This project template includes the files necessary to create a simple Windows Media Center Application using managed code and Media Center Markup Language (MCML). The template results in the minimum amount of code and markup to produce an application and is designed to be the foundation upon which a developer will build a richer application.
The following steps are unique to each application and must be performed before the application will run within Windows Media Center. After these steps are completed use the DevInstall.cmd script from a command prompt with administrator privileges to perform a development install of the application and launch from Program Library in Windows Media Center.
1. Select the project in the Solution Explorer pane.
2. Select View > Property Pages from the menu.
3. In the Properties window:
a. Select the Signing tab.
b. Check the box labeled Sign the assembly.
c. Click on the Choose a strong name key file drop-down list and select <New...>.
d. In the Create Strong Name Key dialog:
i. Enter a key file name
ii. Optionally provide a password for the key file.
iii. Click OK.
4. Select File > Save All from the menu.
5. Select Build > Build Solution from the menu to build the project assembly with the strong name key file.
Note: Steps 1 & 2 in this section can be accomplished by running [Windows Media Center SDK Install Path]\Tools\AddGetPublicKeyExternalTool.reg.
1. Select Tools > External Tools from the menu.
2. In the External Tools dialog:
a. If there are already existing tools click Add to create a new one. Otherwise, if this is the first external tool [New Tool 1] is already selected
b. Enter Get Public Key in the Title text box.
c. Enter the following in the Command text box: C:\Program Files\Microsoft SDKs\Windows\v6.0A\bin\sn.exe
d. Type the following in the Arguments text box: -Tp "$(TargetPath)"
e. Uncheck all options except Use Output window.
f. Click the OK button.
3. Select Tools > Get Public Key from the menu.
4. Copy the public key token value from the output window.
5. Open the Registration.xml file for editing with a double-click in the Solution Explorer pane.
6. Replace insert_public_key_token_here with the public key token reported by the Get Public Key tool.
7. Select File > Save All from the menu.
8. Select Build > Rebuild Solution from the menu.
This project template creates several placeholders which should be replaced as follows – most are variables in the source code.
· Application.png: Image used within the Extras Library to represent the application.
· AssemblyInfo.cs: Company and Copyright.
· DevInstall.cmd: CompanyName (should match what is contained in Setup.wxs).
· License.rtf, License.txt and LicenseAccessible.txt: All text should be replaced as appropriate.
· Setup-en-us.wxl: Property_ArpHelpLink, Property_ArpUrlInfoAbout, Property_ProductLanguage, Property_CompanyName.
· Setup.wxs: MyCompany
Also included are the necessary files to create a Windows Installer Package (*.msi) based setup program using the Windows Installer XML (WiX) toolset. This feature of the application template is not enabled until the WiX toolset is installed and certain properties in the project modified as follows:
1. Download the latest version of the Windows Installer XML (WiX) toolset version 3.0 setup program (wix3.msi) from http://wix.sourceforge.net/downloadv3.html and install it on the development computer.
2. Start Microsoft Visual Studio 2005 or Microsoft Visual C# 2005 Express Edition.
3. Open the Windows Media Center application already created, or create a new one using the Windows Media Center Application project template by selecting File > New Project from the menu.
1. Select the project in the Solution Explorer pane.
2. Select View > Property Pages from the menu.
3. In the Properties window:
a. Select the Build Events tab.
b. Add a new line to the Post-build event command line text box.
c. Type the following on the new line: "$(ProjectDir)Setup\Build.bat" $(ConfigurationName)
4. Select File > Save All from the menu.
5. Select Build > Rebuild Solution from the menu to build the project binaries and the Windows Installer Package.
A Windows Installer Package file named Setup.msi is created in the \bin\release or \bin\debug folder for the project depending on which configuration was built. The files in the \Setup folder for the project can be customized in order to change the behavior of the installer.
This project template contains the following post-build steps to aid markup development and debugging:
· The MCML Verifier Tool (McmlVerifier.exe) verifies the syntax of all MCML files in the \Markup folder for this project. Any errors are displayed in the output window -- double-click the error to open the file containing the error.
· The MCML Preview Tool (McmlPad.exe) runs in standalone mode and loads the file named test.mcml in the \Markup folder for this project.
Use the following instructions to make changes to the build events in the project template. Note some build events must be enabled by directly modifying the project file (*.csproj) outside of Visual C# 2005 Express Edition. For more information see the Windows Media Center Step By Step whitepaper included in the SDK.
Advanced build configurations must first be enabled in Visual C# 2005 Express Edition and Visual Basic 2005 Express Edition using the following steps:
1. Select Tools > Options from the menu.
2. In the Options dialog:
a. Check the box in the bottom left corner labeled Show all settings.
b. Select the Projects and Solutions item in the tree control.
c. Check the box labeled Show advanced build configurations.
d. Click OK.
1. Select the project in the Solution Explorer pane.
2. Select View > Property Pages from the menu.
3. In the Properties window:
a. Click on the Build Events tab.
b. Modify the values in the Pre-build event command line and Post-build event command line text boxes as needed.
c. Click on the Debug tab.
d. Modify the values in the Command line arguments and Working directory text boxes as needed.
4. Select File > Save All from the menu.
Use the following basic steps to add additional code, markup (MCML) and images to the project created by the template.
1. Select the Code folder in the Solution Explorer pane.
2. Select Project > Add New Item from the menu.
3. In the Add New Item dialog:
a. Select the Class, Interface or Code File template.
b. Enter the name for the file.
c. Click the Add button.
1. Select the Markup folder in the Solution Explorer pane.
2. Select Project > Add New Item from the menu.
3. In the Add New Item dialog:
a. Select the MCML File template.
b. Enter the name for the file.
c. Click the Add button.
4. Double-click Resources.resx in the Solution Explorer pane to open for editing.
5. Press CTRL+5 on the keyboard to switch to File resources.
6. Drag and drop the new MCML files from the Solution Explorer pane into the Resources.resx window.
1. Double-click Resources.resx in the Solution Explorer pane to open for editing.
2. Press CTRL+2 on the keyboard to switch to Image resources.
3. Drag and drop the image files from the Solution Explorer pane into the Resources.resx window.
4. Alternatively…
a. Select the Add Resource drop down list in the Resources.resx window.
b. Select Add Existing File.
c. In the Add existing file to resources dialog:
i. Browse to and select the files to be included.
ii. Click the Open button.


