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#ascii tier list
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Writer's Tier List
S | the writing you did at 2am when you read it at 2am ---------------------------------------------------------- A | random scene you wrote 4 months ago ---------------------------------------------------------- B | the writing you did at 2am when you read it the next day ---------------------------------------------------------- C | something you wrote when you were uninspired but trying to meet a daily goal ---------------------------------------------------------- D | the scene you forced yourself to write several weeks/months after writing the outline when you were actually inspired, but now you're not and you're just trying to check it off the to-do list ---------------------------------------------------------- F | random scene you wrote 4 years ago
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open-road-air · 1 year
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Goncharov (1973) cuts
So in the recent Gonchsplosion there’s been a lot of discussion and even dispute about the core facts of the film—who lives, who dies, which homoerotic cigarette lighting sequences appear, who shops for apples, etc. And I think most people don’t know that this is because of the truly bananas number of cuts of Goncharov that have been released at various times and places, often under unclear or conflicting names, with intersecting but nonidentical footage. Back in like, the mid-00s I saw a Geocities site about this—you know the type, it had everything all charted out in ASCII—that estimated that there were over fourteen hours of Goncharov that had been released in total, across I wanna say seven different cuts? That’s a lot of movie.  Of course I have no idea how to find that site, it’s probably gone forever now, and there’s no way my iPhone-rotted brain can compare with the pure archival relentlessness of a mid-aughties film studies grad student with a beige desktop computer, so this is just off the top of my head listing of cuts I’m familiar with and what things they do and don’t include. Hope it helps. The Cinematic Release You know it, you love it, somehow the most famous one of all despite the fact it never showed in theaters because the mafia (*cough*CIA/KGB*cough*) destroyed almost all of the prints? Idk man, everyone is obsessed with the idea that this one is the “real” Goncharov which is like a nice change of pace from the common canard that the director’s cut is the “real” cut, but also, bizarre. They’re all real cuts! Get with the postmodern times!  Runtime: 3:02. The studio insisted that Scorsese bring it down under three hours and he said he had but he lied. It’s probably apocryphal that Scorsese actually set the clock back 7 minutes during the second screener with the studio to fool them about the runtime—probably he just trimmed some of the opening sequences for this print—but you can see why the story spread, given how aligned it is with the themes/events of the film. Everybody loves a metatextual folktale.  Scenes In/Out: Yes bridge scene, no boat scene. Yes Goncharov/Andrey at the fruit market, no Katya/Sofia at the market. No cigarette lighting at all. (I’m sorry but it’s true!) Goncharov dies, Katya dies, Ice Pick Joe lives (or dies offscreen, this is kinda unclear). Heavy clock imagery.  Verdict: honestly this is a mid-tier Goncharov at best.  The Director’s Cut (Pseudo-Scorsese) This one started to circulate in the 80s and 90s in the US film buff circuit. Some fly by night outfit put out a bootleg VHS which is considered the authoritative version even though you can get a way better digital rip straight from the film. The VHS box set says that this was the version Scorsese first screened for the studio but that’s probably not true. Not clear who actually cut this or why or how. Most of the Netflix footage is from this one but not all of it.  Runtime: 4:12. If you’re thinking “damn, that’s a long movie,” then, uh, buddy, hold on to your fuckin hat. Scenes In/Out: Yes bridge scene, yes boat scene. Goncharov dies. Katya lives (doesn’t even fake her death, that’s just gone all together). Icepick Joe dies laughing. Both G/A and K/S at the fruit market but the scenes are played intercut to suggest that they’re there at the same time? Insane choice. Yes G/A cigarette scene. No K/S cigarettes but Sofia does go into the bedroom when Goncharov leaves. Camera doesn’t follow her, though, it just spends a minute and a half staring at the grandfather clock in the hall? Yes exterior Moscow scenes! This is the only cut I’m aware of that has them. Of course they weren’t actually shot on location, it’s all Red Square B-roll plus exterior shots still in Naples. Verdict: gayest Goncharov available in America before the turn of the millennium, probably the one the gay club reenactors had seen. Greater variety of thematic references.  The Director’s Cut (Actual Scorsese)
