twitter etc.<br />
<br />
Processing.js is an open source, cross browser JavaScript port of the Processing language. It uses the canvas element for rendering and does not require any plug-ins. However, Processing.js is more than just a Processing parser written in JavaScript. It also enables the embedding of other web technologies into Processing sketches. This extension will allow for a new set of visualizations previously not possible. Processing.js seamlessly integrates web technologies with the processing language to provide an accessible framework for multimedia web applications.<br />
<br />
==Background==<br />
<br />
The processing.js project was started by John Resig who wanted to utilize the HTML5 canvas element and take advantage of the Java Processing language. It took about seven months to get a working version, consisting of 5000 lines of code but it was not a complete port of the Processing language. The project, similarly to other open source products, was released with the hope that a developer community will converge around it and contribute to development. In September 2009, we began the work to complete the port to JavaScript. In order to facilitate an architecture for participation the source code had to be readily available and the inner workings of the project and the missing functionality must be publicized. To this end the source code was made available publicly on GitHub and an issue tracking system was used to manage the large number of issues needed to be resolved in order to complete the port. A review process was setup to ensure that the code submitted was of sufficient quality.<br />
<br />
From it's inception, Processing.js was designed to be more than just a rewrite of the Java functions provided by Processing to JavaScript. John Resig wrote the original Processing.js parser to scan a Processing sketch for hints of Java code and convert that code to JavaScript. However, if the parser encountered JavaScript code, it would leave the code intact. This method allowed not only for the conversion of existing Processing code to JavaScript but the injection of JavaScript into Processing sketches as well. By allowing JavaScript to exist within a Processing Sketch intact,Java and JavaScript code can exist together without any need to declare the language you are using. Old sketches written for Processing will work but new sketches written for Processing.js can not only have Processing code but can make use of JavaScript to interact with other elements of the webpage.<br />
<br />
==JavaScript==<br />
<br />
When the original Processing Language, also known as P5, was first developed Java was suppose to become the language of the web while JavaScript was a little toy language that many did not take serious. However, as the web matured, JavaScript became the language of the web but many of the misconceptions about it still persists. /*cite javascript the good parts here*/ With recent developments in JavaScript technology, JavaScript is now fast enough to handle the demands of realtime interactive web graphics.<br />
<br />
Processing.js is more than just a Processing parser re-written in JavaScript. It is designed in a way that connects the Processing language (also known as P5) with web technologies such as JavaScript, the HTML5 canvas element, JQuery, and various web services. Furthermore, Processing.js is built in such a way as to allow easy integration of new technologies as they emerge. It is designed to be fast and to take advantage of recent JavaScript developments to ensure that the platform is responsive.<br />
<br />
While syntactically JavaScript and Java are fairly similar, there are some fundamental differences that has made this conversion challenging. The first is that we wanted to do this conversion dynamically in real time. The code produced by the converter needed to be fully object oriented and we had to provide support to all native Java functions and objects that are supported by Processing. We also had to take into account the differences between working with web resources vs local resources. Furthermore we had to consider how we would handle some fundamental differences between Java and JavaScript such as typed vs. typeless variables, function overloading and variable name overloading.<br />
<br />
The original code for Processing.js used regular expressions to convert Java into JavaScript when it was encountered. It did this by scanning for hints of Java code within the entire sketch and then replaced the Java code with its JavaScript equivalent. Due to the difference in how Java and JavaScript accessed object properties from methods inside an object, the with statement was used as a simple solution to avoid having to prepend all function calls with "this." or "Processing.". However, the use of the with statement also meant that the JavaScript generated would fall off Trace /*cite trace paper here... do we need to talk about trace in the back ground section???*/ making the code run slower than it needed to in some browsers. Later this method of scanning the entire sketch was replaced by the creation of an abstract syntax tree that broke up the code into smaller pieces. Each piece then had the regular expressions applied to change it. This made it was easier to apply the regular expressions correctly without accidentally converting code that was already working. It also made it easier to create proper inheritance structures and attach properties and methods to the correct object in the hierarchy chain as smaller pieces of code was being converted at any one time.<br />
<br />
==Browser Unification==<br />
<br />
One important feature provided by Processing.js is that it hides the differences between browsers. Web standards are often loosely defined, and thus variations can exist. These variations not only exist between different browser vendors but can even exist between versions of the same browser on different platforms. Something as simple as key events can vary widely between browsers. Processing.js hides a large number of these differences from the user by creating a unified method of handling events. Regardless of the browser/platform, the functions for handling events within Processing.js are handled the same way.<br />
<br />
Different browser makers are also at various stages of implementation for various newer technologies. For example, WebGL provides typed arrays which are much faster than traditional JavaScript arrays. While these typed arrays are implemented for WebGL, they can be used outside of that context also and can provide tremendous speed improvement. However, not every browser supports WebGL at this time thus a fallback to regular JavaScript arrays is necessary if the feature does not exist.<br />
<br />
By hiding these differences between browser makers from the user, Processing.js provides a means for game developers to make games without worry about the differences between browsers. If a feature exists that can make the rendering smoother and faster, Processing.js will make use of it to increase performance. If it does not exist a fallback mechanism is available to allow it to still run.<br />
<br />
==3D support==<br />
<br />
The introduction of the <canvas> tag into the HTML5 specification allowed Processing to be ported to JavaScript, thus enabling users to run 2D sketches within the browser without additional plug-ins. At the time when porting began, there was no plug-in free method of delivering 3D content. This limited Processing.js to its 2D functions. WebGL, A JavaScript API that is based on OpenGL ES 2.0, is now being implemented by Firefox, Chrome and Safari. It is has become a viable candidate for use in Processing.js to render 3D sketches. Additionally, since WebGL closely matches OpenGL which is used by Processing, the porting of the 3D Processing functions was relatively straight forward.<br />
<br />
===Differences between OpenGL and WebGL===<br />
The matter of porting Processing (which uses OpenGL /*1.x?? if it was opengl 2.0 it would have been even easier right?*/) was simplified because the WebGL interface is similar that of OpenGL, but there are a number of differences between the interfaces. The single largest difference between WebGL and OpenGL 1.x is that like OpenGL ES 2.0, the fixed-function pipeline was been removed. Because of this, user-defined vertex and fragment shaders were necessary for lighting operations. Since some shapes in Processing aren't lit and others were, multiple shaders were written. One shader exists for lit objects such as boxes and spheres, another less complex shader was written for unlit objects such as lines and points.<br />
<br />
The following shaders are used for rendering unlit shapes specified with begin/end function calls.<br />
<br />
<pre><br />
"varying vec4 vFrontColor;" +<br />
"attribute vec3 aVertex;" +<br />
"attribute vec4 aColor;" +<br />
"uniform mat4 uView;" +<br />
"uniform mat4 uProjection;" +<br />
"void main(void) {" +<br />
" frontColor = aColor;" +<br />
" gl_Position = uProjection * uView * vec4(aVertex, 1.0);" + <br />
"}";<br />
</pre><br />
fragment shader:<br />
<pre><br />
ifdef"GLfESf GL_ES\n" +<br />
"prehighpn highp float;\n" endif"#endif\n" +<br />
<br />
"vvecinvFrontColorntColor;" +<br />
"void main(void){" +glrFragColoragCvFrontColorntColor;" +<br />
"}";<br />
</pre><br />
<br />
===Typed Arrays===<br />
Performance is always a concern when rendering 3D content, so it was necessary to create a faster version of JavaScript'script's inherently slow arrays types. Because of this, typed arrays were incorporated into pre-release versions of WebGL browsers. Unlike regular arrays which can contain different types such as strings, numbers and objects, typed arrays can only contain one type and cannot by dynamically resized. Some of these types include Float32Intay, Int32Uinty, Uint16ArrUintnd Uint8Array. These types provide a significant performance increase when manipulating arrays.<br />
<br />
(table removed)<br />
<table border="1"><br />
<tr><br />
<td>Operation</td><br />
<td>Array</td><br />
<td>Float32Array</td><br />
</tr><br />
<br />
<tr><br />
<td>Write</td><br />
<td>8947</td><br />
<td>1455</td><br />
</tr><br />
<br />
<tr><br />
<td>Read</td><br />
<td>1948</td><br />
<td>1109</td><br />
</tr><br />
<br />
<tr><br />
<td>Loop-copy</td><br />
<td>&gt;10, 000</td><br />
<td>1969</td><br />
</tr><br />
<br />
<tr><br />
<td>Slice-Copy</td><br />
<td>1125</td><br />
<td>503</td><br />
</tr><br />
<br />
</table><br />
<br />
Win7 64Bit, 4GB Ram, Dual-Core 1.30Ghz Intel U7300<br />
(citation needed)<br />
<br />
Alistair MacDonald<br />
<br />
[http://weblog.bocoup.com/javascript-typed-arrays link]<br />
<br />
Because typed arrays are only available for pre-release browsers, they cannot currently be used in 2D sketches. Once they become implemented in browsers, a significant amount of the Processing.js code base can make use of these structures, increasing performance throughout the library.... /* andor, mike said its in... is it???*/<br />
<br />
==Conclusion==<br />
<br />
==References==</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Processingjs_paper&diff=53429Processingjs paper2011-01-04T21:51:28Z<p>Dhhodgin: </p>
<hr />
<div>=SIGGRAPH 2010=<br />
<br />
==Browser Unification==<br />
<br />
One thing the web is known for is innovation. This is the case for Processing.js and many of the browsers on which the library is used. With innovation, there comes differences in implementation. Each browser handles key strokes and other web events differently. This is due to a somewhat lenient standardization that mostly just ensures that certain events exist. It is not preventative for browser vendors to customize and create their own unique events, which would stifle innovation.<br />
<br />
Developers need to make sure that their creation handles the necessary differences for all browsers. We ensured that this was done for Processing.js so that the functionality of the Processing language be easily accessible for the open web. Processing.js does not only handle events, but it takes those events and standardizes it to copy (or at the very least imitate) a proper Processing compilation. One of the biggest pieces of code in Processing.js that we worked on to unify the browsers involve key events.<br />
<br />
Handling key events was a difficult task because not only were there different browsers but the functionality of those browsers varied with different operating systems. We found glitches wherein Google Chrome was doing something entirely different on an Apple OSX system compared to Google Chrome on a Linux Ubuntu system. We opted for feature detection to handle specific bugs such as the aforementioned. It was the appropriate move compared to browser detection, which would have left it less manageable and more complicated. Browser detection involves obtaining a specific string or phrase that we can extract from browsers. However, this method is dangerous due to the fact that we can never really predict what the string we extract will say. One version may say something but the next update from the browser vendor may change the string entirely. If relied upon, it would break whole sections of code. Feature detection may still break if the feature is removed within the next update. The great idea behind feature detection is that it would only break that specific feature within the code and can be easily pinpointed.<br />
<br />
Key event feature detection turned out to be a daunting task. Generally, this wouldn't be such a tough task. It would involve just returning or modifying the key given by the stroke and browser. With Processing, it involves the use of user written functions when pressing, holding or releasing a key. So, we had to adapt the browser key strokes to run those functions when needed. This adaptation involved making sure that the keys were fired and re-fired properly. It involved a lot of testing and manipulating using a Processing IDE. <br />
<br />
(figure/image of w3c keycode/charcode app comparing chrome and firefox, using the same key (a) - http://www.w3.org/2002/09/tests/keys.html)<br />
<br />
As seen above (in Figure …), keyCode under the keypress column on Firefox fires a 0. Whereas the same row and column on Chrome, gives a 97 like the charCode. Re-firing of keys also differ. Chrome likes to re-fire both the keydown and keypress events; Firefox only re-fires the keypress. Manually adjusting and testing this was definitely a task. In the end, we managed to replicate the key strokes of Processing while using different browsers and maintaining browser accessibility for artists and developers.<br />
<br />
Keys are not the only code we've worked with to ensuring browser accessibility. Another example is the newly implemented typed arrays for Javascript.<br />
<br />
// Typed Arrays: fallback to WebGL arrays or Native JS arrays if unavailable<br />
function setupTypedArray(name, fallback) {<br />
// check if TypedArray exists<br />
// typeof on Minefield and Chrome return function, typeof on Webkit returns object.<br />
if (typeof this[name] !== "function" && typeof this[name] !== "object") {<br />
// nope.. check if WebGLArray exists<br />
if (typeof this[fallback] === "function") {<br />
this[name] = this[fallback];<br />
} else {<br />
// nope.. set as Native JS array<br />
this[name] = function(obj) {<br />
if (obj instanceof Array) {<br />
return obj;<br />
} else if (typeof obj === "number") {<br />
return new Array(obj);<br />
}<br />
};<br />
}<br />
}<br />
}<br />
<br />
The code above shows feature detection for typed arrays. As seen from the commenting, Minefield/Firefox and Chrome return functions for the typeof the object and webkit returns an object. In new technologies like this and WebGL, as another example, standardization is very new and limited so browsers have lots of wiggle room to customize. We, as developers of Processing.js, code it so when other developers use our library they do not have to worry about the differences and quirks of different browsers.<br />
<br />
<br />
Resources:<br />
http://www.w3.org/2002/09/tests/keys.html<br />
http://www.quirksmode.org/<br />
<br />
==community and collaboration==<br />
Society has a vital interest in encouraging and rewarding innovation. Presently, there are two major models characterizing how this may be done. The first, the “private investment” model and the second, the “collective action” model (von Hippel and von Krogh 2003). Von Hippel and von Krogh go on to say that the private investment model assumes private returns to the innovator resulting from private goods and efficient rule of intellectual property protection. Whereas the collective action model assumes collaboration from multiple innovators resulting in a public good that can be accessed by anyone.<br />
<br />
<br />
<br />
The phenomenon of open source software development illustrates that in order to solve a shared or personal technical problem, users program and reveal their innovations without getting private returns from selling the software. The source code of open source software is made freely available so that users can access, modify, and redistribute it (Shuo July 2010). Open source projects are released under the terms and requirements of certain licenses.<br />
<br />
<br />
<br />
The processingjs project was started by one individual who wanted to utilize the HTML5 canvas element and take advantage of the Java Processing language. It took about seven months to get a working version, consisting of 5000 lines of code, of the project released. However, the part of the project that allowed for dynamic conversion of code written in the Processing language, to JavaScript, referred to as the parser, was limiting. Moreover, the release contained a lot of gaps as some of the functionality was not yet supported (Resig 2008).<br />
<br />
<br />
<br />
The project, similarly to other open source products, was released with the hope that a developer community will converge around it and contribute to development. The Mozilla experience however, suggests that proprietary products may not be well-suited to distributed development if they have tightly-coupled architectures. There is a need to create an “architecture for participation,” one that promotes ease of understanding by limiting module size, and ease of contribution (MacCormack, Rusnak and Baldwin 2004). In order to facilitate an architecture for participation a number of things needed to happen. First and foremost the source code must be readily available. Secondly, the inner workings of the project and the missing functionality must be publicized and a dialog started.<br />
