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  News - Minecraft 1.14 Snapshot 19W03A
Posted by: xSicKxBot - 03-09-2019, 04:46 PM - Forum: Minecraft - No Replies

Minecraft 1.14 Snapshot 19W03A

Can you think of anything in this world that’s as exciting as the existence of compost? No. You can’t. Which is why we’ve included it in this week’s snapshot. You’re welcome!


A full summary of the content available in this snapshot can be found in the changelog on Minecraft.net, the following is a short summary:


  • Added the Compost
  • Added Barrel sounds
  • Added Grindstone sounds
  • Added Sweet Berry Bush sounds
  • Added placement and break sounds for crops and Netherwart
  • Added sounds for Blast Furnace and Smoker
  • Changed Campfire model and texture
  • Fixed bugs

COMPOST


  • Instead of eating your veggies you can make fertilizer from it!
  • Crafted with 3 planks and 4 fences.

To get snapshots, open your launcher and go to the “launch options” tab. Check the box saying “Enable snapshots” and save. To switch between the snapshot and normal version, you can find a new dropdown menu next to the “Play” button. Back up your world first or run the game on in a different folder (In the “launch options” page).


Please report any and all bugs you find in Minecraft to bugs.mojang.com.


Snapshots can corrupt your world, please backup and/or run them in a different folder from your main worlds. 


Share your thoughts on how 1.14 is shaping up in the comments below!

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  News - This Week At Bungie – 2/21/2019
Posted by: xSicKxBot - 03-09-2019, 04:46 PM - Forum: Lounge - No Replies

This Week At Bungie – 2/21/2019

This week at Bungie, the Drifter is preparing for a turn to lead the next season. 

We’re nearing the end of Season of the Forge. Guardians have plundered the Black Armory of its secrets and weapons. Shaxx hosted Crimson Days and Lord Saladin is watching over the final Iron Banner of the season. Before the Drifter takes center stage, we’ll be hosting a Raid-Along livestream featuring Scourge of the Past. If you’ve ever wanted to know what it’s like to build a raid from the ground up, this is your chance to peek behind the curtains here at Bungie.

Scourge of the Past Raid Along

Date: Tuesday, February 26

Time: 10 AM–12 PM PST

Members of the Raid Test team will be fighting the good fight, as designers, artists, producers and more lend commentary on taking an idea and creating the greatest challenge our game has to offer.

Alright, Alright, Alright…


To get Gambit primed for the Season of the Drifter, we have been working on some Quality of Life improvements We’re changing the way this little game is played, based on our own experience as players and a lot of feedback that we’ve collected since Forsaken launched. Today, Senior Designer Robbie Stevens is speaking on behalf of the team to take us through the changes you can expect on March 5.

Robbie: As we build on the Gambit theme in Season of the Drifter, we want to make sure to address some of the top feedback items for the base activity. Below is a sneak peek of changes we’ve made based on the community’s feedback. Expect more details and additional quality-of-life changes for Gambit when Season of the Drifter drops on March 5.

      • Changed the third round of Gambit to a Primeval rush sudden death. This will speed up Gambit matches overall and add a change of pace to the final round.
      • Overhauled how we choose the invader spawn location and increased the number of invader spawn points for each map. This should greatly reduce the chances of spawning very near or in direct line of sight of an enemy Guardian.
      • Implemented Idle Protection which means that players that remain dormant for too long will not receive end-of-match rewards or Infamy points. 
      • The Triumph “Light vs. Light” can now be progressed by killing any Guardian using a Super, not just invaders. This makes attaining the Dredgen title a less daunting task.
      • Adjustments to Blocker types by deposit tier:
          • Small Blocker = Taken Goblin with less health than the previous Phalanx. 
          • Medium Blocker = Taken Captain with more health than the previous Knight.
          • Large Blocker = Taken Knight with more health than the previous Ogre.

These changes arrive with the Season of the Drifter. To get you ready for the change in seasons, we’re enabling Triple Infamy for the final week of Season of the Forge.

Triple Infamy

Start: 2/26/2019, 9 AM PST

End: 3/5/2019 

Are you looking to become a Dredgen and impress the Drifter? Or maybe acquire a few weapons to round out your collection? Wins, losses, and bounties will all reward you with increased Infamy throughout the week.

Back to the Sandbox


Alongside the Gambit quality-of-life changes, our Sandbox Team will be fine-tuning some weapon archetypes to refresh the gameplay experience in Destiny 2. The following is a quick preview of some changes coming with Destiny Update 2.2.0, with developer commentary from Sandbox Designer Victor Anderson:

Linear Fusion Rifles

These Energy weapons have dominated Gambit for quite some time. First came Sleeper Simulant. Then came the Queenbreaker. We’ve made them less forgiving so we can enjoy a change of pace.

      • Linear Fusion Rifle aim-assist values will receive an adjustment to reduce effectiveness at very long ranges.
          • While Queenbreaker has high aim-assist values by default, we discovered an issue where it was not honoring aim-assist values that applied to other Linear Fusion Rifles of the same archetype. This resulted in Queenbreaker having over double the intended aim assist.
      • Linear Fusion Rifles will receive a 10% damage increase in PvE to compensate for the above changes.

Shotguns

In Season of the Drifter, we’re making a few changes to rapid-fire Shotguns, and the Full Auto perk. We’re doing this for a few reasons, one of them being that the Full Auto perk feels far too important to Shotguns in PvE. This perk effectively doubles the damage output of any given Shotgun due to the rate of fire increase.

While we believe it is important to have useful perks on your weapons, the efficacy of this was so impactful that rapid-fire Shotguns became the only Shotguns worth considering for PvE. When the following changes release in Season of the Drifter, we hope you might be inspired to equip an aggressive Shotgun or maybe even take a slug Shotgun for a spin in a PvE activity.