This one came out straight to DVD in like 2003. It was, actually, authorized by Scorsese—although he’s subsequently denied it. But it was definitely stapled together over like a weekend from whatever bits of Goncharov he could get his hands on. This does mean it has an unusually high percentage of non-overlapping Goncharov content; it also means it’s a bit of a mess.  Runtime: 3:34. Scenes In/Out: No bridge scene(!), no boat scene. Goncharov dies. (This is shot from like eight angles??) Katya fakes death, lives, gets extended in-credits epilogue in Argentina(!!) No cigarette, no fruit market. Way, way more footage of money, drugs, and guns being shipped into and out of Naples. Clock symbolism almost entirely absent. Icepick Joe gets a three minute death soliloquy for some reason. Palace ball gets like three different scenes? Andrey’s call from the phone booth goes to Valery instead of Goncharov for some reason?? A lot of frankly indulgent long shots and urban b-roll. Verdict: the worst Goncharov you might have actually watched. Only worth it for completionists, and because the DVD had a surprisingly thorough and high-quality soundtrack extra. (Don’t @ me, sapphics who are convinced it’s Sofia coming out of the cabin in Patagonia at the end of the credits and looking down the hillside at Katya—you’re right and it’s perfect but just watch the credits on DailyMotion like a human being, there’s no need to subject yourself to an hour and a half of basically arms trafficking surveillance footage.) The Director’s Cut (JWHJ0715) The version of the film that Matteo JWHJ0715 sent in for consideration at Cannes. (Scorsese did not want to send it in, didn’t feel like it was ready.) Never screened at the festival and it’s not clear how the print leaked.  Runtime: 2:38. Yes, the shortest film cut (not counting abridged TV versions) is a “directors cut”. It just. It’s Goncharov, buddy. Scenes In/Out: Yes bridge, yes boat. Goncharov dies, Andrey dies, Katya lives. Icepick Joe dies in a shootout. K/S cigarette but it’s trimmed like crazy. G/A in the fruit market but it rolls straight into the car chase (the cutting is crazy but they mostly make it work.)  Verdict: the most action-packed and claustrophobic Goncharov. The shots are mostly interior and the plot has no time to breathe. Kinda weird that that’s what JWHJ0715 thought would play in Cannes but it was a different time.  The Director’s Cut (Pseudo-JWHJ0715) Okay, we’re through the looking glass here. This is real film-buff shit. This cut was primarily available in Yugoslavia, of all places. (This is why there are non-optional subtitles in Serbo-Croatian. It claims to be from Matteo JWHJ0715 but it’s almost certainly actually finally put out by his son, Luca. Whether "his son” means “his nephew whom he raised from toddlerhood”, “his long-lost natural child”, or “his younger lover, legally adopted to create some mutual rights for their unrecognized relationship” is as you’d might expect pretty controversial in the Gonchhead community and is unlikely to be resolved soon. Runtime: 6:48 (not a typo) Scenes In/Out: Yes bridge, yes boat. Goncharov, Katya, and Andrey all die. Icepick Joe plunges silently into the Tyrrhenian. Both cigarette scenes, both fruit market scenes (separated by over two hours of film to create a parallel rather than a frantic mishmash (good call imo). Yes palace ball, very early in the film, but only using footage that doesn’t appear in any other Goncharov cut. (The partner-swapping dance sequence.) When Andrey calls Goncharov from the phone booth, it’s Sofia who answers. There’s a flashback scene with B-roll of St. Petersburg but the subtitles insist that it’s happening in Belgrade? Very bizarre, may have contributed to the suppression of the film by the Yugoslav government. Great clock footage, mirror footage, fruit footage, the works.  Verdict: the motherlode. the best Goncharov. Everyone who’s seen it says so. Block 9 hours to watch it and another 3 hours afterwards to have a psychological breakdown.  More editions: There are maybe half a dozen other prints, but we mostly know them through backward extrapolations from the viciously abridged TV-versions, so who knows. It also seems likely that the whole world of Japanese/Hong Kong/Thai remakes was inspired by another cut totally unknown in the West (given the recurrent flower imagery, among other subtler points), but it’s impossible to say if we’re talking about another cut of the Goncharov footage or some sort of ur-remake.  The point is you can keep going, but honestly, the Luca Cut is the one. If you’ve watched that, any other Goncharov just starts to seem like a blooper reel. 
