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  [Tut] Python One Line Sum List
Posted by: xSicKxBot - 09-08-2020, 03:43 PM - Forum: Python - No Replies

Python One Line Sum List

Article summary: Here’s a quick visual overview of the contents of this tutorial.

How to sum over all values in a given Python list?

  • Flat List: To sum over a list of numbers in a single line of Python code, use Python’s built-in function sum(list).
  • Nested List: To sum over a list of lists in one line Python, use a generator expression to flatten the list and pass the result into the function: sum(x for y in list for x in y).

Method 1: Sum over a Flat List in One Line


Problem: How to sum over all values in a given Python list?

Example: Given the following list.

a = [1, 2, 3]

You want to calculate the sum of all values in the list—using only a single line of Python code!

# RESULT: 6

Solution: Python’s built-in sum() function helps you to sum over all values in an iterable, such as a Python list.

Summing up a list of numbers appears everywhere in coding. Fortunately, Python provides the built-in sum() function to sum over all elements in a Python list—or any other iterable for that matter. (Official Docs)

Code: Here’s the minimal code example.

a = [1, 2, 3] print(sum(a))
# 6

How does it work? The syntax is sum(iterable, start=0):


Argument Description
iterable Sum over all elements in the iterable. This can be a list, a tuple, a set, or any other data structure that allows you to iterate over the elements.
Example: sum([1, 2, 3]) returns 1+2+3=6.
start (Optional.) The default start value is 0. If you define another start value, the sum of all values in the iterable will be added to this start value.
Example: sum([1, 2, 3], 9) returns 9+1+2+3=15.



Exercise: Try to modify the sequence so that the sum is 30 in our interactive Python shell:

Method 2: Sum over a Nested List of Lists in One Line


Problem: Given multiple lists in a list of lists. How can you sum over all values in a list of lists such as [[1, 2], [3, 4], [5, 6]] in Python?

Solution: Use a generator expression to flatten the values in the nested list and pass the resulting iterable into the sum() function.

Code: The following code creates a list of lists:

a = [[1, 2], [3, 4], [5, 6]]

To sum over the values in the list of lists, use the following one-liner:

print(sum(x for y in a for x in y))

The output is printed on the shell:

# OUTPUT: 21

But how does it work? The main part of the code is the generator expression x for y in a for x in y that flattens the list.

  • The part x for y in a for x in y iterates over all elements y in the nested list a.
  • The part x for y in a for x in y iterates over all elements y in the inner list y.
  • The part x for y in a for x in y stores the inner element in the iterable.

Here’s a recap on the technique of list comprehension.



To learn more about different ways to sum() elements in a list, check out my detailed blog tutorial:

Related Tutorial: Python sum() List — Ultimate Guide

Python One-Liners Book


Python programmers will improve their computer science skills with these useful one-liners.

Python One-Liners

Python One-Liners will teach you how to read and write “one-liners”: concise statements of useful functionality packed into a single line of code. You’ll learn how to systematically unpack and understand any line of Python code, and write eloquent, powerfully compressed Python like an expert.

The book’s five chapters cover tips and tricks, regular expressions, machine learning, core data science topics, and useful algorithms. Detailed explanations of one-liners introduce key computer science concepts and boost your coding and analytical skills. You’ll learn about advanced Python features such as list comprehension, slicing, lambda functions, regular expressions, map and reduce functions, and slice assignments. You’ll also learn how to:

  Leverage data structures to solve real-world problems, like using Boolean indexing to find cities with above-average pollution
  Use NumPy basics such as array, shape, axis, type, broadcasting, advanced indexing, slicing, sorting, searching, aggregating, and statistics
  Calculate basic statistics of multidimensional data arrays and the K-Means algorithms for unsupervised learning
  Create more advanced regular expressions using grouping and named groups, negative lookaheads, escaped characters, whitespaces, character sets (and negative characters sets), and greedy/nongreedy operators
  Understand a wide range of computer science topics, including anagrams, palindromes, supersets, permutations, factorials, prime numbers, Fibonacci numbers, obfuscation, searching, and algorithmic sorting

By the end of the book, you’ll know how to write Python at its most refined, and create concise, beautiful pieces of “Python art” in merely a single line.

Get your Python One-Liners Now!!



https://www.sickgaming.net/blog/2020/09/...-sum-list/

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  [Tut] Image Editor: Move Scale Skew Rotate and Spin with CSS Transform
Posted by: xSicKxBot - 09-08-2020, 03:43 PM - Forum: PHP Development - No Replies

Image Editor: Move Scale Skew Rotate and Spin with CSS Transform

Last modified on July 22nd, 2020.

Are you interested in creating an image editor tool? If so, this article will help you to get started with it.

An image editor will have a range of tools. It can be very basic with only tools like resize, rotate and crop. Or it can be super extensive like a Photoshop.

Rotate is a basic and essential tool that is part of any image editor. Let us start with something easy and basic like rotate then add some more essential tools.

I will be using CSS transform property as the core and add JavaScript to enrich the tool.

