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			<title><![CDATA[Protected panoramas using actionscript3. Finally, it is alive and kicking!]]></title>
			<link>http://www.actionscript.org/resources/blogs/32/Protected-panoramas-using-actionscript3-Finally-it-is-alive-and-kicking.html</link>
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<p><font size="2">Hi, in my spare time I been working in a quite interesting project, it is
related with publishing properties in the cold-rusty real estate market,
slideshow tours, panorama tours and all of them fully interactive, the website is live.</font></p>

<p><font size="2">At this moment there are many companies offering 360 panoramic online tours,
some of them using quicktime player, others using java, other using flash and
(papervision, away3d, etc)... Which one is the best? It depends on what you&#08217re
trying to achieve and how quick you want to develop it. I believe that all
these people who are working with panoramas are doing their photography job
really well (which is perhaps the most important part of a panorama tour) but many
of them are forgetting one really important thing &#08220PROTECT THEIR PICTURES &#08221,
they make a huge effort taking pictures and investing in equipment and probably
others are using their pictures with similar purposes and for free (it happens
quite often in the real estate market), a bit unfair, where are the photographer
rights? During my research process I found in some places duplicated panoramas,
people are stealing pictures and reusing them in different websites, the
question is: What is the most we can do to prevent that? put our name or
company name as part of JPEG content? hmmmm&#08230 actually there is something even
more interesting that we can do. Take a look on what we have done for
protecting panoramas pictures on <a href="http://www.panoramastreet.com,/">http://www.panoramastreet.com,</a>
there are not watermarks or content that could disturb the user&#08217s view, even
less advertising. Here is the link to the panorama tour demo <a href="http://www.panoramastreet.com/live/Demos/DEMO_VV1/">http://www.panoramastreet.com/live/Demos/DEMO_VV1/</a>
and take a look on one of the pictures how it looks like outside the tour: <a href="http://www.panoramastreet.com/live/Demos/DEMO_VV1/pics/lrfront.jpg">http://www.panoramastreet.com/live/Demos/DEMO_VV1/pics/lrfront.jpg</a><o:p></o:p></font></p>

<p><font size="2">It is a quite complex algorithm for reconstructing image data on the fly, if
you&#08217re interested to find out more about how does it work just let me know,
cheers!<o:p></o:p></font></p>

]]></description>
			<author>no@spam.com (Alex Nino)</author>
			<pubDate><![CDATA[Wed, 26 Aug 2009 00:00:00 CDT]]></pubDate>
			<guid isPermaLink="true">http://www.actionscript.org/resources/blogs/32/Protected-panoramas-using-actionscript3-Finally-it-is-alive-and-kicking.html</guid>
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			<title><![CDATA[WebDU 2009 - Day-two Keynote]]></title>
			<link>http://www.actionscript.org/resources/blogs/30/WebDU-2009---Day-two-Keynote.html</link>
			<description><![CDATA[I missed this morning&#08217s Microsoft Mobile session on account of a late night and my extremely comfortable hotel bed. Listening to my alarm go off at 6:30am, I made the snap and instantly gratifying decision to stay asleep and wandered into Star City just as today&#08217s  Keynote was about to begin around 9:00am.<br/><br/>Again, like yesterday, the keynote was not given by only one person but was a two hours session spread over 3 speakers, and no-one from Adobe! Not that I don&#08217t like Adobe, but they have a big presence at this conference and I wanted to hear a little more from the others, and that&#08217s what we got. Entitled &#08216Meet the Makers&#08217, the session was given representatives of Yahoo, Google and Microsoft and was really high energy and interesting. The three guys they had presenting (more detail in a sec) were all very slick and were obviously used to touting the wares of their respective firms at events just like this. Nevertheless, I was happy that they mostly managed to avoid this turning into a sales pitch and got down to laying some info on us.<br/><br/>Alan Noble, Engineering Director for Google Australia and New Zealand gave a run through of Google&#08217s offerings in the online space. He mentioned the company&#08217s focus, and success, with open source and mentioned that it is the openness of the underlying technology (the internets) that has been the cornerstone of their success. Google certainly have opened up a lot of API&#08217s over the last few years (Maps for Javascript, Maps for Flash, Earth, Search, Docs, Adsense to name the ones I can name off the top of my head) and I for one have sort of taken them a bit for granted - I suppose we should feel lucky that we have a Google to keep giving us nice things. Is there a price? I&#08217m not sure. Being a developer I really like all the stuff they do and I&#08217m not too worried about privacy. One delegate asked the prickly &#08216what are you doing with all of my data once it is in the cloud&#08217 question but the response was typically diplomatic - you can opt in or out, and anyway, they would be stupid to misuse user data. What would it do to Google&#08217s reputation if they began using your personal data in an evil way? They would lose the trust that they desperately need to make their services successful and that would be a disaster for them. Alan noted that all Google are trying to do is advance the internet to a better place - to make information more readily and easily accessible, and to make it easier for us to make websites and applications and make some money from ads if we like.<br/><br/>Next up was Neil Wilkinson from Yahoo. Sorry, Wilk. Or something. He didn&#08217t seem that into using his real name. Nice guy. Wilks came to talk about Yahoo&#08217s offerings in terms of online services and APIs. I like the look of the YUI Grid Builder, a CSS layout generator (and I have been really impressed with some of the other YUI stuff, particularly the rich-text editor that I have integrated into Drupal in the past), but he spent most of his talk telling us about and showing us examples of YQL, Yahoo&#08217s new query language for extracting data from APIs. It&#08217s cool in that it allows you to chain together queries that select rows of data out of their search, geolocation service, and flickr. This is is way easier for mashing together data from multiple sources because you can write some very SQL like code and avoid doing a whole bunch of custom Javascript.<br/><br/>The third speaker was Michael Kordahi from Microsoft. What a bundle of energy. This guy puts the &#08216enthusiastic&#08217 into &#08216he was a really enthusiastic presenter&#08217 (he also provided the he, was, a, really, and presenter). His chat was about user experience from Microsoft&#08217s perspective and he was able to illustrate that with a whole range of their products, notably  Silverlight, Surface and X-Box (and X-Box Live).