When you are running long term applications like web applications, batch jobs, or stand-alone status update jobs, it is good to know some statistics about them, like number of requests served or request duration. You can also gather more generic information like the state of your internal collections, how many times some portion of code is being executed, or health checks like database availability, or any kind of connection to an external system.
All this kind of instrumentation can be achieved by using native JMX or using a modular project like yammer Metrics. Metrics provides a powerful way to measure the behaviour of your critical components and reporting them to a variety of systems like, JConsole, System Console, Ganglia, Graphite, CSV, or making them available through a web services as JSON data.
This tutorial is aimed at getting some instant gratification from your WS2812 LEDs (also known as NeoPixels). I'll briefly cover a bare-bones setup for Arduino.If you've never used an Arduino before, we've got you covered with our free, online...
hi love the projects with the Globit. earlier this year we purchased 100 of them from you and our students love them.I was wondering do you have the other projects listed in make code rather than python before I sit and work them out. our students have been working on this platform and I would like to continue using it? thanks again for the great work.
Yammer is a free service that any employee within a company can sign up for. You just go to www.yammer.com and sign up by entering your corporate email address. You will be sent an email back to confirm the address. The entire sign up process just takes a few minutes.
When you have confirmed your email you are taken through a setup guide where you are asked to fill out your name and department, add a profile picture and enter the email address of colleagues you work with. These people will be sent an email with an invitation to join Yammer. Make sure to inform your colleagues about Yammer before you enter their email addresses since they might otherwise not know what the email invitation is all about. Yammer will continue to send out email invitations to encourage people to join. You can learn more about the emails Yammer sends out here.
To access your new company social network on Yammer you need to login to www.Yammer.com, once you have an account set up you will be taken directly to your company network. Another, easier way to stay connected to your Yammer network is to download the Yammer desktop and mobile apps. This way you can engage with your enterprise network without having to open up the network page in a browser. Now you can post statuses, send (instant) messages to people who are online, share files and easily check the latest posts directly from your desktop or your mobile. The Yammer desktop app is available for both Windows PCs and Macs and the mobile app is available for a wide range of mobiles including iPhones, Blackberrys, Android devices and Windows mobile devices.
In addition to the applications developed by Yammer, there is a full partner marketplace with apps that plug into Yammer. Here you can find applications for mind-mapping (MindJet), online training (MindFlash), customer relationship management (Salesforce.com) and much more. Some of these you might already be using in your organization and the integration with Yammer is an added value. Others might be totally new, but they might be able to fill a need that you have internally.
As part of teaching in higher education, we often ask students to read various texts such as academic journals and theory. In tutorials, we then endeavour to engage them in critical discussions of these texts where we deliberate on theoretical concepts and research in an attempt to foster deep, conceptual understanding. However, it can be a challenge to engage all our students in collaborative discussions. Sometimes the whole class seems quiet and no-one is seemingly eager to engage. At other times, teachers fall victim of the Fisheye Syndrome, thinking that all students have been highly engaged in a discussion only to realise later (upon some critical reflection) that only a handful of students were actually participating.
With Halloween quickly approaching, we've had many requests inside our Facebook group for teachers, for a Halloween Scratch lesson. As I started to jot down a few ideas, my 11 year old who loves Scratch and is always interested in what I'm doing, started busily working on his own computer. He came up with the game below all on his own! He then asked that I share it with the group to see if this is something they would like to teach their students how to create. The response, as I expected, was overwhelmingly positive. So, I promised I'll put the lesson together as soon as I'm done with the Scratch Coordinate Plane post, and here we are....
The short video below covers how we expect this game to work. I always start with this type of introduction when teaching my students how to create a new game in Scratch. Feel free to play the introduction below for your own students. I recommend stopping the video and using the arrow keys to progress through it. That works best for me as it allows me to speak and move at my own pace, while I'm running it.
Click the button below and enter your email address to have the starter project sent to you. The email you'll receive will contain instructions for how to upload the starter project onto your Scratch account. If you're planning on teaching this game, I suggest sharing the project at this point, and then adding it to your Scratch class studio and having your students remix it from there. If you don't have a class studio, you can just share the project's url with your students. As long as you remember to click that 'Share' button inside your own copy of the starter project, your students will be able to remix it into their own Scratch accounts.
We start out by assigning our candy sprite its initial location on the stage. Then, we program the candy sprite to drop until it reaches the pumpkin sprite. Just like with the introduction video, feel free to show this video to your own students. I suggest stopping it and using the arrow keys to move at your own pace. But I've also had kids watch this type of video while working independently, and it works just as well. I especially like doing that when I have kids at different levels, and I need to differentiate their learning.
The second step is really where we deal with the cloning aspect of this game. The tutorial below assumes you don't have much experience with cloning in Scratch, and so it walks you through the process step-by-step. We start out by creating a clone of the candy sprite, and then we have it do everything we previously had the candy sprite do. At this point, we realize we have to hide the original sprite. We also deal with how clones inherit their properties from the original sprite. Finally, we learn how to create more and more clones, and how to spread out the location at which they're first created...
In Step 1, we programmed our candy sprite to stop dropping when it lands on the pumpkin. But we also need the candy sprite to stop dropping when it lands on the ground! The tutorial below starts out by showing you how to stop the candy from dropping if either of these conditions occurs. Then, we proceed to handle what happens once the candy sprite (or rather its clones), stop dropping. Finally, we switch over to the pumpkin sprite and program it to constantly follow the x-position of the mouse-pointer.
Finally, it's time to add score to our game! I love that there is only one variable in this game because it can be used to introduce the concept of variables while still keeping things simple. We go through the basic operations needed when using variables. We initialize the variable, we find the proper place to change its value, and finally we decide when to display it.
And that completes the Trick-Or-Treat Scratch Halloween game! I hope you enjoy teaching it as much as we enjoyed creating it! As always, I welcome any feedback you may have, and if you end up using it, I'd love to hear how it went!
Note: Information for Web Liaisons, including meeting times and agendas are communicated in the Web Liaisons group in Yammer. This venue is open to others interested in Web accessibility.
Information for Web Liaisons, including meeting times and agendas are communicated in the Web Liaisons group in Viva Engage (formerly Yammer). See the links below to learn more about logging into Viva Engage and setting up notifications in email, Microsoft Teams or other platforms.
Log in to Viva Engage/Yammer at yammer.psu.edu or via the Viva Engage app in Microsoft Teams. The Web Liaisons group is open, so you can search for "Web Liaisons" and join the group any time. Another Viva Engage channel is the open group PSU Accessibility.
You can set up Viva Engage to forward messages to e-mail, daily e-mail digest and other tools. To set up forwarding, do the following.
See additional details at the Manage Viva Engage Notifications Microsoft Support article.
The effective tools used for communication between the teammates are yammer and slack. Yammer is mostly employed for enterprise and social network, whereas slack is a messaging app to interact with teams. Yammer is similar to Facebook of the organization, where the conversation is initiated by posting a picture in a newsfeed, and the employee of the enterprise can react to it. Slack is a communication tool where the employees can interact within their company send files and attachments instead of a mail chain. The key difference and comparison between yammer and slack are explained in this article.
Yammer can be installed in Windows, Android, Mac, web-based, iPhone, iPad, and Windows mobile. It can apply to small business, medium and large-scale industries. Slack can be installed in Windows, Android, iPhone, iPad, web-based, and Mac, and the service can be extended in all three types of enterprises such as small, medium, and large enterprises. Even freelancers find it effective to use Slack.
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