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Holding of a hostage by a person confined in a state prison. #Three strikes law states code
This project implements both the UI and charting components using JavaScript. You can activate the JavaScript version by right-clicking the project ‘ HighChartsJavaScript’ within Solution Explorer and selecting ‘ Set As StartUp Project’. Simple css dashboard code#Please download the attached file ( HighchartsWebFinal.zip), unzip and open the Visual Studio 2012 solution so you can refer to the code while reading the rest of this article. I might use the feedback in the comments to provide future updates as time permits. This project is targeted to beginners and has not been stress-tested / live-tested at the time of publication. My goal was to provide an example that could be used as a starting point. I loved the simplicity of the design and decided to leverage it to create this Dashboard. The UI layer as implemented is a combination of JavaScript, CSS and HTML that was designed by the people at TechGYO. I have implemented both projects to provide alternate paths to our goal of creating a generic dashboard. The second and primary project ( HighChartsJavaScript) uses JavaScript to fully leverage capabilities of the charting component ( Highcharts) that I selected for this demo. It is a minimalistic demo for those of us desiring a mostly C# based dashboard solution. One project ( HighchartsWebApp) demonstrates the use of the ASP.NET control to create the dashboard. The attached solution contains two projects. We will focus on implementing the UI layer and a charting system that can be replicated for various types of dashboards. The data retrieval layer is not unique to dashboards, it is an essential part of most non-trivial web applications and as is treated as out-of-scope for this article. It provides a subsystem of panels that can house charting components or tabular summaries of organizational data. It determines the structure of a dashboard in terms of header, footer and menu system components. The UI layer comprises the overall look & feel of the dashboard. With the increasing popularity of BI solutions and web applications as a delivery platform, there has been an increasing demand for easy to implement web portals that operate as functional dashboards.Ī typical dashboard can be separated out into three functional layers, the dashboard UI layer, charting components or tabular representations of data and a data retrieval layer.
We routinely play Eliminator mode here in the studio just for fun. Zone Battle and Eliminator are tremendous fun in multiplayer both online and in split-screen. Of the three new game modes only Detonator is single player only. We will have more news on this in the near future.īrave9zero: “Will the new add-on modes (Zone Battle ETC) be playable in Split-screen?” Yes, we are looking into adding in Home Game Launching. JacktehKnife: “I was wondering if they plan to introduce Home Game Launching in the future?” Once this is completed we will be in a position to announce the release date here on the PlayStation Blog. I am happy to say that it is in the final phase of QA testing at the moment. Here are the answers to the questions that we are currently able to answer.Ī lot of people have asked us this and it’s lovely to hear that people are so keen to play Fury. Myself and the WipEout team have noticed that you guys have a lot of questions about the forthcoming WipEout HD expansion pack, Fury. WIPEOUT HD FURY ICONS UPDATEThat’s it from me! But here’s Tony (Games Director) and Paul (Producer), after the jump, with answers to some of your questions from the WipEout Fury ship update last week. This gives the impression of a highly complex and richly populated environment which is enhanced by the use of hyper-real gleaming hi-tech surfaces. Interlocking modular shapes & overlaid layered surfaces make best use of the lighting by allowing shadows to play over the structures, and sunlight to glint through the gaps. These structures are oversized so they register with the player as they accelerate past at high speed and their striking shapes become associated as icons of each track. WipEout Fury is all about the use of bold structural shapes which define the architectural forms. The result is a dynamic environment that emphasises the feeling of speed and movement as a result of the rhythmic pattern of structures around the track and also focuses the players’ attention on set pieces. It includes strategically adding set pieces which provide focus for the player and then populates the track to create an enhanced game experience. This process involves sectioning the environment along the track to provide the fundamental flow of shapes that creates an interesting rhythm for the player. The results can be likened to a piece of music providing the track with a visual melody, rhythm and harmony. The positioning of objects in a WipEout environment is created by a design process called Dynamic Composition. These concept images use the structures as set pieces, trackside furniture, tunnels etc and give the production team an idea of how they would look in game: This results in bold, abstract 3D structures, which are rendered and painted over with architectural detailing and placed into the context of a WipEout environment. To create the WipEout aesthetic our concept artists use a fluid design process that involves creating abstract shapes in 3D and bouncing work around the team from artist to artist to evolve and clarify the designs. This aesthetic is created by designing architectural forms that are influenced by abstract sculpture, structure in art and science, futuristic architecture, mecha detailing and contemporary product design. Hello my name is Marcus Tanner, Art Director on WipEout Fury, and I’m here today to give you a brief insight into how a WipEout environment evolves from concept art to production geometry.Ī WipEout track is set in a utopian environment populated by stunning, cutting edge architecture enhanced by contemporary graphic design. |
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