      • Shotguns will receive a damage multiplier in PvE activities, effectively doubling their damage.
          • The Legend of Acrius is an exception to this.
      • Full Auto rate-of-fire bonus for Shotguns is now +10%, down from +100%.
          • In addition, it no longer increases the Shotgun pellet spread.
      • Default rate-of-fire values for have also shifted:
          • Aggressives are 55 RPM, up from 45 RPM
          • Precisions are 70 RPM, up from 55 RPM
          • Lightweights are 80 RPM (they were erroneously stated to be 90 RPM previously)
          • Rapid-Fire 140 RPM, down from 200 RPM (they were previously natively 100 RPM, but due to the intrinsic full auto, actually had 200 RPM)
          • Also reduced base damage for Shotguns across the board to align with their new rates of fire on a per sub-archetype basis.
      • Ammo reserves for Shotguns were re-evaluated due to the increased efficiency of having more damage per shot.

We also took the opportunity to slightly adjust Shotguns for the Crucible. While Shotguns will remain effective in the Crucible, we have toned down the range at which Shotguns could secure a one-shot kill.

Additionally, the team has some information regarding balance changes for the One-Eyed Mask Exotic, which will release with Update 2.2.0:

One-Eyed Mask

In various combat situations, One-Eyed Mask has been too effective, and has become a non-choice Exotic for Titans in PvP environments. After implementing the following changes, we believe the Exotic will still be potent if used well, but there will be more opportunities to counter it.

      • The duration of the Mark of Vengeance has been reduced from 15 seconds to 8 seconds
      • The way players refill health after a successful kill has changed. Before, it restored all of your health and the overshield refilled over time. Now, the health refills over time alongside the overshield. This should give a leg up when encountering situations where multiple people are fighting one person with the One-Eyed Mask equipped.
      • Vengeance will no longer trigger for players in Super. This was making Supers far too potent.

A new season means a new reality in combat. Keep up the chatter, and we’ll keep curating the Sandbox so that Destiny adapts to the way you play!

They’ll Be Your Guide


Navigating the various destinations of Destiny can sometimes be difficult, whether a snag occurs when following a quest line or an enemy fails to appear in the world. The Player Support Team is here to shine a light on the right path forward so you can get you to the loot you’ve been hunting.

This is their report.

Destiny 2 Update 2.2.0 Resolved Issues Preview – Part 2

Following the conversation from last week, here’s the second batch of player-impacting issues that we expect to be resolved with Update 2.2.0 in early March.
      • “Mint Condition” Triumph: The “Mint Condition” Triumph is not unlocking.
      • “Forged in Fire” Triumph: The “Forged in Fire” Triumph is not unlocking.
      • “Master Smith” Triumph: The “Master Smith” Triumph is not updating for Rare research frame completions.
      • “Calculated Trajectory” Triumph: The “Calculated Trajectory” Triumph and medal do not trigger in Iron Banner.
      • “The Eternal Return” Emblem: The emblem “The Eternal Return” is not updating each time players conquer Dûl Incaru in the Dreaming City.
      • “Senior Recruiter” Emblem: The emblem “Senior Recruiter” is not updating for Refer-a-Friend referral completions.
      • “Black Armory Devotee” Bounty: The “Black Armory Devotee” bounty does not progress when using non-frame Black Armory weapons.
Check back next week for our third and final Resolved Issues Preview for Update 2.2.0. For the full Destiny 2 Update 2.2.0 patch notes when they are available, players should monitor our Updates page.

Relics of the Golden Age

Also resolved in Update 2.2.0 is an issue that has caused confusion regarding the “Relics of the Golden Age” quest for Sturm.

Currently, one of the steps in this quest directs players to “decrypt” five Legendary engrams and one Exotic engram. In Update 2.2.0, this quest description will update to direct players to “pick up” these engrams, which aligns with Year 2 world-drop engram behavior.

To set the correct expectations, here are special cases that players should be aware of when completing this step:

      • Prime Engrams do not count toward this quest step.
      • Vendor rank-up rewards and Cryparch-purchased engrams do not count toward this quest step.
      • Fated Engrams and direct-purchase Exotics from Xûr do not count toward this quest step.
      • Engrams left in activities that recover to postmaster do not count toward this quest step.
      • Year 1-style Legendary and Exotic engrams that slot into players’ inventories and require manual decryption do not count toward this step. These are very rare, but are still available from some sources.
As always, players who encounter gameplay issues should report them to the #Help forum.

Take A Seat


Whether it is a group of Crucible Legends or a single Titan taking down a raid boss, we’re always excited to see what the community brings to the table for the Movie of the Week. Watch as Chaperones, Whispers, and a Midnight Coup dominate their enemies in the clips below.

Movie of the Week: Destiny Fun Police—Born Again




Honorable Mention: Making Us Proud




If you’d like a chance at the Lens of Fate emblem, be sure to submit your footage to the Community Creations portal on bungie.net.

With just 12 days between you and Season of the Drifter, the team is hard at work dotting the i’s and crossing the t’s on Destiny 2 Update 2.2.0.

Before we go, I wanted to share a quick preview of something that the Hunters among you have been asking for. If you ever found yourself thinking, “It would be awesome if I could see my entire cloak when previewing shaders,” we have some good news for you. Update 2.2.0 will make a slight change to your view when inspecting cloaks in the character screen.

We’ll have more patch note previews leading up to Season of the Drifter. Until then, have a great weekend, and we’ll see you in the wild.

Cheers,

dmg04

P.S.—Shoutout to every single Guardian among you who has completed the Shattered Throne Dungeon solo. I was finally able to conquer this challenge on Tuesday. In other words, the bread has been baked.

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  News - BioWare Veteran Leading New Games Studio
Posted by: xSicKxBot - 03-09-2019, 03:13 PM - Forum: Lounge - No Replies

BioWare Veteran Leading New Games Studio

Games tech company Improbable has announced it is venturing into games development with two newly created studios in London and Edmonton, the latter of which is being headed up by former BioWare veteran Aaryn Flynn. In a press release, the company says the studios are working on "online multiplayer games" powered by its SpatialOS platform.