This can become a basic starter toolkit that can be expanded to a full fledged image editor in the future.

Following is a preview of the things to come.

What is inside?


  1. How to edit an image?
  2. A quick glance on CSS transform and image editing
  3. Examples and demo on image editing
  4. Conditions and exceptions on applying transform property
  5. Importance of respecting system preferences

How to edit an image?


Do not underestimate the power of CSS. Gone or those days, where CSS just applies decoration on top of HTML and beautifies the document. CSS3 and beyond, with the combined support of HTML5, advancements in the browser support has change CSS to a powerful UI tool.

It complements well with the JavaScript. When we combine it together, we can create wonders. The divide between thin-client and thick-client has vanished. The CSS is a very good beginner’s tool to start with simple image editor features.

When you work on image editing capabilities with CSS, you must consider browser compatibility. Some browsers will not render as you code. So, we have to be carefully choosing the properties.

I have used CSS keyframesrules to set the core properties.

In an older article, we have see several animation effects with CSS and Javascript.

In this article, you can find the example code of the below items with a demo.

  • Rotation and spin
  • Skew
  • Scale
  • Translation

A quick glance on CSS transform and image editing


CSS transform property can be used to do basic image editing. It supports functions like rotation, skew, scale and translate.

The key functions are rotate()skew()scale(), translate().

The transform functions have classification based on the axis of animation. For example rotateX(), rotateY() and more. This can be used for image animation.

We can apply the transform functions in a combination way for a single UI element’s selector. When we use many transform function, the animation effects happen in a right to left order.

Examples and demo on image editing


Scaling an image


The scaling is a transform function that allows us to scale up or down the element’s dimension. The scaling transform output varies based on the function used and its parameters.

The scale() function can have single or dual parameters. With a single parameter, it applies uniform scaling in both x, y-axis. When we supply separate values for the x, y-axis, then the scaling range will vary.

With three params the scale3d() function allows scaling in x,y,z axis.

We can also apply scaling with respect to single axis by using scaleX(), scaleY() or scaleZ().

The above demo has a slider to scale up and down an image.

Below code has the UI elements to apply scaling transform on an image element. It has a pallet with an image element and animation tools.

image-scale/index.php

<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1">
<link href="../assets/css/phppot-style.css" type="text/css" rel="stylesheet" />
<link href="./assets/css/style.css" type="text/css" rel="stylesheet" />
<link href="../vendor/jquery/ui/jquery-ui.min.css" type="text/css" rel="stylesheet" />
<script src='../vendor/jquery/jquery-3.3.1.js' type='text/javascript'></script>
<script src='../vendor/jquery/ui/jquery-ui.min.js' type='text/javascript'></script>
</head> <body> <div class="phppot-container"> <div class="container"> <div class="image-demo-box"> <div id="slider"> <div id="scale-handle" class="ui-slider-handle"></div> </div> <img src='../sweet.jpg' id='image' /> </div> </div> </div> <script src='./assets/js/scale.js'></script>
</body>
</html>

This jQuery script initiates UI slider by setting the min max ranges. The slider handle will show the scaling factor.

On dragging the slider, the script applies scaling transform on the image element. The slider’s step property defines the scaling multiples.

On dragging the slider handle, the script will populate the scaling factor in the handle.

image-scale/assets/js/scale.js

$(document).ready(function() { var scaleX = 2; var handle = $("#scale-handle"); $("#slider").slider({ min : 1, max : 2.5, value: scaleX, step: 0.1, create : function() { handle.text(scaleX+"x"); scale(scaleX); }, slide : function(event, ui) { scaleX = ui.value; handle.text(scaleX + "x"); scale(scaleX); } });
}); function scale(scaleX) { $('#image').css('transform', 'scale(' + scaleX + ')');
}

Translating image element


Like other transform functionality, the translate() function performs 2D, 3D translation.

The translate() function with one or two params results in 2D translation. The two params are to move the image in the x, y-axis of a 2D plane. With single param, the translate() will happen in a horizontal direction.

The translateX() and translateY() are for implementing translation in a particular direction.

The translate3d() with x, y, z factors allows creating 3D animation.

In this demo, there are two sliders in horizontal and vertical directions. On dragging the handle of these sliders, it moves the image on the 2D plane shown above.

This HTML shows the template elements to set the image-translate demo.

image-translate/index.php

<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1">
<link href="../assets/css/phppot-style.css" type="text/css" rel="stylesheet" />
<link href="./assets/css/style.css" type="text/css" rel="stylesheet" />
<link href="../vendor/jquery/ui/jquery-ui.min.css" type="text/css" rel="stylesheet" />
<script src='../vendor/jquery/jquery-3.3.1.js' type='text/javascript'></script>
<script src='../vendor/jquery/ui/jquery-ui.min.js' type='text/javascript'></script>
</head> <body> <div class="phppot-container"> <div class="container"> <div class="image-demo-box"> <div id="slider"> <div id="translate-x" class="ui-slider-handle"></div> </div> <div id="v-slider"> <div id="translate-y" class="ui-slider-handle"></div> </div> <img src='../sweet.jpg' id='image' /> </div> </div> </div> <script src='./assets/js/translate.js'></script>
</body>
</html>

