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Vedic Mathematics

Posted by shajir Wednesday, June 8, 2011 1 comments


 According to Sri Bharati Krsna Tirthaji's research all of mathematics is based on sixteen Sutras, or word-formulae. For example, 'Vertically and Crosswise` is one of these Sutras. These formulae describe the way the mind naturally works and are therefore a great help in directing the student to the appropriate method of solution.

Perhaps the most striking feature of the Vedic system is its coherence. Instead of a hotch-potch of unrelated techniques the whole system is beautifully interrelated and unified: the general multiplication method, for example, is easily reversed to allow one-line divisions and the simple squaring method can be reversed to give one-line square roots. And these are all easily understood. This unifying quality is very satisfying, it makes mathematics easy and enjoyable and encourages innovation.

In the Vedic system 'difficult' problems or huge sums can often be solved immediately by the Vedic method. These striking and beautiful methods are just a part of a complete system of mathematics which is far more systematic than the modern 'system'. Vedic Mathematics manifests the coherent and unified structure of mathematics and the methods are complementary, direct and easy.
The simplicity of Vedic Mathematics means that calculations can be carried out mentally (though the methods can also be written down). There are many advantages in using a flexible, mental system. Pupils can invent their own methods, they are not limited to the one 'correct' method. This leads to more creative, interested and intelligent pupils.

Interest in the Vedic system is growing in education where mathematics teachers are looking for something better and finding the Vedic system is the answer. Research is being carried out in many areas including the effects of learning Vedic Maths on children; developing new, powerful but easy applications of the Vedic Sutras in geometry, calculus, computing etc.
But the real beauty and effectiveness of Vedic Mathematics cannot be fully appreciated without actually practising the system. One can then see that it is perhaps the most refined and efficient mathematical system possible.

In existing half mirror 3D camera systems with separate lenses for the left and right eyes, the parallax range is adjustable, enabling the depth of the 3D images to be modified . However, when operating the zoom and focus functions of such systems, the sensitivity of the human eye, in particular to differences in the size and rotational movement of dual images, as well as any vertical misalignment or difference in image quality has meant that complex technology has been required to ensure that each camera lens is closely coordinated, and there are no discrepancies in the optical axis, image size, and focus. The introduction of a single lens system resolves any issues that may occur as a result of having different optical characteristics for each eye. Furthermore, by using mirrors in place of shutters, incoming light can now be simultaneously separated into left and right images and recorded as it reaches the parallel light area (the area where diverging light from the point of focus on the subject matter becomes parallel) of the relay lens. The separated left and right images are then processed and recorded with the respective left and right image sensors. As there is no difference in time between when the left and right eye images are captured, it is possible for natural and smooth 3D images to be captured, even of scenes involving rapid movement.
Optical system for single lens 3D camera




You can put admob on your android app successfully by following the steps

step1: Register your app in admob and get the publisher id.
step2: Change the AndroidManifest.xml by adding the following lines of code after closing activity
<meta-data android:value="a14d4b7f95df21d" android:name="ADMOB_PUBLISHER_ID" />
                 
         <receiver android:name="com.admob.android.ads.analytics.InstallReceiver" android:exported="true">
                 <intent-filter>
                         <action android:name="com.android.vending.INSTALL_REFERRER" />
                 </intent-filter>
         </receiver>
       
    <meta-data android:value="true" android:name="ADMOB_ALLOW_LOCATION_FOR_ADS" />

step3: Change the publisher id with yours
step4: Add the following lines of code in main.xml
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
    xmlns:app="http://schemas.android.com/apk/res/com.test"
    android:orientation="vertical"
    android:layout_width="fill_parent"
    android:layout_height="fill_parent"
    android:id="@+id/layout"
    >
  <com.admob.android.ads.AdView
       android:id="@+id/ad"
       android:layout_width="fill_parent"
       android:layout_height="wrap_content"     
       app:backgroundColor="#000000"
       app:primaryTextColor="#FFFFFF"
       app:secondaryTextColor="#CCCCCC"
       app:keywords="Android Game"
    />
</LinearLayout>
step5: create a new xml file and named as attr.xml and place in values folder and change it to
<?xml version="1.0" encoding="utf-8"?>
<resources>
    <declare-styleable name="com.admob.android.ads.AdView">
        <attr name="backgroundColor" format="color" />
        <attr name="primaryTextColor" format="color" />
        <attr name="secondaryTextColor" format="color" />
        <attr name="keywords" format="string" />
        <attr name="refreshInterval" format="integer" />
    </declare-styleable>
</resources>