Flynn worked at BioWare for 11 years and served as the company's general manager from 2015-2017. During his tenure there, he oversaw the development of the Mass Effect and Dragon Age franchises, as well as Star Wars: The Old Republic. He joined Improbable as the general manager of its North American games business in September 2018.

"I was interested in making a game using SpatialOS from the very first time I spoke to Improbable," Flynn said. "Building tools and content has been a great way for our Edmonton team to master SpatialOS, but a full game was always an opportunity myself and others had in mind as the Edmonton studio took shape. Now, after a lot of great hires and great progress, we're going to focus on creating that game using Unreal Engine 4 and building on SpatialOS' next-generation online games platform."

Improbable's London studio, meanwhile, is being led by John Wasilczyk, who previously worked at EA DICE and Fortnite developer Epic Games. The company says it plans to further grow these studios and found additional ones in other locations.

Improbable will discuss its SpatialOS platform and its move into game development at this year's Game Developers Conference, which takes place from March 18-22. The company will also host two panels at the conference, which will feature Flynn and Josh Holmes, who previously worked on the Def Jam Vendetta and Halo series.

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  News - AngerForce: Reloaded Brings TATE Mode Shmup Action To Switch Next Month
Posted by: xSicKxBot - 03-09-2019, 03:13 PM - Forum: Nintendo Discussion - No Replies

AngerForce: Reloaded Brings TATE Mode Shmup Action To Switch Next Month


Publisher indienova has revealed that its upcoming shoot ’em up AngerForce: Reloaded is ready to go on Nintendo Switch. You’ll be able to get your hands on it this April.

We first heard about this one back in October, when it was expected to launch within the following couple of months. Of course, we’re now well and truly into 2019 so that never happened, but the delay was apparently due to the development team wanting to add a TATE mode. We think we can live with the delay, considering.

The game is set in a 19th-century world where humans are under threat from a robot rebellion. Players can improve their on-screen characters by choosing from randomly generated abilities, and your choices will impact your entire stage progression. You’ll be able to choose from dozens of different upgrades, hoping to compliment your character’s special abilities and forming your very own favoured playstyle.

Here are some more features for you if you’d like to know more:

Features:
– A straight-up hardcore STG that takes you back to the fast-paced 90’s.
– Original robot-tech and unique comic art style that employs Free-form Deformation technique to achieve detailed and 3D-like effects in 2D animation.
– 7 elaborate stages and 10+ crazed bosses to defeat.
– 4 original characters, each of them having two special abilities and one powerful bomb.
– Create your own unique play style by mixing and matching your character’s abilities.
– A roguelike randomized ability system in the arcade mode.
– Explore the story behind each character and the secrets surrounding the enemy legion.
– More than 20 original tracks.
– Nintendo Switch exclusive TATE mode.


The game launches on 2nd April in North America and will be priced at $9.99; a European release is expected just days after. Those who wish to pre-order the game nearer the time will also benefit from a 15% discount.

Does this look like a winner to you? Are you happy that a TATE mode has been added? Tell us below.

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  News - Dungeon Master-Inspired Steampunk Adventure Vaporum Is Coming To Switch
Posted by: xSicKxBot - 03-09-2019, 03:13 PM - Forum: Nintendo Discussion - No Replies

Dungeon Master-Inspired Steampunk Adventure Vaporum Is Coming To Switch


Merge Games has revealed that it is bringing Fatbot Games’ dungeon crawler Vaporum to the Nintendo Switch this April.

This award-winning, grid-based adventure title takes inspiration from the likes of Dungeon Master, Eye of the Beholder and Legend of Grimrock, but rather than opt for the traditional fantasy setting, it uses a steampunk aesthetic. The end result is a game which looks pretty unique and should scratch a very particular itch for RPG fans.

Here’s some PR:

Prepare to fight – you’ll encounter many enemies along your path. Each type has a distinctive set of strengths, weaknesses, and attack and defense mechanisms, so you’ll have to employ different tactics to beat them. Choose wisely when equipping yourself with gear; weapons differ from one another not only by damage levels and appearance, but also in terms of their unique bonuses or behaviors.

Use a wide range of skills thanks to the gadget-based RPG system: direct attacks, area attacks, offensive and defensive buffs, etc. But be careful, because while they are powerful, they also drain your energy. Remember that some enemies are immune to certain types of attack, so you will have to figure out the best way to deal with every encounter the game throws at you.

Solve intriguing puzzles and level-wide objectives where you will need to use both your wits and reflexes. While most riddles are contained in a single room, progression objectives can span entire levels, or even multiple ones.

Instead of increasing the abilities of your human character, improve your exoskeleton. Equip yourself with various items and define your own playstyle. Change your loadout at any time to adapt to all kinds of unexpected situations. As your exoskeleton becomes more powerful by absorbing a special substance – fumium – from defeated enemies, you will be able to unlock useful areas of the exo-rig, gaining significant permanent attribute bonuses and passive skills. Simply put – prepare for tonnes of customization.

+ Fight in real time – First-person real-time combat with deadly foes with varied abilities and behaviors
+ Be tactical – Use various attacks and read your opponents – each enemy has a different set of strengths and weaknesses
+ Fully voiced main characters – Find out what happened to the inhabitants of the tower with fully voiced phono-diaries kept by the main story’s protagonists
+ Tons of customization options – The gadget-based RPG system allows you to evolve your exoskeleton and define your own playstyle
+ Absorb fumium from defeated enemies – Unlock additional circuits in your exoskeleton and gain new bonuses and skills
+ Keep your wits about you – Solve level-wide objectives and puzzles that vary in difficulty
+ Explore and loot – Look for optional passages filled with additional challenges and rewards
+ What happened in the mysterious tower? – A storyline full of dark secrets and unexpected twists
+ Immersive steampunk setting – Beautiful graphics, stunning sound design and an atmosphere that makes you aware of the constant danger lurking around every corner

The Nintendo Switch version launches on April 11th and will cost £19.99.