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Small flex but I feel like geeking out a little bit about the program I’ve been working on, sue me.
[[MORE]]
Sorry if the break didn’t work, I’m on mobile and this is the first time I’ve tried doing it.
The past 2-3 days or so, and I mean FULL days (like from 7AM to 1AM each day with a couple hour breaks in between, my time has quite literally been blinked away), I’ve been working on this little game as a personal project. Since I’m taking a C++ class, I figured it would be great if I got to know the language better, read more of the documentation, get used to it, etc. you get the gist.
I’m essentially making Minecraft as a text-based game, and yeah I know, “ha ha, Mienkwaft uwu” but mind you, the point isn’t to make Minecraft, it’s to make something. But even so, I’m honestly so proud of myself for not only sticking with it this long (I don’t think I’ve ever programmed three days in a row in my life because of just burn out and other things), but because of how great it’s actually going.
So far, it’s got random resource generation, a fully-functioning and easily-expandable crafting system, an inventory, a pseudo-recipe book, a tier-system, and an inventory, as well as a few other small bits.
Now, this is all entirely in text on a console, so there’s no visual element to it. At first I considered going down the path of creating some sort of ASCII map that simulated the world on a 2D plane, but as I continue with this I’m starting to make it slightly less and less like Minecraft and more my own thing, so that coupled with the fact that I just fucking don’t want to make a map out of ASCII characters is why I’m probably going to just avoid that.
By “tier-system”, what I’m referring to is the fact that not everything is available to you at the start. From the get-go, the only thing you can do is, of course, the very first thing you do in Minecraft, punch trees.
From there, the only things you’re able to craft, again similar to Minecraft, are planks, sticks, and a Workbench. However, unlike Minecraft, because there’s no “blocks” in this game, I didn’t see a reason why you would ever need more than one Workbench, so you can only craft it once and once you do, you have it forever and it disappears off of your crafting list. The same goes for things like furnaces.
Tools are also handled that way as well, and once you craft your first wooden pickaxe (which requires a workbench ofc), you unlock the ability to mine stone and coal. You won’t actually ‘see’ any stone or coal until you do. From there, you can either build a stone pickaxe to unlock iron ore, or a furnace to unlock smelting for iron ingots, but eventually you’ll want both.
Right now, that’s all that’s in the game. I’m kind of hesitating to add too many items beyond what I need to test things because I’ve already rewritten the entire code three times now just to try and refine things a bit more.
Like I said, I’m eventually going to move away from Minecraft and maybe try and flesh it out a bit more as my own thing (except tbh, recipes might stay similar cause coming up with those is a pain). I want to flesh out the tier system a bit more so it doesn’t feel so linear. Similar to how I said you can craft the furnace or the stone pickaxe first, I want to do more like that but on an exponential scale. Give plenty of more options as you progress, typical video game stuff.
I also have ideas for combat and cave exploration. Again, I’m steering clear of maps, but I think I can pretty nicely implement a caving system without maps. I’m actually pretty eager to start attempting that because I think that’ll be the coolest fucking thing ever tbfh. I’m a huge fan of idle games too and I’m considering moving in that direction, though I’m honestly not sure how well you can utilise ‘time’ in the console, but w/e. We’ll see.
Anyways, just in case the break didn’t work, I’ll cut it short here.
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What are the top WordPress development companies?