<br/><br/>I culled a bunch of quotable quotes from Michael&#08217s talk, but I&#08217m not sure of his original sources. Here&#08217s a few anyway:<br/><br/>&#08216User experience = market differentiation&#08217<br/>&#08216The speed of your UI != The speed of your connection&#08217<br/>&#08216it&#08217s not what the software does, it&#08217s what the user does&#08217<br/><br/>Clearly, Microsoft are starting to think a lot more about how their user&#08217s feel about their products not only from the perspective of what they do, but also how they do them and how that feels. I&#08217m certain that they always did care but even moreso now, when they see the effect that Apple&#08217s aesthetic appeal has created in the market, and the way their rich user experience in products like the iPhone and iPod have spun off into lots of sales and successful tie-ins (app store). The new Silverlight is one area where I think this attitude toward user experience will pay off, as it has some great looking features for working with images, video and 3D that will rightly give Flash something to compete against.<br/><br/>It was excellent to hear all this stuff first hand from these three major players.<br/>]]></description>
			<author>no@spam.com (Gerard Mason)</author>
			<pubDate><![CDATA[Fri, 22 May 2009 00:00:00 CDT]]></pubDate>
			<guid isPermaLink="true">http://www.actionscript.org/resources/blogs/30/WebDU-2009---Day-two-Keynote.html</guid>
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			<title><![CDATA[WebDU 2009 Day One]]></title>
			<link>http://www.actionscript.org/resources/blogs/29/WebDU-2009-Day-One.html</link>
			<description><![CDATA[This morning and this afternoon at WebDU 2009 saw sessions on Flex, Mobile, User Experience, Online/Desktop AIR applications, Information Architecture and perspective Google Maps.<br/><br/>After the keynote I took it easy and soaked in bits and pieces. Last time around I was careful to choose sessions and sit them through from beginning to end. This time, I think that when something is getting a little tiring, I might perhaps quietly sneak into another session so I can get a nice broad experience. With that in mind, I dipped into Dale Rankine&#08217s session on Flash for Mobiles. There are so many different kinds of phones and platforms, I get pretty confused, and it is good that people like Dale exist. He demoed some methods of getting Flash Lite content onto his Nokia phone, and spoke briefly about the open screen project. Surprisingly, it took until the last minute of the session for someone to ask him about Flash for the iPhone but unsurprsingly, he gave us nothing.<br/><br/>Speaking of which, you just wouldn&#08217t believe how many iPhones I saw this morning.*<br/><br/>After that I dipped into Carly Gooch&#08217s session on skinning Flex components. Now, I&#08217m not really into Flex and some time into the session I decided to check out twitter and noticed the groundswell of positive tweets eminating from Simon Reid&#08217s session entitled &#08216The Digital Art of Pencil and Paper&#08217. I love the title and Simon was a great speaker. He was speaking about methods for designing end user experiences without computers. Sketching was an obvious one but it wasn&#08217t so much Simon&#08217s suggestion that we eschew the laptop in favour of the pencil that made his talk worthwhile, it was his &#08216out of the box&#08217 suggestions for capturing and generating ideas to design experiences. For example, he suggested sitting behind end user&#08217s while they worked to capture subtleties in their workflow, and also staring at media such as newspapers and magazines and attempting to fit an interface idea to the content (&#08216force fit&#08217 I think was his term). I&#08217m probably not doing his talk justice with these comments, but it was just really great to hear a voice from somewhere outside of the norm in terms of designing these experiences sharing his ideas and I gained a lot from it. Should&#08217ve gotten in there from the start. Bugger.<br/><br/>After (delicious) lunch (with card tricks, see picture) I caught Michael Plank&#08217s discussion on simultaneous development of online and desktop apps using Flash and AIR. I was pleasantly surprised at his simple technique of using conditional compilation with the command line compiler and the rest of his talk was considered and practical. <br/><img title="" alt="" src="http://www.actionscript.org/resources/content_images/473/IMG_5350.jpg" align="Baseline" border="0" height="240" hspace="10" vspace="10" width="320"/><br/>Probably my favourite session for the day was by Google&#08217s Mike Jones. Mike spoke about some new innovations in the Google Maps API for Flash. I don&#08217t know why, we&#08217ve seen Google Maps before and the FLash API has been around for a while but Mike was a very knowledgeable speaker and the features he demoed - most notable 3D rotations of the map - were very exciting and my mind was ticking over long after. I&#08217m not sure why more games haven&#08217t been made using the maps Flash API so maybe that&#08217s a job for someone out there.<br/><br/>Time for a beer and some food!<br/><br/>*lots.<br/>]]></description>
			<author>no@spam.com (Gerard Mason)</author>
			<pubDate><![CDATA[Thu, 21 May 2009 00:00:00 CDT]]></pubDate>
			<guid isPermaLink="true">http://www.actionscript.org/resources/blogs/29/WebDU-2009-Day-One.html</guid>
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			<title><![CDATA[WebDU 2009 Keynote]]></title>
			<link>http://www.actionscript.org/resources/blogs/28/WebDU-2009-Keynote.html</link>
			<description><![CDATA[Thanks to Jesse at actionscript.org I am once again attending the WebDU web technology conference in Sydney. I was here in 2008 and was very excited about returning to see and hear from people in the industry about the latest products, techniques and projects currently happening in the field.<br/><br/>I arrived at Star City this morning a little bleary eyed but a quick cup of outrageously strong catering-style coffee gave me the kick in the pants I needed to enjoy the keynote presented by Mike Chambers from Adobe, the chief Evangelist for the Flash Platform. Mike focussed mainly on AIR and web-based Flash and showed us some examples of people doing interesting things with the Flash Platform. Notably, he demoed some Augmented Reality examples using PaperVision 3D and the AR Toolkit (I think). These were real candy-type applications, the kind of thing a company might use as interactive bait to attract people to their site - the <a  href="http://ge.ecomagination.com/smartgrid">GE SmartGrid</a> and another one that lets you create and animate a 3D sasquatch, all online and creating rich experiences using the webcam.<br/><br/><img title="" alt="" src="http://www.actionscript.org/resources/content_images/473/IMG_5339.jpg" align="Left" border="0" height="320" hspace="10" vspace="0" width="240"/>Mike also demoed two projects from the New York Times - the first a photojournalism <a  href="http://lens.blogs.nytimes.com/">blog</a> which was a really slick online experience. I wish newspapers in Australia gave this kind of first-class treatment to their photojournalism because it is a really engaging and intuitive way to digest news and events online.  