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  Fedora - Get cooking with GNOME Recipes on Fedora
Posted by: xSicKxBot - 03-09-2019, 03:13 PM - Forum: Linux, FreeBSD, and Unix types - No Replies

Get cooking with GNOME Recipes on Fedora

Do you love to cook? Looking for a better way to manage your recipes using Fedora? GNOME Recipes is an awesome application available to install in Fedora to store and organize your recipe collection.


GNOME Recipes is an recipe management tool from the GNOME project. It has the visual style of a modern GNOME style application, and feels similar to GNOME Software, but for food.

Installing GNOME Recipes


Recipes is available to install from the 3rd party Flathub repositories. If you have never installed an application from Flathub before, set it up using the following guide:

Install Flathub apps on Fedora

After correctly setting up Flathub as a software source, you will be able to search for and install Recipes via GNOME Software.

Recipe management


Recipes allows you to manually add your own collection of recipes, including photos, ingredients, directions, as well as extra metadata like preparation time, cuisine style, and spiciness.


When entering in a new item, GNOME Recipes there are a range of different measurement units to choose from, as well as special tags for items like temperature, allowing you to easily switch units.

Community recipes


In addition to manually entering in your favourite dishes for your own use, it also allows you to find, use, and contribute recipes to the community. Additionally, you can mark your favourites, and search the collection by the myriad of metadata available for each recipe.


Step by step guidance


One of the awesome little features in GNOME Recipes is the step by step fullscreen mode. When you are ready to cook, simply activate this mode, move you laptop to the kitchen, and you will have a full screen display of the current step in the cooking method. Futhermore, you can set up the recipes to have timers displayed on this mode when something is in the oven.


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  Microsoft - Microsoft and Intel partner to speed deep learning workloads on Azure
Posted by: xSicKxBot - 03-09-2019, 03:13 PM - Forum: Windows - No Replies

Microsoft and Intel partner to speed deep learning workloads on Azure

This post is co-authored with Ravi Panchumarthy and Mattson Thieme from Intel.

We are happy to announce that Microsoft and Intel are partnering to bring optimized deep learning frameworks to Azure. These optimizations are available in a new offering on the Azure marketplace called the Intel Optimized Data Science VM for Linux (Ubuntu).

Over the last few years, deep learning has become the state of the art for several machine learning and cognitive applications. Deep learning is a machine learning technique that leverages neural networks with multiple layers of non-linear transformations, so that the system can learn from data and build accurate models for a wide range of machine learning problems. Computer vision, language understanding, and speech recognition are all examples of deep learning at play today. Innovations in deep neural networks in these domains have enabled these algorithms to reach human level performance in vision, speech recognition and machine translation. Advances in this field continually excite data scientists, organizations and media outlets alike. To many organizations and data scientists, doing deep learning well at scale poses challenges due to technical limitations.

Often, default builds of popular deep learning frameworks like TensorFlow are not fully optimized for training and inference on CPU. In response, Intel has open-sourced framework optimizations for Intel® Xeon processors. Now, through partnering with Microsoft, Intel is helping you accelerate your own deep learning workloads on Microsoft Azure with this new marketplace offering.

“Microsoft is always looking at ways in which our customers can get the best performance for a wide range of machine learning scenarios on Azure. We are happy to partner with Intel to combine the toolsets from both the companies and offer them in a convenient pre-integrated package on the Azure marketplace for our users”

– Venky Veeraraghavan, Partner Group Program manager, ML platform team, Microsoft.

Accelerating Deep Learning Workloads on Azure


Built on the top of the popular Data Science Virtual Machine (DSVM), this offer adds on new Python environments that contain Intel’s optimized versions of TensorFlow and MXNet. These optimizations leverage the Intel® Advanced Vector Extensions 512 (Intel® AVX-512) and Intel® Math Kernel Library for Deep Neural Networks (Intel® MKL-DNN) to accelerate training and inference on Intel® Xeon® Processors. When running on an Azure F72s_v2 VM instance, these optimizations yielded an average of 7.7X speedup in training throughput across all standard CNN topologies. You can find more details on the optimization practice here.

As a data scientist or AI developer, this change is quite transparent. You still code with the standard TensorFlow or MXNet frameworks. You can also use the new set of Python (conda) environments (intel_tensorflow_p36, intel_mxnet_p36) on the DSVM to run your code to take full advantage of all the optimizations on an Intel® Xeon Processor based F-Series or H-Series VM instance on Azure. Since this product is built using the DSVM as the base image, all the rich tools for data science and machine learning are still available to you. Once you develop your code and train your models, you can deploy them for inferencing on either the cloud or edge.

“Intel and Microsoft are committed to democratizing artificial intelligence by making it easy for developers and data scientists to take advantage of Intel hardware and software optimizations on Azure for machine learning applications. The Intel Optimized Data Science Virtual Machine (DSVM) provides up to a 7.7X speedup on existing frameworks without code modifications, benefiting Microsoft and Intel customers worldwide”

Binay Ackalloor, Director Business Development, AI Products Group, Intel.

Performance


In Intel’s benchmark tests run on Azure F72s_v2 instance, here are the results comparing the optimized version of TensorFlow with the standard TensorFlow builds.

Bar graph of Default TensorFlow vs. Intel Optimization for TensorFlow

Figure 1: Intel® Optimization for TensorFlow provides an average of 7.7X increase (average indicated by the red line) in training throughput on major CNN topologies. Run your own benchmarks using tf_cnn_benchmarks. Performance results are based on Intel testing as of 01/15/2019. Find the complete testing configuration here.

Getting Started


To get started with the Intel Optimized DSVM, click on the offer in the Azure Marketplace, then click “GET IT NOW”. Once you answer a few simple questions on the Azure Portal, your VM is created with all the DSVM tool sets and the Intel optimized deep learning frameworks pre-configured and ready to use.

Screenshot of Intel Optimized Data Science VM for Linux in Azure marketplace

The Intel Optimized Data Science VM is an ideal environment to develop and train deep learning models on Intel Xeon processor-based VM instances on Azure. Microsoft and Intel will continue their long partnership to explore additional AI solutions and framework optimizations to other services on Azure like the Azure Machine Learning service and Azure IoT Edge.