<br />
<br />
<br />
A Git repository was started to allow contributors and users easy access to the project’s source code. Git is an extremely fast, efficient, distributed version control system ideal for the collaborative development of software. The repository is hosted by GitHub which provides an online way of collaborating with others and forking repositories (GitHub Social Coding 2010). GitHub makes Open Source’s fork-and-extend legal capability a practical reality (Walsh 2009). This promotes a pressure free environment where any contributor can alter the code of their own repository without worrying about their coding style or syntax. <br />
<br />
<br />
<br />
To raise awareness and encourage dialog both a project website and an online discussion channel were made. The website consisted of tutorials that allowed novice users to quickly pick-up the project, demonstrations of previous Java Processing examples that were ported to processingjs, and a list of features that were not yet supported. Furthermore an Internet Relay Chat (IRC) channel was made to allow for general discussions on the project as well as a Google Group which would facilitate discussions for those unfamiliar with IRC.<br />
<br />
<br />
<br />
The project grew and attracted numerous contributors. However, as Behlendorf (1999) stated, “essential to the health of an open-source project is that the project have sufficient momentum to be able to evolve and respond to new challenges. Nothing is static in the software world, and each major component requires maintenance and new enhancements continually”. To support the growth of the project Lighthouse, an online issue tracking system was put in place. Lighthouse allows anyone to create tickets related to the project. A ticket may have many purposes including reporting a bug in the current code, requesting a new feature, or simply starting a discussion. A major advantage to using Lighthouse is the ability to plan milestones and allow users to see which features and bugs fixes will be available in the next release. Not to mention the tracking of discussions that have already happen that novice users and new contributors can learn from. Of course an issue tracking system is not all the project needed to succeed. In September of 2009 ten students from Canada’s Seneca College joined the project with the hopes of releasing a 1.0 version – the projects first stable release. The introduction of new contributors was vital to the health of the project. As identified by Liu et al (2010), a high turn-over rate of developers is common in an Open Source project but it also proves to be very challenging. With a dedicated team that included a release engineer it became possible to have frequent releases of the project and an up-to-date project repository. However, it also brought to life another well known problem often found in Open Source projects; bad code quality.<br />
<br />
<br />
<br />
A 2008 study done by Koch and Neumann that analyzed the impact on quality and design associated with the number of contributors and the amount of their work yielded the following conclusion. “We identify the number of commits, the number of distinct programmers, and the active time as factors of influence which have a negative effect on quality. In particular, complexity and size are negatively influenced by these process metrics. Furthermore a high concentration of added work fosters bad quality.” To ensure that all code patches meat the coding standards, and passed various tests a two step review process was put in place. The first step was a peer-review that can be performed by virtually anyone but was usually performed by another contributor. The second step was a super-review that was performed by only the contributors that had the appropriate status. In order to be able to perform super-reviews a contributor must have a combination of the following, advanced JavaScript knowledge, thorough knowledge of the project and its components, or the ability to identify potential problems. In addition to this process each release was thoroughly tested on all platforms and all supporting browsers.<br />
<br />
<br />
<br />
In December of 2010 the first stable version of processingjs was released. Included in the release were over 1,000 bug fixes, features, and under-the-hood improvements. At the time the project had twenty six recorded code contributors, eleven of which had the status of super reviewer. At least twenty users logged in to the IRC channel at any given time, 608 members of the Google Group and 99 forks of its repository.<br />
<br />
==Scalable Vector Graphic Support==<br />
<br />
Processingjs supports two major systems for representing graphics: raster, and vector graphics. Raster graphics are images represented by an array of pixels. Each pixel is either an RBG value or an index into a list of colors. This series of pixels, or bitmaps, is often stored in a compressed format such as JPEG, GIF, and PNG. Vector graphics however are objects rather than a series of pixels. They work by describing the grid points at which lines or curves are to be drawn. Some people describe vector graphics as a set of instructions for a drawing, while bitmap graphics (raster) are points of color in specific places (Eisenberg 2002). Vector graphics have a significant advantage over raster graphics because they are scalable; they can be scaled to any size without the loss of image quality. SVG, which stands for Scalable Vector Graphics, is a language which describes 2D graphics (straight lines or curves) expressed in mathematic relations in XML. Processingjs supports basic SVG shapes, path parsing, transformations and style, as well as shape reusability.<br />
<br />
<br />
<br />
Basic SVG shapes include line, circle, ellipse, rectangle, polygon and polyline. As mentioned above the SVG language will provide instructions on drawing each shape. The attributes of the circle include center x-coordinate, center y-coordinate, and the radius. The x and y coordinate of 0 represents the upper left corner of the picture. The y coordinates increase as you move vertically downwards; and the x coordinates increase as you move horizontally to the right.<br />
<br />
<br />
<br />
Paths represent the outline of a shape which can be filled, stroked, used as a clipping path, or any combination of the three. A path is described using the concept of a current point. In an analogy with drawing on paper, the current point can be thought of as the location of the pen. The position of the pen can be changed, and the outline of a shape (open or closed) can be traced by dragging the pen in either straight lines or curves. Paths represent the geometry of the outline of an object, defined in terms of moveto (set a new current point), lineto (draw a straight line), curveto (draw a curve using a cubic Bézier), arc (elliptical or circular arc) and closepath (close the current shape by drawing a line to the last moveto) elements. Compound paths (i.e., a path with multiple subpaths) are possible to allow effects such as "donut holes" in objects (Paths 2010). Table 1.1 illustrates the different commands represented inside a path. Uppercase commands use absolute coordinates and lowercase commands use relative coordinates.<br />
<br />
<br />
<br />
Path commands<br />
<br />
Command Arguments Effect<br />
<br />
Command Arguments Effect<br />
<br />
Command Arguments Effect<br />
<br />
M, m<br />
<br />
x y<br />
<br />
Move to given coordinates.<br />
<br />
L, l<br />
<br />
x y<br />
<br />
Draw a line to the given<br />
<br />
H, h<br />
<br />
x<br />
<br />
Draw a horizontal line to the given x-coordinate.<br />
<br />
V, v<br />
<br />
y<br />
<br />
Draw a vertical line to the given x-coordinate.<br />
<br />
A, a<br />
<br />
rx ry<br />
<br />
x-axis-rotation<br />
<br />
large-arc sweep<br />
<br />
Draw an elliptical arc from the current point to (x, y). The points are on an ellipse with x-radius rx and y-radius ry. The ellipse is rotated x-axis-rotation degrees. If the arc is less than 180 degrees, large-arc is zero; if greater than 180 degrees, large-arc is one. If the arc is to be drawn in the positive direction, sweep is one; otherwise it is zero.<br />
<br />
Q, q<br />
<br />
x1 y1 x y<br />
<br />
Draw a quadratic Bézier curve from the current point to (x, y) using control point (x1, y1).<br />
<br />
T, t<br />
<br />
x y<br />
<br />
Draw a quadratic Bézier curve from the current point to (x, y). The control point will be the reflection of the previous Q command's control point. If there is no previous curve, the current point will be used as the control point.<br />
<br />
C, c<br />
<br />
x1 y1 x2 y2 x y<br />
<br />
Draw a cubic Bézier curve from the current point to (x, y) using control point (x1, y1) as the control point for the beginning of the curve and (x2, y2) as the control point for the endpoint of the curve.<br />
<br />
S, s<br />
<br />
x2 y2 x y<br />
<br />
Draw a cubic Bézier curve from the current point to (x, y), using (x2, y2) as the control point for this new endpoint. The first control point will be the reflection of the previous C command's ending control point. If there is no previous curve, the current point will be used as the first control point.<br />
<br />
Table 1.1 Source: (Eisenberg 2002)<br />
<br />
<br />
<br />
Transformations and styles can be applied to all elements in the SVG language. In order to change the placing of a particular shape a transformation can be applied. Moreover, to change a shape’s look a style attribute can be applied. Processingjs supports six transformations: matrix, translate, scale, rotate, skewX, and skewY. A matrix transformation specifies a transformation in the form of a transformation matrix of six values. Translate moves the shape to the x and y values provided. Scale increases or decreases the size of the shape. The rotate transformation rotates the shape either by its coordinates. You may supply multipleorigin or by a specific point. SkewX skews all x-coordinates by a specified angle. Visually, this makes vertical lines appear at an angle. Lastly, skewY skews all y-coordinates by a specified angle. This makes horizontal lines appear to be at an angle. One can apply multiple transformations to any shape. Styles that can be applied include opacity, fill, fill opacity, stroke, stroke weight, and stroke opacity.<br />
<br />
<br />
<br />
Processingjs’ class structure enables shape reusability. Each shape or group of shapes has its own properties and can be recreated without the underlining SVG language.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
Bibliography<br />
<br />
<br />
<br />
Eisenberg, David J. SVG essentials. O'Reilly & Associates, Inc. Sebastopol, 2002.<br />
<br />
"Paths." SVG 1.1 (Second Edition). June 22 , 2010. http://www.w3.org/TR/SVG/paths.html#Introduction (accessed Dec 2010).<br />
<br />
==DOM integration==<br />
What is this?<br />
Merging technologies<br />
Processing.js helps merge multiple new and emerging HTML5 technologies together to make design and production for the web easier. Processing.js connects the processing language with web technologies such as WebGL, JavaScript, and the HTML5 canvas element. More importantly the library is built in such a way as to allow new technologies to be added in at a later date and for the scope of the library to change as new technologies evolve. In the future, other technologies such as 3D audio, controller inputs, and HTML5 video integration could be added to the library to allow Processing sketches to integrate with them.<br />
-WebGL integration example paragraph-<br />
Image manipulation<br />
Processing.js includes full support for pixel and color manipulation of images on the canvas element. Images can be resized, tinted, blended, copied, resized, or have filters and masks applied to them. Images can also be manipulated at the pixel level allowing for any level of image manipulation required. Images can also be created and filled from pieces of other images, the current canvas content, or have their pixels filled dynamically. This functionality allows for images to be created from external data that is passed into the processing sketch and visualized through code.<br />
copying pieces of an image<br />
blending regions of an image with different modes<br />
different types of filters applied to an image<br />
resizing an image<br />
Pjs directives<br />
In order for Processing.js to closely match the functionality of the native Processing language some custom flags had to be created to make the library behave like the native language. Pjs directives are a set of commands that are embedded in a multiline comment at the top of the sketch to control a few aspects of how the sketch will work. Placing the directives in a multiline comment allows for backwards compatibility of sketches with native Processing so that sketches written in Processing.js can be run on the native Processing JAVA platform. There are currently three Processing.js directives. These directives add the ability to preload images before the sketch begins to run, and to toggle transparent backgrounds and anti-aliasing of lines. <br />
<br />
<br />
==WebGL section==<br />
<br />
Andor Salga<br />
<br />
[add 3D FFT visualizer]<br />
<br />
'WebGL Introduction'<br />
The introduction of the <canvas> tag into the HTML5 specification allowed Processing to be ported to JavaScript, thus enabling users to run 2D sketches within the browser without additional plug-ins. At the time when porting began, there still was no plug-in free method of delivering 3D content. This limited Processing.js to 2D until WebGL was introduced. Once WebGL was implemented on pre-release versions of Firefox, Safari and Chrome, it became a viable candidate for use in Processing.js to render 3D sketches. Additionally, since WebGL closely matches OpenGL which is used by Processing, it substantially aided the porting process.<br />
<br />
WebGL first began as an experimental add-on for Firefox developed at Mozilla. It was later adopted by the Khronos group who manage the OpenGL specifications. It is a JavaScript API which provides a subset of the functionality of OpenGL ES 2.0. The interface is relatively simple, yet it still provides enough functionality to emulate almost all of Processing's 3D functions. WebGL continues go through interface changes and revisions.<br />
<br />
'Differences'<br />
The matter of porting Processing (which uses OpenGL) was simplified because the WebGL interface is similar that of OpenGL, but there are a number of differences between the interfaces. Arguably, the single largest difference between WebGL and OpenGL is that like OpenGL ES 2.0, the fixed-function pipeline was been removed. Because of this, not all Processing source code could not be ported directly. Instead, user-defined vertex and fragment shaders were necessary to write for lighting operations. Since some shapes in Processing aren't lit, a few shaders were written. One shader exists for lit objects such as boxes and spheres, another less complex shader was written for unlit objects such as lines and points.<br />
<br />
The following shaders are used for rendering unlit shapes specified with begin/end function calls.<br />
<br />
vertex shader:<br />
"varying vec4 vFrontColor;" +<br />
"attribute vec3 aVertex;" +<br />
"attribute vec4 aColor;" +<br />
"uniform mat4 uView;" +<br />
"uniform mat4 uProjection;" +<br />
"void main(void) {" +<br />
" frontColor = aColor;" +<br />
" gl_Position = uProjection * uView * vec4(aVertex, 1.0);" + <br />
"}";<br />
<br />
fragment shader:<br />
<br />
ifdef"GLfESf GL_ES\n" +<br />
"prehighpn highp float;\n" endif"#endif\n" +<br />
<br />
"vvecinvFrontColorntColor;" +<br />
"void main(void){" +glrFragColoragCvFrontColorntColor;" +<br />
"}";<br />
<br />
Examinishadersshaders reveals some of the idiosyncrasWebGLf WebGgl The gl_Color keyword is considered invalid. Instead, users must create their own varying vector. Furthermore, a preprocessor statement to set float types to use high precision is also required. These are some examples of changes to the specifications changes which were introduced over time.<br />
<br />
Typed Arrays<br />
<br />
Performance is always a concern when rendering 3D content, so it was necessary to create a faster versJavaScript'script's inherently slow arrays types. Because of this, typed arrays were incorporated into pre-release versiWebGLf WebGL browsers. Unlike regular arrays which can contain different types such as strings, numbers and objects, typed arrays can only contain one type and cannot by dynamically resized. Some of these types include Float32Intay, Int32Uinty, Uint16ArrUintnd Uint8Array. These types provide a significant performance increase when manipulating arrays.<br />
<br />
Operation<br />
<br />
Array<br />
<br />
Float32Array<br />
<br />
Write<br />
<br />
8947<br />
<br />
1455<br />
<br />
Read<br />
<br />
1948<br />
<br />
1109<br />
<br />
Loop-Copy<br />
<br />
> 10,000 ms<br />
<br />
1969<br />
<br />
Slice-Copy<br />
<br />
1125<br />
<br />
503<br />
<br />
Win7 64Bit, 4GB Ram, Dual-Core 1.30Ghz Intel U7300<br />
<br />
(citation needed)<br />
<br />
Alistair MacDonald<br />
<br />
[http://weblog.bocoup.com/javascript-typed-arrays]<br />
<br />
Because typed arrays are only available for pre-release browsers, they cannot currently be used in 2D sketches. Once they become implemented in browsers, a significant amount of the Processing.js code base can make use of these structures, increasing performance throughout the library.<br />
<br />
Specification Changes and Browser Inconsistencies<br />
<br />