The second a desktop application using AIR called the New York Times Reader, that was basically a digital version of the newspaper that utilised the new text rendering engine in Flash Player 10 to create a better reader experience for the paper than can be represented on the traditional webpage. To complement this, Andrew Spaulding from Adobe demoed an online/desktop app created (by one guy) with Adobe AIR. This was a music service (sponsored by Sony) that used a slick tie-in between the online service and the desktop app by allowing users to buy songs and videos online and have them available for playing on their desktop or in the browser.<br/><br/>These are great demos, however I reckon there is a bit of a problem with the proprietary players being used in the two AIR examples in that, if I get a digital subscription to the NY Times or buy songs and videos from the aforementioned online service, can I view that media on anything else other than the supplied applications? For the newspaper, not so bad because once news is read once, it is rarely revisited (although they do cache it all in the app, which is great). But in the case of the desktop media player, well, I generally consume my music and videos on my laptop using iTunes, and I&#08217m pretty happy with it. Do I really want or need another media player on my computer? I will need to chase down Andrew and find out if those videos and mp3&#08217s are available for use across any app I choose, because for me and suspect a few others, that&#08217s a bit of a deal breaker.<br/><br/><img title="" alt="" src="http://www.actionscript.org/resources/content_images/473/IMG_5344.jpg" align="Left" border="0" height="240" hspace="10" vspace="0" width="320"/>Steven Heintz from Adobe was the third speaker for the keynote (I think this keynote should&#08217ve been credited as being delivered by Adobe, because Mike Chambers was only a small part of the show!) and he gave us a demo and first preview of Flash Catalyst for Windows. It was a slick demo and the workflow for creating interactive experiences quickly from artwork (PS, AI) looked really attractive for lots of users. He showed us how to make an application using just Flash Catalyst with data entered directly into the IDE, and then he also took the same app and hooked up the components to web services using Flash Builder. This would be great for designer friends of mine who would like a better way of creating simple apps from their artwork with a better workflow than is currently available using the Flash IDE and artwork tools, but also allows nerds to get in there and hook up dynamic data if need be. Excellent.<br/><br/>Terry Ryan was the fourth speaker from Adobe, and he was talking about Cold Fusion but I have absolutely no right to comment on that! I know nothing about Cold Fusion, I&#08217ve always been a PHP guy and I&#08217m comfortable with that. Terry mentioned some new features for the upcoming new release of Cold Fusion and a new Eclipse-based IDE called Bolt (those Abode people loves the Eclipse don&#08217t they...) which looked good. Someone behind was gasping like it was 1967 and she had just seen John Lennon every time he mentioned a new feature. I like John Lennon, he is my favorite Beatle. Maybe I should use Cold Fusion...<br/><br/>So that was it for this year&#08217s Keynote. Not quite as spectacular as last year (where they were showing off new apps from the unreleased-at-that-time CS4 package) but still interesting and exciting enough to keep me happy and eager to try some of that stuff out! Alas though, no superhero intros...<br/>]]></description>
			<author>no@spam.com (Gerard Mason)</author>
			<pubDate><![CDATA[Wed, 20 May 2009 00:00:00 CDT]]></pubDate>
			<guid isPermaLink="true">http://www.actionscript.org/resources/blogs/28/WebDU-2009-Keynote.html</guid>
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			<title><![CDATA[FITC Day 3: Cool Japanese Stuff]]></title>
			<link>http://www.actionscript.org/resources/blogs/27/FITC-Day-3-Cool-Japanese-Stuff.html</link>
			<description><![CDATA[ There were two sessions at FITC Toronto about cool Japanese Stuff, entitled &#08220Cool Japanese Stuff: Side A&#08221 and &#08220Cool Japanese Stuff: Side B.&#08221 There was cool stuff at both, but for now I&#08217m going to focus on side B. 
<p><b>The first speaker was <a  href="http://saqoosha.net/">Tomohiko Koyama</a></b>, who works at <a  href="http://katamari.co.jp/">Katamari Inc.</a> His full presentation, as well as links to all the awesome stuff he mentions, are available <a  href="http://saqoosha.net/en/fitc/">here</a>. Tomohiko is responsible for <a  href="http://www.libspark.org/wiki/saqoosha/FLARToolKit/en">FLARToolkit</a>, a truly amazing implementation of <a  href="http://en.wikipedia.org/wiki/Augmented_reality">augmented reality</a> in AS3. I really can&#08217t believe this works so well in quaint little Flash. (It definitely wouldn&#08217t have worked in AS2.) What it does is attach simulated 3D objects to real-time images fed in via web-cam. The user holds a telltale post card or something he printed out with distinct visual characteristics, and the Flash movie will attach to that object and render 3D objects on top of it in real time. For some amazing implementations, see <a  href="http://ge.ecomagination.com/smartgrid/#/augmented_reality">this</a> or <a  href="http://09.aid-dcc.com/">this</a>.</p>
<p>Tomohiko explained that AR has been huge in Japan for the past few years, mainly on <a  href="http://www.nicovideo.jp/index.php">Nico Nico Douga</a>, Japan&#08217s answer to YouTube; unfortunately the previous incarnations of AR did not run in the browser, so Tomohiko set out to achieve browser-based AR. FLARToolkit is actually a port of a C++ framework called ARToolkit. ARToolkit was ported to Java, which in turn was ported to AS3 by Tomohiko and his friends at Katamari Inc. It can be used with a variety of popular Flash 3D engines, including Papervision, Away3D, and Sandy.</p>
<p>Tomohiko went into a quick code demo, showing how it&#08217s <b>extremely easy</b> to code something up. He&#08217s able to attach a cube in just two or three lines of code. Wow! I for one am definitely going to make some games out of this. You should too. You can download an English-language starter kit with everything you need at <a  href="http://saqoosha.net/en/flartoolkit/start-up-guide/">http://saqoosha.net/en/flartoolkit/start-up-guide/</a>. FLARToolkit is available for free GPL license if your code is open source; otherwise there&#08217s a (pricey) commercial license available from <a  href="http://artoolworks.com/Home.html">ARToolworks</a>.</p>
<p><b>The other speaker was Yoshihiro Shindo</b>, from <a  href="http://www.be-interactive.org/">BeInteractive</a>. Yoshihiro is responsible for <a  href="http://www.libspark.org/">Spark Project</a>, &#08220Japan&#08217s largest AS3 community.&#08221 Yoshihiro, 20 years old, was introduced as the youngest FITC speaker ever. He says that he would rather code ActionScript than eat. </p>