Today, the demand for WordPress developers is at its peak because it is largest Content Management System (CMS) within the world and is turning into a lot of and a lot of well-liked among the IT organizations and on-line business house owners. each fourth web site is made in WordPress- BBC America, The New Yorker, TED, CNN, Homepage, Sony Music, MTV News, Facebook Newsroom and a lot of. Free and ASCII text file, WordPress development is powering twenty-eighth of the whole net these days, that has surged the quantity of WordPress development firms within the world market.
Most internet development firms area unit specializing in enhancing their WordPress development skills by gaining deep insights into the most effective use of WordPress themes, its freemium model, advanced plugins offered by the CMS and coming up with a strong web site. however not all of them are self-made in doing that. We have a curated list of prime WordPress development firms, handpicked from across the world. If you’re searching for the correct WordPress development partner for your next web site project, we’re certain the below list is going to be a serious facilitate.
Here is that the List of prime WordPress internet Development firms / Best WordPress Developers:
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1.Rajasri Systems: 20years of experience in Software development.
As the top WordPress development company in India, Rajasri systems offers WordPress development services through their expert’s team. The services include HTML to WordPress customization, WordPress designing, and development, easy to download plugin, theme customization and much more. The best thing about this company is that they offer WordPress solutions within the budget constraints.
2. Sharesoft technologies: 10+ Years of Expertise in Web development
Seek assistance from sharesoft, which is the best WordPress development company in India. It is the ISO certified WordPress development company in Indore having a team of 45 IT professionals and completed 1000+ IT projects. They are committed to offering incredible WordPress development services to the clients of 3+ global countries (mainly the USA, UK, and Dubai).
3.BigDropInc: There aren’t several internet style companies with the popularity and industry-leading talent of massive Drop INC. they're a full-service digital promoting agency that focuses totally on internet style, content development, animated video production, and content promoting. With one in all the strongest skilled staffs within the business, huge Drop INC will perform identical level of service as the other top-tier internet style firm, and their work has attained several awards that the firm is incredibly proud to showcase. There ar offices for giant Drop INC in Europe and la, and their headquarters ar set in big apple town.
4. Dom & Tom:
Dom & Tom is an end-to-end digital product development agency focused on emerging technologies. From startups to enterprise solutions the apps we produce for our clients support their strategic initiatives first and foremost through open collaboration, forward-thinking user experience, engaging design, and cross-platform development for both web and mobile. Dom & Tom has launched 500+ web projects and 120 native mobile applications with teams located in New York and Chicago.
5. Konstant Infosolutions could be a premier software package development company, giving a large variety of internet and mobile solutions across the world since 2003. the corporate incorporates a team of 170+ extremely qualified and fully-fledged IT professionals WHO will deliver better of technology solutions and consulting services across various business wants.
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allbestnet · 7 years
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Best Webapp
Notepads and Notebooks
aNotepad - Saves your notes without user account using cookies
h5Note - Works when offline too using HTML5
shrib - Save note to a custom url and edit it later
Notepad - An Offline capable Notepad PWA
Document Editors
Latex
Papeeria - Latex preview with downloading as PDF option available without registration
Overleaf [Account] - Unlimited collaborators and projects, git access in free account
Sharelatex [Account] - 1 collaborator in free account
Markdown
Dillinger - Powerful markdown WYSIWYG with export to HTML and PDF. User account to save documents
Github.md - Simple Github-style Markdown (GFM) preview with print feature
Markdown Live Preview - Instant markdown preview
Markdownify - A minimal Markdown editor
Others
Online reStructedText Editor - rst.ninjs - WYSIWYG rst preview with option to save document online for editing later
EtherCalc - Online spreadsheet editor, exports to Excel
Programming Editors and IDEs
TutorialsPoint Online Tools - Online terminals for ipython, octave, powershell, redis and lots others. Also has a good collection of IDEs for programming languages
Ideone - Online IDE supporting most popular languages
Repl.it - Online terminals for all popular programming languages
Codechef IDE - Simple single file code compiler supporting major languages
Cloud9 [Account] - Very powerful online dev environment, just like your local PC
JS Bin - Collaborative web development and debugging tool
Codepen.io - Playground for front end web developement
Codenvy [Account] - Cloud workspace for developers, supports most popular stacks including Android, Hadoop, Selenium, Node and lots more
SQLFiddle - A tool for easy online testing and sharing of database problems and their solutions.