As the specification is concurrently implemented in different browsers, several inconsistencies between browsers have appeared. These range from minor issues, such as Minefield and Chrome/Chromium return "function" while WebKit returns "object" when the type of a typed array is queried. Another is the way WebGL's readPixels() function is implemented. This function isn't used extensively in the library itself, but it is used in the Processing.js reference testing framework.<br />
<br />
Problems<br />
<br />
WebGL provides a close match to OpenGL for incorporating 3D into Processing.js, but it does present some issues when trying to port over code. There are interface differences, changes to the interface are common, and some functionality isn't available at all such as point smoothing.<br />
<br />
==Js and processing integration==<br />
<br />
Processing is Java based, and in order to make it work in the web, it has to be completely converted into JavaScript. Syntactically JavaScript and Java are actually quite similar, and people have done work like this before (google, java nes emulator to js nes emulator). Our unique challenges were that we had to do this dynamically, be fully object oriented, support all native Java functions that are supported by Processing, and consider all web like differences, like images having to be pre loaded before we can start processing the code, casting typeless variables, function overloading, and variable name overloading.<br />
<br />
We could of done a straight up JavaScript port of the Processing language, but that would mean all Processing sketches written in Processing, would need to be rewritten in JavaScript. This way, all previous Processing sketches can simply be dropped into the web, and they will work. We took this one step further, allowing both languages to mingle as one. When we parse the Java into JavaScript, we don't break previously existing JavaScript, this means you can add JavaScript right into the Java, without having to declare that you are doing so. We simply ignore the JavaScript we encounter while parsing the Java, leaving it in tact. Not only do we allow mingling of the two languages, which is unique and powerful in itself, but also allows for sketches to be written in pure JavaScript. The advantages of this is we had a huge library of work to test and draw from right from the beginning.<br />
<br />
John Resig, the mastermind behind Jquery, is also the mastermind behind Processing.js. His initial work was to use regex to scan the sketch source code for hints of Java, replace it with JavaScript, and leave all JavaScript in tact. He started by taking a previously existing Processing sketch, adding functional support to make that one sketch work, and doing this one sketch at a time, creating missing functions as needed. He took advantage of the pre existing library of sketches, so for each sketch he explicitly supported, he would be that much closer to implicitly supporting other sketches.<br />
<br />
“In development I worked in a backwards manner. Instead of building the API up from the ground - I worked from the top, down, implementing enough of the API to get individual demos working.” -http://ejohn.org/blog/processingjs/<br />
<br />
Scott Downe's work was mostly related to fixing bugs, and removing the dangerous JavaScript function with. Fixing bugs was a good place to start learning the code, getting his feet wet. The first bug he fixed was to make sure potential code contained in strings were not parsed. This was initially accomplished by masking all strings with a key, and storing their values before the code was parsed, and later replacing the unchanged strings via their keys after parsing. Other, smaller bugs were fixed until it became apparent that the use of the with function meant we would fall off trace, and wouldn't reach our full speed potential. With was being used in two places, first being around all of the sketch, to load in the whole of the Processing library, and to load in method calls from internal function use. We have to do this, because of the differences in how Java and JavaScript call and access their object properties. JavaScript accesses all properties within the object itself separated with a dot from inside or outside the object, where as Java only needs a dot when accessed from outside the object. Using with meant we could contain all Processing functions inside an object, and not have to change how it is called inside the Java. This was the easiest and fastest way to do this, but needed to be changed. Removing with meant prepending the processing object to all calls to the API and internal object properties. So we needed to store a list of the existing properties for both the API and created objects, and when the parser finds a match, prepends itself, either being “Propcessing” or “this” to the property. This worked, but was fragile; we were still using regex's, and doing this to the whole of the source, meaning each new regex we called was a danger to parse code that is similar, but different, potentially breaking code we did not intend to that previously worked. Despite working, this was a hack and a maintenance nightmare. We needed something better.<br />
<br />
Notmasteryet rewrote the parser to convert the sketch into an abstract syntax tree, which is an abstract tree representation of blocks of code. By doing this, blocks can be precisely parsed without the worry of breaking or parsing unintended things in an unexpected way. Regex is still used for each part, but is now contained to specifically targeted smaller chunks code, instead of the whole thing. This makes maintaining the code much easier, makes object inheritance easier, and makes JavaScript code included in the sketch more stable. In fact, since the abstract syntax tree's inclusion, we have found new bugs in the parser to be pretty much non existent.<br />
<br />
Each of the above people contributed object inheritance in some form or another, but I wanted to specifically touch on the challenges in inheritance. Object inheritance was much easier using with, because we could easily add the inherited properties to an object, and when called, not worry about where it is being called from. When with is removed, we had to maintain this data internally, and be able to prepend the right object to the right method calls. This got significantly more complicated when you consider where things may be called from, including super constructors, and super methods calling methods form its parent, calling these potentially chaining calls in the correct order. Because we have to store all created classes methods at the time of parsing, we don't yet know if another class will use it as a super class, so all classes and their properties must be stored, so later we can prepend the correct object to the correct calls in a complex chain of limitless inherited calls. This was buggy and fragile code that took a while to get right, but Notmasteryet's work helped a ton in this area, and something we are quite proud of.<br />
<br />
Some of the differences between Java and JavaScript presented some unique challenges. Some of which are still unsolved. Because at the time of parsing, we are just parsing the code as if it was pure text, so we cannot validate any of the data referenced in the code. When an image is to be loaded in the code, the client will now have to download that image from the server, this is a unique problem that Processing does not have. This means an image may not be available when needed, and getting that data directly from the source at time of parse is not reliable, we would need to know this before we parse. We solved this by adding a directive at the top of the code that would define all images needed to be preloaded, so we can parse the directive first, then convert the code to JavaScript, then run it, safely knowing images will be ready to use at run time. Java supports overloading, in that its functions are uniquly identified by their name, return type, and parameters, this making up a function's signature. ( - source this ) JavaScript only holds the function name as its signature, presenting another unique problem. We can check the number of parameters in a function, and merge all overloaded functions into one, and check the number of arguments passed in, to know which block to call. This check is at run time, not at call time as Java would do it. However, we currently do not reliably check the type of the arguments passed in, so it will break if a function has two versions, first accepting a single string as the only argument, and the second accepting a single number as the only argument. Similarly, if we have a variable using the same name as a function, called variable name overloading, we will break in the same way. This is because Java would consider these different things, and JavaScript considers a function to be a variable of a different type, sharing the same space.<br />
<br />
“In order to support this there would have to be considerable overhead - and it's generally not a good practice to begin with.” -http://ejohn.org/blog/processingjs/<br />
<br />
Another interesting difference stems from Java being a typed language, and JavaScript being typeless. Java would require casting in most cases, where as with javaScript we can simply throw the cast away for all literal variable types. The problem is if the type is something like a double, or a char, which in JavaScript is simply a string or int. ( source this? ) We solved this for chars with a custom char class, it solved a lot of issues we were having but it is not perfect, by not solving all issues in all cases. Some other types like double and byte will require more overhead and will not be possible without complete type tracking.</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=GAM666/DPS901_Project_requirements_20103&diff=50946GAM666/DPS901 Project requirements 201032010-11-30T14:27:22Z<p>Dhhodgin: /* Appointment Schedule for Reviewing Game Development Progress */</p>
<hr />
<div>{{GAM666/DPS901 Index | 20103}}<br />
= Presentation Schedule =<br />
{| border="1"<br />
|-<br />
|Team Name<br />
|Date and Time<br />
|-<br />
|-<br />
|<br />
|Tuesday December 7 8:00AM<br />
|-<br />
|Slap Your Grandma<br />
|Tuesday December 7 8:15AM<br />
|-<br />
|Team Zombie<br />
|Tuesday December 7 8:30AM<br />
|-<br />
|<br />
|Tuesday December 7 8:45AM<br />
|-<br />
|<br />
|Tuesday December 7 9:00AM<br />
|-<br />
|Team Mutalisk<br />
|Tuesday December 7 9:15AM<br />
|-<br />
|Copy Cat<br />
|Thursday December 9 8:00AM<br />
|-<br />
|Wild Sparrows<br />
|Thursday December 9 8:15AM<br />
|-<br />
|Hic Sunt Dracones<br />
|Thursday December 9 8:30AM<br />
|-<br />
| Hic Sunt Dracones<br />
|Thursday December 9 8:45AM<br />
|-<br />
|SheetBrix Robotics<br />
|Thursday December 9 9:00AM<br />
|-<br />
|The 10th Floor<br />
|Thursday December 9 9:15AM<br />
|-<br />
|}<br />
<br /><br />
<br />
= Appointment Schedule for Reviewing Game Development Progress =<br />
{| border="1"<br />
|-<br />
|Team Name<br />
|Date and Time<br />
|-<br />
|Hic Sunt Dracones<br />
|Thursday December 2 10:00AM<br />
|-<br />
|Team Mutalisk<br />
|Thursday November 25 10:00AM<br />
|-<br />
|<br />
|Thursday November 25 10:15AM<br />
|-<br />
|<br />
|Thursday November 25 10:30AM<br />
|-<br />
|Team Zombie<br />
|Thursday November 25 10:45AM<br />
|-<br />
|Team 10th Floor<br />
|Thursday November 25 11:00AM<br />
|-<br />
|Hic Sunt Dracones<br />
|Thursday November 25 11:15AM<br />
|-<br />
|Slap Your Grandma<br />
|Thursday November 18 10:00AM<br />
|-<br />
|Sheet Brix Robotix<br />
|Thursday November 18 10:15AM<br />
|-<br />
|Team GG<br />
|Thursday November 18 10:30AM<br />
|-<br />
|Cerebral Thought<br />
|Thursday November 18 10:45AM<br />
|-<br />
|Daniel<br />
|Thursday November 18 11:00AM<br />
|-<br />
|Copy Cat<br />
|Thursday November 18 11:15AM<br />
|-<br />
|Team Blam<br />
|Thursday November 18 11:30AM<br />
|-<br />
|Andrei Kopytov<br />
|Thursday November 11 9:50AM<br />
|-<br />
|Ljubomir Gorscak<br />
|Thursday November 11 10:00AM<br />
|-<br />
|Slap your Grandma<br />
|Thursday November 11 10:10AM<br />
|-<br />
|SheetBrix Robotix<br />
|Thursday November 11 10:20AM<br />
|-<br />
|Cerebral Thought<br />
|Thursday November 11 10:30AM<br />
|-<br />
|Daniel<br />
|Thursday November 11 10:40AM<br />
|-<br />
|<br />
|Thursday November 11 10:50AM<br />
|-<br />
|<br />
|Thursday November 11 11:00AM<br />
|-<br />
|Andrei Kopytov<br />
|Thursday November 4 9:50AM<br />
|-<br />
|Daniel<br />
|Thursday November 4 11:00AM<br />
|-<br />
|Team Zombie<br />
|Thursday October 21 10:00AM<br />
|-<br />
|Slap Your Grandma<br />
|Thursday October 21 10:10AM<br />
|-<br />
|Daniel<br />
|Thursday October 21 10:20AM<br />
|-<br />
|Randl<br />
|Thursday October 21 10:30AM<br />
|-<br />
|Team Copycat<br />
|Thursday October 14 10:00AM<br />
|-<br />
|Team GG<br />
|Thursday October 14 10:20AM<br />
|-<br />
|Wild Sparrows<br />
|Thursday October 14 10:40AM<br />
|-<br />
|Double Tap<br />
|Thursday October 14 11:00AM<br />
|-<br />
|Slap Your Grandma<br />
|Thursday October 7 10:00AM<br />
|-<br />
|Hic Sunt Dracones<br />
|Thursday October 7 10:20AM<br />
|-<br />
|Team Mutalisk<br />
|Thursday October 7 10:40AM<br />
|-<br />
|Team 10th Floor<br />
|Thursday October 7 11:00AM<br />
|-<br />
|Team Blam<br />
|Thursday September 30 10:00AM<br />
|-<br />
|Team Zombie<br />
|Thursday September 30 10:20AM<br />
|-<br />
|Team Sheetbrix Robotix<br />
|Thursday September 30 10:40AM<br />
|-<br />
|Cerebral Thought<br />
|Thursday September 30 11:00AM<br />
|-<br />
|}<br />
<br /><br />
<br />
= Due Dates =<br />
{| border="1"<br />
|-<br />
|Proposal outline and team members selected<br />
|September 21<br />
|-<br />
|Proposal completed and members roles selected<br />
|September 28<br />
|-<br />
|Member branches with updated 15-Controller sample ready<br />
|September 30<br />
|-<br />
|Research into game requirements begins<br />
|September 30<br />
|-<br />
|Approval meeting with instructor<br />
|Weeks of October 3 and October 10<br />
|-<br />
|Draft game submission<br />
|November 16<br />
|-<br />
|Project Review meeting with instructor<br />
|Weeks of November 14 and November 21<br />
|-<br />
|Final game presentation<br />
|December 7<br />
|}<br />
<br /><br />
<br /><br />
<br />
= Project Requirements =<br />
<br />
Your game involves a real-time audio-visual experience in some sort of 3-D world. The user must be able to control at least some aspects of the game with a controller, and there must be some use of sound, both in the background and in response to some action in your game. The user should have control over which display devices, resolution and input devices are used at any time during the game. Your game may however offer only a subset of the available resolutions and input devices. Finally, your design code must differ significantly from the samples presented in class and you must identify the unique elements of your code in your submissions. Each game is a team effort. The structure of each team is up to the team members. Each member must contribute their own work in a selected area or areas of their choosing. All members should contribute to the design part of the assignment.<br />
<br />
== Phase 1 ==<br />
<br />
The first phase is a 200-300 word informal, written proposal of what you intend to implement in your game: what you imagine your game doing. Your description should identify the objects in your game and include one or more illustrations of your design. The illustrations may be hand-drawn and scanned. Included in your illustrations should be a map of what you envisage the 3D world of your game will look like, with 3-dimensional coordinates of all of the major points in the world. Your map should include all of the "actors" (moving objects) in the world. You should identify the coordinates as realistically as possible, being aware that you may need to scale them up or down as you implement your design in code.<br />
<br />
Submit the written proposal on your wiki team-page under '''Proposal''' and '''Map of the World of the Game'''.<br />
<br />
Before continuing phase 1, please do the following<br />
# Read [[Hints for Using SVN to collaborate on school projects]]<br />
# Update your team's wiki page with your team's repository path information under '''Repo Path'''<br />
# Create a directory with your seneca id under the branch sub-directory of your team's repository. This will be your home directory for development; for details see: [http://zenit.senecac.on.ca/wiki/index.php/Hints_for_Using_SVN_to_collaborate_on_school_projects#Directory_Structure Directory Structure]<br />
# One of the team members should volunteer to export svn://zenit.senecac.on.ca/dpsgam/trunk/15-Controller into the trunk of your team's repository<br />
#: For hints see [[Hints for Using SVN to collaborate on school projects#Start_the_project_by_continuing_an_existing_work | Start the project by continuing an existing work]]<br />
<br />
Each team member should have their own successfully compiled version of the 15-Controller sample in their own workspace in the branch sub-directory of their team's repository.<br />
Branch submission path: svn://zenit.senecac.on.ca/dps901_103rep??/branches/SenecaID/15C <br />
<br />
: ''Start doing the above by branching the 15-Controller into svn://zenit.senecac.on.ca/dps901_103rep??/branches/SenecaID/15C. See here for help: [http://zenit.senecac.on.ca/wiki/index.php/Hints_for_Using_SVN_to_collaborate_on_school_projects#Preparing_Branches.2Fworkspace_for_development Preparing Branches/workspace for development]''<br />
<br />
<br />
The source code for the upgraded 15-Controller sample should include the following updates:<br />
* add your own name to the caption for the dialog box<br />
* change the window title to include the name of the team<br />
<br />
<br />
Merge all of the team members' 15C workspaces back to trunk so that the caption of the dialog box shows all of the names of the team members. See [http://zenit.senecac.on.ca/wiki/index.php/Hints_for_Using_SVN_to_collaborate_on_school_projects#Merging_your_work_back_to_trunk Merging your work back to trunk] for detail<br />
<br />
<br />
The purpose of this first phase of the project is twofold:<br />
* to define your game in both scope and detail and thereby to give your instructor some idea of your design: whether what you intend is too simple, too complex or about right<br />