This script sets the horizontal and vertical translation slider properties. The horizontal slider has the range between o -160. And, the vertical translation ranges between  0 to 50.

image-translate/assets/js/translate.js

$(document).ready(function() { var translateX; var handle = $("#translate-x"); $("#slider").slider({ range : "min", min : 0, max : 160, create : function() { handle.text($(this).slider("value") + " px"); }, slide : function(event, ui) { translateX = ui.value; handle.text(translateX + " px"); translate(translateX); } }); var translateY; var vhandle = $("#translate-y"); $("#v-slider").slider({ range : "min", min : 0, max : 50, orientation : "vertical", create : function() { vhandle.text($(this).slider("value") + " px"); }, slide : function(event, ui) { translateY = ui.value; vhandle.text(translateY + " px"); translatey(translateY); } }); }); function translate(translateX) { $('#image').css('transform', 'translateX(' + translateX + 'px)');
} function translatey(translateY) { $('#image').css('transform', 'translateY(' + translateY + 'px)');
}

Tools for rotating an image


Ah yes, we have reached the rotate tool. This is a core feature in any image editor. Rotation spins the image or other UI elements based on the angle specified.

With a negative degree, the animation will happen in counter-clockwise rotation.

Like scale and translate, rotate function also has classification based on the axis. Those are,

  • rotate(angle)
  • rotate3d(x, y, z, angle)
  • rotateX(angle)
  • rotateY(angle)
  • rotateZ(angle)

The rotate3d() function needs the angle and the x, y, z co-ordinates of the rotation axis.

A spin will make the image rotate from 0 to 360 degrees. You can stop spinning or refresh the image orientation back to its original.

image-rorate/index.php

<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1">
<link href="../assets/css/phppot-style.css" type="text/css" rel="stylesheet" />
<link href="./assets/css/style.css" type="text/css" rel="stylesheet" />
<link href="../vendor/jquery/ui/jquery-ui.min.css" type="text/css" rel="stylesheet" />
<script src='../vendor/jquery/jquery-3.3.1.js' type='text/javascript'></script>
<script src='../vendor/jquery/ui/jquery-ui.min.js' type='text/javascript'></script>
</head> <body> <div class="phppot-container"> <div class="container"> <input type='text' id='txtInputAngle' class="degree" value="10" /> <input type='button' id='btnRotate' value='Rotate' /> <input type='button' id='btnSpin' value='Spin' data-state='off' /> <input type='button' id='btnRefresh' value='Refresh' /> <div class="image-demo-box"> <div id="slider"> <div id="rotation-angle" class="ui-slider-handle"></div> </div> <img src='../sweet.jpg' id='image' /> </div> </div> </div> <script src='./assets/js/rotate.js'></script>
</body>
</html>

I have used CSS keyframes to allow continuous spinning. Below CSS shows the styles used for the image rotation demo.

image-rorate/assets/css/style.css

.image-demo-box { border: #CCC 1px solid; text-align: center; margin: 15px 0px; } input[type=button] { width: 65px; margin-right: 8px; outline: none; background: #f6f5f6;
} input.degree
{ width: 50px;
} #image { margin: 50px auto; border: #f6f5f6 10px solid; width: 200px;
}
.rotate { animation: rotation 8s infinite linear;
} div#slider { border-bottom: 1px solid #c5c5c5;
} #slider .ui-slider-range { background: #c5c5c5; } #rotation-angle { width: 50px; padding: 3px 5px 1px 5px; font-size: 0.8em; text-align: center; border-radius: 2px; outline: none; } .ui-slider-handle.ui-corner-all.ui-state-default { border: 1px solid #c5c5c5; background: #f6f6f6; font-weight: normal; color: #454545;
} @keyframes rotation { from { transform: rotate(0deg); } to { transform: rotate(359deg); }
}

When you click the rotation tool, a jQuery script rotates the image based on the specified angle.

It changes the images’ transform property using jQuery $.css() function.

The rotation slider ranges from 0 to 360 degrees. I have added the rotation script below. It shows how to turn on a jQuery UI slider to rotate an image element.

image-rorate/assets/js/rotate.js

$(document).ready(function() { var rotationAngle; var handle = $("#rotation-angle"); $("#slider").slider({ range : "min", min : 0, max : 360, create : function() { handle.text($(this).slider("value") + " deg"); }, slide : function(event, ui) { $('#image').removeClass('rotate'); rotationAngle = ui.value; handle.text(rotationAngle + " deg"); rotate(rotationAngle); } }); $('#btnSpin').on('click', function() { if ($(this).data('state') == 'off') { spin($(this)); } else { stopSpin($(this)); } }); $('#btnRotate').on('click', function() { $('#image').removeClass('rotate'); rotationAngle = $('#txtInputAngle').val(); rotate(rotationAngle); }); $('#btnRefresh').on('click', function() { $('#image').removeClass('rotate'); rotate(0); });
}); function spin(buttonElement) { $('#image').addClass('rotate'); $("#image").css("animation-play-state", "running"); $(buttonElement).data('state', 'on'); $(buttonElement).val('Stop');
} function stopSpin(buttonElement) { $("#image").css("animation-play-state", "paused"); $(buttonElement).data('state', 'off'); $(buttonElement).val('Spin');
} function rotate(rotationAngle) { if ($('#btnSpin').data('state') == 'on') { stopSpin($('#btnSpin')); } $('#image').css('transform', 'rotate(' + rotationAngle + 'deg)');
}

Apply skew transform


By changing each point of the element in a fixed direction will skew the element. This change will tilt or skews the elements layout based on the specified angle.