step6: Download admob-sdk-android.jar and pasted in libs folder and add to build path
step7: Done!!!
step8: For testing add the following lines code into your java file and run...
AdManager.setTestDevices( new String[] {
AdManager.TEST_EMULATOR, // Android emulator
"E83D20734F72FB3108F104ABC0FFC738", // My T-Mobile G1 Test Phone
} );

iOS 5 Released

Posted by shajir 0 comments

Recently Apple Released iOS 5 at WWDC 2011. Steve Jobs announced iOS 5. iOS 5 has Push Notification, Widget and Left to right flip options are available. iOS 5 is totally different from iOS 4.3.3 and it’s developed very advanced.
iOS 5 can jailbreak iPad 2,because iOS 4.3.3 didn’t support iPad 2 and iPad 2 users complained about that. So iPhone Dev Team, Chronic Dev Team as well as Geohot waiting fro iOS 5 and today it’s announced that means iPad 2 can get jailbreak with in 1-2 days.
iOS 5 also supports future release iPhone 4s/5 as per Rumor Report.

Features
  • “Incredible for developers and customers.”
  • 1500 new API’s
  • 200 new features.
  • Walking us through 10
  • . Notifications.
  • Pushed more than 100b push notifications so far.
  • Scaled beautifully”
  • Better UI incoming.
  • Current notifications interrupt you.
  • Also, nonsensical in the lock screen.
  • When you unlock, the list isn’t persistent if you have a ton of notifications.
  • New solution: Notification Center
  • Single place which combines all notifications.
  • Can get to it anytime from anywhere by swiping down from the top.
  • UI looks rad, crowd clapping.
  • Even shows stocks and weather.
  • Lock screen improved, much more information shown.

Mac OS X Lion is set to be the eighth major release of Mac OS X, Apple's desktop and server operating system for Macintosh computers. Lion is set to be released in July of 2011.