* to ensure your instructor that you are ready to work with your own branch of your team's repository and ready to start modifying the framework to suit your team's design.<br />
Your submission should enable your instructor to give you feedback and to discuss your proposal in some detail.<br />
<br />
Your team should decide its own group to individual ratio for grading purposes and post the agreed ratio on its project page.<br />
<br />
Your team must arrange a time and date to meet with your instructor to discuss the proposal and to commit the different responsibilities of the team members. This meeting should take place no later than week 6 of the semester, preferably earlier.<br />
<br />
== Phase 2 ==<br />
<br />
The second phase releases a draft of your game without sound or input control. <br />
<br />
This is your last opportunity to amend your proposal, modify your design and obtain your instructor's approval to any changes.<br />
<br />
== Phase 3 ==<br />
<br />
The third phase presents your completed game with sound and input control to the class. Your presentation includes a demonstration of how the game plays along with an explanation of the innovative aspects that your team members have implemented. Each team has no more than 20 minutes to showcase its game.<br />
<br /><br />
<br /><br />
<br /><br />
<br />
= Some Suggested Upgrades to the Framework =<br />
<br />
The Framework in its final stage consists of 12,000 source lines of code. The Framework is only a starting point and fallback position for the design of your game. There are numerous opportunities to refactor different parts depending upon what your game requires and what your personal interests are. Decisions to focus on certain parts should reflect the areas with which you wish to become more familiar. Listed below are some areas that you should consider in deciding where to devote your energy. If you wish to add items to this list, consult your instructor.<br />
<br />
Each team will introduce its own upgrades to the Framework. The nature of these upgrades will vary from team to team. Each team member is responsible for a thorough understanding of at least one particular upgrade.<br />
<br />
Two upgrades are mandatory, while some are challenging:<br />
* mandatory upgrades are in '''bold'''<br />
* challenging upgrades are followed by an *<br />
<br />
== Modeling (Design Component) ==<br />
# '''game play logic'''<br />
# import a model script<br />
<br />
== Design Units (Scene Component) ==<br />
# '''design new objects for the scene'''<br />
# create billboards – clouds, smoke, vapor trails<br />
# add stock objects (requires changes to GraphicsCard Component also)<br />
# detect collisions between objects in a scene *<br />
<br />
== Viewpoints (Viewing Component) ==<br />
# comprehensive camera motion<br />
<br />
== 3D Graphics (GraphicsCard Component) ==<br />
# improve texturing<br />
# introduce fog, emissive light<br />
# create new graphics representation for new objects in the scene<br />
# implement an OpenGL 3.0 version *<br />
# use Direct2D for fonts *<br />
# replace Direct3D9 with Direct3D10 *<br />
# replace Direct3D9 with Direct3D11 *<br />
<br />
== Sound (SoundCard Component) ==<br />
# sound effects on buffers and optimizing performance<br />
# replace DirectMusic with DirectSound only<br />
# replace DirectMusic and DirectSound with Xaudio2 *<br />
# create an Open Audio version *<br />
<br />
== User Interface (Input and UserDialog Components) ==<br />
# improve controller input and user dialog<br />
# action mapping *<br />
# replace DirectInput with Xinput *<br />
<br />
== Framework (Cross-Component) ==<br />
# context – implement a database<br />
# save the current state of the model to a file and restore from a file<br />
# performance optimizations *</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=File:BTP901-fall2010-HSD-sceenshot-11_22_10-2.JPG&diff=50628File:BTP901-fall2010-HSD-sceenshot-11 22 10-2.JPG2010-11-24T04:44:12Z<p>Dhhodgin: </p>
<hr />
<div></div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=File:BTP901-fall2010-HSD-sceenshot-11_22_10-1.JPG&diff=50627File:BTP901-fall2010-HSD-sceenshot-11 22 10-1.JPG2010-11-24T04:43:56Z<p>Dhhodgin: </p>
<hr />
<div></div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=DPS905_Hic_Sunt_Dracones&diff=50626DPS905 Hic Sunt Dracones2010-11-24T04:43:41Z<p>Dhhodgin: /* Screenshots */</p>
<hr />
<div>{{GAM666/DPS901 Index | 20103}}<br />
= Razed by Fire =<br />
== Project Marking Percentage ==<br />
<big><br />
Group work: 25% (25 <= xx <= 50)<br />
Individual work: 75% + (50 <= xx <= 75) <br />
-------------------------<br />
Total 100%<br />
</big><br />
<br />
== Information ==<br />
Our code uses the [http://www.microsoft.com/downloads/en/details.aspx?displaylang=en&FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba June 2010 DirectX SDK]. You'll need to uninstall the August 2007 SDK, and install the June 2010 SDK.<br />
Download the code from svn trunk, and compile.<br />
<br />
All resource files required for running the game (audio, models, textures) can be found in \branches\resources<br />
<br />
Audio files (.xwm) are encoded in the xWMA format, which offers 30x compression ratios over regular WAVE files. The audio engine is perfectly capable of playing .wav files without any modification, but you should encode them using the [http://msdn.microsoft.com/en-us/library/ee415930(v=VS.85).aspx xmaencode] tool located in the DirectX SDK Command Prompt before committing to the repository.<br />
<br />
Right now audio files are only played globally. Jon will be implementing X3DAudio within the next few days.<br />
<br />
== Repository ==<br />
=== Repo path ===<br />
<br />
svn://zenit.senecac.on.ca/dps901_103rep8<br />
<br />
<br />
=== Trunk Status ===<br />
<br />
committed by SWeerdenburg[11/15/2010 :: 11:00pm]<br />
<br />
== Team Members == <br />
<br />
''' [mailto:dhhodgin@learn.senecac.on.ca,jrbuckley@learn.senecac.on.ca,jboelen@learn.senecac.on.ca,sweerdenburg@learn.senecac.on.ca,dacallow@learn.senecac.on.ca?subject=dps901 Group Email]'''<br />
<br />
* [mailto:dhhodgin@learn.senecac.on.ca?subject=dps901 Daniel Hodgin]<br />
* [mailto:jrbuckley@learn.senecac.on.ca?subject=dps901 Jon Buckley]<br />
* [mailto:jboelen@learn.senecac.on.ca?subject=dps901 James Boelen]<br />
* [mailto:sweerdenburg@learn.senecac.on.ca?subject=dps901 Steven Weerdenburg]<br />
* [mailto:dacallow@learn.senecac.on.ca?subject=dps901 Kaitlyn Callow]<br />
<br />
<br />
<br />
== Meetings ==<br />
<br />
* '''IRC'''<br />
** Sundays at 9pm in channel [irc://irc.freenode.net/hsd #HSD] on irc.FreeNode.net<br />
<br />
* '''TEL Open Lab'''<br />
** Thursdays from 9:50 - 11:40 in TEL Open Lab<br />
<br />
== Game Information ==<br />
<br />
== Phase 1 ==<br />
=== Proposal ===<br />
<br />
Our game is a third-person action shooter where the user is a dragon that is flying over villages and attempting to reign havoc. In reaction to the attacks soldiers gather in increasingly greater numbers and try to fight back against the dragon. The dragon will be able to destroy both the villages and the soldiers by shooting fire at them. The rate that villages & soldiers appear at will increase over time making it more difficult to kill enough to keep their numbers down. <br />
<br />
<br />
A bar at the top of the screen will represent how close the number of soldiers is to reaching the amount required to 'fight you off'. Once the bar is full you the game ends and your score is awarded. The goal is to kill soldiers at a fast enough rate to lower the bar and survive the longest while destroying all the villages that you can.<br />
<br />
<br />
Some technical design challenges include adding controller support for mouse, keyboard and maybe joystick and algorithms for choosing where and when to create new buildings or villagers.<br />
<br />
<br />
The initial version of our game will include:<br />
* villages as simple cubes<br />
* soldiers as simple rectangles<br />
* flat level ground for the world<br />
* ability to look around with a mouse and steer with keyboard. Movement is on x and y planes but not z, the dragon is at a fixed elevation in the air.<br />
* a 'shoot' mechanic to attack cubes and rectangles<br />
<br />
<br />
Later versions -could- include (time permitting):<br />
* increasing numbers of soldiers with bar showing representation of numbers<br />
* dynamic village and soldier placement<br />
* multiple attacks using a 'rock paper scissor' concept with certain attacks needed for certain targets. Make the user need to think about their attack choice<br />
* some visceral feedback to user (such as: slight screen bob with dragon's wings, more dramatic elongated perspective when flying forward to make it feel faster, screen shakes and bobs to various things like attacks, etcs)<br />
* extra terrain details<br />
* line of sight checks<br />
* collision detection<br />
<br />
<br />
<br />
=== Likely Improvements To Engine ===<br />
<br />
'''primary focus areas'''<br />
{| border="1"<br />
|-<br />
|graphic improvements<br />
|Daniel, Kaitlyn<br />
<br />
|-<br />
|game logic, camera, world<br />
|James<br />
<br />
|-<br />
|improvements to audio, specifically to use OOG files<br />
|Jon<br />
<br />
|-<br />
|particle effects<br />
|Kaitlyn<br />
<br />
|-<br />
|collision detection<br />
|Steven<br />
<br />
|-<br />
|add stock objects (sphere, torus, etc.), more primitives<br />
|Steven<br />
<br />
|-<br />
|import model script<br />
|Daniel<br />
<br />
|}<br />
<br />
<br />
'''other possible'''<br />
{| border="1"<br />
|-<br />
|computer a.i. logic<br />
|---<br />
<br />
|-<br />
|comprehensive camera motion<br />
|---<br />
<br />
|-<br />
|}<br />
<br />
=== Game Mockups ===<br />
<br />
* '''Objects'''<br />
[[Image:btp901-fall2010-HSD-mockups-objects.jpg||| ]]<br />
<br />
* '''Interface'''<br />
[[Image:btp901-fall2010-HSD-mockups-Interface.jpg||| ]]<br />
<br />
* '''Possible Map of the World of the Game'''<br />
[[Image:btp901-fall2010-HSD-mockups-map.jpg||| ]]<br />
<br />
<br />
== Phase 2 ==<br />
=== Information ===<br />
==== Class Diagram ====<br />
[[Image:HSD_ClassDiagram.png|700px| ]]<br />
<br />
=== Screenshots ===<br />
[[Image:BTP901-fall2010-HSD-sceenshot-11_22_10-1.JPG|200px| ]]<br />
<br />
[[Image:BTP901-fall2010-HSD-sceenshot-11_22_10-2.JPG|200px| ]]<br />
<br />
[[Image:BTP901-fall2010-HSD-sceenshot-11_17_10.JPG|200px| ]]<br />
<br />
[[Image:BTP901-fall2010-HSD-sceenshot-Skybox.JPG||200px| ]]<br />
<br />
[[Image:Water.JPG||200px| ]]<br />
<br />
[[Image:dragon4.jpg|200px| ]]<br />
<br />
== Moderator's - Instructors Comments ==</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=BTH740_Research_Projects_20103&diff=50617BTH740 Research Projects 201032010-11-24T03:45:46Z<p>Dhhodgin: /* Presentation Schedule */</p>
<hr />
<div>{{BTH740 Index | 20103}}<br />
= Presentation Schedule =<br />
{| border="1"<br />
|-<br />
|Team Name<br />
|Date and Time<br />
|-<br />
|-<br />
|<br />
|Monday November 29 13:30PM<br />
|-<br />
|<br />
|Monday November 29 13:45PM<br />
|-<br />
|<br />
|Monday November 29 14:00PM<br />
|-<br />
|<br />
|Monday November 29 14:15PM<br />
|-<br />
|<br />
|Monday November 29 14:30PM<br />
|-<br />
|<br />
|Monday November 29 14:45PM<br />
|-<br />
|<br />
|Monday November 29 15:00PM<br />
|-<br />
|<br />
|Thursday December 2 11:40AM<br />
|-<br />
|<br />
|Thursday December 2 11:55AM<br />
|-<br />
|ELTON ARCHA<br />
|Thursday December 2 12:10PM<br />
|-<br />
|<br />
|Thursday December 2 12:25PM<br />
|-<br />
|<br />
|Thursday December 2 12:40PM<br />
|-<br />
|<br />
|Thursday December 2 12:55PM<br />
|-<br />
|Daniel<br />
|Thursday December 2 1:10PM<br />
|-<br />
|}<br />
<br /><br />
<br />
<br /><br />
To add a page to this wiki for your research project (if you are a student in BTH740, Fall of 2010):<br />
* add an entry to the table below with the name of your project<br />
* select the project name<br />
** if the page does not exist, a new page will be created - copy the contents of the [[BTH740 Sample Research Project Page|Sample Research Project Page]] into the textbox of your research project page<br />
** if the page exists, the page should appear<br />
<br /><br />
Use the following format for your table entry:<br />
<br /><br />
<pre>|[[User:WUN | FN]]||LN||[[TPN |TN]]||[mailto:LID@learn.senecac.on.ca?subject=BTH740 LID]<br />
|-</pre><br />
<br /><br />
Replace the placeholders with your own information:<br />
<br />
* WUN: Your Wiki User name<br />
* FN: Your First Name<br />
* LN: Your Last Name<br />
* TPN: Your Research Project Page Name on wiki<br />
* TN: Your Research Project name<br />
* LID: Your seneca email ID (learn id)<br />
<br /><br />
<br /><br />
<br />
{| class="wikitable sortable" border="1" cellpadding="5"<br />
|+ <big>List of Research Projects - Fall of 2010</big><br />
! First Name !! Last Name !! Project Name !! Seneca Id<br />
|-<br />
|[[User:Chris s| Chris]]||Szalwinski||[[BTH740 Sample Research Project Page|Project Page Name]]||[mailto:chris.szalwinski@senecac.on.ca?subject=bth740 chris.szalwinski]<br />
|-<br />
|[[User:Sweerdenburg | Steven]]||Weerdenburg||[[Inter-device_Web_Accessibility|WCAG on the Standardized Web]]||[mailto:sweerdenburg@learn.senecac.on.ca?subject=bth740 sweerdenburg]<br />
|-<br />
|[[User:mlam19|Matthew]]||Lam||Wiki usability||[mailto:mlam19@learn.senecac.on.ca?subject=bth740 mlam19]<br />
|-<br />
|[[User:Dhhodgin | Daniel]]||Hodgin||[[User:Dhhodgin/pjsaccessability|Processing.js increases accessibility of Processing on the web]]||[mailto:dhhodgin@learn.senecac.on.ca?subject=bth740 dhhodgin]<br />
|-<br />
|[[User:Eshahbazian | Edwin]]||Shahbazian||Biometric Authentication Technologies||[mailto:eshahbaz@learn.senecac.on.ca?subject=bth740 eshahbazian]<br />
|-<br />
|[[User:Patel | Chinmay]]||Patel||[[Augmented Reality|Augmented Reality]]||[mailto:cdpatel1@learn.senecac.on.ca?subject=bth740 cdpatel1]<br />
|-<br />
|[[User:Evmarbella | Ezadkiel]]||Marbella||[[Augmented Reality|Augmented Reality]]||[mailto:evmarbella@learn.senecac.on.ca?subject=bth740 evmarbella]<br />
|-<br />
|[[User:Kpangilinan | Kenneth]]||Pangilinan||[[Fingerprint Identification vs Password Authentication]]||[mailto:kpangilinan@learn.senecac.on.ca?subject=bth740 kpangilinan]<br />
|-<br />
|[[User:Egmetcalfe | Ehren]]||Metcalfe||[[Formal Methods in Human Computer Interaction]]||[mailto:egmetcalfe@learn.senecac.on.ca?subject=bth740 egmetcalfe]<br />
|-<br />
|[[User:Nmirabella | Nick]]||Mirabella||[[Cloud Computing]]||[mailto:nmirabella@learn.senecac.on.ca?subject=bth740 nmirabella]<br />
|-<br />
|[[User:acheun3 | Anders]]||Cheung||[[The Future of Interactivity in Console Gaming]]||[mailto:acheun3@learn.senecac.on.ca?subject=bth740 acheun3]<br />
|-<br />
|[[User:dannylachhman | Danny Lachhman]]||Jon Buckley||[[Virtual Learning Environment vs. Physical Learning Environment]]||[mailto:srlachhm@learn.senecac.on.ca?subject=bth740 srlachhm]<br />
|-<br />
|[[User:Etest | Elton]]||Aguiar and Archana Sahota||[[Groupware |Groupware]]||[mailto:ejaguiar@learn.senecac.on.ca?subject=BTH740 ejaguiar]<br />
|-<br />
|[[User:Arbraini| Andrew]]||Braini||[[Touch Interface Gaming|Touch Interface Gaming]]||[mailto:arbraini@learn.senecac.on.ca?subject=BTH740 arbraini]<br />
|-<br />
|[[User:MattP| Matt]]||Postill||[[Improving Gaming Performance|Improving Gaming Performance]]||[mailto:mapostil@learn.senecac.on.ca?subject=BTH740 mapostil]<br />
|-<br />
|[[User:ptwaragoda | Pradeep]]||Waragoda||[[OpenID|OpenID]]||[mailto:ptwaragoda@learn.senecac.on.ca?subject=BTH740 ptwaragoda]<br />
|-<br />
|[[User:snaqvi3 | Saba]]||Naqvi||[[Student Dependency on various Social/Networking Systems|Student Dependency on various Social/Networking Systems]]||[mailto:snaqvi3@learn.senecac.on.ca?subject=BTH740 snaqvi3]<br />
|-</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=GAM666/DPS901_Project_requirements_20103&diff=50613GAM666/DPS901 Project requirements 201032010-11-24T03:36:16Z<p>Dhhodgin: /* Appointment Schedule for Reviewing Game Development Progress */</p>
<hr />
<div>{{GAM666/DPS901 Index | 20103}}<br />
= Presentation Schedule =<br />
{| border="1"<br />
|-<br />
|Team Name<br />
|Date and Time<br />
|-<br />
|-<br />
|<br />
|Thursday December 7 8:00AM<br />
|-<br />
|Slap Your Grandma<br />
|Thursday December 7 8:15AM<br />
|-<br />
|<br />
|Thursday December 7 8:30AM<br />
|-<br />
|<br />
|Thursday December 7 8:45AM<br />
|-<br />
|<br />
|Thursday December 7 9:00AM<br />
|-<br />
|<br />
|Thursday December 7 9:15AM<br />
|-<br />
|<br />
|Thursday December 9 8:00AM<br />
|-<br />
|<br />
|Thursday December 9 8:15AM<br />
|-<br />
|Hic Sunt Dracones<br />
|Thursday December 9 8:30AM<br />
|-<br />
| Hic Sunt Dracones<br />
|Thursday December 9 8:45AM<br />
|-<br />
|SheetBrix Robotics<br />
|Thursday December 9 9:00AM<br />
|-<br />
|The 10th Floor<br />
|Thursday December 9 9:15AM<br />
|-<br />
|}<br />
<br /><br />
<br />
= Appointment Schedule for Reviewing Game Development Progress =<br />
{| border="1"<br />
|-<br />
|Team Name<br />
|Date and Time<br />
|-<br />
|-<br />
|Team Mutalisk<br />
|Thursday November 25 10:00AM<br />
|-<br />
|<br />
|Thursday November 25 10:15AM<br />
|-<br />
|<br />
|Thursday November 25 10:30AM<br />
|-<br />
|Team Zombie<br />
|Thursday November 25 10:45AM<br />
|-<br />
|Team 10th Floor<br />
|Thursday November 25 11:00AM<br />
|-<br />
|Hic Sunt Dracones<br />
|Thursday November 25 11:15AM<br />
|-<br />
|Slap Your Grandma<br />
|Thursday November 18 10:00AM<br />
|-<br />
|Sheet Brix Robotix<br />
|Thursday November 18 10:15AM<br />
|-<br />
|Team GG<br />
|Thursday November 18 10:30AM<br />
|-<br />
|Cerebral Thought<br />
|Thursday November 18 10:45AM<br />
|-<br />
|Daniel<br />
|Thursday November 18 11:00AM<br />
|-<br />
|Copy Cat<br />
|Thursday November 18 11:15AM<br />
|-<br />
|Team Blam<br />
|Thursday November 18 11:30AM<br />
|-<br />
|Andrei Kopytov<br />
|Thursday November 11 9:50AM<br />
|-<br />
|Ljubomir Gorscak<br />
|Thursday November 11 10:00AM<br />
|-<br />
|Slap your Grandma<br />
|Thursday November 11 10:10AM<br />
|-<br />
|SheetBrix Robotix<br />
|Thursday November 11 10:20AM<br />
|-<br />
|Cerebral Thought<br />
|Thursday November 11 10:30AM<br />
|-<br />
|Daniel<br />