The skew transform functions skewX(), skewY(), skewZ() tilting element boxes along with the X, Y, Z axis.

image-skew/index.php

<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1">
<link href="../assets/css/phppot-style.css" type="text/css" rel="stylesheet" />
<link href="./assets/css/style.css" type="text/css" rel="stylesheet" />
<link href="../vendor/jquery/ui/jquery-ui.min.css" type="text/css" rel="stylesheet" />
<script src='../vendor/jquery/jquery-3.3.1.js' type='text/javascript'></script>
<script src='../vendor/jquery/ui/jquery-ui.min.js' type='text/javascript'></script>
</head> <body> <div class="phppot-container"> <div class="container"> <div class="image-demo-box"> <div id="slider"> <div id="skew-angle" class="ui-slider-handle"></div> </div> <img src='../sweet.jpg' id='image' /> </div> </div> </div> <script src='./assets/js/skew.js'></script>
</body>
</html>

image-skew/assets/js/skew.js

$(document).ready(function() { var skewAngle; var handle = $("#skew-angle"); $("#slider").slider({ range : "min", min : 0, max : 40, create : function() { handle.text($(this).slider("value") + " deg"); }, slide : function(event, ui) { skewAngle = ui.value; handle.text(skewAngle + " deg"); skew(skewAngle); } }); });
function skew(skewAngle) { $('#image').css('transform', 'skew(' + skewAngle + 'deg)'); }

Conditions and exceptions on applying transform property


The CSS transform property will not work with some UI elements.

For example, table column element <col>, table column group element <col-group>, and more. Those are non-transformable elements.

What are transformable elements?

Most of the UI elements enclosed with the CSS box model are transformable. The following image shows the HTML element layout enclosed by a CSS box model.

CSS Box Model

Also, renderable graphical elements, clipPath elements are also known as a transformable element.

Importance of respecting system preferences


The system preferences will affect the motion of elements. If your system preferences is set to reduce animation is on, it will omit the animation effect of the above demo.

To respect this settings we have to add a CSS media rule to set the
prefers-reduced-motion. The possible values are no-preferences and reduce.

This media rule with reduce option provides a CSS block to suppress animation.

@media (prefers-reduced-motion: reduce) { .rotate { transform: none; }
}

In the above examples, I have used the media rule to respect the user’s system preferences. You can test this with the demo by enabling the reduced-motion.

System Preferences to Reduce Animation

Conclusion


We have seen the CSS transform based image editing. This is just a beginning only. This can serve as a bootstrap for building a full fledged image editor.

With CSS transform, we have added JavaScript and enriched the tool. We have also added various motion effects.

I have added most of the template files and the jQuery scripts above. But you can find the complete bundle with the downloadable source code here below.

Download

↑ Back to Top



https://www.sickgaming.net/blog/2020/07/...transform/

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  (Indie Deal) Metro Exodus Historical Deal, The Survivalists & Little Hope
Posted by: xSicKxBot - 09-08-2020, 03:43 PM - Forum: Deals or Specials - No Replies

Metro Exodus Historical Deal, The Survivalists & Little Hope

Metro Exodus at 58% OFF for Steam
[www.indiegala.com]
Explore the Russian wilderness at a new historical low price

NEW Pre-Opportunities
https://youtu.be/QjKq16H2jc8
The Dark Pictures Anthology: Little Hope[www.indiegala.com]
https://youtu.be/Sb2X7BhDXh4
The Survivalists[www.indiegala.com]

Bundle Round-up

Stay Inside, Stay Safe and Enjoy Good Games.
Check out IndieGala on Twitter, YouTube & Facebook[www.facebook.com]


https://steamcommunity.com/groups/indieg...1191469579

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  (Free Game Key) Commander Lilith DLC For Borderlands 2 on Epic
Posted by: xSicKxBot - 09-08-2020, 03:43 PM - Forum: Deals or Specials - No Replies

Commander Lilith DLC For Borderlands 2 on Epic

Since Borderlands 2 was free, i have to announce this as well, and a few other words :)

Its on Epic Games
Commander Lilith & the Fight for Sanctuary[www.epicgames.com] - on Epic Games
Click Get, Place Order, thats it
---------
Also Rocket League will be Free 2 Play soon (telling you to not buy it), my guess 22nd September (end of summer) maybe before, it will move to the Epic Games Store, people who own it will get some dlcs or all, im not sure
---------
I have made some nice raffles for you guys to enter if you want (including a Fall Guys Raffle