<p>Spark Project is an open-souce Flash community, public svn repositories and all, whose motto is, &#08220Be happy by sharing source code and knowhow with everyone.&#08221 A nicer sentiment I did not encounter in all of FITC. Spark Project has over 200 open-source AS projects currently shared, which go all over the map in terms of functionality. FLARToolkit, for one, is on there. Yoshihiro also demoed Sazameki, a powerful-looking audio processing library that both generates and processes waveforms; Frocessing, an AS3 drawing library that behaves like Processing; and BetweenAS3, an impressive new tweening engine.</p>
<p>BetweenAS3 appears to be powerful, fast, and lightweight&#08212the holy triad of tweening engines. BetweenAS3 offers tween processing (reverse, slice, faster/slower, parallel tweening), complete tween control (freely move beteeen &#08220frames&#08221 of the tween), action integration (execute commands within a tween), great performance, and low memory usage. Yoshihiro demoed a particle tween simulation with tens of thousands of pixels tweening simultaneously, and BetweenAS3 blew the competition (Tweener, TweenMax, several others) out of the water, in terms of frame rate and memory. I salivated. Unfortunately, BetweenAS3 hasn&#08217t quite released yet, but you are welcome to access the svn repository <a  href="http://www.libspark.org/svn/as3/BetweenAS3/">here</a>. Check it out, branch it, check in fixes&#08212all is encouraged! You gotta love that.</p>]]></description>
			<author>no@spam.com (David R. Lorentz)</author>
			<pubDate><![CDATA[Sun, 03 May 2009 00:00:00 CDT]]></pubDate>
			<guid isPermaLink="true">http://www.actionscript.org/resources/blogs/27/FITC-Day-3-Cool-Japanese-Stuff.html</guid>
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			<title><![CDATA[FITC Day 3: Dimension Wars]]></title>
			<link>http://www.actionscript.org/resources/blogs/26/FITC-Day-3-Dimension-Wars.html</link>
			<description><![CDATA[
<p>I attended an interesting talk today called &#08220Dimension Wars: Bridging the Gap between 2D and 3D in Flash,&#08221 from a couple of guys from <a href="http://www.firstbornmultimedia.com/">Firstborn</a> in NYC, Eric Decker, Jens Fischer, and Dan Lacivita. The focus of this session was the different ways Firstborn has produced experiences that <i style="mso-bidi-font-style: normal">seem<u> </u></i>3D&#08212whether that means true 3D or fancy 2D depends on the project. The one point that these guys were extremely careful to make is that they never decide at the outset of a project whether they will be working in 3D or using any specific technology. Instead, they first work out the idea, <i style="mso-bidi-font-style: normal">then</i> they figure out what technology best supports this idea. Makes sense. 
<p>The talk starts out with several demos of &#08220fake&#08221 3D:</p>
<ul style="MARGIN-TOP: 0in" type="circle">
<li style="mso-list: l0 level1 lfo1">For starters, a swf in which a light source follows the mouse and casts shadows from spheres. It looks 3D, but the swf is literally just rotating and scaling simple movie clips that represent the shadows, based on a simple calculation of the relative mouse position. 
</li><li style="mso-list: l0 level1 lfo1">Next, a simple game in which you toss fish to a polar bear. The fish and the polar bear are indeed 3D objects, rendered as static sprites, and placed into a non-3D environment. The illusion of depth is created by simply making the Polar bear (in the background) small relative to the fish (starting in the foreground). When the fish is tossed, its y-position follows a sine curve, and its size scales down, giving the illusion of 3D motion.</li></ul>
<p>Pretty damn simple, and a hell of a lot less work than Papervision. Keep this in mind as you think about your own 3D projects.</p>
<p>The Firstborn guys then talked about a couple of different real 3D frameworks available to Flash developers. They emphasized that Papervision is not always the best tool for the job, contrary to the beliefs of a wide swath of intimidated Flash developers; it really depends on what you want to do. An alternative is <a href="http://five3d.mathieu-badimon.com/">FIVe3D</a>, <span> </span>which stands for Flash Interactive Vector 3D.<span style="FONT-SIZE: 11pt; LINE-HEIGHT: 115%; FONT-FAMILY: 'Calibri','sans-serif'; mso-fareast-font-family: PMingLiU; mso-bidi-  mso-ansi-language: EN-US; mso-fareast-language: ZH-TW; mso-bidi-language: AR-SA"></span></p><span style="FONT-SIZE: 11pt; LINE-HEIGHT: 115%; FONT-FAMILY: 'Calibri','sans-serif'; mso-fareast-font-family: PMingLiU; mso-bidi-  mso-ansi-language: EN-US; mso-fareast-language: ZH-TW; mso-bidi-language: AR-SA">This vector-based 3D framework is totally open-source and pretty easy to use. The entire system is vector-based, with 3D objects made up of vertices, linear vector connectors, and Bezier curves. These vector-based constructions will seem very familiar to Flash developers, only in 3D instead of 2D. In fact, much of the syntax mirrors regular AS3 syntax&#08212for instance, there&#08217s <i style="mso-bidi-font-style: normal">Sprite3D</i> instead of <i style="mso-bidi-font-style: normal">Sprite</i>, there&#08217s a <i style="mso-bidi-font-style: normal">graphics3D</i> property instead of <i style="mso-bidi-font-style: normal">graphics</i>, and so forth. From my perspective, it looks like FIVe3D is a great option for generating lots of 3D visuals programatically; Papervision may be a better choice for certain kinds of project that rely on lots of 3D modeling.</span> 
</p>]]></description>
			<author>no@spam.com (David R. Lorentz)</author>
			<pubDate><![CDATA[Sun, 03 May 2009 00:00:00 CDT]]></pubDate>
			<guid isPermaLink="true">http://www.actionscript.org/resources/blogs/26/FITC-Day-3-Dimension-Wars.html</guid>
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			<title><![CDATA[FITC Day 2: Running a Freelance Business]]></title>
			<link>http://www.actionscript.org/resources/blogs/25/FITC-Day-2-Running-a-Freelance-Business.html</link>
			<description><![CDATA[
<p>Another very interesting session today involved a panel of successful web development entrepreneurs from Canada: <a href="http://www.lakestreet.ca/">Dana DiTomaso</a>, <a href="http://www.gadzala.com/">Kendra Gadzala</a>, <a href="http://www.nadinelessio.com/">Nadine Lessio</a>, and <a href="http://bitchwhocodes.com/">Stacey Mulcahy</a>. Much of the tax and business stuff was meaningless to a non-Canadian like me, but there were plenty of gems elsewhere, such as the following:
<ul style="MARGIN-TOP: 0in" type="disc">
<li style="mso-list: l0 level1 lfo1">You need a good accountant. This sentence was spoken by the various panelists at least 5 or 6 times. Even if you&#08217re just getting started, you need to get serious and have an accountant. Otherwise you&#08217ll either get burned, or do your taxes all wrong, or end up spending money that isn&#08217t actually yours. Accountants can also give you advice on issues like whether or not to incorporate. 