---
layout: page
type: internship
title: Digital Marketing Internship
image: /assets/careers/internships/digital-marketing.svg
excerpt: "Learn and exercise modern marketing strategies and automation as a Layer5 Digital Marketing Intern."
---
{% include careers/position-title.html %}
About Layer5
We are a fun, talented and driven team dedicated to providing our customers with easy-to-use software and a world-class, open source community experience. While small, the Layer5 community represents the largest collection of service mesh projects and their maintainers in the world. Advanced and emerging technology, and empowering engineers are at the core of our company, and though we move at a very fast pace, we are committed to maintaining a work environment of continual learning and giving back to our community. A passion for great design, dedication to innovation and a strong social media presence are our building blocks for creating a unique and engaging brand across the cloud native landscape. Our headquarters are located in the hill country of Austin, Texas, and we embrace the unique vibe and energy of our hometown as an inspiration for our brand and company culture.
Digital Marketing Internship
Internship Overview
The Layer5 Internship Program offers students and graduates an opportunity to gain exposure to the inner workings of the fast-moving world of cloud native. We value all of our interns and commit to providing a comprehensive learning experience that aligns with individual interests and career goals.
Basics
- 12-week, experience fully online or in Austin, TX. Relocation is not necessary.
- Applicants should be fluent with popular digital marketing tools.
- Internships are ongoing and may start anytime.
Start Date:
ASAP
Compensation:
Monthly stipend. Amount depends on experience.
What You Will Learn
In this position, you will collaborate with our core team in each stage of marketing campaigns. Your work will include developing, growing, and expanding our marketing channels through social media outreach, blogging, event planning, and speaker engagement.
We have multiple internships for the Spring and Summer. This is an extremely dynamic position and a great opportunity for an entry level marketing person to build their skills and their career. The Digital Marketing Intern will work closely with the open source community and broad set of Layer5 academic and technology partners. The ideal candidate is analytical and good with numbers and is driven to succeed with little supervision. You are someone who works well in a team and takes pride in helping a company succeed and grow and are willing to put in the work needed to become a valued member of an evolving marketing team.
Responsibilities
As a Layer5 digital marketing intern, you will put into practice marketing strategy that includes brand building,
content writing, ghostwriting, and community building. Put your digital advertising skills to use with data organization,
and marketing automation.
Interns will enhance their search engine optimization (SEO) techniques, including link building and backlinks
and content optimization. You will understand how to develop domain authority, create conversion funnels and do
conversion tracking. You will engage in influencer marketing through social media channels, leveraging email
automation and remarketing techniques.
Competency with some or all of the following is ideal:
- Google Analytics
- Jekyll, HTML/CSS
- MailChimp, SendInBlue
- Twitter, YouTube
- GSuite Apps (Docs, Slides,...)
- Git (GitHub), Markdown
- Slack, IFTTT
Qualifications
- Currently pursuing a bachelor's or master's degree: All majors welcome, rising final year (seniors) preferred but not mandatory.
- Strong organizational and communication skills.
- Self-motivated.
- Results-oriented with keen ability to problem solve.
- Desire to learn and take initiative.
Ideal Candidate
- Availability to work between 20 to 30 hours a week (averaging 25 hour weeks).
- The ability to embody Layer5’s cultural values among peers and across the community.
- A high level of accountability, reliability and initiative.
- Exceptional organizational skills and attention to detail.
- Excellent written and verbal communication skills.
- A strong ability to build relationships with community members and keep others informed.
- A growth mindset: desire to learn, grow and embrace new ideas.
- A shared appreciation for our core values of continual learning, making strategic decisions with fast execution, and creating a platform for shared success.
{% include careers/position-apply.html %}
Code: MARCOM12
Division: United States
Location: Headquarters
City: Austin
State: Texas
Zip Code: 78701