Have a nice day

?GrabFreeGames Raffles[grabfreegames.com] (including Fall Guys)
?GrabFreeGames.com ?Twitter ?Steam Curator ?Facebook[fb.me]?Discord[discord.gg]
❤️Support us: ✔️HumbleBundle Partner[humblebundle.com] ✔️Fanatical Partner[fanatical.com]


https://steamcommunity.com/groups/GrabFr...2085640975

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  News - BETA: BEDROCK 1.16.20.54 & 1.16.100.50
Posted by: xSicKxBot - 09-08-2020, 02:02 PM - Forum: Minecraft - No Replies

BETA: BEDROCK 1.16.20.54 & 1.16.100.50

Remember that only those on Xbox One / Windows 10 / and Android may participate in the Beta builds.  You will not be able to join Realms or non-beta players worlds and you will not be able to open worlds opened in the Beta in earlier/current stable builds of Bedrock.

Performance and Stability

  • Fixed crash that could occur when playing an emote and suspending the game (MCPE-73235)

General

  • Tweaked arm animation for Brutes, Piglins, and Vindicators that have their weapons removed (MCPE-83581)
  • Emotes can no longer be equipped before unlocking them (MCPE-84810)
  • Custom skins now work properly on multiplayer (MCPE-48207)

Achievement Screen

  • New achievements screen design and added a new achievement details screen (available after gradual roll-out). We would love to hear your feedback on it here in this post!

General

  • Custom names now modify boss’s bars (MCPE-43473)
  • Fixed bug where system language setting for Simplified and Traditional Chinese was not honored by the game
  • Nintendo Switch can now upload worlds to Realms again (REALMS-474
    • NB – this fix is still in beta so won’t be available for Realms or non-beta platforms yet, but we wanted to give you a heads up this fix is on its way!
  • Game no longer crashes if a player opens a Shulker Box they’re standing on after rejoining a multiplayer session
  • Fixed issue where some walls were not correctly connected on world load
  • Fishing Rod will now correctly cast when close to a Mob (MCPE-65249)
  • Fixed an issue that meant the block highlight/selection box was extending above blocks
  • Fixed an issue with missing animation when damaging bamboo
  • Added Noto Sans font license button and pop-up dialog to Settings screen (in the Profile section)

Graphical

  • Fixed a graphical issue with glass blocks in City Living world, that affected some devices on Windows 10
  • Fixed an issue with the skybox background graphics not rendering correctly on some devices

Actors

  • The “minecraft:behavior.controlled_by_player” goal is now data-driven
  • Physics Component’s has_gravity is now used to decide whether a mob should apply water gravity, if the mob does not have a Navigation Component
  • Ender Crystals can no longer be pushed
  • The Squid’s rendering is now data-driven
  • Minecarts are now data-driven. This converted minecart rideable, minecarts with chest, with hopper, with command block, and with TNT to be data-driven

Display Name Component

  • Items can now override their display name with a localized ‘value’. If a value is not supplied the component will stay with its default name. If the value supplied is not in the localization file the display name will be the value string

Item Parsing

  • Example 1
    • any_tag functionality added to several actor components. In addition to representing items as item names in json they can now be represented as a set of tags
    • “item”: {“any_tag”: “food”}
    • “item”: {“any_tag”: [“food”, “wood”]}
    • “bribe_items”: [“emerald”, {“any_tag”: “stone”}]
    • minecraft:ageable feed_items can now use any_tag functionality
    • minecraft:breedable breed_items can now use any_tag functionality
    • minecraft:bribeable bribe_items can now use any_tag functionality
    • minecraft:giveable items can now use any_tag functionality
    • minecraft:healable items can now use any_tag functionality
    • minecraft:tamemount feed_items and auto_reject_items can now use any_tag functionality
    • minecraft:equippable accepted_items can now use any_tag functionality
  • Example 2
    • looks for “apple” key in the vanilla localization for a string to use as the display text, which it will NOT find a value so the display name will just be “apple”
    • “minecraft:display_name”: {
      “value”: “apple”
      }
  • Example 3
    • looks for “item.apple.name” key in the vanilla localization for a string to use as the display text, which it will find a value as “Apple”. Note “minecraft:” namespace not required.
    • “minecraft:display_name”: {
      “value”: “item.apple.name”
      }
  • Example 4
    • looks for a custom string supplied in the resource pack, if not found the display name will be “item.my_namespace:My_Awesome_Item.name”.
    • “minecraft:display_name”: {
      “value”: “item.my_namespace:My_Awesome_Item.name”
      }

To ensure that we can devote our resources to the platforms where most Crafters are playing, we are ending support for certain older devices and platforms where Minecraft is available. Effective in October 2020, Minecraft will no longer be updated or supported on Gear VR, Windows 10 Mobile, Android devices with 768MB of RAM or less, iOS devices running iOS 10 or below, or video cards that only support DirectX 10.1 or below.