Next steps


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  AppleInsider - Apple’s Swift Playgrounds 3.0 enters first public beta
Posted by: xSicKxBot - 03-09-2019, 03:13 PM - Forum: Apples Mac and OS X - No Replies

Apple’s Swift Playgrounds 3.0 enters first public beta

 

Apple on Tuesday issued the first beta of Swift Playgrounds 3.0, the next version of its iPad-based teaching tool for the Swift programming language.

Swift Playgrounds

One new feature is the ability to give Playground Books “directories of Swift code and resources that can be imported for use by any page in that book,” Apple’s release notes say. To download the beta people must go through the TestFlight app.

Some known bugs include playgrounds getting stuck when live issues are present or after recording movies. Workarounds are available. Notes also mention that the app makes use of Swift 5, itself still in beta.

Apple’s last major update of Swift Playgrounds was 2.2 in November, which brought changes like new playgrounds and better discovery of third-party content.

Swift Playgrounds debuted in 2016 as an in-house effort to teach children and adults how to code using the company’s Swift programming language. The software relies on a 3D world, animations, and interactive tools to teach basic coding techniques, even to those who have no prior coding experience.

Swift can nominally be used on non-Apple platforms but is almost exclusively used by iOS, macOS, tvOS, and watchOS apps.

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  ASP.NET Core updates in .NET Core 3.0 Preview 3
Posted by: xSicKxBot - 03-09-2019, 03:13 PM - Forum: C#, Visual Basic, & .Net Frameworks - No Replies

ASP.NET Core updates in .NET Core 3.0 Preview 3

Daniel Roth

Daniel

.NET Core 3.0 Preview 3 is now available and it includes a bunch of new updates to ASP.NET Core.

Here’s the list of what’s new in this preview:

  • Razor Components improvements:
    • Single project template
    • New .razor extension
    • Endpoint routing integration
    • Prerendering
    • Razor Components in Razor Class Libraries
    • Improved event handling
    • Forms & validation
  • Runtime compilation
  • Worker Service template
  • gRPC template
  • Angular template updated to Angular 7
  • Authentication for Single Page Applications
  • SignalR integration with endpoint routing
  • SignalR Java client support for long polling

Please see the release notes for additional details and known issues.

Get started


To get started with ASP.NET Core in .NET Core 3.0 Preview 3 install the .NET Core 3.0 Preview 3 SDK

If you’re on Windows using Visual Studio, you’ll also want to install the latest preview of Visual Studio 2019.

  • Note: To use use this preview of .NET Core 3.0 with the release channel of Visual Studio 2019, you will need to enable the option to use previews of the .NET Core SDK by going to Tools > Options > Projects and Solutions > .NET Core > Use previews of the .NET Core SDK

Upgrade an existing project


To upgrade an existing an ASP.NET Core app to .NET Core 3.0 Preview 3, follow the migrations steps in the ASP.NET Core docs.

Please also see the full list of breaking changes in ASP.NET Core 3.0.

Razor Components improvements


In the previous preview, we introduced Razor Components as a new way to build interactive client-side web UI with ASP.NET Core. This section covers the various improvements we’ve made to Razor Components in this preview update.

Single project template


The Razor Components project template is now a single project instead of two projects in the same solution. The authored Razor Components live directly in the ASP.NET Core app that hosts them. The same ASP.NET Core project can contain Razor Components, Pages, and Views. The Razor Components template also has HTTPS enabled by default like the other ASP.NET Core web app templates.

New .razor extension


Razor Components are authored using Razor syntax, but are compiled differently than Razor Pages and Views. To clarify which Razor files should be compiled as Razor Components we’ve introduced a new file extension: .razor. In the Razor Components template all component files now use the .razor extension. Razor Pages and Views still use the .cshtml extension.

Razor Components can still be authored using the .cshtml file extension as long as those files are identified as Razor Component files using the _RazorComponentInclude MSBuild property. For example, the Razor Component template in this release specifies that all .cshtml files under the Components folder should be treated as Razor Components.

<_RazorComponentInclude>Components\**\*.cshtml</_RazorComponentInclude>

Please note that there are a number of limitations with .razor files in this release. Please refer to the release notes for the list of known issues and available workarounds.

Endpoint routing integration


Razor Components are now integrated into ASP.NET Core’s new Endpoint Routing system. To enable Razor Components support in your application, use MapComponentHub<TComponent> within your routing configuration. For example,

app.UseRouting(routes =>
{ routes.MapRazorPages(); routes.MapComponentHub<App>("app");
});

This configures the application to accept incoming connections for interactive Razor Components, and specifies that the root component App should be rendered within a DOM element matching the selector app.

Prerendering


The Razor Components project template now does server-side prerendering by default. This means that when a user navigates to your application, the server will perform an initial render of your Razor Components and deliver the result to their browser as plain static HTML. Then, the browser will reconnect to the server via SignalR and switch the Razor Components into a fully interactive mode. This two-phase delivery is beneficial because:

  • It improves the perceived performance of the site, because the UI can appear sooner, without waiting to make any WebSocket connections or even running any client-side script. This makes a bigger difference for users on slow connections, such as 2G/3G mobiles.
  • It can make your application easily crawlable by search engines.

For users on faster connections, such as intranet users, this feature has less impact because the UI should appear near-instantly regardless.

To set up prerendering, the Razor Components project template no longer has a static HTML file. Instead a single Razor Page, /Pages/Index.cshtml, is used to prerender the app content using the Html.RenderComponentAsync<TComponent>() HTML helper. The page also references the components.server.js script to set up the SignalR connection after the content has been prerendered and downloaded. And because this is a Razor Page, features like the environment tag helper just work.