Programming Tools
CSS Minifier
UglifyJS JavaScript minifier
HTML minifier by @kangax - Minifies inline CSS and JS too
JavaScript compressor - JS compressor and obsfucator
Android Asset Studio - Android launcher icon, Notification icon etc generator from existing images
Website Speed Test | Pingdom - Feature-rich website tester
Google Structured Data Testing Tool - Test a webpage for structured data and SEO
Regulex - JavaScript regular expression visualizer
Communication
Tlk.io - Create a room with any url (eg tlk.io/some-room) you wish and chat in groups
Discord - Voice and text conference online. Username is asked at start to create a temp avatar
Gruveo - Video conference online. Just like tlk.io, easy to remember custom urls
Appear.in - Video conference online. Create any room like appear.in/some-room and starting chatting
Videolink2 - Video conference online. Link generated, share link to invite other participants
GetARoom.io - Video conference online. Has mobile browser support, just click start new call and share the link
Business and Finance
ShapeShift.io - Instant cryptocurrency conversion
Cryptrader.com - Cryptocurrency price charts and indicators. Saving your settings requires an account
TradingView.com - Real-time information and market insights from various exchanges. Requires an account for saving settings
Music, Radio and Podcasts
Podbay - Listen to any podcast online, individual episodes can be downloaded
Internet Radio - Listen to over 40k radio stations
Stitcher - Listen to podcast online
AnyAudio - Stream and download music
Muki - WebAudio-based chiptune & MIDI player, with a nice collection of video game music
MusixHub - Play artists and albums video songs online, powered by Youtube
plug.dj - Listen to thousands of DJs, powered by Youtube, sign-in required to become a DJ
Graphics, Image and Design
Pixlr Editor - Image editor by pixlr. Lots of features
Photo Editor | Befunky - Image editor with lots of filters and effects
Logo Makr - Logo maker with nice collection of SVGs. Requires payment to export logo as SVG (png is free)
Online Logo Maker - Make logos online. Extra user account feature to save creations
SVG-Edit - Powerful SVG editor with lots of features. Open source
Method Draw - Clean and feature-rich SVG editor. Exports to PNG
Coolors - Color palettes generator
Tiny PNG - Smart PNG and JPEG compression
File Converters
Cloud Convert - Convert from anything to anything including audio, video, font, document and lots more. Excellent integration with cloud storage services like Google Drive and Dropbox. Direct links
Online Convert - Collection of Audio, Video, Image, Document, Ebook and Archive converter. No file size limits and direct download links upon conversion
PDF <=> EPUB - PDF to epub converter and vice versa
Pandoc Try - Inter markup conversion using Pandoc. Supported - Latex, Markdown, HTML, RST and lots more
Print Friendly - Convert any webpage to simple format. Then download it or print as PDF
File Hosting/Sharing
EFShare - Peer to peer secure file sharing
Ge.tt - File hosting service. Max limit 2gb
RGhost - File hosting service, Max limit 100mb without login
ImgSafe - Image hosting service with small direct links
Clyp - Audio sharing without limits, rich API
SendVid - Video hosting service
Archive.org [Account] - Unlimited file hosting of any type, no limits on bandwidth and upload size
Audio and Video
bfxr - Make sound effects for your games
MP3 Cut - Online audio cutter
TwistedWeb Online - Powerful audio editor. Files not saved online
Filelab Audio Editor - Audio editor with basic features like trim, merge, cut audio
Until AM - Online Music mixer, DJ software
YOU.DJ - Online Music mixer, DJ software sourcing music from SoundCloud
VideoToolbox [Account] - Video editor with all the common editing features. Size limited to 600mb
Internet Downloaders
savefrom.net - Download from Youtube, Dailymotion, vimeo and more
youtube-mp3.org - Youtube to mp3 download
Youtube Converter & Downloader - Download youtube video in any audio/video format