</li><li style="mso-list: l0 level1 lfo1">How do you know if you have a good accountant? You won&#08217t know, until there&#08217s an accounting crisis. Hmmm. 
</li><li style="mso-list: l0 level1 lfo1">Contracts. Lots of talk about them. The panelists are in the convenient position of drafting up their own contracts, which I guess is the norm for most web development, though for me doing Flash games, my experience is that the contract usually comes in boilerplate form from the client. Either way you can always make changes to the contract. Here are some of their pointers: 
</li><ul style="MARGIN-TOP: 0in" type="circle"><li style="mso-list: l0 level2 lfo1">Pay close attention to the IP&#08212who owns it? Who owns the code? If the client wants the IP or code, make sure you&#08217re charging them extra for it. Otherwise, be clear that you&#08217re keeping it. 
</li><li style="mso-list: l0 level2 lfo1">Add a clause about what your IP and assets can be used for. If you don&#08217t want your art to be seen in print or on T-shirts, for example, make clear that it&#08217s only to be used on the web in the context you delivered it. 
</li><li style="mso-list: l0 level2 lfo1">One thing you must always ask for <b style="mso-bidi-font-weight: normal">a deposit up front</b>. First the money, then the work. Based on the relationship you have with the company and how much you trust it, this deposit could be as low as 30-50%, or as high as the full 100%. Always be careful, and don&#08217t work on spec. 
</li><li style="mso-list: l0 level2 lfo1">Add a cancellation clause. If, for example, the project gets cancelled at 90%, but you only got paid up front for 50%, make sure there&#08217s a clause that gets you the extra money you deserve. One way to so this is to specify a cancellation fee, plus the right to invoice for work done. 
</li><li style="mso-list: l0 level2 lfo1">If you need to set up a set of boilerplate contracts for yourself, one great method is to hire a lawyer. Most lawyers can make you a solid contract that meets your requirements for about $500.</li></ul>
<li style="mso-list: l0 level1 lfo1">Although none of the panelists has ever been sued by a client, they all seem vigilant about avoiding it. How do you prevent a client from deciding, a few months after your project is completed, that the work was insufficient and lost them money? One solution is to do a 30 day warranty&#08212call the client back after 30 days and get them to sign a document saying they&#08217re completely happy. Ideally, the client should be signing documents like this at every step of the dev cycle. Another option is &#08220errors and omissions insurance,&#08221 which apparently exists in Canada, though it is very expensive. 
</li><li style="mso-list: l0 level1 lfo1">Marketing tips: 
</li><ul style="MARGIN-TOP: 0in" type="circle"><li style="mso-list: l0 level2 lfo1">Don&#08217t pay attention to the competition; do your own thing, and it&#08217ll be exactly what some clients want. 
</li><li style="mso-list: l0 level2 lfo1">The best marketing is word of mouth. So devote a lot of time to client relations and networking.</li></ul></ul>
</p>]]></description>
			<author>no@spam.com (David R. Lorentz)</author>
			<pubDate><![CDATA[Sun, 03 May 2009 00:00:00 CDT]]></pubDate>
			<guid isPermaLink="true">http://www.actionscript.org/resources/blogs/25/FITC-Day-2-Running-a-Freelance-Business.html</guid>
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			<title><![CDATA[FITC Day 2: Flash in Console Games]]></title>
			<link>http://www.actionscript.org/resources/blogs/24/FITC-Day-2-Flash-in-Console-Games.html</link>
			<description><![CDATA[Bright and early this morning at FITC Toronto, I saw a presentation on <a href="https://www.scaleform.com/products/gfx">Scaleform GFx</a>, which is a Flash player optimized to run natively on video game consoles like Wii, Xbox 360, and PS3. The presentation was titled &#08220Flash Interfaces in Console Games,&#08221 and it was presented by Brendan Iribe from Scaleform, along with Grant Skinner, who helped develop some of the Scaleform design tools. I&#08217m a game developer and I have some background in the type of huge console games that Scaleform is made for, so needless to say, this presentation was very interesting to me. 