|Thursday November 11 10:40AM<br />
|-<br />
|<br />
|Thursday November 11 10:50AM<br />
|-<br />
|<br />
|Thursday November 11 11:00AM<br />
|-<br />
|Andrei Kopytov<br />
|Thursday November 4 9:50AM<br />
|-<br />
|Daniel<br />
|Thursday November 4 11:00AM<br />
|-<br />
|Team Zombie<br />
|Thursday October 21 10:00AM<br />
|-<br />
|Slap Your Grandma<br />
|Thursday October 21 10:10AM<br />
|-<br />
|Daniel<br />
|Thursday October 21 10:20AM<br />
|-<br />
|Randl<br />
|Thursday October 21 10:30AM<br />
|-<br />
|Team Copycat<br />
|Thursday October 14 10:00AM<br />
|-<br />
|Team GG<br />
|Thursday October 14 10:20AM<br />
|-<br />
|Wild Sparrows<br />
|Thursday October 14 10:40AM<br />
|-<br />
|Double Tap<br />
|Thursday October 14 11:00AM<br />
|-<br />
|Slap Your Grandma<br />
|Thursday October 7 10:00AM<br />
|-<br />
|Hic Sunt Dracones<br />
|Thursday October 7 10:20AM<br />
|-<br />
|Team Mutalisk<br />
|Thursday October 7 10:40AM<br />
|-<br />
|Team 10th Floor<br />
|Thursday October 7 11:00AM<br />
|-<br />
|Team Blam<br />
|Thursday September 30 10:00AM<br />
|-<br />
|Team Zombie<br />
|Thursday September 30 10:20AM<br />
|-<br />
|Team Sheetbrix Robotix<br />
|Thursday September 30 10:40AM<br />
|-<br />
|Cerebral Thought<br />
|Thursday September 30 11:00AM<br />
|-<br />
|}<br />
<br /><br />
<br />
= Due Dates =<br />
{| border="1"<br />
|-<br />
|Proposal outline and team members selected<br />
|September 21<br />
|-<br />
|Proposal completed and members roles selected<br />
|September 28<br />
|-<br />
|Member branches with updated 15-Controller sample ready<br />
|September 30<br />
|-<br />
|Research into game requirements begins<br />
|September 30<br />
|-<br />
|Approval meeting with instructor<br />
|Weeks of October 3 and October 10<br />
|-<br />
|Draft game submission<br />
|November 16<br />
|-<br />
|Project Review meeting with instructor<br />
|Weeks of November 14 and November 21<br />
|-<br />
|Final game presentation<br />
|December 7<br />
|}<br />
<br /><br />
<br /><br />
<br />
= Project Requirements =<br />
<br />
Your game involves a real-time audio-visual experience in some sort of 3-D world. The user must be able to control at least some aspects of the game with a controller, and there must be some use of sound, both in the background and in response to some action in your game. The user should have control over which display devices, resolution and input devices are used at any time during the game. Your game may however offer only a subset of the available resolutions and input devices. Finally, your design code must differ significantly from the samples presented in class and you must identify the unique elements of your code in your submissions. Each game is a team effort. The structure of each team is up to the team members. Each member must contribute their own work in a selected area or areas of their choosing. All members should contribute to the design part of the assignment.<br />
<br />
== Phase 1 ==<br />
<br />
The first phase is a 200-300 word informal, written proposal of what you intend to implement in your game: what you imagine your game doing. Your description should identify the objects in your game and include one or more illustrations of your design. The illustrations may be hand-drawn and scanned. Included in your illustrations should be a map of what you envisage the 3D world of your game will look like, with 3-dimensional coordinates of all of the major points in the world. Your map should include all of the "actors" (moving objects) in the world. You should identify the coordinates as realistically as possible, being aware that you may need to scale them up or down as you implement your design in code.<br />
<br />
Submit the written proposal on your wiki team-page under '''Proposal''' and '''Map of the World of the Game'''.<br />
<br />
Before continuing phase 1, please do the following<br />
# Read [[Hints for Using SVN to collaborate on school projects]]<br />
# Update your team's wiki page with your team's repository path information under '''Repo Path'''<br />
# Create a directory with your seneca id under the branch sub-directory of your team's repository. This will be your home directory for development; for details see: [http://zenit.senecac.on.ca/wiki/index.php/Hints_for_Using_SVN_to_collaborate_on_school_projects#Directory_Structure Directory Structure]<br />
# One of the team members should volunteer to export svn://zenit.senecac.on.ca/dpsgam/trunk/15-Controller into the trunk of your team's repository<br />
#: For hints see [[Hints for Using SVN to collaborate on school projects#Start_the_project_by_continuing_an_existing_work | Start the project by continuing an existing work]]<br />
<br />
Each team member should have their own successfully compiled version of the 15-Controller sample in their own workspace in the branch sub-directory of their team's repository.<br />
Branch submission path: svn://zenit.senecac.on.ca/dps901_103rep??/branches/SenecaID/15C <br />
<br />
: ''Start doing the above by branching the 15-Controller into svn://zenit.senecac.on.ca/dps901_103rep??/branches/SenecaID/15C. See here for help: [http://zenit.senecac.on.ca/wiki/index.php/Hints_for_Using_SVN_to_collaborate_on_school_projects#Preparing_Branches.2Fworkspace_for_development Preparing Branches/workspace for development]''<br />
<br />
<br />
The source code for the upgraded 15-Controller sample should include the following updates:<br />
* add your own name to the caption for the dialog box<br />
* change the window title to include the name of the team<br />
<br />
<br />
Merge all of the team members' 15C workspaces back to trunk so that the caption of the dialog box shows all of the names of the team members. See [http://zenit.senecac.on.ca/wiki/index.php/Hints_for_Using_SVN_to_collaborate_on_school_projects#Merging_your_work_back_to_trunk Merging your work back to trunk] for detail<br />
<br />
<br />
The purpose of this first phase of the project is twofold:<br />
* to define your game in both scope and detail and thereby to give your instructor some idea of your design: whether what you intend is too simple, too complex or about right<br />
* to ensure your instructor that you are ready to work with your own branch of your team's repository and ready to start modifying the framework to suit your team's design.<br />
Your submission should enable your instructor to give you feedback and to discuss your proposal in some detail.<br />
<br />
Your team should decide its own group to individual ratio for grading purposes and post the agreed ratio on its project page.<br />
<br />
Your team must arrange a time and date to meet with your instructor to discuss the proposal and to commit the different responsibilities of the team members. This meeting should take place no later than week 6 of the semester, preferably earlier.<br />
<br />
== Phase 2 ==<br />
<br />
The second phase releases a draft of your game without sound or input control. <br />
<br />
This is your last opportunity to amend your proposal, modify your design and obtain your instructor's approval to any changes.<br />
<br />
== Phase 3 ==<br />
<br />
The third phase presents your completed game with sound and input control to the class. Your presentation includes a demonstration of how the game plays along with an explanation of the innovative aspects that your team members have implemented. Each team has no more than 20 minutes to showcase its game.<br />
<br /><br />
<br /><br />
<br /><br />
<br />
= Some Suggested Upgrades to the Framework =<br />
<br />
The Framework in its final stage consists of 12,000 source lines of code. The Framework is only a starting point and fallback position for the design of your game. There are numerous opportunities to refactor different parts depending upon what your game requires and what your personal interests are. Decisions to focus on certain parts should reflect the areas with which you wish to become more familiar. Listed below are some areas that you should consider in deciding where to devote your energy. If you wish to add items to this list, consult your instructor.<br />
<br />
Each team will introduce its own upgrades to the Framework. The nature of these upgrades will vary from team to team. Each team member is responsible for a thorough understanding of at least one particular upgrade.<br />
<br />
Two upgrades are mandatory, while some are challenging:<br />
* mandatory upgrades are in '''bold'''<br />
* challenging upgrades are followed by an *<br />
<br />
== Modeling (Design Component) ==<br />
# '''game play logic'''<br />
# import a model script<br />
<br />
== Design Units (Scene Component) ==<br />
# '''design new objects for the scene'''<br />
# create billboards – clouds, smoke, vapor trails<br />
# add stock objects (requires changes to GraphicsCard Component also)<br />
# detect collisions between objects in a scene *<br />
<br />
== Viewpoints (Viewing Component) ==<br />
# comprehensive camera motion<br />
<br />
== 3D Graphics (GraphicsCard Component) ==<br />
# improve texturing<br />
# introduce fog, emissive light<br />
# create new graphics representation for new objects in the scene<br />
# implement an OpenGL 3.0 version *<br />
# use Direct2D for fonts *<br />
# replace Direct3D9 with Direct3D10 *<br />
# replace Direct3D9 with Direct3D11 *<br />
<br />
== Sound (SoundCard Component) ==<br />
# sound effects on buffers and optimizing performance<br />
# replace DirectMusic with DirectSound only<br />
# replace DirectMusic and DirectSound with Xaudio2 *<br />
# create an Open Audio version *<br />
<br />
== User Interface (Input and UserDialog Components) ==<br />
# improve controller input and user dialog<br />
# action mapping *<br />
# replace DirectInput with Xinput *<br />
<br />
== Framework (Cross-Component) ==<br />
# context – implement a database<br />
# save the current state of the model to a file and restore from a file<br />
# performance optimizations *</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=BTH740_Research_Essay_20103&diff=50387BTH740 Research Essay 201032010-11-20T19:27:56Z<p>Dhhodgin: /* Requirements For the Final Essay */</p>
<hr />
<div>{{BTH740 Index | 20103}}<br />
= How To Write a Research Essay=<br />
<br />
== Four Stages of Research ==<br />
* Thesis Statement<br />
* Research<br />
* Writing<br />
* Presentation<br />
<br />
<br />
== Thesis Statement==<br />
=== Requirements For the Final Essay===<br />
set by the instructor - what you need to know before starting to prepare the thesis statement<br />
* number of sources<br />
** primary >= 2<br />
** secondary >= 4<br />
** tertiary - summarize<br />
* length 1600-2400 words<br />
* late penalties 20%<br />
* timeline:<br />
** thesis statement - due October 18<br />
** preliminary research - due November 1<br />
** recording details - due November 8<br />
** writing - due November 22<br />
** publication - due November 25<br />
<br />
=== Narrowing the Focus ===<br />
select the topic<br />
* sources<br />
** encyclopedias<br />
** textbooks<br />
** dictionaries<br />
** videos<br />
* process<br />
** jot down ideas<br />
** discuss ideas<br />
** circle one that are of interest<br />
** select one from a short-list<br />
** select another as the alternative<br />
<br />
=== Searching for Sources ===<br />
create working bibliography<br />
* questions to answer<br />
** are there sufficient sources<br />
** is each one relevant to the focus<br />
** are the sources diverse<br />
** are the sources quality sources<br />
** are there twice as many sources as required<br />
* process<br />
** read<br />
*** abstracts<br />
*** conclusions<br />
*** reviews<br />
** balance<br />
*** books<br />
*** articles<br />
*** electronic<br />
*** audio-visual<br />
*** old<br />
*** new<br />
** list publication details accurately<br />
<br />
=== Defining the Purpose ===<br />
* single sentence plus keywords<br />
* discuss the thesis<br />
** discuss with two peers<br />
** refine the focus<br />
** define the scope<br />
* pose the research question<br />
** sufficient sources<br />
** narrow enough topic<br />
** avoid<br />
*** bibliographical<br />
*** narrative<br />
*** descriptive<br />
*** unfounded assumptions<br />
** how successful not why successful<br />
* formulate one precise sentence<br />
* task is to answer the question <- sole purpose<br />
* make short list of sub-tasks<br />
* identify keywords<br />
<br />
=== Submission ===<br />
* thesis statement<br />
* keywords<br />
* bibliography<br />
<br />
== Research ==<br />
<br />
=== Preparatory Readings ===<br />
purpose: rephrase the thesis statement<br />
* develop a fuller understanding of the topic<br />
* read some of the shorter sources<br />
* keep the research question in mind<br />
* rephrase your thesis<br />
<br />
=== Record Research Data ===<br />
purpose: create the research note record<br />
* maintain a well-balanced variety of source materials<br />
* question what you read and record continuously<br />
* read the ''prioritized'' sources carefully and in detail<br />
* analyze and select ideas and data related to your thesis<br />
* record all relevant information as research notes<br />
** for<br />
** against<br />
* review other sources for context, support and opposition<br />
* process<br />
** types of notes<br />
*** direct quotations<br />
*** personal insights<br />
*** paraphrases<br />
*** summarizations<br />
** method of documentation<br />
*** note<br />
*** page number<br />
*** source number<br />
** major questions to keep in mind<br />
*** does the note pertain to the thesis question<br />
*** should I reconsider the focus<br />
**** should I broaden the focus<br />
**** should I narrow the focus further<br />
<br />
=== Assemble and Prioritize ===<br />
purpose: create a flowing argument<br />
* assemble the notes into major groups<br />
* arrange the notes within each group in order<br />
* distinguish deductive, inductive, and abductive conclusions<br />
<br />
=== Submission ===<br />
* edited thesis statement<br />
* prioritized note record<br />
* outline of the argument<br />
<br />
== Writing ==<br />
=== Outline ===<br />
purpose: organize the flow<br />
* structure<br />
** introduction<br />
** body<br />
*** arguments<br />
** conclusion<br />
* process<br />
** retain results that pertain to the thesis<br />
** create a skeleton<br />
** use point form<br />
<br />
=== Rough Draft ===<br />
purpose: compose the argument in ascending order of importance/interest<br />
* preface<br />
** title<br />
** abstract<br />
** keywords<br />
* introduction<br />
** context<br />
** purpose<br />
** interpretations<br />
** thesis statement<br />
* body<br />
** each point is one paragraph<br />
* conclusion<br />
** sum up supporting points<br />
** no new information<br />
** one to three paragraphs<br />
* references<br />
** works cited<br />
<br />
=== Edit ===<br />
purpose: create final draft<br />
* check instructor's requirements<br />
** format<br />
** layout<br />
** 1st person or third person<br />
** style<br />
*** MLA (see Purdue OWL)<br />
**** Margins 1" all around excluding page numbers<br />
**** Times New Roman 12 point<br />
**** no justification, no hyphenation, double space, two spaces after a period<br />
**** no title page for a research paper<br />
**** sentence case your title no bold no period<br />
**** page numbering in upper right hand corner preceded by your last name<br />
**** secure your pages with a paper clip no plastic folders<br />
**** citations (Author pageNumber)<br />
**** works cited LastName, FirstName. ''Title.'' City:Publisher, Year.<br />
**** sites cited LastName, FirstName. ''Title.'' City:Publisher, Year. <http://www.xxx.org/xxx/>. Date of Access.<br />
**** interviews LastName, FirstName. Type of Interview. Date.<br />
**** list works cited in alphabetical order at the end of the paper starting on a new page<br />
*** APA (see Purdue OWL)<br />
**** citations (Author, Year, p.PageNumber)<br />
**** works cited LastName, FirstName. (Year). ''Title.'' City:Publisher.<br />
*** [http://www.chicagomanualofstyle.org/tools_citationguide.html Chicago]<br />
**** [http://www.chicagomanualofstyle.org/tools_citationguide.html citations and works cited]<br />
*** CBE<br />
**** [http://ctl.utsc.utoronto.ca/twc/sites/default/files/CSE.pdf citations and works cited]<br />
**** [http://www.lib.washington.edu/help/guides/42cbe.pdf citations and works cited]<br />
*** ACM<br />
**** [https://cs.senecac.on.ca/~bth740/pages/assignments/acm.pubform.doc SIG journal articles]<br />
* expression<br />
** argument flow<br />
** paragraphing<br />
*** circle the topic sentence in each<br />
** clarify your points<br />
** read out loud - use your auditory system - fix the jumps<br />
<br />
== Presentation/Publication ==<br />
* to be added later<br />
<br />
== Resources ==<br />
* General<br />
** [http://seneca.libguides.com/research Seneca College Library Research Help]<br />
* Writing Labs<br />
** [http://www.arts.uottawa.ca/writcent/hypergrammar/ U of O - Hypergrammar]<br />
** [http://owl.english.purdue.edu Owl at Purdue University]<br />
* Stylesheets<br />
** [http://www.mla.org/publications/style_faq MLA Style]<br />
** [http://nutsandbolts.washcoll.edu/mla.html Nuts and Bolts MLA Style]<br />
** [http://nutsandbolts.washcoll.edu/science.html Nuts and Bolts Science Style]<br />
** [http://www.councilscienceeditors.org/index.cfm Science Editors]<br />
* Classification<br />
** [http://www.acm.org/about/class/ccs98-html ACM Classification System]</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=User:Dhhodgin/pjsaccessability&diff=50191User:Dhhodgin/pjsaccessability2010-11-18T01:44:36Z<p>Dhhodgin: /* Big companies and others usage examples */</p>
<hr />
<div>{{BTH740 Index | 20103}}<br />
<br />
= Processing.js increases accessibility of visualizations on the web =<br />
[[User:dhhodgin | Daniel Hodgin]]<br />
<br /><br />
[mailto:dhhodgin.senecac.on.ca?sujbect=bth740_research email]<br />
<br />
= Thesis Statement =<br />
==== Thesis ====<br />
How successful have Processing.js and the HTML <audio> tag been at breaking down the accessibility barriers to creating visual and audible representations on the web?<br />
<br />