keepvid - Youtube, Soundcloud, Facebook downloader
Bitport [Account] - Torrent downloader. Limited to 1 torrent of 1 gb per day in free account
Vubey - Download mp3 from youtube, soundcloud etc in various audio quality (bitrates)
Seedr [Account] - Cloud Based Torrent Downloader. Limited to multiple torrents of total size of 2 gb in free account. Unlimited bandwidth. 500mb increase on contributing a new user
Fuge.it [Account] - Web torrent client. Free tier limited to 2 simulataneous torrents of max size 2gb in free account, 10gb storage, 10 gb bandwidth/month
Security and Cryptography
Encipher.it - AES-256 text encryption and decryption
Encrypted Pastebin - Defuse.ca - Set password on your public pastes
MPCrypt - Securely encrypt files
Study and Education
Calculatoria Calculator - Scientific Calculator online with progress stored on your system
WolframAlpha - A very powerful computational knowledge engine. See plotting graphs examples for help on how to plot graphs.
Desmos Graphing Calculator - Plot multiple 2d plots on same sheet, see graph intersections
Geometry sheet by MathIsFun - Simple geometry sheet online if you want to play with figures
Directed Graph Editor - Play with Directed Graphs
Calcul - Collection of different calculators including Matrix, Unit converters, mathematical distributions and more
Miscellaneous
QR Code Generator - Different type of QR codes like contact info, Wifi, Calendar etc supported
Emoji Search Online - Intelligent emoji search engine
Podcast Feed Extractor - Get rss feed for podcasts
Rss Feed Search - Find rss feeds from search terms
Diff Checker - Compare two text passages and view diffs
is.gd - Link shortener with custom urls and open API (no tokens)
Bitly - A powerful url shortener with REST API
Superbetize - Categorize your grocery list
ASCII.li - Generate text ascii art, ascii emoticons and lots more online
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anagray5678-blog · 5 years
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Andriod app development company
Android is associate open supply and Linux-based software system for mobile devices like smartphones and pill computers. android was developed by the Open phone Alliance, crystal rectifier by Google, and different corporations.
the key elements in android design
Linux Kernel
Libraries
Android Framework
Android applications.
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Android application design has the subsequent elements.They are as follows −
Services − it'll perform background functionalities
Intent − it'll perform the put down association between activities and therefore the knowledge passing mechanism
Resource Externalization − strings and graphics
Notification − lightweight,sound,icon,notification,dialog box,and toast
Content suppliers − it'll share the info between applications
Tokyotechie takes pride in being one of the leading android app development company  to create a smooth and Flexible  android app software.
Android Layout sorts
There ar variety of Layouts provided by golem that you may use in most the golem applications to produce completely different read, look and feel.
1.Linear Layout
LinearLayout may be a read cluster that aligns all youngsters in an exceedingly single direction, vertically or horizontally.
2.Relative Layout
RelativeLayout may be a read cluster that displays kid views in relative positions.
3.Table Layout
TableLayout may be a read that teams views into rows and columns.
4.Absolute Layout
AbsoluteLayout allows you to specify the precise location of its youngsters.
5.Frame Layout
The FrameLayout may be a placeholder on screen that you just will use to show one read.
6.List View
ListView may be a read cluster that displays an inventory of scrollable things.
7.Grid View
GridView may be a ViewGroup that displays things in an exceedingly two-dimensional, scrollable grid.
Intent
It is connected to either the external world of application or internal world of application ,like  gap a pdf is associate intent as well as connect with the online browser.etc.
