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Written by Jody Handley

It's July and that means our second major release of 2016 has been released into the wild. You'll find some fantastic new controls and a lot of great enhancements. Keep reading to learn about the latest updates and additions, including new controls for your .NET platform applications, full Angular 2 support in Wijmo and Input controls for Xuni!

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Written by Marco Cantu



In February, we provided a detailed view of our Product Roadmap and we committed to update this Roadmap every six months to provide our many customers with good visibility into what is to come. As requested by many of you, we are moving to more updates and one larger release per year. 

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Tags: , , , , , , | Posted by QBS on 8/5/2016 9:40 AM | Comments (0)

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Written by George Abraham



We often mistake fidelity as an attribute of the prototype. Referring to prototypes as a low or high-fidelity version inadvertently biases us to consider or expect the level of detail present; in practice, it does not matter. Why? It’s more productive if the level of detail happens as a coincidence as opposed to an upfront goal of prototyping. Our goal should be to deliver the highest fidelity of experience using the cheapest means possible. And to achieve this goal, we need just enough detail in the prototype so that people can “use” the prototype to perform a task.

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Posted by QBS on 7/20/2016 12:21 PM | Comments (0)

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Submitted by Harsh Jain and Anna B.



Nowadays, cloud gaming is becoming more and more popular. The benefits are obvious: Instead of downloading and installing large files, you can just connect to the server from a diversity of devices. Let’s take a look how it works in case of video-streaming cloud games. First, a user runs a game on their device. Then an application sends a signal to the servers, it chooses the best available server in cloud and connects the user to it. Actually, the game is stored and played on the server.

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