====Refined thesis====<br />
How successful have two recent audio-visual developments been at breaking down accessibility barriers on the web?<br />
<br />
==== Keywords ====<br />
Processing, Processing.js, Digital, Media, HTML5, Canvas, Visual, Animation, Audio<br />
<br />
==== Bibliography ====<br />
<br />
Fry, Ben. Visualizing Data. O'Reilly, 2007.<br />
<br />
Graham, Paul and Troy Weingart. "Processing language in introduction to computer science honors." December 2009. Journal of Computing Sciences in Colleges. 29 October 2010 <http://lcweb.senecac.on.ca:2126/citation.cfm?id=1629036.1629047&coll=GUIDE&dl=GUIDE&CFID=110753434&CFTOKEN=63331232#>.<br />
<br />
Hodgin, Robert. Flight 404. 2010. 28 October 2010 <http://www.flight404.com/version7/>.<br />
<br />
Humphrey, David. Bread and Circuits. 26 May 2010. 5 November 2010 <http://vocamus.net/dave/?p=1092>.<br />
<br />
Leung, Catherine and Andor Salga. "Enabling WebGL." May 2010. Proceedings of the 19th international Conference on World Wide Web. 28 October 2010 <http://lcweb.senecac.on.ca:2132/10.1145/1772690.1772933>.<br />
<br />
Long, Nguyen Hoang. "Web Visualization of Trajectory Data using Web Open Source Visualization Library." March 2010. http://www.itc.nl/. 28 October 2010 <http://www.itc.nl/library/papers_2010/msc/gfm/hoang.pdf>.<br />
<br />
Mozilla. Processing for the web. 3 December 2009. 18 October 2010 <https://wiki.mozilla.org/Education/Projects/ProcessingForTheWeb>.<br />
<br />
Procesingjs.org. Comparing native Processing & Processing.js. 2010. 18 October 2010 <http://processingjs.org/reference/articles/comparing-processing>.<br />
<br />
Processing. Processing. 2010. 18 October 2010 <http://www.processingjs.org/about>.<br />
<br />
Reas, Casey and Ben Fry. "Processing: programming for the media arts." 15 January 2005. 29 October 2010 <http://www.springerlink.com/content/d0g5745510252632/fulltext.pdf>.<br />
<br />
Shiffman, Daniel. Computational Design Mark Webster. 24 October 2010.<br />
<br />
Sloss, Eric. "Ben Fry finding methods of visualizing data accepts Nierenberg chair of design at Carnegie Mellon." August 2006. ACM SIGGRAPH Computer Graphics. 29 October 2010 <http://lcweb.senecac.on.ca:2132/10.1145/1181091.1181096>.<br />
<br />
Taylor, Dan. Top 10 examples of Data Visualization. 5 July 2009. 29 October 2010 <http://blog.turnthescrew.com/2009/07/top-10-examples-of-data-visualization/>.<br />
<br />
Wikipedia. Processing (programming language). 18 October 2010. 18 October 2010 <http://en.wikipedia.org/wiki/Processing_%28programming_language%29>.<br />
<br />
= Research Notes =<br />
<br />
==Background==<br />
Begin with background on processing project and language<br />
Casey Reas, and Ben Fry<br />
<br />
talk about processing.js port and purpose, processing.js panel, and meeting with Resig and Fry<br />
<br />
talk about audio background and work that's been done by Dave, Corban, Yuri, etc.<br />
<br />
discuss advantages of no plugins as compared to java or adobe flash and audio plugins<br />
<br />
==Discuss examples==<br />
Processing language in introduction to computer science honors.<br />
Processing.js used in teaching several courses in science, physics, design, digital art<br />
<br />
Daniel Shiffman video points<br />
<br />
WebGL component and examples<br />
<br />
Audio component and examples<br />
<br />
combinations of processing.js, audio, cubicVR, and webgl in projects<br />
<br />
Mozilla ties to the projects<br />
<br />
give examples of usage around the web in totally unrelated projects to Seneca or Mozilla<br />
<br />
==Big companies and others usage examples==<br />
IBM facebook, Mozilla fotn project, University teaching, Arcade Fire - wilderness downtown<br />
<br />
==My observations==<br />
observations about these examples and their impacts. discuss interviews and testimonials<br />
<br />
==Testimonials and interviews==<br />
sketchpad.cc<br />
<br />
==Conclusion==<br />
<br />
==TODO==<br />
source this into bibliography later: http://beadsjs.chrismorgan.info/</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Processing.js&diff=50170Processing.js2010-11-17T21:40:50Z<p>Dhhodgin: /* Project Contributor(s) */</p>
<hr />
<div>==Project Name ==<br />
<br />
Processing.js<br />
<br />
==Project Description ==<br />
<br />
Processing.js is a proposed Mozilla-sponsored project, its main purpose is to wrap Java-based language functions into Javascript. The purpose of this is to use visuals on the open web, using standard technologies such as JavaScript and Canvas.<br />
<br />
Read more about processing for the web [http://processing.org http://processing.org]<br />
<br />
Read more about Canvas [http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html]<br />
<br />
Read more about Drawing with Canvas [https://developer.mozilla.org/en/Drawing_Graphics_with_Canvas https://developer.mozilla.org/en/Drawing_Graphics_with_Canvas]<br />
<br />
Check out [http://9elements.com/io/projects/html5/canvas/ http://9elements.com/io/projects/html5/canvas/] for a cool visual.<br />
==Project Details==<br />
<br />
Processing is an open source programming language and environment for people who want to program images, animation, and interactions. Processing is an alternative to proprietary software tools in the same domain. <br />
<br />
Processing.js will:<br />
<br />
* enable Processing users to take advantage of the full power of the open web<br />
* serve as a forcing function to drive improvements in key aspects of Mozilla products and technologies, including; JavaScript, Camvas Functionality, applications of Bespin, Ubiquity, Multi-Touch and others<br />
<br />
Read more on the project [https://wiki.mozilla.org/Education/Projects/ProcessingForTheWeb Processing For The Web].<br />
<br />
'''Project Bugs & Tickets''' is [https://processing-js.lighthouseapp.com/projects/41284-processingjs/tickets?q=all here]<br />
<br />
==Project Leader(s) ==<br />
<br />
<br />
{| class="wikitable" style="text-align:center" border="1" cellpadding="2" width="500px"<br />
! Name/User Page !! Blog !! IRC Nick(s)<br />
|-<br />
| [[User:David.humphrey|David Humphrey]] || [http://vocamus.net/dave blog] || humph<br />
|-<br />
| Corban Brook || [http://weare.buildingsky.net/ blog] || corban<br />
|-<br />
| [[User:Anna.sobiepanek|Anna Sobiepanek]] || [http://annasob.wordpress.com/category/processing-js/ blog] || annasob<br />
|-<br />
|[[User:Asalga|Andor Salga]] || [http://asalga.wordpress.com/ blog] || asalga<br />
|-<br />
|[[User:ASydiK|Mickael Medel]] || [http://asydik.wordpress.com/category/professional/open-source/processing-js/ blog] || aSydiK<br />
|-<br />
|[[User:mlam19|Matthew Lam]] || [http://wobblyretroaction.blogspot.com/ blog] || mlam19<br />
|-<br />
|[[User:dhhodgin|Daniel Hodgin]] || [http://www.hodgin.ca/ blog] || dhodgin<br />
|-<br />
|[[User:dominic|Dominic Baranski]] || [http://www.dbaranski.net/ blog] || dcbarans<br />
|-<br />
|[[User:sdowne|Scott Downe]] || [http://scottdowne.blogspot.com blog] || scott<br />
|-<br />
|}<br />
<br />
==Project Contributor(s)==<br />
<br />
{| class="wikitable" style="text-align:center" border="1" cellpadding="2" width="500px"<br />
! Name/User Page !! Blog !! IRC Nick(s)<br />
|-<br />
| [[User:AbelAllison|Abel Allison]] || [http://blog.groovemechanic.net/ blog] || aallison<br />
|-<br />
| [[User:Andrewgrimo|Andrew Grimo]] || [http://andrewgrimo.wordpress.com/category/open-source/ blog] ||<br />
|-<br />
| [[User:eston|Eston Bond]] || [http://socialuxe.com/ blog] || eston<br />
|-<br />
| [[Minoo_processing|Minoo Ziaei]] || [http://minooz.wordpress.com/category/processing/ blog] || Minooz<br />
|-<br />
| Mike Kamermans || [http://projects.nihongoresources.com blog] || Pomax<br />
|-<br />
| Yury Delendik || || notmasteryet<br />
|}<br />
<br />
==Former Member(s) ==<br />
<br />
<br />
{| class="wikitable" style="text-align:center" border="1" cellpadding="2" width="500px"<br />
! Name/User Page !! Blog !! IRC Nick(s)<br />
|-<br />
|[[User:dliu53|Donghui Liu]] || [http://dliu53.wordpress.com/ blog] || dliu53<br />
|-<br />
|[[User:esin|Edward Sin]] || [http://minyxo.blogspot.com/ blog] || MinyXO<br />
|-<br />
|[[User:Tyrant911|Alex Londono]] || [http://tyrant911-processingdotjs.blogspot.com/ blog] || Tyrant911<br />
|-<br />
|[[User:Tiago|Tiago Moreira]] || [http://tiago.kamots.net/ blog] || Kamots<br />
|-<br />
|[[User:Jmchen|Jianming Chen]] || [http://jmchen11.wordpress.com/ blog] || jmchen11<br />
|-<br />
|[[User:Zbhuang1|Zhibin Huang]] || [http://zbhuang1.blogspot.com/ blog] || zbhuang1<br />
|-<br />
|[[User:tdao75|Thanh Dao]] || [http://tdao75.blogspot.com blog] || tdao75<br />
|}<br />
<br />
==Related Bugs==<br />
<br />
Canvas<br />
<ul><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=381930 Bug 381930] - No repaint inside very large canvas</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=370450 Bug 370450] - Safari "canvas" demonstration cause Minefield to hang while page is loaded</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=408372 Bug 408372] - &lt;canvas&gt; canvas animation is jerky on Firefox 3 beta 1, Linux x86_64</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=501677 Bug 501677] - Drawing lines in big Canvas don't work always</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=518173 Bug 518173] - webgl does not build on Darwin/X11 (bad gl.h)</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=411475 Bug 411475] - Canvas3D not working on Radeon 9250</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=488271 Bug 488271] - Examples crash with ATI on Vista</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=480993 Bug 480993] - Canvas 3D spec tests</li><br />
</ul><br />
<br />
WebGL<br />
<ul><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=520134 Bug 520134]</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=518894 Bug 518894]</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=518173 Bug 518173]</li><br />
</ul><br />
<br />
<br />
<br />
==Resources==<br />
<br />
===Tools===<br />
<br />
# Processing (Java) @ http://Processing.org<br />
# Processing JS code @ http://ProcessingJS.org<br />
# Minefield builds for WebGL (build your own or http://ftp.mozilla.org/pub/mozilla.org/firefox/nightly/latest-trunk/). See also Vlad's post on this: http://blog.vlad1.com/2009/09/18/webgl-in-firefox-nightly-builds/<br />
# Git, http://Github.com & a great video tutorial on Git @ http://peepcode.com/products/git<br />
# AlertThingy (can plug your Github repo rss feed in and get live updates when other users submit code) @ http://www.alertthingy.com/<br />
# HasCanvas, a Processing JS IDE @ http://HasCanvas.com<br />
<br />
===Learning===<br />
<br />
# [http://rhizome.org/editorial/2960 Recent interview] with creators of Processing about the language and its future<br />
# Download the Java version of Processing @ http://processing.org/download/<br />
# Look at what Processing Java is capable of @ http://processing.org/exhibition/<br />
# Look at what has been done with Processing JS so far @ http://processingjs.org/exhibition & @ http://hascanvas.com/#open-about<br />
# Read Processing articles "Getting Started" & "Coordiante System & Shapes" @ http://processing.org/learning/gettingstarted/ & @ http://processing.org/learning/drawing/<br />
# Experiment around with the Processing Java app, use the Basic Examples @ http://processing.org/learning/basics/ and make something cool, interesting, wacky, where-ever your experiment takes you.<br />
# Test whether you can re-create your sketch by copying your code to http://hasCanvas.com You can share your work so others can see what you have done, you can also use hasCanvas to embed your visualization in your web site / blog.<br />
# How to documentation for processing.js inconsistencies from java processing @ http://zenit.senecac.on.ca/wiki/index.php/Processing.js/HowTo<br />
<br />
==Conference Call==<br />
Up until the end of April, we will be doing conference calls with the processing.js developers on a weekly basis. We will post the links to the minutes here as well as any agendas, etc. <br />
===Call Details===<br />
Call will take place Thursdays at 5:15pm<br />
===Primary Dial-in Numbers===<br />
+1 416-848-3114 [ Extension 92, Conference# 7633 ] (Canada) <br><br />
+1 800-707-2533 [ Pin 369, Conference# 7633 ] (Canada/US Toll Free)<br />
<br />
===Agendas/Minutes===<br />
<br />
[[Processing.js/ConferenceCalls|Conference Call Meetings]]<br />
==Documentation==<br />
<br />
[[Processing.js/HowTo|Getting Started With Processing]]</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Processing.js&diff=50169Processing.js2010-11-17T21:40:28Z<p>Dhhodgin: /* Project Leader(s) */</p>
<hr />
<div>==Project Name ==<br />
<br />
Processing.js<br />
<br />
==Project Description ==<br />
<br />
Processing.js is a proposed Mozilla-sponsored project, its main purpose is to wrap Java-based language functions into Javascript. The purpose of this is to use visuals on the open web, using standard technologies such as JavaScript and Canvas.<br />
<br />
Read more about processing for the web [http://processing.org http://processing.org]<br />
<br />
Read more about Canvas [http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html]<br />
<br />
Read more about Drawing with Canvas [https://developer.mozilla.org/en/Drawing_Graphics_with_Canvas https://developer.mozilla.org/en/Drawing_Graphics_with_Canvas]<br />
<br />
Check out [http://9elements.com/io/projects/html5/canvas/ http://9elements.com/io/projects/html5/canvas/] for a cool visual.<br />
==Project Details==<br />
<br />
Processing is an open source programming language and environment for people who want to program images, animation, and interactions. Processing is an alternative to proprietary software tools in the same domain. <br />
<br />
Processing.js will:<br />
<br />
* enable Processing users to take advantage of the full power of the open web<br />
* serve as a forcing function to drive improvements in key aspects of Mozilla products and technologies, including; JavaScript, Camvas Functionality, applications of Bespin, Ubiquity, Multi-Touch and others<br />
<br />
Read more on the project [https://wiki.mozilla.org/Education/Projects/ProcessingForTheWeb Processing For The Web].<br />
<br />
'''Project Bugs & Tickets''' is [https://processing-js.lighthouseapp.com/projects/41284-processingjs/tickets?q=all here]<br />
<br />
==Project Leader(s) ==<br />
<br />
<br />
{| class="wikitable" style="text-align:center" border="1" cellpadding="2" width="500px"<br />
! Name/User Page !! Blog !! IRC Nick(s)<br />
|-<br />
| [[User:David.humphrey|David Humphrey]] || [http://vocamus.net/dave blog] || humph<br />
|-<br />
| Corban Brook || [http://weare.buildingsky.net/ blog] || corban<br />
|-<br />
| [[User:Anna.sobiepanek|Anna Sobiepanek]] || [http://annasob.wordpress.com/category/processing-js/ blog] || annasob<br />
|-<br />
|[[User:Asalga|Andor Salga]] || [http://asalga.wordpress.com/ blog] || asalga<br />
|-<br />
|[[User:ASydiK|Mickael Medel]] || [http://asydik.wordpress.com/category/professional/open-source/processing-js/ blog] || aSydiK<br />
|-<br />
|[[User:mlam19|Matthew Lam]] || [http://wobblyretroaction.blogspot.com/ blog] || mlam19<br />
|-<br />
|[[User:dhhodgin|Daniel Hodgin]] || [http://www.hodgin.ca/ blog] || dhodgin<br />
|-<br />
|[[User:dominic|Dominic Baranski]] || [http://www.dbaranski.net/ blog] || dcbarans<br />
|-<br />
|[[User:sdowne|Scott Downe]] || [http://scottdowne.blogspot.com blog] || scott<br />
|-<br />
|}<br />
<br />
==Project Contributor(s)==<br />
<br />
{| class="wikitable" style="text-align:center" border="1" cellpadding="2" width="500px"<br />
! Name/User Page !! Blog !! IRC Nick(s)<br />
|-<br />
| [[User:AbelAllison|Abel Allison]] || [http://blog.groovemechanic.net/ blog] || aallison<br />
|-<br />
| [[User:Andrewgrimo|Andrew Grimo]] || [http://andrewgrimo.wordpress.com/category/open-source/ blog] ||<br />
|-<br />
| [[User:eston|Eston Bond]] || [http://socialuxe.com/ blog] || eston<br />
|-<br />
| [[Minoo_processing|Minoo Ziaei]] || [http://minooz.wordpress.com/category/processing/ blog] || Minooz<br />
|-<br />
| Mike Kamermans || [http://projects.nihongoresources.com blog] || Pomax<br />
|-<br />
| Yury Delendik || || Notmasteryet<br />
|}<br />
<br />
==Former Member(s) ==<br />
<br />
<br />
{| class="wikitable" style="text-align:center" border="1" cellpadding="2" width="500px"<br />
! Name/User Page !! Blog !! IRC Nick(s)<br />
|-<br />
|[[User:dliu53|Donghui Liu]] || [http://dliu53.wordpress.com/ blog] || dliu53<br />
|-<br />
|[[User:esin|Edward Sin]] || [http://minyxo.blogspot.com/ blog] || MinyXO<br />
|-<br />
|[[User:Tyrant911|Alex Londono]] || [http://tyrant911-processingdotjs.blogspot.com/ blog] || Tyrant911<br />
|-<br />
|[[User:Tiago|Tiago Moreira]] || [http://tiago.kamots.net/ blog] || Kamots<br />
|-<br />
|[[User:Jmchen|Jianming Chen]] || [http://jmchen11.wordpress.com/ blog] || jmchen11<br />
|-<br />
|[[User:Zbhuang1|Zhibin Huang]] || [http://zbhuang1.blogspot.com/ blog] || zbhuang1<br />
|-<br />
|[[User:tdao75|Thanh Dao]] || [http://tdao75.blogspot.com blog] || tdao75<br />
|}<br />
<br />
==Related Bugs==<br />
<br />
Canvas<br />
<ul><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=381930 Bug 381930] - No repaint inside very large canvas</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=370450 Bug 370450] - Safari "canvas" demonstration cause Minefield to hang while page is loaded</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=408372 Bug 408372] - &lt;canvas&gt; canvas animation is jerky on Firefox 3 beta 1, Linux x86_64</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=501677 Bug 501677] - Drawing lines in big Canvas don't work always</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=518173 Bug 518173] - webgl does not build on Darwin/X11 (bad gl.h)</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=411475 Bug 411475] - Canvas3D not working on Radeon 9250</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=488271 Bug 488271] - Examples crash with ATI on Vista</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=480993 Bug 480993] - Canvas 3D spec tests</li><br />
</ul><br />
<br />
WebGL<br />