Index.cshtml

@page "{*clientPath}"
<!DOCTYPE html>
<html>
<head> ...
</head>
<body> <app>@(await Html.RenderComponentAsync<App>())</app> http://_framework/components.server.js
</body>
</html>

Besides the app loading faster, you can see that prerendering is happening by looking at the downloaded HTML source in the browser dev tools. The Razor Components are fully rendered in the HTML.

Razor Components in Razor Class Libraries


You can now add Razor Components to Razor Class Libraries and reference them from ASP.NET Core projects using Razor Components.

To create reusable Razor Components in a Razor Class Library:

  1. Create an Razor Components app:

    dotnet new razorcomponents -o RazorComponentsApp1
  2. Create a new Razor Class Library

    dotnet new razorclasslib -o RazorClassLib1
  3. Add a Component1.razor file to the Razor Class Library

Component1.razor

<h1>Component1</h1> <p>@message</p> @functions { string message = "Hello from a Razor Class Library"!;
}
  1. Reference the Razor Class Library from an ASP.NET Core app using Razor Components:

    dotnet add RazorComponentsApp1 reference RazorClassLib1
  2. In the Razor Components app, import all components from the Razor Class Library using the @addTagHelper directive and then use Component1 in the app:

Index.razor

@page "/"
@addTagHelper *, RazorClassLib1 <h1>Hello, world!</h1> Welcome to your new app. <Component1 />

Note that Razor Class Libraries are not compatible with Blazor apps in this release. Also, Razor Class Libraries do not yet support static assets. To create components in a library that can be shared with Blazor and Razor Components apps you still need to use a Blazor Class Library. This is something we expect to address in a future update.

Improved event handling


The new EventCallback and EventCallback<> types make defining component callbacks much more straightforward. For example consider the following two components:

MyButton.razor

<button on‌click="@OnClick">Click here and see what happens!</button> @functions { [Parameter] EventCallback<UIMouseEventArgs> OnClick { get; set; }
}

UsesMyButton.razor

@text
<MyButton On‌Click="ShowMessage" /> @function { string text; void ShowMessage(UIMouseEventArgs e) { text = "Hello, world!"; }
}

The OnClick callback is of type EventCallback<UIMouseEventArgs> (instead of Action<UIMouseEventArgs>), which MyButton passes off directly to the onclick event handler. The compiler handles converting the delegate to an EventCallback, and will do some other things to make sure that the rendering process has enough information to render the correct target component. As a result an explicit call to StateHasChanged in the ShowMessage event handler isn’t necessary.

By using the EventCallback<> type OnClick handler can now also be asynchronous without any additional code changes to MyButton:

UsesMyButton.razor

@text
<MyButton On‌Click="ShowMessageAsync" /> @function { string text; async Task ShowMessageAsync(UIMouseEventArgs e) { await Task.Yield(); text = "Hello, world!"; }
}

We recommend using EventCallback and EventCallback<T> when you define component parameters for event handling and binding. Use EventCallback<> where possible because it’s strongly typed and will provide better feedback to users of your component. Use EventCallback when there’s no value you will pass to the callback.

Note that consumers don’t have to write different code when using a component because of EventCallback. The same event handling code should still work, while removing some thorny issues and improving the usability of your components.

Forms & validation


This preview release adds built-in components and infrastructure for handling forms and validation.

One of the benefits of using .NET for client-side web development is the ability to share the same implementation logic between the client and the server. Validation logic is a prime example. The new forms & validation support in Razor Components includes support for handling validation using data annotations, or you can plug in your preferred validation system.

For example, the following Person type defines validation logic using data annotations:

public class Person
{ [Required(ErrorMessage = "Enter a name")] [StringLength(10, ErrorMessage = "That name is too long")] public string Name { get; set; } [Range(0, 200, ErrorMessage = "Nobody is that old")] public int AgeInYears { get; set; } [Required] [Range(typeof(bool), "true", "true", ErrorMessage = "Must accept terms")] public bool AcceptsTerms { get; set; }
}

Here’s how you can create a validating form based on this Person model:

<EditForm Model="@person" On‌ValidSubmit="@HandleValidSubmit"> <DataAnnotationsValidator /> <ValidationSummary /> <p class="name"> Name: <InputText bind-Value="@person.Name" /> </p> <p class="age"> Age (years): <InputNumber bind-Value="@person.AgeInYears" /> </p> <p class="accepts-terms"> Accepts terms: <InputCheckbox bind-Value="@person.AcceptsTerms" /> </p> <button type="submit">Submit</button>
</EditForm> @functions { Person person = new Person(); void HandleValidSubmit() { Console.WriteLine("OnValidSubmit"); }
}

If you add this form to your app and run it you will get a basic form that automatically validates the field inputs when they are changed and when the form is submitted.

Validating form

There are quite a few things going on here, so let’s break it down piece by piece:

  • The form is defined using the new EditForm component. The EditForm sets up an EditContext as a cascading value that tracks metadata about the edit process (e.g. what’s been modified, current validation messages, etc.). The EditForm also provides convenient events for valid and invalid submits (OnValidSubmit, OnInvalidSubmit). Or you can use OnSubmit directly if you want to trigger the validation yourself.
  • The DataAnnotationsValidator component attaches validation support using data annotations to the cascaded EditContext. Enabling support for validation using data annotations currently requires this explicit gesture, but we are considering making this the default behavior that you can then override.
  • Each of the form fields are defined using a set of built-in input components (InputText, InputNumber, InputCheckbox, InputSelect, etc.). These components provide default behavior for validating on edit and changing their CSS class to reflect the field state. Some of them have useful parsing logic (e.g., InputDate and InputNumber handle unparseable values gracefully by registering them as validation errors). The relevant ones also support nullability of the target field (e.g., int?).
  • The ValidationMessage component displays validation messages for a specific field.
  • The ValidationSummary component summarizes all validation messages (similar to the validation summary tag helper).

There are some limitations with the built-in input components that we expect to improve in future updates. For example, you can’t currently specify arbitrary attributes on the generate input tags. In the future, we plan to enable components that pass through all extra attributes. For now, you’ll need to build your own component subclasses to handle these cases.