New or changed features   

Some new features were announced at the "Back to the Mac" keynote in October 2010, and the Apple website was updated in February 2011 with more details. Other features were announced at the WWDC 2011 keynote or on Apple's Mac OS X Lion Web site after the keynote.
  • Address Book now uses an iPad-like user interface
  • AirDrop – Mac-to-Mac file sharing.
  • Address space layout randomization – Address space layout randomization (ASLR), a security technique that puts important data in unpredictable locations, making it harder to target known weaknesses, is available for 32-bit applications, and "has been improved for all applications", in Lion.
  • Auto-correction now behaves much like on iOS devices, displaying an iOS-like popup box.
  • Auto Save – As in iOS, documents in applications written to use Auto Save will be saved automatically so users don't have to worry about manually managing their documents.
  • Emoji support – Apple has added a new Emoji font commonly used in chat to express ideograms.
  • FaceTime comes bundled with Lion.
  • FileVault now offers full disk encryption added security with XTS-AES 128 data encryption. Support for FileVault on external hard drives has also been added.
  • Finder improvements – Finder search offers suggestions, files can be grouped by various attributes, and one can now merge files under two folders with the same name – a prompt will appear asking whether one wants to replace or keep both files.
  • Font Book 3—Font Book 3 now provides more flexible displays of character glyphs supplied by a particular font face. Duplicate font files are now flagged with a warning icon, and can be fixed automatically or resolved manually.
  • Full-screen apps – Native, system-wide support for full-screen applications. Supporting applications display a new button at the top right of application window, this button opens applications in full-screen mode.
  • High-quality multilingual speech voices – Apple allows you to download new high-quality voices in more than forty languages and dialects.
  • iCal has an updated user interface, an annual view, and support for a full-screen view.
  • iChat now has support for logging into Yahoo! Messenger. Users can audio- and video-chat with other iChat users using their Yahoo! accounts.
  • Languages - Arabic, Czech, Turkish and Hungarian are added as full system languages, to make the total number of twenty-two languages available in Mac OS X.
  • Launchpad – An application launcher that displays an iOS-like icon grid of installed applications. It features the ability to make multiple pages and group apps into folders that function the same as folders in iOS.
  • Mac App Store – An application store built in the image of the iOS App Store. Like in iOS, it will provide ways for shoppers to discover apps, one-click installation of apps, and one-click updates of all or selected installed applications. Despite being announced as a future feature of Lion, the Mac App Store was released for Mac OS X Snow Leopard on January 6, 2011 as it was bundled with the Mac OS X 10.6.6 update.
  • Mail 5 – Uses an iPad-like user interface, has a fullscreen-optimized view, uses chronological "Conversations" to organize messages, and supports Exchange 2010.
  • Mission Control replaces the "All windows" Exposé feature. It gives an overview of all running applications just like "All windows" but groups windows from the same application. At the top of the screen it gives quick access to the Dashboard, Spaces, and running full screen applications.
  • Multi-touch gestures – Similar to iOS, additional gestures performed using a multi-touch input device (e.g. Magic Mouse, Magic Trackpad) will allow the user to scroll, swipe to different pages, and enter Mission Control. While this is not the first official multi-touch support for Mac OS X, it has been expanded; other frameworks, such as Lux, have already created multi-touch support.
  • Multi-User Screen Sharing—The built-in Screen Sharing feature now allows remote users to log into a separate user account from the one that is currently logged in. That means that while one user is logged into a machine, a second user can login to the same machine remotely, seeing their own desktop and user environment.
  • Preview gains several features, including full-screen support and the ability to sign a document just by holding a signed piece of paper up to the camera.
  • QuickTime re-incorporates some features from QuickTime Pro. New features cited include Copy/Paste, Insert Clip, Crop Video, Rotate Video, Resize, Trim, and more Export options.
  • Recovery Partition – Apple has introduced a recovery partition that includes utilities generally found on the OS X discs. This partition will allow the user to restore their computer to its original factory state.
  • Resume – Applications resume in the same state when re-opened as already seen in iOS. Because of this, the Dock no longer visually indicates whether an app is currently running or not by default – the original behavior can be restored in the Dock section of System Preferences.
  • Safari – With full-screen mode and the new WebKit2 layout engine.
  • System Information – This feature is a re-design of "About This Mac" and has been completely altered with new views which display graphical information on displays, storage devices, memory usage along with other hardware information.
  • TextEdit gains a new graphical menu bar with font selection and text highlighting. The new TextEdit also supports Apple's new automatic file saving and versions technologies.
  • VersionsTime Machine-like saving and browsing of past versions of documents for applications written to use Versions.
  • Vertical text – Lion supports vertical layouts for East Asian languages.

Server features

  • Wiki Server 3 – Making it easier to collaborate, share, and exchange information. Users can quickly switch between a server’s home page, My Page, Updates, Wikis, People, and Podcasts. File sharing is simpler, and a new Page Editor is added for easy customization.
  • File Sharing for iPad – Lion Server delivers wireless file sharing for iPad. Enabling WebDAV in Lion Server gives iPad users the ability to access, copy, and share documents on the server from applications such as Keynote, Numbers, and Pages.
  • Profile Manager – Profile Manager delivers simple, profile-based setup and management for Mac OS X Lion, iPhone, iPad, and iPod touch devices. It also integrates with existing directory services and delivers automatic over-the-air profile updates using the Apple Push Notification service.

Refinements to the user interface

  • Redesigned Aqua user interface elements, button, tabs are now "sliding switches", progress bar. The red, yellow, and green close, minimize, and maximize buttons in the window decorations have been made smaller.
  • Flexible window resizing from any corner or edge of the window.
  • The metal finish has also been slightly altered. It is now a lighter shade of grey than before and features a speckled texture.
  • By default, the dock no longer displays active application indicators.
  • Autohiding scroll bars now disappear similar to iOS when they are not being used by default.
  • Scrolling is reversed by default, to act more like a touch screen computer. (Content moves in the direction of finger movement on touch-pad or mouse)
  • When resizing a window by clicking on the green button (left-top), a transform-effect animates the enlargement.
  • New windows fly to the front (like opening a program in iOS).

Dropped features

 

Sprites in cocos2D

Posted by shajir Tuesday, June 7, 2011 0 comments

A cocos2d' sprite is like any other computer sprite. It is a 2D image that can be moved, rotated, scaled, animated, etc. 
Sprites (implemented using the CCSprite class) can have other sprites as children. When a parent is transformed, all its children are transformed as well.

Since sprites are subclass of CCNode, they can be transformed manually or by using actions. See Actions for more detail about actions.