<p>Brendan began his presentation, speaking about the past and future of Scaleform, in the form of what appeared to be a visually appealing Flash swf. But then&#08230 he backed up and looked around.</p>
<p>It turns out that his entire presentation was running inside a 3D level in the Unreal Engine, with the slides simply projected on a wall in the 3D environment. From time to time he moved away from the wall to demonstrate other Scaleform-driven toys in the environment. This on an ordinary-looking PC laptop, with a flawless framerate. Pretty amazing stuff.</p>
<p>Brendan was careful to point out that what Scaleform does, essentially, is create Flash players for specific platforms, including all the major game consoles. Because game developers typically need all the CPU cycles they can get for their gameplay, and systems like Wii and PSP don&#08217t have a ton of horsepower to offer in any case, Scaleform&#08217s task is optimization, optimization, optimization. From the 3D game engine&#08217s perspective, once a simple interface is made with Scaleform&#08217s API, Flash movies can be treated essentially as 2D textures to be applied to any surface in the 3D environment&#08212walls, TV screens, spheres, anything. Brendan says he hopes someone will use it to create animated tattoos on characters.</p>
<p>The ultimate goal is to allow Flash designers to make pretty Flash content using the tools and tricks they&#08217re accustomed to, and then integrate it into the game engine with a minimum of fuss. Brendan points out that his presentation engine was made by exactly two people: a Flash designer for the UI and other Flash bits, and a 3D modeler for the environment. Of course, ordinarily you&#08217d also need a programmer to connect Scaleform with the gameplay engine, but Scaleform&#08217s engineers have already nicely integrated Scaleform into Unreal Ed (the 3D editor for the Unreal engine), including integration with the Kismet visual scripting service.</p>
<p>As someone who does 3D game work and also does Flash, I&#08217d really, really love to get my hands on this Unreal+Scaleform combo. This would be a hell of a lot of fun to play around with, if nothing else. Of course, Scaleform will not let anyone play around with its stuff, short of purchasing a license which costs thousands of dollars. Brendan mentioned that they&#08217re thinking of setting up some sort of academic licensing in the future, but there are no details on that yet. Come on, Scaleform! Don&#08217t you realize indies are making all the good stuff?</p>
<p>I had no idea how widespread the use of Scaleform is. I&#08217d known it was something game developers use from time to time for UI work; little did I know that it&#08217s pervading the industry, and being used for everything from studio logos, to UI, to entire HUD systems. In Mass Effect, for instance, all of the UI and HUD, including the targeting reticule and the sexy circular interfaces you use to do everything, is Flash. In retrospect, this makes sense&#08212of course those beautiful interfaces were created in Flash! Other games that make extensive use of Scaleform include Crysis, Dawn of War II, Halo Wars, and the pub games in Fable II. Interesting note about those pub games: they were originally released on Xbox live (the Xbox 360&#08217s downloadable content service) before Fable II itself was released. These games were done <i style="mso-bidi-font-style: normal">entirely</i> in Flash with Scaleform. This means that <b style="mso-bidi-font-weight: normal">Flash games were released on Xbox live arcade</b>. I&#08217ll say it again: Flash games on the Xbox 360. This is very interesting for us game developers who have been trained to believe that Xbox live arcade will never host Flash games. Again, once I get my hands on this technology, I&#08217m gonna&#08212oops, I forgot, Scaleform doesn&#08217t offer indie licensing. I say again, come on, guys!</p>]]></description>
			<author>no@spam.com (David R. Lorentz)</author>
			<pubDate><![CDATA[Sun, 03 May 2009 00:00:00 CDT]]></pubDate>
			<guid isPermaLink="true">http://www.actionscript.org/resources/blogs/24/FITC-Day-2-Flash-in-Console-Games.html</guid>
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			<title><![CDATA[FITC Day 1: The intersection of math and art]]></title>
			<link>http://www.actionscript.org/resources/blogs/23/FITC-Day-1-The-intersection-of-math-and-art.html</link>
			<description><![CDATA[Hello friends, and greetings from FITC Toronto &#08211 day one. 
<p>Somehow I ended up attending three sessions today that revolved around very similar concepts in generative art. If it wasn't already clear, it is now totally clear that when mathematical algorithms meet Flash's unique powers of visualization, great art is born. (Sometimes.)</p>
<p>The three sessions in question are those of <a href="http://www.cove.org/">Alec Cove</a>, <a href="http://quasimondo.com/">Mario Klingemann</a>, and <a href="http://www.joshuadavis.com">Joshua Davis</a>. These sessions were in some ways amazingly similar, invoking procedural repetition of elements to produce visually appealing output, but it is very interesting to compare and contrast the differences in the ways these three guys approach the task. What is the artist's role in algorithmic art? Should he be massaging the algorithm, or massaging the output? Well, apparently either way's fine.</p>
<p><b>Alec Cove's talk, &#08220Beautiful Algorithms: Design from Nature and Mathematics,&#08221 </b>centers on deterministic algorithms (containing no randomness) that transform minimal initial conditions into complex and beautiful output. This output often resembles patterns seen in natural organisms such as flowers and seashells, which, as Alec points out, is the result of algorithms in the DNA.</p>
<p>Alec's slides are available <a href="http://www.cove.org/ba_presentation/">here</a>. Here's a quick summary of what he went over:</p>
<ul style="MARGIN-TOP: 0in" type="disc">
<li style="mso-list: l0 level1 lfo1; tab-stops: list .5in">Repetition combined with geometric transformations (scale, rotation, translation) yields interesting patterns. Examples include corn, spikes on a cactus, mandalas in Darmic art, and plants in general. 
</li><li style="mso-list: l0 level1 lfo1; tab-stops: list .5in">In a sunflower, for example, seeds are packed in a golden spiral pattern. This is actually the most efficient way to pack seeds into a limited space, and it looks beautiful to us; apparently there is some beauty in efficiency. 
</li><li style="mso-list: l0 level1 lfo1; tab-stops: list .5in">Cellular automata &#08211 a conceptual simplification of biological cells, whose life or death depends in various ways on their neighbors. Manipulating the binary life/death rules yields tons of variety &#08211 unstable patterns, stable repeating patterns, and stable chaotic (non-repeating and non-dying) patterns. Examples of this include Conway's Game of Life, and Stephen Wolfram's opus, <i>A New Kind of Science.</i> 
</li><li style="mso-list: l0 level1 lfo1; tab-stops: list .5in">Other examples: L-systems; reaction diffusion; sound vibrations; chaotic systems such as the Lorenz Attractor.</li></ul>
<p>All of Alec's experiments involve deterministic systems&#08212nothing is randomized. The complexity comes instead from the interplay of the algorithm with the initial conditions, yielding either a chaotic system or something that is complex but repetitive. Alec&#08217s artistic method seems to center around picking the right algorithm: he plays with lots of different algorithms till he finds one that is pretty. Once he finds it, the next step is to find a good visualization by playing around with things like colors and alpha.</p>
<p>The overriding point of Alec's talk (or one of &#08216em, at least) is that repetition + variation = beauty.</p>
<p><b>Mario Klingemann's talk, &#08220The Tinkerer's Box,&#08221</b> explored algorithmic art from a different angle. Most of the algorithms in Mario&#08217s talk rely on randomness for their variety, as opposed to the chaotic non-random systems from Alec&#08217s talk. </p>
<p>Mario&#08217s slides will soon be available <a href="http://lectures.quasimondo.com/"><span style="mso-ansi-language: EN-US; mso-bidi-language: AR-SA">here</span></a>. Here&#08217s a summary:</p>
<ul style="MARGIN-TOP: 0in" type="disc">
<li style="mso-list: l2 level1 lfo2">The topic of this talk is the various algorithms Mario has been playing around with to generate interesting visuals. He starts off by describing why the iterative playing-around process is so important to him; he feels that tinkering is important even if the end result is not meaningful. If you manage to create something meaningful along the way, he says, that&#08217s a bonus. 