<ul><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=520134 Bug 520134]</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=518894 Bug 518894]</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=518173 Bug 518173]</li><br />
</ul><br />
<br />
<br />
<br />
==Resources==<br />
<br />
===Tools===<br />
<br />
# Processing (Java) @ http://Processing.org<br />
# Processing JS code @ http://ProcessingJS.org<br />
# Minefield builds for WebGL (build your own or http://ftp.mozilla.org/pub/mozilla.org/firefox/nightly/latest-trunk/). See also Vlad's post on this: http://blog.vlad1.com/2009/09/18/webgl-in-firefox-nightly-builds/<br />
# Git, http://Github.com & a great video tutorial on Git @ http://peepcode.com/products/git<br />
# AlertThingy (can plug your Github repo rss feed in and get live updates when other users submit code) @ http://www.alertthingy.com/<br />
# HasCanvas, a Processing JS IDE @ http://HasCanvas.com<br />
<br />
===Learning===<br />
<br />
# [http://rhizome.org/editorial/2960 Recent interview] with creators of Processing about the language and its future<br />
# Download the Java version of Processing @ http://processing.org/download/<br />
# Look at what Processing Java is capable of @ http://processing.org/exhibition/<br />
# Look at what has been done with Processing JS so far @ http://processingjs.org/exhibition & @ http://hascanvas.com/#open-about<br />
# Read Processing articles "Getting Started" & "Coordiante System & Shapes" @ http://processing.org/learning/gettingstarted/ & @ http://processing.org/learning/drawing/<br />
# Experiment around with the Processing Java app, use the Basic Examples @ http://processing.org/learning/basics/ and make something cool, interesting, wacky, where-ever your experiment takes you.<br />
# Test whether you can re-create your sketch by copying your code to http://hasCanvas.com You can share your work so others can see what you have done, you can also use hasCanvas to embed your visualization in your web site / blog.<br />
# How to documentation for processing.js inconsistencies from java processing @ http://zenit.senecac.on.ca/wiki/index.php/Processing.js/HowTo<br />
<br />
==Conference Call==<br />
Up until the end of April, we will be doing conference calls with the processing.js developers on a weekly basis. We will post the links to the minutes here as well as any agendas, etc. <br />
===Call Details===<br />
Call will take place Thursdays at 5:15pm<br />
===Primary Dial-in Numbers===<br />
+1 416-848-3114 [ Extension 92, Conference# 7633 ] (Canada) <br><br />
+1 800-707-2533 [ Pin 369, Conference# 7633 ] (Canada/US Toll Free)<br />
<br />
===Agendas/Minutes===<br />
<br />
[[Processing.js/ConferenceCalls|Conference Call Meetings]]<br />
==Documentation==<br />
<br />
[[Processing.js/HowTo|Getting Started With Processing]]</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Processing.js&diff=50168Processing.js2010-11-17T21:38:33Z<p>Dhhodgin: /* Project Contributor(s) */</p>
<hr />
<div>==Project Name ==<br />
<br />
Processing.js<br />
<br />
==Project Description ==<br />
<br />
Processing.js is a proposed Mozilla-sponsored project, its main purpose is to wrap Java-based language functions into Javascript. The purpose of this is to use visuals on the open web, using standard technologies such as JavaScript and Canvas.<br />
<br />
Read more about processing for the web [http://processing.org http://processing.org]<br />
<br />
Read more about Canvas [http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html]<br />
<br />
Read more about Drawing with Canvas [https://developer.mozilla.org/en/Drawing_Graphics_with_Canvas https://developer.mozilla.org/en/Drawing_Graphics_with_Canvas]<br />
<br />
Check out [http://9elements.com/io/projects/html5/canvas/ http://9elements.com/io/projects/html5/canvas/] for a cool visual.<br />
==Project Details==<br />
<br />
Processing is an open source programming language and environment for people who want to program images, animation, and interactions. Processing is an alternative to proprietary software tools in the same domain. <br />
<br />
Processing.js will:<br />
<br />
* enable Processing users to take advantage of the full power of the open web<br />
* serve as a forcing function to drive improvements in key aspects of Mozilla products and technologies, including; JavaScript, Camvas Functionality, applications of Bespin, Ubiquity, Multi-Touch and others<br />
<br />
Read more on the project [https://wiki.mozilla.org/Education/Projects/ProcessingForTheWeb Processing For The Web].<br />
<br />
'''Project Bugs & Tickets''' is [https://processing-js.lighthouseapp.com/projects/41284-processingjs/tickets?q=all here]<br />
<br />
==Project Leader(s) ==<br />
<br />
<br />
{| class="wikitable" style="text-align:center" border="1" cellpadding="2" width="500px"<br />
! Name/User Page !! Blog !! IRC Nick(s)<br />
|-<br />
| [[User:David.humphrey|David Humphrey]] || [http://vocamus.net/dave blog] || humph<br />
|-<br />
| [[User:Anna.sobiepanek|Anna Sobiepanek]] || [http://annasob.wordpress.com/category/processing-js/ blog] || annasob<br />
|-<br />
|[[User:Asalga|Andor Salga]] || [http://asalga.wordpress.com/ blog] || asalga<br />
|-<br />
|[[User:ASydiK|Mickael Medel]] || [http://asydik.wordpress.com/category/professional/open-source/processing-js/ blog] || aSydiK<br />
|-<br />
|[[User:mlam19|Matthew Lam]] || [http://wobblyretroaction.blogspot.com/ blog] || mlam19<br />
|-<br />
|[[User:dhhodgin|Daniel Hodgin]] || [http://www.hodgin.ca/ blog] || dhodgin<br />
|-<br />
|[[User:dominic|Dominic Baranski]] || [http://www.dbaranski.net/ blog] || dcbarans<br />
|-<br />
|[[User:sdowne|Scott Downe]] || [http://scottdowne.blogspot.com blog] || scott<br />
|-<br />
|}<br />
<br />
==Project Contributor(s)==<br />
<br />
{| class="wikitable" style="text-align:center" border="1" cellpadding="2" width="500px"<br />
! Name/User Page !! Blog !! IRC Nick(s)<br />
|-<br />
| [[User:AbelAllison|Abel Allison]] || [http://blog.groovemechanic.net/ blog] || aallison<br />
|-<br />
| [[User:Andrewgrimo|Andrew Grimo]] || [http://andrewgrimo.wordpress.com/category/open-source/ blog] ||<br />
|-<br />
| [[User:eston|Eston Bond]] || [http://socialuxe.com/ blog] || eston<br />
|-<br />
| [[Minoo_processing|Minoo Ziaei]] || [http://minooz.wordpress.com/category/processing/ blog] || Minooz<br />
|-<br />
| Mike Kamermans || [http://projects.nihongoresources.com blog] || Pomax<br />
|-<br />
| Yury Delendik || || Notmasteryet<br />
|}<br />
<br />
==Former Member(s) ==<br />
<br />
<br />
{| class="wikitable" style="text-align:center" border="1" cellpadding="2" width="500px"<br />
! Name/User Page !! Blog !! IRC Nick(s)<br />
|-<br />
|[[User:dliu53|Donghui Liu]] || [http://dliu53.wordpress.com/ blog] || dliu53<br />
|-<br />
|[[User:esin|Edward Sin]] || [http://minyxo.blogspot.com/ blog] || MinyXO<br />
|-<br />
|[[User:Tyrant911|Alex Londono]] || [http://tyrant911-processingdotjs.blogspot.com/ blog] || Tyrant911<br />
|-<br />
|[[User:Tiago|Tiago Moreira]] || [http://tiago.kamots.net/ blog] || Kamots<br />
|-<br />
|[[User:Jmchen|Jianming Chen]] || [http://jmchen11.wordpress.com/ blog] || jmchen11<br />
|-<br />
|[[User:Zbhuang1|Zhibin Huang]] || [http://zbhuang1.blogspot.com/ blog] || zbhuang1<br />
|-<br />
|[[User:tdao75|Thanh Dao]] || [http://tdao75.blogspot.com blog] || tdao75<br />
|}<br />
<br />
==Related Bugs==<br />
<br />
Canvas<br />
<ul><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=381930 Bug 381930] - No repaint inside very large canvas</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=370450 Bug 370450] - Safari "canvas" demonstration cause Minefield to hang while page is loaded</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=408372 Bug 408372] - &lt;canvas&gt; canvas animation is jerky on Firefox 3 beta 1, Linux x86_64</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=501677 Bug 501677] - Drawing lines in big Canvas don't work always</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=518173 Bug 518173] - webgl does not build on Darwin/X11 (bad gl.h)</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=411475 Bug 411475] - Canvas3D not working on Radeon 9250</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=488271 Bug 488271] - Examples crash with ATI on Vista</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=480993 Bug 480993] - Canvas 3D spec tests</li><br />
</ul><br />
<br />
WebGL<br />
<ul><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=520134 Bug 520134]</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=518894 Bug 518894]</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=518173 Bug 518173]</li><br />
</ul><br />
<br />
<br />
<br />
==Resources==<br />
<br />
===Tools===<br />
<br />
# Processing (Java) @ http://Processing.org<br />
# Processing JS code @ http://ProcessingJS.org<br />
# Minefield builds for WebGL (build your own or http://ftp.mozilla.org/pub/mozilla.org/firefox/nightly/latest-trunk/). See also Vlad's post on this: http://blog.vlad1.com/2009/09/18/webgl-in-firefox-nightly-builds/<br />
# Git, http://Github.com & a great video tutorial on Git @ http://peepcode.com/products/git<br />
# AlertThingy (can plug your Github repo rss feed in and get live updates when other users submit code) @ http://www.alertthingy.com/<br />
# HasCanvas, a Processing JS IDE @ http://HasCanvas.com<br />
<br />
===Learning===<br />
<br />
# [http://rhizome.org/editorial/2960 Recent interview] with creators of Processing about the language and its future<br />
# Download the Java version of Processing @ http://processing.org/download/<br />
# Look at what Processing Java is capable of @ http://processing.org/exhibition/<br />
# Look at what has been done with Processing JS so far @ http://processingjs.org/exhibition & @ http://hascanvas.com/#open-about<br />
# Read Processing articles "Getting Started" & "Coordiante System & Shapes" @ http://processing.org/learning/gettingstarted/ & @ http://processing.org/learning/drawing/<br />
# Experiment around with the Processing Java app, use the Basic Examples @ http://processing.org/learning/basics/ and make something cool, interesting, wacky, where-ever your experiment takes you.<br />
# Test whether you can re-create your sketch by copying your code to http://hasCanvas.com You can share your work so others can see what you have done, you can also use hasCanvas to embed your visualization in your web site / blog.<br />
# How to documentation for processing.js inconsistencies from java processing @ http://zenit.senecac.on.ca/wiki/index.php/Processing.js/HowTo<br />
<br />
==Conference Call==<br />
Up until the end of April, we will be doing conference calls with the processing.js developers on a weekly basis. We will post the links to the minutes here as well as any agendas, etc. <br />
===Call Details===<br />
Call will take place Thursdays at 5:15pm<br />
===Primary Dial-in Numbers===<br />
+1 416-848-3114 [ Extension 92, Conference# 7633 ] (Canada) <br><br />
+1 800-707-2533 [ Pin 369, Conference# 7633 ] (Canada/US Toll Free)<br />
<br />
===Agendas/Minutes===<br />
<br />
[[Processing.js/ConferenceCalls|Conference Call Meetings]]<br />
==Documentation==<br />
<br />
[[Processing.js/HowTo|Getting Started With Processing]]</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Processing.js&diff=50167Processing.js2010-11-17T21:38:20Z<p>Dhhodgin: /* Project Contributor(s) */</p>
<hr />
<div>==Project Name ==<br />
<br />
Processing.js<br />
<br />
==Project Description ==<br />
<br />
Processing.js is a proposed Mozilla-sponsored project, its main purpose is to wrap Java-based language functions into Javascript. The purpose of this is to use visuals on the open web, using standard technologies such as JavaScript and Canvas.<br />
<br />
Read more about processing for the web [http://processing.org http://processing.org]<br />
<br />
Read more about Canvas [http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html]<br />
<br />
Read more about Drawing with Canvas [https://developer.mozilla.org/en/Drawing_Graphics_with_Canvas https://developer.mozilla.org/en/Drawing_Graphics_with_Canvas]<br />
<br />
Check out [http://9elements.com/io/projects/html5/canvas/ http://9elements.com/io/projects/html5/canvas/] for a cool visual.<br />
==Project Details==<br />
<br />
Processing is an open source programming language and environment for people who want to program images, animation, and interactions. Processing is an alternative to proprietary software tools in the same domain. <br />
<br />
Processing.js will:<br />
<br />
* enable Processing users to take advantage of the full power of the open web<br />
* serve as a forcing function to drive improvements in key aspects of Mozilla products and technologies, including; JavaScript, Camvas Functionality, applications of Bespin, Ubiquity, Multi-Touch and others<br />
<br />
Read more on the project [https://wiki.mozilla.org/Education/Projects/ProcessingForTheWeb Processing For The Web].<br />
<br />
'''Project Bugs & Tickets''' is [https://processing-js.lighthouseapp.com/projects/41284-processingjs/tickets?q=all here]<br />
<br />
==Project Leader(s) ==<br />
<br />
<br />
{| class="wikitable" style="text-align:center" border="1" cellpadding="2" width="500px"<br />
! Name/User Page !! Blog !! IRC Nick(s)<br />
|-<br />
| [[User:David.humphrey|David Humphrey]] || [http://vocamus.net/dave blog] || humph<br />
|-<br />
| [[User:Anna.sobiepanek|Anna Sobiepanek]] || [http://annasob.wordpress.com/category/processing-js/ blog] || annasob<br />
|-<br />
|[[User:Asalga|Andor Salga]] || [http://asalga.wordpress.com/ blog] || asalga<br />
|-<br />
|[[User:ASydiK|Mickael Medel]] || [http://asydik.wordpress.com/category/professional/open-source/processing-js/ blog] || aSydiK<br />
|-<br />
|[[User:mlam19|Matthew Lam]] || [http://wobblyretroaction.blogspot.com/ blog] || mlam19<br />
|-<br />
|[[User:dhhodgin|Daniel Hodgin]] || [http://www.hodgin.ca/ blog] || dhodgin<br />
|-<br />
|[[User:dominic|Dominic Baranski]] || [http://www.dbaranski.net/ blog] || dcbarans<br />
|-<br />
|[[User:sdowne|Scott Downe]] || [http://scottdowne.blogspot.com blog] || scott<br />
|-<br />
|}<br />
<br />
==Project Contributor(s)==<br />
<br />
{| class="wikitable" style="text-align:center" border="1" cellpadding="2" width="500px"<br />
! Name/User Page !! Blog !! IRC Nick(s)<br />
|-<br />
| [[User:AbelAllison|Abel Allison]] || [http://blog.groovemechanic.net/ blog] || aallison<br />
|-<br />
| [[User:Andrewgrimo|Andrew Grimo]] || [http://andrewgrimo.wordpress.com/category/open-source/ blog] ||<br />
|-<br />
| [[User:eston|Eston Bond]] || [http://socialuxe.com/ blog] || eston<br />
|-<br />
| [[Minoo_processing|Minoo Ziaei]] || [http://minooz.wordpress.com/category/processing/ blog] || Minooz<br />
|-<br />
| Mike Kamermans || [http://projects.nihongoresources.com blog] || Pomax<br />
|-<br />
| Yury Delendrik || || Notmasteryet<br />
|}<br />
<br />
==Former Member(s) ==<br />
<br />
<br />
{| class="wikitable" style="text-align:center" border="1" cellpadding="2" width="500px"<br />
! Name/User Page !! Blog !! IRC Nick(s)<br />
|-<br />
|[[User:dliu53|Donghui Liu]] || [http://dliu53.wordpress.com/ blog] || dliu53<br />
|-<br />
|[[User:esin|Edward Sin]] || [http://minyxo.blogspot.com/ blog] || MinyXO<br />
|-<br />
|[[User:Tyrant911|Alex Londono]] || [http://tyrant911-processingdotjs.blogspot.com/ blog] || Tyrant911<br />
|-<br />
|[[User:Tiago|Tiago Moreira]] || [http://tiago.kamots.net/ blog] || Kamots<br />
|-<br />
|[[User:Jmchen|Jianming Chen]] || [http://jmchen11.wordpress.com/ blog] || jmchen11<br />
|-<br />
|[[User:Zbhuang1|Zhibin Huang]] || [http://zbhuang1.blogspot.com/ blog] || zbhuang1<br />
|-<br />
|[[User:tdao75|Thanh Dao]] || [http://tdao75.blogspot.com blog] || tdao75<br />
|}<br />
<br />
==Related Bugs==<br />
<br />
Canvas<br />
<ul><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=381930 Bug 381930] - No repaint inside very large canvas</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=370450 Bug 370450] - Safari "canvas" demonstration cause Minefield to hang while page is loaded</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=408372 Bug 408372] - &lt;canvas&gt; canvas animation is jerky on Firefox 3 beta 1, Linux x86_64</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=501677 Bug 501677] - Drawing lines in big Canvas don't work always</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=518173 Bug 518173] - webgl does not build on Darwin/X11 (bad gl.h)</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=411475 Bug 411475] - Canvas3D not working on Radeon 9250</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=488271 Bug 488271] - Examples crash with ATI on Vista</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=480993 Bug 480993] - Canvas 3D spec tests</li><br />
</ul><br />
<br />
WebGL<br />
<ul><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=520134 Bug 520134]</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=518894 Bug 518894]</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=518173 Bug 518173]</li><br />
</ul><br />
<br />
<br />
<br />
==Resources==<br />
<br />
===Tools===<br />
<br />
# Processing (Java) @ http://Processing.org<br />
# Processing JS code @ http://ProcessingJS.org<br />
# Minefield builds for WebGL (build your own or http://ftp.mozilla.org/pub/mozilla.org/firefox/nightly/latest-trunk/). See also Vlad's post on this: http://blog.vlad1.com/2009/09/18/webgl-in-firefox-nightly-builds/<br />
# Git, http://Github.com & a great video tutorial on Git @ http://peepcode.com/products/git<br />
# AlertThingy (can plug your Github repo rss feed in and get live updates when other users submit code) @ http://www.alertthingy.com/<br />
# HasCanvas, a Processing JS IDE @ http://HasCanvas.com<br />
<br />
===Learning===<br />
<br />