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--- layout: post esbma_id: 1612 title: Announcing Teamprise 1.1 and Vault 3.5 date: 2006-07-20 08:00:00 keywords: sourcegear ---
We've had a good week here at SourceGear/Teamprise:
:-)


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Here are some of the principles by which I try to develop software. This isn’t a hard-and-fast list, but rather a set of guidelines that I use. I don’t follow all of them every day, but I try to follow them as much as I can. This list is under constant review, extending and changing as I grow as a developer.
-
Don’t leave work unfinished - Work that is started but not finished is a liability. At best, it means a feature isn’t in production sooner than it could be (representing wasted opportunity). At worst, the feature will suffer from software rot, and may require substantial rewriting if left long enough.
-
Work on only one thing at a time - Mental context switching is expensive. Focus as much as possible until that item is done.
-
Teamwork - The team as a whole is more important than the individual. This means that you should write maintainable code, ask for help when you get stuck, and help out your colleagues when they need it.
-
Review pull requests thoroughly and in a timely manner - as part of teamwork and leaving work unfinished, review your colleagues’ work quickly. If they write a PR and it sits for a week, that is means it takes one week longer for that feature to make it into production.
-
Fix bugs first - Bugs should be fixed before anything else. They are easier to fix when fresh, and existing bugs represent potential bad experience for enduser. See the Pragmatic Programmers’ broken window theory.
-
Be aware of errors - Whenever an error or problem occurs, we must be notified of it. Otherwise, only users will experience it, and not all users report errors. Also if a bug is fixed before a user first notices, the bug doesn’t exist from their perspective. An app slowing down to unusable speeds is considered a bug.
-
Don’t live with pain - When something is frustrating, take the time to fix the problem for everyone. Automate common tasks. This makes life easier, and makes the software easier to work with. It’s not always possible given time contraints, but it’s worth it. This is how big things such as Rails or Meteor get built.
-
Produce high quality code - Take the time to do things correctly. Quality is worth it.
-
Be pragmatic (but balance ideals) - Striving for ideals is fantastic, but shipping usable code is the most important.
-
Don’t let email/requests go unanswered - Others have taken the time to ask something of you. Be courteous, and don’t make them wait.
-
Provide test coverage - Do this where possible. The value it provides is tremendous. Try to consider a feature to be complete when it has test coverage.
-
Keep learning - Always be trying to learn new things. This includes new ways to use existing tools, or new tools altogether. Tools range from programming languages, frameworks, paradigms, editors, to soft skills such as empathy and listening skills.
-
Blame problems not people - Don’t forget that code is written by humans, with real feelings. Focus on the problem itself; blaming the author is counterproductive.
-
Encourage, don’t discourage - Help others improve their code. Don’t put them down because they wrote code that you (subjectively) could be better. Yours could also always be better.
-
Be humble - Realise that you can learn from everyone out there, including those are just learning to write code, and even from those who don’t write code at all.
A good chunk of these have been taken from OK GROW!’s development process guide, which I’ve contributed to a bit.
A lot of these may seem like common sense, and I hope that they do. That’s a sign that you’ve got solid guidelines in place.
What sort of guidelines do you use in your development process? Email me at<EMAIL_ADDRESS>or leave a comment below. I’d love to hear them!