</li><li style="mso-list: l2 level1 lfo2">Chapter 1 is subdivision&#08212drawing lines within a polygon to break it into sub-polygons. Mario demonstrates how subdivisions can be evenly spaced, producing an even (and boring) output, versus random orientations, which produces more irregular (and interesting) output. Some of these are automatically generated, but in most examples Mario generates a subdivision by clicking in the area he wishes to subdivide. This allows him (the artist) to drive, or at least impact, the final output. 
</li><li style="mso-list: l2 level1 lfo2">Everything Mario shows is being generated live in swf&#08217s, which is fun to watch. Most of his examples have a menagerie of sliders and buttons to manipulate the algorithm; most of the time Mario doesn&#08217t remember what these controls do, since he neglected to label them after coding them up. 
</li><li style="mso-list: l2 level1 lfo2">As Mario&#08217s examples of subdivision progress, the pictures gradually get prettier and prettier. As a grand finale to the subdivision chapter, Mario demonstrates a system in which a photo is obscured beneath a colored rectangle. Each time Mario clicks, a subdivision is generated, with each new polygon taking its fill color from the center of the underlying portion of the photo. The exact position and angle of each subdivision is randomized, leading to irregular output. As he clicks and clicks, generating successively tiny triangles which act like irregular pixels, details start to emerge. He clicks more for extra detail in important areas of the photo; other areas are left barren. When it&#08217s done, it looks crazy and beautiful. 
</li><li style="mso-list: l2 level1 lfo2">Chapter 2 is stippling: using a distribution of dots to represent a grayscale image. 
</li><li style="mso-list: l2 level1 lfo2">Chapter 3 is convolution. Using a photo or other image as a base, simple convolution filters can be applied on the pixel level to determine the <i style="mso-bidi-font-style: normal">x</i> and <i style="mso-bidi-font-style: normal">y</i> component of nearby angles, generating an angular signature for the area. 
</li><li style="mso-list: l2 level1 lfo2">One of the things Mario does with convolution filters is draw little linear brushes on various spots in an image (generated randomly, of course), where the orientation of the brush is determined by one of these angular convolutions, and the color is sampled from the underlying pixels in the image. The result is a swirly Van Gogh-type effect. Mario points out that this, as well as lots of the other toys he&#08217s been showing, is available in the free web-based tool he&#08217s been working on at <a href="http://aviary.com/tools/peacock"><span style="mso-ansi-language: EN-US; mso-bidi-language: AR-SA">http://aviary.com/tools/peacock</span></a>. 
</li><li style="TEXT-ALIGN: justify; mso-list: l2 level1 lfo2">One of the last points Mario makes is that all of the algorithms he uses&#08212from convolutions, to line intersections and calculating new polygons, and everything else&#08212come from outside sources, such as books on numerical algorithms in C, Wikipedia, and <a href="http://mathworld.wolfram.com/"><span style="mso-ansi-language: EN-US; mso-bidi-language: AR-SA">Mathworld</span></a>. He also looks at proceedings from <a href="http://www.siggraph.org/"><span style="mso-ansi-language: EN-US; mso-bidi-language: AR-SA">Siggraph</span></a>; he claims that he only understands 10% of what he reads there, but it&#08217s enough to get him started tinkering. He equates this whole process with playing Legos&#08212finding formulas here, coding tricks there, and sticking them together in every which way till something good comes out.<span style="mso-tab-count: 1">                                                                                                   </span></li></ul>
<p>Rather than looking to nature for his algorithms, Mario looks anywhere and everywhere; he <i style="mso-bidi-font-style: normal">tinkers</i> with these algorithms in an iterative process where nothing&#08217s out of bounds, till they start producing interesting output. The artistic method here is much more deliberate than the one described in Alec&#08217s talk. The choice of algorithm is arbitrary; additionally, in many of Mario&#08217s examples, the artist drives the output itself by, for example, clicking to generate subdivisions. Quite opposite to Alec&#08217s talk, here there&#08217s randomness everywhere: in the code itself, in the complex initial conditions (an entire photo, for instance, as opposed to Alec&#08217s single pixel or two chemical points), and in the artist&#08217s choice of where to generate subdivisions.</p>
<p><b style="mso-bidi-font-weight: normal">Joshua Davis&#08217s Talk, &#08220Space,&#08221</b> recounted the trajectory of Joshua&#08217s recent explorations in generative art, with several examples of algorithms he has used and the process he went through to massage beauty out of them. Sound familiar? Yeah, that&#08217s how I felt. Of course, there are some critical intricacies to Joshua&#08217s process that make it completely unique.</p>
<p>Here&#08217s a summary of what Joshua talked about:</p>
<ul style="MARGIN-TOP: 0in" type="disc">
<li style="mso-list: l1 level1 lfo3">Repeated reference to Red Bull, as Joshua attempts to fit 3 hours of material into 60 minutes. 
</li><li style="mso-list: l1 level1 lfo3">Quite like Mario, Joshua expounds the virtue of constantly giving himself new projects&#08212new stuff to play around with and learn from, as if he&#08217s constantly going to school. Recently, Joshua has been giving himself projects related to the concept of space, partly in order to address a convention themed around space he&#08217ll be speaking at later this year. 
</li><li style="mso-list: l1 level1 lfo3">The first example Joshua demonstrates is an orbit system, which simulates orbits. The code randomizes initial conditions, such as planet mass, position, and velocity, then simulates a Newtonian orbit. To get something interesting out of this, Joshua simply throws some interesting visual pieces into it&#08212these could be anything, but generally they tend to be little objects that he illustrates by hand. He sets these bits off in their random orbits, and sits back till he finds a good, artistically satisfying moment to snap off a screenshot. And there it is. 
</li><li style="mso-list: l1 level1 lfo3">Joshua points out that he is using OOP to re-use code and save a lot of time in his work. This example is his &#08220Orbit&#08221 class, which he can plug in wherever he wants. Using Orbit in combination with different pieces of art and other classes, he can generate totally different pieces of art for diverse clients. 