Layers in cocos2D

Posted by shajir 0 comments

A CCLayer has a size of the whole drawable area, and knows how to draw itself. It can be semi transparent (having holes and/or partial transparency in some/all places), allowing to see other layers behind it. Layers are the ones defining appearance and behavior, so most of your programming time will be spent coding CCLayer subclasses that do what you need.

The CCLayer is where you define event handlers. Events are propagated to layers (from front to back) until some layer catches the event and accepts it. 
Although some serious apps will require you to define custom CCLayer classes, cocos2d provides a library of useful predefined layers (a simple menu layer: CCMenu, a color layer: CCColorLayer, a multiplexor between other layers: CCMultiplexLayer, and more ).
Layers can contain CCSprite objects, CCLabel objects and even other CCLayer objects as children.
Since layers are subclass of CCNode, they can be transformed manually or by using actions. See Actions for more detail about actions.

Director in cocos2D

Posted by shajir 0 comments

The CCDirector is the component which takes care of going back and forth between scenes.
The CCDirector is a shared (singleton) object. It knows which scene is currently active, and it handles a stack of scenes to allow things like “scene calls” (pausing a Scene and putting it on hold while another enters, and then returning to the original). The CCDirector is the one who will actually change the CCScene, after a CCLayer has asked for push, replacement or end of the current scene. 

The CCDirector is also responsible for initializing OpenGL ES.

Scenes in cocos2D

Posted by shajir 0 comments

A scene (implemented with the CCScene object) is more or less an independent piece of the app workflow. Some people may call them “screens” or “stages”. Your app can have many scenes, but only one of them is active at a given time.
For example, you could have a game with the following scenes: Intro, Menu, Level 1, Cutscene 1, Level 2, Winning cutscene, losing cutscene, High scores screen.
You can define every one of these scenes more or less as separate apps; there is a bit of glue between them containing the logic for connecting scenes (the intro goes to the menu when interrupted or finishing, Level 1 can lead you to the cutscene 1 if finished or to the losing cutscene if you lose, etc.).
A cocos2d CCScene is composed of one or more layers (implemented with the CCLayer object), all of them piled up. Layers give the scene an appearance and behavior; the normal use case is to just make instances of Scene with the layers that you want.
There is also a family of CCScene classes called transitions (implemented with the CCTransitionScene object) which allow you to make transitions between two scenes (fade out/in, slide from a side, etc).
Since scenes are subclasses of CCNode, they can be transformed manually or by using actions. See Actions for more detail about actions.

We can determine screen resolution of different android devices (phone and tablets) programmatically  in andengine and set camera width and height easily by adding the following code snippet 

public Engine onLoadEngine() {
        WindowManager w = getWindowManager();
        Display d = w.getDefaultDisplay();
        //d.setSystemUiVisibility(View.STATUS_BAR_HIDDEN);
        DisplayMetrics metrics = new DisplayMetrics();
        d.getMetrics(metrics);
       
        CAMERA_WIDTH = d.getWidth();
        CAMERA_HEIGHT = d.getHeight();

        final Camera camera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT);
        return new Engine(new EngineOptions(true, ScreenOrientation.LANDSCAPE, new                                             RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), camera));
    }

what is an SDK

Posted by shajir Monday, June 6, 2011 0 comments


software development kit (SDK or "devkit") is typically a set of development tools that allows for the creation of applications for a certain software package, software framework, hardware platform,computer system, video game console, operating system, or similar platform.
SDKs may have attached licenses that make them unsuitable for building software intended to be developed under an incompatible license. For example, a proprietary SDK will probably be incompatible with free software development, while a GPL-licensed SDK could be incompatible with proprietary software development. LGPL SDKs are typically safe for proprietary development.
It may be something as simple as an application programming interface (API) in the form of some files to interface to a particular programming language or include sophisticated hardware to communicate with a certain embedded system. Common tools include debugging aids and other utilities often presented in an integrated development environment (IDE). SDKs also frequently include sample code and supporting technical notes or other supporting documentation to help clarify points from the primary reference material.
A software engineer typically receives the SDK from the target system developer. Often the SDK can be downloaded directly via the Internet. Many SDKs are provided for free to encourage developers to use the system or language. Sometimes this is used as a marketing tool. For example, Foo Products might provide the Widget SDK for free to encourage people to use it. In turn, more people will be encouraged to buy more of their widgets since they can program them for free.