Android - design
Android software may be a stack of code elements that is roughly divided into 5 sections and 4 main layers
Linux kernel
At rock bottom of the layers is UNIX system - UNIX system three.6 with around a hundred and fifteen patches. This provides tier of abstraction between the device hardware and it contains all the essential hardware drivers like camera, keypad, show etc.
Libraries
On high of UNIX system kernel there's a group of libraries as well as ASCII text file applications programme engine WebKit, standard library libc, SQLite info that may be a helpful repository for storage and sharing of application knowledge, libraries to play and record audio and video, SSL libraries liable for web security etc.
Android Libraries
This class encompasses those Java-based libraries that ar specific to golem development
Android Runtime
This is the third section of the design and obtainable on the second layer from rock bottom. This section provides a key part referred to as Dalvik Virtual Machine that may be a reasonably Java Virtual Machine specially designed and optimized for golem.
Application Framework
The Application Framework layer provides several higher-level services to applications within the variety of Java categories. Application developers ar allowed to form use of those services in their applications.
Applications
You will notice all the golem application at the highest layer. you may write your application to be put in on this layer solely. samples of such applications ar Contacts Books, Browser, Games etc.
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mrhotmaster · 4 years
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Lava Z53 With Android 9 Launched In India: Cost, Specs
Lava Z53 With 4,120mAh Battery, Android 9 Pie Go Edition Launched In India: Cost, Specs
The price of Lava Z53 in India is Rs. 4829, and the telephone is now available in the country via Flipkart.
Residential cell phone maker Lava on Thursday propelled its spending limit cell phone - the Lava Z53 in the nation for Rs. 4,829, according to the organization's site. As the value shows, it is a passage level cell phone. The telephone runs on Android 9 Pie (Go Edition) and accompanies highlights like quad-center processor, 6.1-inch show, a 8-megapixel essential camera, 1GB of RAM, and 16GB of installed stockpiling. The cell phone accompanies an extraordinary offer wherein Reliance Jio clients will get a moment cashback of Rs. 1,200 and extra 50 GB information when they purchase the gadget. The telephone will be offered in two shading alternatives – Prism Blue and Prism Rose.
"There is a higher view & amazing batteries in the Magma Z53, which produces the right choice specifically because cell consumers must be. With this cell phone, we plan to serve clients better in Tier II and Tier III urban communities of the nation as we have profound entrance there," Tejinder Singh, Head Product, Lava International, said in an announcement.
Magma Z53 Particulars
The double SIM (Nano) Lava Z53 runs on Android 9 Pie (Go Edition) and highlights a 6.1-inch (600x1280 pixels) show with a waterdrop-style score. The telephone is fueled by an anonymous 1.4GHz quad-center processor. On the camera front, the Lava Z53 accompanies a 8-megapixel essential camera with LED streak and a 5-megapixel front shooter with delicate blaze. Moreover, you will get 1GB of RAM, 16GB of installed stockpiling, microSD card space, 4,120mAh, MicroUSB port, and 3.5mm sound jack. Magma Z53 is currently on special in the nation and would already be able to be bought by means of Flipkart.
KEY SPECIFICATIONS
DISPLAY
6.10Inch
OS
AndroiD 9 Pie Go Edition
RESOLUTION
600x1280p
REAR CAMERA
8MP
FRONT CAMERA
5MP
STORAGE
16GB
BATTERY
4120mAh
RAM
1GB
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symbianosgames · 7 years
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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.
Cogmind recently made it through a second whole year of its pre-Steam early access program, and as this period comes to an end I'd like to take the opportunity to, like the first year, share some data and pretty graphs :)
This is an interesting milestone because it more or less coincides with the completion of Cogmind's primary content, represented by the Beta release just last month, meaning it took around two years of work to bring the game from Alpha 1 to Beta 1. And it's still amazing that support has been sufficient to maintain full-time development for this long--Cogmind's lifetime revenue passed the $100k mark in April :D. So a big thanks to everyone who has helped it reach this stage!