29 January 2014 - On 27 January 2014, the National Health and Family Planning Commission of China notified WHO of six additional laboratory-confirmed cases of human infection with avian influenza A(H7N9) virus including one death.
Details of six new cases are as follows:
The source of infection is still under investigation. So far, there is no evidence of sustained human-to-human transmission.
The Chinese government continues to take the following measures:
While the report of A/H7N9 virus being detected in live poultry imported from the mainland to Hong Kong SAR, shows the potential for the virus to spread through live poultry, at this time there is no indication that international spread of H7N9 has occurred through humans or animals.
Further sporadic human cases of A(H7N9) infection are expected in affected and possibly neighbouring areas, especially given expected increases in the trade and transport of poultry associated with the upcoming Lunar New Year.
WHO advises that travellers to countries with known outbreaks of avian influenza should avoid poultry farms, or contact with animals in live bird markets, or entering areas where poultry may be slaughtered, or contact with any surfaces that appear to be contaminated with faeces from poultry or other animals. Travellers should also wash their hands often with soap and water. Travellers should follow good food safety and good food hygiene practices.
WHO does not advise special screening at points of entry with regard to this event, nor does it currently recommend any travel or trade restrictions.
As always, a diagnosis of infection with an avian influenza virus should be considered in individuals who develop severe acute respiratory symptoms while travelling or soon after returning from an area where avian influenza is a concern.
WHO encourages countries to continue strengthening influenza surveillance, including surveillance for severe acute respiratory infections (SARI) and to carefully review any unusual patterns, in order to ensure reporting of human infections under the IHR (2005), and continue national health preparedness actions.
Current technical information as well as guidance related to avian influenza A(H7N9) can be found at the WHO web site:


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{% extends "accounts/base.html" %} {% block content %}
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This demo application demonstrates the chart module by providing examples of all support chart types as well as all
possible chart builder configuration options.
The code for this demo source consists of:
The view: index.html
The controller: Application.java
The routing rules: conf/routes
Chart as img with src set to a Base64-encoded image
All charts within this section are generated by:
In the controller: creation of Chart instances and invocation of ok(render()) passing
them as parameters — see controller action method index
In the view: rendering of Chart instances using @img()
The following sections provide examples of the different types of charts supported by this module. For each type, two
charts are displayed:
A chart built using the default builder configuration and passing it to @img()
A chart built using all possible builder configuration settings and passing it along with attribute
title to @img()
Bar charts
Line charts
Pie charts
Ring charts
Chart as img with src set to the URL of an image returning action
This section provides an example of a bar chart generated by:
In the controller: creation of a Chart instance and invocation of ChartResults.ok()
passing it as parameter — see controller action method chart
In the view: rendering of the Chart instance using
<img src="@routes.Application.chart()" />


{% extends "bootstrap.html" %} {% block head %}
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Web Dev Projects
Calorie Tracker
My first Single Page Application created using Backbone's MV* Framework coupled with Firebase for persistent storage. I took advantage of Backbone's flexibility and created an application with decoupled Views and used an Event bus to coordinate DOM manipulations with View refreshes such as changes in the Router's URL. I also familiarized myself with UnderscoreJS using its templating system and built in functions.
Neighbourhood Map
This was my very first project involving an MV* Framework. KnockoutJS was a great introduction to the concept of separation of concerns. I also extensively dove into JavaScript promises while learning how to work with multiple APIs (Google Maps, Instagram, FourSquare). This project also includes a Gulp build process and uses a HTML5 Boilerplate template designed with responsiveness in mind.
Asteroids Clone
I took Udacity's Frogger game clone to the next level. I implemented randomized asteroids and the "physics" invovled with the spinning asteroids wrapping around the screen and laser collisions. This project emphasized on a lot of Object Orientated JavaScript pratices, such as creating Laser, Asteroid and Ship classes, as well as Groups of each class to manage collision mechanics. This HTML5 asteroid game was inspired by Rice University's Coursera project "RiceRocks".
Frogger Replica
Implemented JavaScript's Object Orientated pseudo-classical style to replicate the classic Frogger arcade game. Game art and engine were provided by Udacity.


A little contribution
Introducing QuickAdmin, a never before seen software made exclusively for Windows to save redundant UAC clicks.
Features:
- Super lightweight and small in size
- Saves reduntant UAC clicks
- No impact on performance
- No prerequisite software needed
- Certified stable and tested
Download QuickAdmin
Add a little fun to clicking, with iTouch by devrexster
Features:
- Lightweight and small in size
- Low RAM usage
- No prerequisite software needed
- Water ripple effect on each click!
Download iTouch
|


This page covers common image formats, but you may also be looking for links and useful extras.
JPG images are good for photos.
GIFs are good for animations.
PNGS are good for diagrams and icons.
SVGs are amazing. Use them wherever you can.