Django pages cms: Simple content management system for Django 1.5+

Download and install django-pages-cms using one of the following methods:

pip install django-pages-cms

or you can use

easy_install django-pages-cms

Start the development server and visit http://127.0.0.1:8000/admin/ to setup content management system settings (you’ll need the Admin app enabled).

Visit http://127.0.0.1:8000/ to use content management system.

please see the doc folder for more information.

Read more and download from here

SSL Error When installing rubygems, Unable to pull data from ‘https://rubygems.org/

Latest findings…

Most importantly…download https://raw.githubusercontent.com/rubygems/rubygems/master/lib/rubygems/ssl_certs/AddTrustExternalCARoot-2048.pem

Figure out where to stick it

C:\>gem which rubygems
C:/Ruby21/lib/ruby/2.1.0/rubygems.rb
Then just copy the .pem file in ../2.1.0/rubygems/ssl_certs/ and go on about your business.

from: http://stackoverflow.com/questions/19150017/ssl-error-when-installing-rubygems-unable-to-pull-data-from-https-rubygems-o

Project Management Teams Illustrated

Different project setups. Projects with (a) traditional collocated teams, (b) collocated teams with onsite consultants, (c) nondistributed outsourcing projects, and (d) nondistributed insourcing projects aren’t distributed, whereas projects with (e) distributed insourcing with two teams, (f) distributed outsourcing with two teams, (g) distributed insourcing with one virtual team, and (h) distributed outsourcing with one virtual team are considered distributed project arrangements. The projects described in (e) and (f) rely on loosely coupled teams, whereas (g) and (h) have dispersed or virtual teams.

Source: Virtual Teams,Published by the IEEE Computer Society

Gideros mobile Application Development

Gideros provides the cross-platform technology to create amazing games. In a couple of hours, you’ll find yourself building and running your next great game.

Just register and use it for FREE. You can even publish your apps, with a small splash screen of “Made with Gideros”. Upgrade later if you like what you can do with it!

While developing your game, it can be tested on a real device through Wifi in only 1 second – you don’t waste your time with an export or deploy process.

Developed on top of C/C++ and OpenGL, your game runs at native speed and fully utilizes the power of CPUs and GPUs underneath.

You can easily extend the core with plugins. Import your existing (C, C++, Java or Obj-C) code, bind to Lua and interpret them directly. Dozens of open-source plugins are already developed and ready to use.

Gideros provides its own class system with all the basic OOP standards, enabling you to write clean and reusable code for any of your future games.

Get everything you need from the start, including lightweight IDE, players for Desktop and devices, Texture packer, Font Creator and there are also lots of 3rd party tools.

Easy learning curve, instant testing, OOP coding practices and ability to create needed custom plugins reduces the development time. And because of reusable code, each your next app will be developed even faster.

Apart from supporting multiple platforms, Gideros also provides automatic screen scaling and automatic selecting of proper image resolution, which makes supporting different screen resolutions and creating universal projects an easy task.

To display image, we firstly create the Texture object by providing path to the image file and optional boolean parameter which indicates if the image should be filtere (anti-alised)

Then we create Bitmap object, position it at some coordinate (default are 0,0) and add it to the stage to be rendered

local bmp = Bitmap.new(Texture.new("images/ball.png", true))
bmp:setPosition(100, 100)
stage:addChild(bmp)

To display text, we firstly need to create Font object, in this case we will use TTFont. We provide path to the font file, size of the text and optional boolean parameter which indicates if the image should be filtere (anti-alised)

Then we create TextField object by passing Font object and text that we want to display.

After that we simply set position of the text and add it to the stage to be rendered


local tahomaFont = TTFont.new("fonts/tahoma.ttf", 20, true)
local text = TextField.new(tahomaFont, "Hello World!!!")
text:setPosition(100, 100)
stage:addChild(text)

Read more: From here
Download from here

Hartal (Strike) Tomorrow in Dhaka city?

I dont think so.

About Marmalade Quick

“Accelerating your game development with a fast, flexible and open RAD environment. With Lua, a little code goes a long way.”[1]

Ok, here it is,

As the name suggests, Marmalade Quick is designed to be fast, flexible and easy to use. With Marmalade Quick, a little code goes a long way.

Using Lua (the fastest scripting language available), Marmalade Quick is built on Marmalade and Cocos2D-X so it is also powerful and entirely cross-platform. In fact, no other RAD environment offers simultaneous deployment to so many platforms – or the ability to develop for Android on a Mac and for iOS on a PC. With Marmalade Quick and a single codebase you can target:

  • iOS
  • Android
  • Windows Phone 8
  • Windows Desktop
  • Mac Desktop
  • Tizen
  • BlackBerry 10
  • BlackBerry Playbook
  • Roku

No knowledge of platform-specific languages, APIs or tools is required.

So you can get going as soon as you like! [1]

All of marmalade quick gives you access to the marmalade quick.

Reference:

[1] https://www.madewithmarmalade.com/products/quick