Runtime compilation


Support for runtime compilation was removed from the ASP.NET Core shared framework in .NET Core 3.0, but you can now enable it by adding a package to your app.

To enable runtime compilation:

  1. Add a package reference to Microsoft.AspNetCore.Mvc.Razor.RuntimeCompilation

    <PackageReference Include="Microsoft.AspNetCore.Mvc.Razor.RuntimeCompilation" Version="3.0.0-preview3-19153-02" />
  2. In Startup.ConfigureServices add a call to AddRazorRuntimeCompilation

    services.AddMvc().AddRazorRuntimeCompilation();

Worker Service Template


In 3.0.0-preview3 we are introducing a new template called ‘Worker Service’. This template is designed as a starting point for running long-running background processes like you might run as a Windows Service or Linux Daemon. Examples of this would be producing/consuming messages from a message queue or monitoring a file to process when it appears. It’s intended to provide the productivity features of ASP.NET Core such as Logging, DI, Configuration, etc without carrying any web dependencies.

Worker Service

In the coming days we will publish a few blog posts giving more walkthroughs on using the Worker template to get started. We will have dedicated posts about publishing as a Windows/Systemd service, running on ACI/AKS, as well as running as a WebJob.

Caveats


Whilst the intent is for the worker template to not have any dependencies on web technologies by default, in preview3 it still uses the Web SDK and is shown after you select ‘ASP.NET Core WebApplication’ in Visual Studio. This is temporary and will be changed in a future preview. This means that for preview3 you will see many options in VS that may not make sense, such as publishing your worker as a web app to IIS.

Angular template updated to Angular 7


The Angular template is now updated to Angular 7. We anticipate updating again to Angular 8 before .NET Core 3.0 ships a stable release.

Authentication for the Single Page Application templates


This release introduces support for authentication in our Angular and React templates. In this section we show how to create a new Angular or React template that allows us to authenticate users and access a protected API resource.

Our support for authenticating and authorizing users is powered behind the scenes by IdentityServer, with some extensions we built to simplify the configuration experience for the scenarios we are targeting.

Note: In this post we showcase authentication support for Angular but the React template offers equivalent functionality.

Create a new Angular application


To create a new Angular application with authentication support we invoke the following command:

dotnet new angular -au Individual

This command creates a new ASP.NET Core application with a hosted client Angular application. The ASP.NET Core application includes an Identity Server instance already configured so that your Angular application can authenticate users and send HTTP requests against the protected resources in the ASP.NET Core application.

The authentication and authorization support is built as an Angular module that gets imported into your application and offers a suite of components and services to enhance the functionality of the main applicaiton module.

Run the application


To run the application simply execute the command below and open the browser in the url displayed on the console:

dotnet run
Hosting environment: Development
Content root path: C:\angularapp
Now listening on: https://localhost:5001
Now listening on: http://localhost:5000
Application started. Press Ctrl+C to shut down.

SPA index

When we open the application we see the usual Home, Counter and Fetch data menu options and two new options: Register and Login. If we click on Register we get sent to the default Identity UI where (after running migrations and updating the database) we can register as a new user.

Register a new user


SPA register

After registering as a new user we get redirected back to the application where we can see that we are successfully authenticated

SPA logged in

Call an authenticated API


If we click on the Fetch data we can see the weather forecast data table

SPA fetch data

Protect an existing API


To protect an API on the server we simply need to use the [Authorize] attribute on the controller or action that we want to protect.

[Authorize]
[Route("api/[controller]")]
public class SampleDataController : Controller
{
...
}

Require authentication for a client route.


To require the user be authenticated when visiting a page in the Angular application we apply the [AuthorizeGuard] to the route we are configuring.

import { ApiAuthorizationModule } from 'src/api-authorization/api-authorization.module';
import { AuthorizeGuard } from 'src/api-authorization/authorize.guard';
import { AuthorizeInterceptor } from 'src/api-authorization/authorize.interceptor'; @NgModule({ declarations: [ AppComponent, NavMenuComponent, HomeComponent, CounterComponent, FetchDataComponent ], imports: [ BrowserModule.withServerTransition({ appId: 'ng-cli-universal' }), HttpClientModule, FormsModule, ApiAuthorizationModule, RouterModule.forRoot([ { path: '', component: HomeComponent, pathMatch: 'full' }, { path: 'counter', component: CounterComponent }, { path: 'fetch-data', component: FetchDataComponent, canActivate: [AuthorizeGuard] }, ]) ], providers: [ { provide: HTTP_INTERCEPTORS, useClass: AuthorizeInterceptor, multi: true } ], bootstrap: [AppComponent]
})
export class AppModule { }

Get more details by visiting the docs page


This is a quick introduction to what our new authentication support for Single Page Applications has to offer. For more details check out the docs.

Endpoint Routing with SignalR Hubs


In 3.0.0-preview3 we are hooking SignalR hubs into the new Endpoint Routing feature recently released. SignalR hub wire-up was previously done explicitly:

app.UseSignalR(routes =>
{ routes.MapHub<ChatHub>("hubs/chat");
});

This meant developers would need to wire up controllers, Razor pages, and hubs in a variety of different places during startup, leading to a series of nearly-identical routing segments:

app.UseSignalR(routes =>
{ routes.MapHub<ChatHub>("hubs/chat");
}); app.UseRouting(routes =>
{ routes.MapRazorPages();
});

Now, SignalR hubs can also be routed via endpoint routing, so you’ve got a one-stop place to route nearly everything in ASP.NET Core.

app.UseRouting(routes =>
{ routes.MapRazorPages(); routes.MapHub<ChatHub>("hubs/chat");
});

Long Polling for Java SignalR Client


We added long polling support to the Java client which enables it to establish connections even in environments that do not support WebSockets. This also gives you the ability to specifically select the long polling transport in your client apps.

gRPC Template


This preview release introduces a new template for building gRPC services with ASP.NET Core using a new gRPC framework we are building in collaboration with Google.

gRPC is a popular RPC (remote procedure call) framework that offers an opinionated contract-first approach to API development. It uses HTTP/2 for transport, Protocol Buffers as the interface description language, and provides features such as authentication, bidirectional streaming and flow control, and cancellation and timeouts.

gRPC template

The templates create two projects: a gRPC service hosted inside ASP.NET Core, and a console application to test it with.

gRPC solution

This is the first public preview of gRPC for ASP.NET Core and it doesn’t implement all of gRPC’s features, but we’re working hard to make the best gRPC experience for ASP.NET possible. Please try it out and give us feedback at grpc/grpc-dotnet on GitHub.