An SDK for an operating system add-on (for instance, QuickTime for Mac OS) may include the add-on software itself, to be used for development purposes, if not necessarily for redistribution. An interesting situation arises here between platforms where it is possible to develop applications that can at least start up on a system configuration without the add-on installed, and use a Gestalt-style run-time environment query to determine if the add-on is present, and ones where the application will simply fail to start. In other words, it is possible to build a single binary that will run on configurations with and without the add-on present, albeit operating with reduced functionality in the latter situation.
Providers of SDKs for specific systems or subsystems may sometimes substitute a more specific term instead of software. For instance, both Microsoft and Apple provide driver development kits(DDK) for developing device drivers.

RenderTexture is a generic rendering target. To render things into it, simply construct a render target, call begin on it, call visit on any cocos scenes or objects to render them, and call end. For convenience, render texture adds a sprite as it's display child with the results, so you can simply add the render texture to your scene and treat it like any other Cocos Node. There are also functions for saving the render texture to disk in PNG or JPG format.
Collaboration diagram for CCRenderTexture:

 

Nokia announced the final release of Qt SDK 1.1

Posted by shajir Sunday, June 5, 2011 0 comments


Qt SDK 1.1 supports faster app creation

Nokia recently announced the final release of Qt SDK 1.1, an integrated development environment for creating consumer applications. Qt SDK 1.1 delivers the power of the Qt and Qt Mobility APIs with full support for Qt Quick. Qt SDK 1.1 also includes map and navigation features, imaging features for camera and photo gallery access, notification API plug-ins, and other enhancements that enable developers to provide access to user content on the device. The Qt SDK gives app developers a complete, easy-to-use tool that can reduce app-creation time by half for Nokia touchscreen devices.
Also, for developers of Qt apps for Nokia devices who wish to include WebKit features, Forum Nokia offers several shortcuts:

- A hands-on lab that offers step-by-step directions on creating a WebKit-enabled Qt app.
- A Qt WebKit wiki page that currently offers 12 articles for developers.
- A full QtWebKit 2.1 feature list  for developers.
- A video demo of Qt HTML5.



Microsoft previewed the next major release of Windows Phone. Code named ‘Mango’, this newest release brings a number of substantial improvements in both the software platform and developer tools.  


Jo Harlow, executive vice president for Smart Devices, explains today in Nokia Conversations that Nokia is planning to release its first Windows Phone devices based on Mango. 


“We are very excited about our strategic partnership with Microsoft, and Mango is a great milestone for the first Nokia with Windows Phone devices,” said Harlow. “We believe Mango offers developers opportunities to create new mobile experiences leveraging both companies’ complementary assets while providing consumers with a new choice in mobile.”  


Featuring over 1,500 new APIs, 16 new languages and hardware-accelerated IE9 and HTML5 support, Mango brings enticing new opportunities to developers. Updates for tools, such as enhanced debugging, emulator support with accelerometer, gesture support and profiling will also improve developer productivity. 

Rather than simply create one high-end device, Nokia plans to develop and release a portfolio of products that address as many of our audiences and markets as possible. Knowing that Windows Phone represents Nokia’s primary smartphone strategy, all of Nokia's smartphone engineering resources are being prioritised to make the best hardware for the forthcoming Nokia with Windows Phone devices.  Nokia will work closely with Microsoft to differentiate its devices with Mango by featuring its iconic hardware and services, while applying consistent design principles for a unique look and feel.

As Nokia embarks on the next phase of this partnership with Microsoft, we are beginning to put in place a number of activities that will help our developer community quickly prepare for the upcoming Nokia with Windows Phone devices.  We recently published a technical article on the Community Wiki; and there will soon be a number of development guides that will help developers make the most of the apps they already have in Nokia’s application store. In theProjects site, members of the Nokia developer community are beginning to contribute some interesting examples that illustrate how to build apps for Windows Phone.

In the coming months, we will deliver regular updates from experts on both sides of this partnership to help Nokia developers make the transition to developing for Windows Phone. There will also be new improvements, new benefits and simplification to our Nokia developer support offerings, so please stay tuned. 

To learn more, please watch this video where Joe Belfiore, corporate vice president in Windows Phone, shows off some of the new features coming in the Mango release of Windows Phone:

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