# [http://rhizome.org/editorial/2960 Recent interview] with creators of Processing about the language and its future<br />
# Download the Java version of Processing @ http://processing.org/download/<br />
# Look at what Processing Java is capable of @ http://processing.org/exhibition/<br />
# Look at what has been done with Processing JS so far @ http://processingjs.org/exhibition & @ http://hascanvas.com/#open-about<br />
# Read Processing articles "Getting Started" & "Coordiante System & Shapes" @ http://processing.org/learning/gettingstarted/ & @ http://processing.org/learning/drawing/<br />
# Experiment around with the Processing Java app, use the Basic Examples @ http://processing.org/learning/basics/ and make something cool, interesting, wacky, where-ever your experiment takes you.<br />
# Test whether you can re-create your sketch by copying your code to http://hasCanvas.com You can share your work so others can see what you have done, you can also use hasCanvas to embed your visualization in your web site / blog.<br />
# How to documentation for processing.js inconsistencies from java processing @ http://zenit.senecac.on.ca/wiki/index.php/Processing.js/HowTo<br />
<br />
==Conference Call==<br />
Up until the end of April, we will be doing conference calls with the processing.js developers on a weekly basis. We will post the links to the minutes here as well as any agendas, etc. <br />
===Call Details===<br />
Call will take place Thursdays at 5:15pm<br />
===Primary Dial-in Numbers===<br />
+1 416-848-3114 [ Extension 92, Conference# 7633 ] (Canada) <br><br />
+1 800-707-2533 [ Pin 369, Conference# 7633 ] (Canada/US Toll Free)<br />
<br />
===Agendas/Minutes===<br />
<br />
[[Processing.js/ConferenceCalls|Conference Call Meetings]]<br />
==Documentation==<br />
<br />
[[Processing.js/HowTo|Getting Started With Processing]]</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Processing.js&diff=50166Processing.js2010-11-17T21:36:56Z<p>Dhhodgin: /* Project Contributor(s) */</p>
<hr />
<div>==Project Name ==<br />
<br />
Processing.js<br />
<br />
==Project Description ==<br />
<br />
Processing.js is a proposed Mozilla-sponsored project, its main purpose is to wrap Java-based language functions into Javascript. The purpose of this is to use visuals on the open web, using standard technologies such as JavaScript and Canvas.<br />
<br />
Read more about processing for the web [http://processing.org http://processing.org]<br />
<br />
Read more about Canvas [http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html]<br />
<br />
Read more about Drawing with Canvas [https://developer.mozilla.org/en/Drawing_Graphics_with_Canvas https://developer.mozilla.org/en/Drawing_Graphics_with_Canvas]<br />
<br />
Check out [http://9elements.com/io/projects/html5/canvas/ http://9elements.com/io/projects/html5/canvas/] for a cool visual.<br />
==Project Details==<br />
<br />
Processing is an open source programming language and environment for people who want to program images, animation, and interactions. Processing is an alternative to proprietary software tools in the same domain. <br />
<br />
Processing.js will:<br />
<br />
* enable Processing users to take advantage of the full power of the open web<br />
* serve as a forcing function to drive improvements in key aspects of Mozilla products and technologies, including; JavaScript, Camvas Functionality, applications of Bespin, Ubiquity, Multi-Touch and others<br />
<br />
Read more on the project [https://wiki.mozilla.org/Education/Projects/ProcessingForTheWeb Processing For The Web].<br />
<br />
'''Project Bugs & Tickets''' is [https://processing-js.lighthouseapp.com/projects/41284-processingjs/tickets?q=all here]<br />
<br />
==Project Leader(s) ==<br />
<br />
<br />
{| class="wikitable" style="text-align:center" border="1" cellpadding="2" width="500px"<br />
! Name/User Page !! Blog !! IRC Nick(s)<br />
|-<br />
| [[User:David.humphrey|David Humphrey]] || [http://vocamus.net/dave blog] || humph<br />
|-<br />
| [[User:Anna.sobiepanek|Anna Sobiepanek]] || [http://annasob.wordpress.com/category/processing-js/ blog] || annasob<br />
|-<br />
|[[User:Asalga|Andor Salga]] || [http://asalga.wordpress.com/ blog] || asalga<br />
|-<br />
|[[User:ASydiK|Mickael Medel]] || [http://asydik.wordpress.com/category/professional/open-source/processing-js/ blog] || aSydiK<br />
|-<br />
|[[User:mlam19|Matthew Lam]] || [http://wobblyretroaction.blogspot.com/ blog] || mlam19<br />
|-<br />
|[[User:dhhodgin|Daniel Hodgin]] || [http://www.hodgin.ca/ blog] || dhodgin<br />
|-<br />
|[[User:dominic|Dominic Baranski]] || [http://www.dbaranski.net/ blog] || dcbarans<br />
|-<br />
|[[User:sdowne|Scott Downe]] || [http://scottdowne.blogspot.com blog] || scott<br />
|-<br />
|}<br />
<br />
==Project Contributor(s)==<br />
<br />
{| class="wikitable" style="text-align:center" border="1" cellpadding="2" width="500px"<br />
! Name/User Page !! Blog !! IRC Nick(s)<br />
|-<br />
| [[User:AbelAllison|Abel Allison]] || [http://blog.groovemechanic.net/ blog] || aallison<br />
|-<br />
| [[User:Andrewgrimo|Andrew Grimo]] || [http://andrewgrimo.wordpress.com/category/open-source/ blog] ||<br />
|-<br />
| [[User:eston|Eston Bond]] || [http://socialuxe.com/ blog] || eston<br />
|-<br />
| [[Minoo_processing|Minoo Ziaei]] || [http://minooz.wordpress.com/category/processing/ blog] || Minooz<br />
|-<br />
| Mike Kamermans || [http://projects.nihongoresources.com blog] || Pomax<br />
|-<br />
| || || Notmasteryet<br />
|}<br />
<br />
==Former Member(s) ==<br />
<br />
<br />
{| class="wikitable" style="text-align:center" border="1" cellpadding="2" width="500px"<br />
! Name/User Page !! Blog !! IRC Nick(s)<br />
|-<br />
|[[User:dliu53|Donghui Liu]] || [http://dliu53.wordpress.com/ blog] || dliu53<br />
|-<br />
|[[User:esin|Edward Sin]] || [http://minyxo.blogspot.com/ blog] || MinyXO<br />
|-<br />
|[[User:Tyrant911|Alex Londono]] || [http://tyrant911-processingdotjs.blogspot.com/ blog] || Tyrant911<br />
|-<br />
|[[User:Tiago|Tiago Moreira]] || [http://tiago.kamots.net/ blog] || Kamots<br />
|-<br />
|[[User:Jmchen|Jianming Chen]] || [http://jmchen11.wordpress.com/ blog] || jmchen11<br />
|-<br />
|[[User:Zbhuang1|Zhibin Huang]] || [http://zbhuang1.blogspot.com/ blog] || zbhuang1<br />
|-<br />
|[[User:tdao75|Thanh Dao]] || [http://tdao75.blogspot.com blog] || tdao75<br />
|}<br />
<br />
==Related Bugs==<br />
<br />
Canvas<br />
<ul><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=381930 Bug 381930] - No repaint inside very large canvas</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=370450 Bug 370450] - Safari "canvas" demonstration cause Minefield to hang while page is loaded</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=408372 Bug 408372] - &lt;canvas&gt; canvas animation is jerky on Firefox 3 beta 1, Linux x86_64</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=501677 Bug 501677] - Drawing lines in big Canvas don't work always</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=518173 Bug 518173] - webgl does not build on Darwin/X11 (bad gl.h)</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=411475 Bug 411475] - Canvas3D not working on Radeon 9250</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=488271 Bug 488271] - Examples crash with ATI on Vista</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=480993 Bug 480993] - Canvas 3D spec tests</li><br />
</ul><br />
<br />
WebGL<br />
<ul><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=520134 Bug 520134]</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=518894 Bug 518894]</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=518173 Bug 518173]</li><br />
</ul><br />
<br />
<br />
<br />
==Resources==<br />
<br />
===Tools===<br />
<br />
# Processing (Java) @ http://Processing.org<br />
# Processing JS code @ http://ProcessingJS.org<br />
# Minefield builds for WebGL (build your own or http://ftp.mozilla.org/pub/mozilla.org/firefox/nightly/latest-trunk/). See also Vlad's post on this: http://blog.vlad1.com/2009/09/18/webgl-in-firefox-nightly-builds/<br />
# Git, http://Github.com & a great video tutorial on Git @ http://peepcode.com/products/git<br />
# AlertThingy (can plug your Github repo rss feed in and get live updates when other users submit code) @ http://www.alertthingy.com/<br />
# HasCanvas, a Processing JS IDE @ http://HasCanvas.com<br />
<br />
===Learning===<br />
<br />
# [http://rhizome.org/editorial/2960 Recent interview] with creators of Processing about the language and its future<br />
# Download the Java version of Processing @ http://processing.org/download/<br />
# Look at what Processing Java is capable of @ http://processing.org/exhibition/<br />
# Look at what has been done with Processing JS so far @ http://processingjs.org/exhibition & @ http://hascanvas.com/#open-about<br />
# Read Processing articles "Getting Started" & "Coordiante System & Shapes" @ http://processing.org/learning/gettingstarted/ & @ http://processing.org/learning/drawing/<br />
# Experiment around with the Processing Java app, use the Basic Examples @ http://processing.org/learning/basics/ and make something cool, interesting, wacky, where-ever your experiment takes you.<br />
# Test whether you can re-create your sketch by copying your code to http://hasCanvas.com You can share your work so others can see what you have done, you can also use hasCanvas to embed your visualization in your web site / blog.<br />
# How to documentation for processing.js inconsistencies from java processing @ http://zenit.senecac.on.ca/wiki/index.php/Processing.js/HowTo<br />
<br />
==Conference Call==<br />
Up until the end of April, we will be doing conference calls with the processing.js developers on a weekly basis. We will post the links to the minutes here as well as any agendas, etc. <br />
===Call Details===<br />
Call will take place Thursdays at 5:15pm<br />
===Primary Dial-in Numbers===<br />
+1 416-848-3114 [ Extension 92, Conference# 7633 ] (Canada) <br><br />
+1 800-707-2533 [ Pin 369, Conference# 7633 ] (Canada/US Toll Free)<br />
<br />
===Agendas/Minutes===<br />
<br />
[[Processing.js/ConferenceCalls|Conference Call Meetings]]<br />
==Documentation==<br />
<br />
[[Processing.js/HowTo|Getting Started With Processing]]</div>Dhhodginhttps://wiki.cdot.senecacollege.ca/w/index.php?title=Processing.js&diff=50165Processing.js2010-11-17T21:35:41Z<p>Dhhodgin: /* Project Contributor(s) */</p>
<hr />
<div>==Project Name ==<br />
<br />
Processing.js<br />
<br />
==Project Description ==<br />
<br />
Processing.js is a proposed Mozilla-sponsored project, its main purpose is to wrap Java-based language functions into Javascript. The purpose of this is to use visuals on the open web, using standard technologies such as JavaScript and Canvas.<br />
<br />
Read more about processing for the web [http://processing.org http://processing.org]<br />
<br />
Read more about Canvas [http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html]<br />
<br />
Read more about Drawing with Canvas [https://developer.mozilla.org/en/Drawing_Graphics_with_Canvas https://developer.mozilla.org/en/Drawing_Graphics_with_Canvas]<br />
<br />
Check out [http://9elements.com/io/projects/html5/canvas/ http://9elements.com/io/projects/html5/canvas/] for a cool visual.<br />
==Project Details==<br />
<br />
Processing is an open source programming language and environment for people who want to program images, animation, and interactions. Processing is an alternative to proprietary software tools in the same domain. <br />
<br />
Processing.js will:<br />
<br />
* enable Processing users to take advantage of the full power of the open web<br />
* serve as a forcing function to drive improvements in key aspects of Mozilla products and technologies, including; JavaScript, Camvas Functionality, applications of Bespin, Ubiquity, Multi-Touch and others<br />
<br />
Read more on the project [https://wiki.mozilla.org/Education/Projects/ProcessingForTheWeb Processing For The Web].<br />
<br />
'''Project Bugs & Tickets''' is [https://processing-js.lighthouseapp.com/projects/41284-processingjs/tickets?q=all here]<br />
<br />
==Project Leader(s) ==<br />
<br />
<br />
{| class="wikitable" style="text-align:center" border="1" cellpadding="2" width="500px"<br />
! Name/User Page !! Blog !! IRC Nick(s)<br />
|-<br />
| [[User:David.humphrey|David Humphrey]] || [http://vocamus.net/dave blog] || humph<br />
|-<br />
| [[User:Anna.sobiepanek|Anna Sobiepanek]] || [http://annasob.wordpress.com/category/processing-js/ blog] || annasob<br />
|-<br />
|[[User:Asalga|Andor Salga]] || [http://asalga.wordpress.com/ blog] || asalga<br />
|-<br />
|[[User:ASydiK|Mickael Medel]] || [http://asydik.wordpress.com/category/professional/open-source/processing-js/ blog] || aSydiK<br />
|-<br />
|[[User:mlam19|Matthew Lam]] || [http://wobblyretroaction.blogspot.com/ blog] || mlam19<br />
|-<br />
|[[User:dhhodgin|Daniel Hodgin]] || [http://www.hodgin.ca/ blog] || dhodgin<br />
|-<br />
|[[User:dominic|Dominic Baranski]] || [http://www.dbaranski.net/ blog] || dcbarans<br />
|-<br />
|[[User:sdowne|Scott Downe]] || [http://scottdowne.blogspot.com blog] || scott<br />
|-<br />
|}<br />
<br />
==Project Contributor(s)==<br />
<br />
{| class="wikitable" style="text-align:center" border="1" cellpadding="2" width="500px"<br />
! Name/User Page !! Blog !! IRC Nick(s)<br />
|-<br />
| [[User:AbelAllison|Abel Allison]] || [http://blog.groovemechanic.net/ blog] || aallison<br />
|-<br />
| [[User:Andrewgrimo|Andrew Grimo]] || [http://andrewgrimo.wordpress.com/category/open-source/ blog] ||<br />
|-<br />
| [[User:eston|Eston Bond]] || [http://socialuxe.com/ blog] || eston<br />
|-<br />
| [[Minoo_processing|Minoo Ziaei]] || [http://minooz.wordpress.com/category/processing/ blog] || Minooz<br />
|-<br />
| Mike Kamermans || [http://projects.nihongoresources.com blog] || Pomax<br />
|}<br />
<br />
==Former Member(s) ==<br />
<br />
<br />
{| class="wikitable" style="text-align:center" border="1" cellpadding="2" width="500px"<br />
! Name/User Page !! Blog !! IRC Nick(s)<br />
|-<br />
|[[User:dliu53|Donghui Liu]] || [http://dliu53.wordpress.com/ blog] || dliu53<br />
|-<br />
|[[User:esin|Edward Sin]] || [http://minyxo.blogspot.com/ blog] || MinyXO<br />
|-<br />
|[[User:Tyrant911|Alex Londono]] || [http://tyrant911-processingdotjs.blogspot.com/ blog] || Tyrant911<br />
|-<br />
|[[User:Tiago|Tiago Moreira]] || [http://tiago.kamots.net/ blog] || Kamots<br />
|-<br />
|[[User:Jmchen|Jianming Chen]] || [http://jmchen11.wordpress.com/ blog] || jmchen11<br />
|-<br />
|[[User:Zbhuang1|Zhibin Huang]] || [http://zbhuang1.blogspot.com/ blog] || zbhuang1<br />
|-<br />
|[[User:tdao75|Thanh Dao]] || [http://tdao75.blogspot.com blog] || tdao75<br />
|}<br />
<br />
==Related Bugs==<br />
<br />
Canvas<br />
<ul><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=381930 Bug 381930] - No repaint inside very large canvas</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=370450 Bug 370450] - Safari "canvas" demonstration cause Minefield to hang while page is loaded</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=408372 Bug 408372] - &lt;canvas&gt; canvas animation is jerky on Firefox 3 beta 1, Linux x86_64</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=501677 Bug 501677] - Drawing lines in big Canvas don't work always</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=518173 Bug 518173] - webgl does not build on Darwin/X11 (bad gl.h)</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=411475 Bug 411475] - Canvas3D not working on Radeon 9250</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=488271 Bug 488271] - Examples crash with ATI on Vista</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=480993 Bug 480993] - Canvas 3D spec tests</li><br />
</ul><br />
<br />
WebGL<br />
<ul><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=520134 Bug 520134]</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=518894 Bug 518894]</li><br />
<li>[https://bugzilla.mozilla.org/show_bug.cgi?id=518173 Bug 518173]</li><br />
</ul><br />
<br />
<br />
<br />
==Resources==<br />
<br />
===Tools===<br />
<br />
# Processing (Java) @ http://Processing.org<br />
# Processing JS code @ http://ProcessingJS.org<br />
# Minefield builds for WebGL (build your own or http://ftp.mozilla.org/pub/mozilla.org/firefox/nightly/latest-trunk/). See also Vlad's post on this: http://blog.vlad1.com/2009/09/18/webgl-in-firefox-nightly-builds/<br />
# Git, http://Github.com & a great video tutorial on Git @ http://peepcode.com/products/git<br />
# AlertThingy (can plug your Github repo rss feed in and get live updates when other users submit code) @ http://www.alertthingy.com/<br />
# HasCanvas, a Processing JS IDE @ http://HasCanvas.com<br />
<br />
===Learning===<br />
<br />
# [http://rhizome.org/editorial/2960 Recent interview] with creators of Processing about the language and its future<br />
# Download the Java version of Processing @ http://processing.org/download/<br />
# Look at what Processing Java is capable of @ http://processing.org/exhibition/<br />
# Look at what has been done with Processing JS so far @ http://processingjs.org/exhibition & @ http://hascanvas.com/#open-about<br />
# Read Processing articles "Getting Started" & "Coordiante System & Shapes" @ http://processing.org/learning/gettingstarted/ & @ http://processing.org/learning/drawing/<br />
# Experiment around with the Processing Java app, use the Basic Examples @ http://processing.org/learning/basics/ and make something cool, interesting, wacky, where-ever your experiment takes you.<br />
# Test whether you can re-create your sketch by copying your code to http://hasCanvas.com You can share your work so others can see what you have done, you can also use hasCanvas to embed your visualization in your web site / blog.<br />
# How to documentation for processing.js inconsistencies from java processing @ http://zenit.senecac.on.ca/wiki/index.php/Processing.js/HowTo<br />
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==Conference Call==<br />
Up until the end of April, we will be doing conference calls with the processing.js developers on a weekly basis. We will post the links to the minutes here as well as any agendas, etc. <br />
===Call Details===<br />
Call will take place Thursdays at 5:15pm<br />
===Primary Dial-in Numbers===<br />
+1 416-848-3114 [ Extension 92, Conference# 7633 ] (Canada) <br><br />
+1 800-707-2533 [ Pin 369, Conference# 7633 ] (Canada/US Toll Free)<br />
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===Agendas/Minutes===<br />
<br />
[[Processing.js/ConferenceCalls|Conference Call Meetings]]<br />
==Documentation==<br />
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[[Processing.js/HowTo|Getting Started With Processing]]</div>Dhhodgin