Stay tuned for future blog posts discussing gRPC for ASP.NET Core in more detail.

Give feedback


We hope you enjoy the new features in this preview release of ASP.NET Core! Please let us know what you think by filing issues on Github.

Daniel Roth
Daniel Roth

Principal Program Manager, ASP.NET

Follow Daniel   

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  Mobile - Review: The Castles of Burgundy
Posted by: xSicKxBot - 03-09-2019, 03:13 PM - Forum: New Game Releases - No Replies

Review: The Castles of Burgundy

Many people would agree that The Castles of Burgundy is board game maestro Stefan Felds’s finest achievement. It sounds simple enough; roll two dice and take two actions that are dependent on the numbers rolled. However, players will quickly discover that this modest premise hides a surprising amount of depth and a variety of different routes to victory.

CoB is a settlement building game in which the players acquire and place small hexagonal tiles onto their player boards. These boards are divided into regions of different colours. The blue areas, for instance, represent your overseas trade, whilst the light green spaces are for agricultural development. Players begin each round by rolling two dice; they then use the values of these dice to carry out two actions. A player can use a die to take a hexagonal tile from the correspondingly numbered depot. The newly acquired tile is then placed into their store, which can hold a maximum of three tiles. By spending an action a player can transfer a tile from their store to their settlement board. The space on the board has to be the same colour as the tile and must also show the same number as that of the die used to complete the action.

castles of burgundy 1 In Game

The tiles themselves have a range of different powers. When you place a blue ship tile you have the opportunity to take some trade goods and also move forward on the turn order track. Going first can give you a real advantage, as in every round each depot will only have a limited number of tiles available. The dark green castle tiles are very powerful; when they are placed on the board the player gets to immediately take a free action, grabbing or placing any tile without having to consider dice values. You place animals in light green areas. To maximise the point-scoring potential you will want to place animal tiles of the same type in the same area. The grey areas are reserved for silver mines. At the end of every round, each mine will produce silver. This resource is extremely useful as it allows you to purchase additional tiles from the black market without having to expend an action.

The other two colours of tiles offer more complicated options. The brown spaces are for buildings; there are several types, each with its own special ability. Build a warehouse and you can immediately sell some goods. Normally, to sell goods you need to use a die that matches the value printed on that particular type of good. Trading is a great way of earning both points and silver. Construct an inn and you get four workers, each of which will allow you to modify the value of a die by either plus or minus one. At a push, you can spend one of your precious action die to get workers, but in this instance, you will only gain two of them.

castles of burgundy 4 Glossary

The yellow tiles represent knowledge and fall into two main types. Some will give you end-of-game scoring opportunities, such as awarding extra points for constructing a particular type of building. Others will allow you to bend the rules, modifying dice rolls and giving bonuses when you carry out specific actions. In a neat design feature, the yellow tiles that you own are also displayed along the edge of the board. This means that at a glance you can see your special abilities and end-of-game targets.

CoB has plenty of moving pieces and fitting all of this information onto a small screen must have presented the creators with a real challenge. Happily, it is one that the designers have managed to pull off with aplomb. It may not work as well on a phone, but on a tablet-sized screen, the game is very user-friendly. Presentation wise, the game has had a much-needed makeover. The board game was certainly never going to win any beauty contests, with its drab colours and sketchy illustrations. Now, things are nicer, with colourful structures pleasingly rotating into view, cows mooing, chickens clucking and sheep making disturbing strangled bleating sounds. It is very satisfying to watch your settlement spring into life, and although the buildings can be hard to differentiate (a criticism that could also be leveled at the board game), a simple tap and hold will quickly provide the information that you are looking for. At the start of each turn the settlement board springs from a giant iris aperture – it all has a mechanical Game of Thrones opening credits feel. I could have done without the mumbling guys popping up in the corner of the screen every time I take a move, though.

castles of burgundy 2 Board Layout

The playing options are going to be recognisable to anyone familiar with Digidiced’s previous releases. You can play a local game with a mix of human and AI controlled players. The AI is a little predictable, having a particular liking for silver mines, but it still manages to put up a decent challenge on the toughest of the three difficulty levels. Other options include fast or slow ranked asynchronous games, as well as the option to play casual online games against friends. It is reassuring that a couple of bugs which caused the game to freeze have quickly been identified and removed.

The Castles of Burgundy is a fairly involved tile-laying game; a two-player local game is going to take upwards of forty-five minutes to reach its conclusion. It is not as complex as something like Terra Mystica but is certainly a lot tougher to get to grips with than Carcassonne. The excellent interface means that players familiar with the board game will be able to jump in and play straight away. New players will have to invest a considerable amount of time going through the comprehensive tutorials, but it is well worth the effort.

castles of burgundy 3 Breakdown

Player interaction is limited to grabbing valuable tiles before your opponent does, but it is amazing how just two dice rolls can open up so many choices. Despite rolling dice, you hardly ever feel beholden to luck. There are ways of modifying dice or other options worth considering. Indeed a big part of the skill is to be able to keep your plans fluid and make the most of your current rolls. In each of the five rounds, the points that you earn for completing an area diminish and the game becomes a very tense race to complete regions as quickly as possible.

This year has been brilliant for board game releases, it feels like there have been as many excellent releases in the past two months as in the entirety of last year and The Castles of Burgundy is yet another essential purchase for board game fans.

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