If your device is affected, a prompt will appear in-game to let you know if it will no longer receive updates. Please see the article on Minecraft.net for more information.



https://www.sickgaming.net/blog/2020/08/...16-100-50/

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  News - Nintendo eShop policy change gives shoppers more time to cancel pre-orders
Posted by: xSicKxBot - 09-08-2020, 02:01 PM - Forum: Lounge - No Replies

Nintendo eShop policy change gives shoppers more time to cancel pre-orders

Nintendo has altered its cancellation policy to let consumers opt-out of digital pre-orders up to one week before launch.

Nintendo would previously charge shoppers as soon as they’d placed a pre-order on the Nintendo eShop, irrespective of when their chosen game was launching.

As highlighted by NintendoLife, however, the company has now quietly tweaked that policy to ensure eShop customers won’t be charged any sooner than seven days before launch, and will also let them “cancel pre-orders up until time of payment.”

“The expected payment date [for pre-orders] is no sooner than seven days before the product is released,” reads the amended policy. “You may cancel your pre’orders up until time of payment.

“You can cancel pre-orders by selecting Shop Menu in your Nintendo Account settings then selecting Your Pre-orders, or by selecting Your Pre-orders in Account Information on Nintendo eShop on your device.”

It’s a small but notable change that gives consumers more freedom when shopping digitally, and one that’s timely as digital sales at Nintendo continue to rise.



https://www.sickgaming.net/blog/2020/09/...re-orders/

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  News - Game Discoverability Now: Are the ‘store wars’ really upon us?
Posted by: xSicKxBot - 09-08-2020, 02:01 PM - Forum: Lounge - No Replies

Game Discoverability Now: Are the ‘store wars’ really upon us?

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


[Hi, I’m ‘how people find your game’ expert Simon Carless, and you’re reading the Game Discoverability Now! newsletter, which you can subscribe to now, a regular look at how people discover and buy video games in the 2020s.]

Welcome to the latest Game Discoverabilityland weekly round-up, whereby I go semi-deep on something, follow up on some other things, and end it out with ‘like a thousand other things’ about game discovery/platforms that you might have missed.

Ready? So let’s boogie…

How will the platform wars be fought?


So, Joost Van Dreunen, the ex-head/founder of Superdata Research (who has a game biz book that looks intriguing coming out in October!) has a slightly under-the-radar newsletter, Superjoost (!)

Anyhow, his very interesting thoughts on Epic vs. Apple strayed into some areas I’ve been thinking about a lot. He shared his below infographic on how game platforms pay out, and suggested: “If everyone continues to agree, content creators won’t stand a chance. But all it takes is for one of them to drastically lower their rates, and game makers and audiences will flock to it.”

So here’s my counterthesis to Joost, unfortunately for everyone hoping that royalty percentages for third-party game studios will improve. I do think that the game industry is changing significantly, and platform exclusives can be important (especially on consoles!) But I see two major trends:

  • More internally owned game studios at key platforms (see: Xbox’s big studio grab in the last couple of years, Sony saying first-party expansion is important to them, console, Stadia also building out, etc.)

  • A move towards a ‘catalog’ first-party games that can be used however the platform wants. It’s a source of continued revenue/profit, & owned high-quality titles can be used for ‘free’ in the game subscription wars of the future (ahem, Xbox Game Pass). There are no bidding wars for content or awkwardness over the developer being bought out, if you own the company making the game.

So I don’t think most large platforms will compete for market share by reducing royalty rates. (I know Epic is trying, but I believe it’s more about ‘fairness’ to Tim Sweeney than for tedious capitalist business reasons.)

Why no store wars this way? It’s (relatively) easy for third-party studios to convert games to other formats, and no single platform can entice devs for exclusives purely on royalty boosts. Even Epic had to use advances against sales as well as royalty changes.

Taking the platform cut from 30% to 20% would be amazing – and I still think large platforms should do it on their lowest revenue tier anyhow. But I see the future as ‘third-parties launch their games on multiple platforms with a 30% cut, and then get incremental revenue from Game Pass-like subscription/bundle deals’.

And when the bundles erode the standalone sales for an average game – and they will – I am hoping and presuming that the platforms will step up their subscription-related payments to compensate. You’re going to do that, right, platforms?

Extra insight: virtual events, Steam followers


There’s been a couple of notable follow-ups to previous newsletters, so I thought I’d group them together here:

The virtual event experience…


After my comments in last week’s round-up on the Indie Arena Booth method of virtual events, “an in-browser experience where you can actually ‘walk’ through dev-designed booths.” I thought it was a super interesting experiment, and they ended up getting 20,000 in-world participants.

When I tried, it, though, some of my thoughts echoed Michael French of Games London’s“Impressed by what I’ve seen of the Indie Arena Booth interface, but still jarring to get kicked to various other places/apps – Discord, Steam, YouTube – which all opened at jumpy points. Guess there’s still no solution to this in the short term when it comes to events.”