</li><li style="mso-list: l1 level1 lfo3">Another experiment Joshua describes is his quest to make a good-looking kaleidoscope image. The important thing with any kaleidoscope is that it can work with any arbitrary set of visual data. So after coding up a Kaleidoscope class, he set about fiddling around with different inputs until he found something he liked. He ended up plugging in a set of little illustrated Christmas bulbs and snowflakes, which he has illustrated with a muted, earthy color palette. Lo and behold, the output of these was beautiful, and Joshua ended up giving away prints, each one unique, as Christmas gifts. Joshua is currently finishing up an iPhone app called &#08220Reflect&#08221 which uses this kaleidoscope tech. He&#08217ll probably make tons of money off of this&#08212another example why you should build your algorithms as classes! 
</li><li style="mso-list: l1 level1 lfo3">The last experiment Joshua shares is based on Bezier curves. Like Mario, Joshua makes no attempt to memorize or even understand the math; in this case he simply took a simple Bezier tool someone else had helped him code up, and started messing around with it. Bezier curves require four points: start point, end point, and two anchors to define the curvature. Joshua realized that if he set up rectangles to define areas within which each of these points can be randomized, the result is a complex &#08220flow&#08221 of particles. Joshua demonstrates moving shapes along the curves, then deforming the shapes along the curves, which looks cooler. He then shows that turning down the alpha has a huge effect, giving the flow a cloudy appearance. All of these manipulations were the result of Joshua dicking around, and the final result is breathtaking.</li></ul>
<p>Joshua calls his artistic method &#08220computational design.&#08221 As he puts it, &#08220I write code to make design.&#08221 I imagine Alex and Mario feel the same way, at least as far as their sessions are concerned. All of these guys have demonstrated how a Flash developer can take a mathematical method and tweak it one way or another until he ends up with something that looks good. Joshua&#08217s method of tweaking relies heavily on duplicating and manipulating artistic elements that were illustrated by hand. Mario&#08217s method relies on lots of randomness, and control over where to apply the algorithm. And Alec&#08217s method depends more on carefully constructing algorithms and initial conditions, in order to produce art in a completely deterministic manner.</p>
<p>Clearly, any of these methods works. The important thing is that all these techniques allow some form of artistic control&#08212parameters, visualization, and simply the ability to choose when to take a screenshot in an evolving system. Lesson learned: repetition + variation + artistic control = beauty. At least, sometimes.</p>]]></description>
			<author>no@spam.com (David R. Lorentz)</author>
			<pubDate><![CDATA[Fri, 01 May 2009 00:00:00 CDT]]></pubDate>
			<guid isPermaLink="true">http://www.actionscript.org/resources/blogs/23/FITC-Day-1-The-intersection-of-math-and-art.html</guid>
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			<title><![CDATA[FITC - Things every actionscript developer should know]]></title>
			<link>http://www.actionscript.org/resources/blogs/21/FITC---Things-every-actionscript-developer-should-know.html</link>
			<description><![CDATA[This is not a blog about how cool FITC is. For that check out Ruben Swieringa's (who i went along with) two blog posts:<br/><a  href="../../blogs/19/FITC-Amsterdam-2009-day-1.html">FITC Amsterdam 2009 (day 1)</a><br/><a  href="../../blogs/20/FITC-Amsterdam-2009-day-2.html">FITC Amsterdam 2009 (day 2)</a><br/><br/>This one is gonna be about Grant Skinners session at FITC called 'Things every actionscript developer should know', wich was a session directed to developers. You can see Grant's slide show here: <a target="_blank"  href="http://www.gskinner.com/talks/things/">http://www.gskinner.com/talks/things/.</a> (check it out, you might learn something). I am far from gonna cover it all, but will focus on the more abstract parts.<br/><br/><span style="font-weight: bold;"><font size="5">The architect</font></span><br/>Grant's session started out with dividing programmer into 3 stages:<br/><ul><li>Scripter (learning the language)<br/></li><li>Developer (learning structure)<br/></li><li>Architect (learning reasoning)</li></ul>Ofcourse the most interesting here is the architect stage, since that for me is a fairly new word in used in the Flash world. He explains that being an architect means that you know your AS syntax in and out and you are not anymore focusing on what is the best designpatterns to use, but instead focusing on the end result as a whole. In his slides he has a very cool quote from Dune: "This is what we want now. It may prove wrong later, but we'll correct that when we come to it", wich was for me very describing of what he actually ment by an architect who didn't care about every little detail before he would actually start coding.<br/><br/><img title="" alt="" src="http://www.actionscript.org/resources/content_images/119/grant.jpg" align="baseline" border="0" width="500" height="375"/><br/><br/><span style="font-weight: bold;"><font size="5">"Every time i read your classes they seem like poetry"<br/></font></span><font size="5"><font size="3">Next up, Grant startet to compare art and code. For what purpose you might ask? We'll if you go through  the 3 stages, the scripter, the developer and the architect, they all have some purposes where you learn importent things as a AS programmer. If you learn all these things you will at some point have gained enough knowledge and skills to break the rules and solve problems in your own creative way, just like a musician needs to learn his instrument, read and play music, before he can write and compose his own masterpieces.<br/><br/><font size="5"><span style="font-weight: bold;">Effeciency<br/></span><font size="3">To keep yourself focused it's good to have some goals to work towards. Grant talked about dividing your tasks into what he called micro-deadlines, wich would be of 1-3 day terms. An interesting way of working and I can highly suggest people looking at SCRUM if they want to divide their tasks into smaller goals.<br/><br/><span style="font-weight: bold;"><font size="5">Curtain call<br/></font></span><font size="5"><font size="3">At the endhe encouraged us programmers to start playing! As the slides say: Playing is the way to learn, and move your career in a specific direction. It is importent to find some time to play with some personal projects after work. A lot of speakers tells this as one of the most importent things and I believe they're right.<br/><br/>Grant's session had a lot more that im not gonna cover here, including: design patterns, standards, ressource management (garbage collection) and OOP. Go see one of his sessions next time you have the change. It was certainly one of the best at FITC.<br/></font></font></font><span style="font-weight: bold;"></span></font></font></font>]]></description>
			<author>no@spam.com (Martin Svarrer Christensen)</author>
			<pubDate><![CDATA[Thu, 05 Mar 2009 00:00:00 CST]]></pubDate>
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