He concluded: “Ultimately my ‘trip’ (opening a new tab in Chrome) to ‘Gamescom’ (opening the Indie Arena website) this year felt a lot like playing WorldsAway on Compuserve back in ’94/’95 – sparsely populated, system and bandwidth heavy, and a little unsatisfying.”

I think I attended early on and there were more people, but I would broadly agree. Not that I have a better idea, because recreating a real event in virtual space is darn tricky.

The things I think worked the best in GDC (virtual) Summer involved a lot of interactive text chat with speakers whose pre-recorded talk videos were playing at the same time. And that speedruns with devs idea (not mine!) was great. But that doesn’t solve the ‘interact with exhibitors’ issue. But it’ll evolve alongside hybrid events…

How followers could help discern wishlist quality…


My latest newsletter on how we need to take Steam wishlist quality more seriously got a very useful response from Erik Johnson of The IndieBros, who’ve done marketing, community management & other business services for games like RimWorld & the Cook, Serve, Delicious! franchise.

He suggested that another broad way of working out wishlist quality is looking at Steam followers to wishlists as a ratio, noting: “For example, Ruinarch before its big surge in publicity had a ratio of 4:1, a low ratio of wishlisters to followers. Whereas there was a game that launched a while back called WarriOrb that did quite badly from its 16K wishlists built up – however, this game has a ratio of 16:1.”

I actually had a paragraph about this in my original newsletter which I deleted, because I sometimes track SteamDB’s upcoming follower counts, and there’s been some weird anomalies.

But thinking about it again, it’s a valid point. Followers seem to come when there’s ‘interested parties’ browsing around the site. So it seems likely they will be higher quality compared to ‘one off click bookmark-y when grabbing demo’ style wishlists. So… another metric to take into account – could followers be a more accurate metric for launch sales than wishlists nowadays? It’d be fascinating if so.

Other stuff…


Here’s a number of other game discoverability and/or platform things that you might be unaware of. But you are now! Uh, aware of them that is, not unaware of them…

Finally, quoting myself on Twitter this week: “Interesting to note the games featured in Nintendo’s latest Indie World showcase – many launching shortly afterwards – doing well in U.S. Switch eShop digital charts. Conclusion: Indie World + immediate Switch launch can be a good blitz marketing tactic.” Indie World games highlighted in green:



https://www.sickgaming.net/blog/2020/09/...y-upon-us/

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  News - GIVEAWAY: Win A Nintendo Switch And A 65-inch TCL 4K TV*
Posted by: xSicKxBot - 09-08-2020, 02:01 PM - Forum: Lounge - No Replies

GIVEAWAY: Win A Nintendo Switch And A 65-inch TCL 4K TV*

This is your chance to win a Nintendo Switch bundle with a 4K TV included! CNET and GameSpot are joining forces to give away a grand prize package that includes a TCL 65-inch 6-series 4K TV, a Nintendo Switch, a 12 month subscription to the family plan of Nintendo Switch Online, a 128GB micro SD card, a case, and a screen protector.

To sign up for this giveaway, read our official rules, accept the terms and conditions, and sign up through the form below. Don’t see the form? If you are on a mobile device, please use this link. Otherwise, make sure your ad blocker is disabled and refresh the page.

Don’t forget that you have the option to increase your chances of winning by completing any of the available actions on the form like subscribing to our YouTube channel or following us on Facebook.

Continue Reading at GameSpot

https://www.gamespot.com/articles/giveaw...01-10abi2f

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  Announcing Experimental Mobile Blazor Bindings May update
Posted by: xSicKxBot - 09-08-2020, 11:28 AM - Forum: C#, Visual Basic, & .Net Frameworks - No Replies

Announcing Experimental Mobile Blazor Bindings May update

Eilon Lipton

Eilon

It’s been a few months so it’s time for another update of Experimental Mobile Blazor Bindings! This release brings several bug fixes in the areas of CSS styling support, adding XML doc comments to common APIs, and several syntax improvements to common controls.

Here are the major changes in this release:

  • Update to latest native mobile component versions in Xamarin.Forms 4.5 and add doc comments #96, #110, #111
  • Improve Label and Button syntax #87, #27
  • Fix CSS support for iOS apps #109
  • Breaking change: Use space-separated CSS classes instead of comma-separated #100

Get started


To get started with Experimental Mobile Blazor Bindings preview 3, install the .NET Core 3.1 SDK and then run the following command:

dotnet new -i Microsoft.MobileBlazorBindings.Templates::0.3.26-preview

And then create your first project by running this command:

dotnet new mobileblazorbindings -o MyApp

That’s it! You can find additional docs and tutorials on https://docs.microsoft.com/mobile-blazor-bindings/.

Upgrade an existing project


To update an existing Mobile Blazor Bindings project please refer to the Migrate Mobile Blazor Bindings From Preview 2 to Preview 3 topic for full details.

Updated components and docs


Because most of the components in Mobile Blazor Bindings are based on Xamarin.Forms native controls, the components have been updated to Xamarin.Forms 4.5. For example, properties such as Image.IsAnimationPlaying and Stepper.StepperPosition are now available. The doc comments that are seen in IntelliSense have also been imported so that you get useful help while coding:

Mobile Blazor Bindings IntelliSense docs tooltip

Improve Label and Button syntax


Because one of the key motivators for building Mobile Blazor Bindings was to have patterns that were more familiar to web developers, the syntax for Label and Button components has been simplified and improved.

In previous versions setting the text for a Label’s Span’s Text or a Button’s Text had to be done via a property setter:

<Button Text="Click me" ... />
...
<Button Text="@("Buy " + @items.Count + " items")" ... />

Starting with Preview 3 you can use this simplified syntax that is more similar to web patterns:

<Button ...>Click me</Button>
...
<Button ...>Buy @items.Count items</Button>

This change applies to Button.Text and Span.Text.

Speaking of Span.Text, a Label with complex formatting used to have many intermediate tags:

<Label FontSize="12"> <FormattedText> <FormattedString> <Spans> <Span Text="This text is large... " FontSize="50" /> <Span Text="and this is plain... " /> <Span Text="and this is green!" TextColor="Color.Green" /> </Spans> </FormattedString> </FormattedText>
</Label>

And starting with Preview 3, the intermediate tags have all been removed:

<Label FontSize="12"> <Span FontSize="50">This text is large... </Span> <Span>and this is plain... </Span> <Span TextColor="Color.Green">and this is green!</Span>
</Label>

CSS improvements


CSS is a great way to style your application while keeping it separate from the layout and behavior. Check out the CSS Styles topic for more information on how to use CSS in your Mobile Blazor Bindings apps.

There are three CSS-related improvements in this release:

  1. The minimum version of Xamarin.Forms is now 4.5, which fixes most CSS issues, such as the ability to use almost all CSS selectors.
  2. A small breaking change was made to use spaces as separators instead of commas when specifying multiple class names (this matches web behavior). See issue #100 for more information.
  3. A bug fix was made to ensure CSS is loaded properly on iOS devices.

More information:


For more information please check out:

Thank you to community blog posts!


If you’d like to learn more, please check out these blog posts from community members:

Thank you!

What’s next? Let us know what you want!


We’re listening to your feedback, which has been both plentiful and helpful! We’re also fixing bugs and adding new features. And you may have seen last week’s announcement for .NET Multi-platform App UI (.NET MAUI). As an experiment, what we find with Mobile Blazor Bindings will feed directly into the Blazor aspects of .NET MAUI so please share with us your thoughts on using Blazor with .NET MAUI on this project’s repo or on .NET MAUI’s GitHub repo.

This project will continue to take shape in large part due to your feedback, so please let us know your thoughts at the GitHub repo.

P.S.: My apologies for the delay in this update. The realities of work-from-home (and stay-at-home parenting) meant that progress was extremely limited. I thank everyone for their patience, understanding, and support. You can always stay up-to-date by going to the GitHub repo and using the latest builds, or reach me on Twitter @original_ejl.



https://www.sickgaming.net/blog/2020/05/...ay-update/

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  AppleInsider - Apple mass producing ‘AirTags,’ about to begin ‘iPhone 12’ production
Posted by: xSicKxBot - 09-08-2020, 11:28 AM - Forum: Apples Mac and OS X - No Replies

Apple mass producing ‘AirTags,’ about to begin ‘iPhone 12’ production

A new report from the supply chain says that Apple has already begun “AirTags” mass production, plus it will soon ramp up “iPhone 12” manufacturing, and it’s also increasing orders for iPads.

As rumors persist that Apple will announce the date of its “iPhone 12” event, a new report claims that production is now or shortly to be underway on Apple’s “AirTags,” certain models of “iPhone 12,” and new iPads.

According to the Nikkei Asian Review, Apple has managed to shorten the coronavirus-induced production delays to weeks instead of months. The “iPhone 12” range is reported to be about to begin limited manufacturing, before ramping up toward the end of September or the start of October.

“We’ve managed to shorten the delay significantly and we are not stopping here,” a supply chain executive reportedly said. “The final assembly for some models is still going to be early October, but we are working to keep moving the production as early as possible.”

Backing up other recent rumors, Nikkei Asian Review says that the “iPhone 12” production is going to start with the expected 6.1-inch OLED “iPhone 12 Max.” Reportedly this model amounts to 40% of all the 5G iPhone orders Apple has placed

It’s claimed that Apple has ordered components for up to 80 million 5G iPhones, but two sources have told Nikkei Asian Review that it’s more likely only between 73 and 74 million will be produced before the end of the year. The remainder will be produced in early 2021.

While production on the “iPhone 12” range builds up, Nikkei Asian Review also says that Apple is already mass producing the forthcoming “AirTags” accessory. Plus it has increased production for new iPads, reportedly aiming for 27 million devices between September and December.

That’s claimed to be almost as many as Apple produced of its entire iPad range in July to December 2019.

Nikkei Asian Review sources also deny rumors of an annual refresh of the iPhone SE. Reportedly multiple sources say that there won’t be a 2021 version.



https://www.sickgaming.net/blog/2020/09/...roduction/

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