@'s celebrate the Beta :)
For a more general summary of late-alpha progress you can check out the data in my 2016 annual review, whereas this article will instead be mostly looking at revenue and pricing. And while the first year of sales data was neat simply because it was seemingly the first time anyone in this genre has provided so much open data, the second year is much more interesting due to tier and pricing changes.
Let's jump right in: Cogmind made US$ 40,325 in its second year. Looking purely at the numbers, that's only two-thirds of what it made the year before, but it's important to note that a $25k chunk of year 1 revenue was earned in the first month of alpha alone, the result of pent up interest from two years of open pre-alpha development prior to that. In that light, the second year has technically been a little better than the first in terms of revenue, an 8% increase from $37k to $40k.
Cogmind Year 2 daily gross revenue, annotated (Year 1 graph here). (Click on any image in this article to see at full size.)
Year 2 started with a minimum price drop, from $30 to $24.99 (albeit by adding a new lower tier without any perks, and keeping the old price as an option). This naturally sparked a good number of sales in the short term, which eventually died off as player growth returned to normal once those who'd been waiting for that to happen got their hands on it. At this point the price change didn't seem to have any long-term impact, but we'll get to data on that later.
The next noticeable bump coincides with the Roguelike Celebration, an awesome event at which I gave a talk and news about Cogmind subsequently made the rounds. The effects of that alone lasted for a good couple weeks.
Then the obvious spike is obvious :P. RPS has been following Cogmind since pre-alpha and I hadn't expected to see anything more until after alpha, but it was a nice surprise to have a sudden article about my work arrive the following month.
Starting mid-November, buyers in the EU could finally get Cogmind "VAT-free," which basically boils down to a loss for me though it's technically the industry norm to include VAT in the list price. Considering I was still losing money throughout development it took me a year and a half to reach a point where I was willing to eat a 20% cut in revenue from those regions. Since I made that change, between November 15 and June 6th $5,085 of actual revenue received originated from EU countries, meaning $1,271 went to extra taxes (a low estimate). That's all money I could've kept for development if Cogmind was available before 2015 when the EU introduced VAT for online purchases!
For New Year's day I made an ASCII fireworks gif (actually the first iteration of the one shown at the top of this post) and that garnered some attention, which pretty much always translates to more sales. That's not why I made it--it was just a fun side project to see if it was possible with the engine, but it's nice that it had that side effect :)
Valve pre-announced the end of Greenlight in February, and since I 1) wasn't sure whether I'd like what would replace it, 2) know that having a little Greenlight campaign is itself at least worth some exposure, and 3) already had all the required media on my own website anyway, I decided to put Cogmind up for voting. There was literally only two days between the time of this decision and hitting Publish :P. It was greenlit not long afterward, but that wasn't really the point--notice that nice little spike in the graph... it's nice to have some free exposure from Steam when people who'd rather not wait can already buy from my site! Putting Cogmind on Greenlight clearly contributed an instant $750 or so to revenue :D
In April I again lowered the price, to its current and final base price and the level at which I've always planned to sell Cogmind once the main game reached completion. In that sense the price change came a little earlier than expected, since the Beta release wasn't to happen until early the following month, but sales had been flagging over the previous six weeks and I couldn't let revenue fall too much since I'm relying on it to get by before bringing a mostly complete Cogmind to Steam. (Other reasons: It was also a good excuse/opportunity to do a little advertising that didn't overlap with the upcoming Beta release, and I also wanted a longer buffer between the price change and Cogmind's upcoming Steam debut.) I actually silently lowered the price a week before even announcing the change, just to see what kind of impact it would have on random visitors. It seems to have been beneficial, though one week is too short a period and there are too many other factors at play to really draw any conclusions. (I'll share more data below to shed light on conversion rates.)
The most recent mini-surge surrounded the Beta release, a pretty big milestone considering it allowed me to declare Cogmind essentially complete by multiple metrics. A number of people were waiting to hear that, and the price had already been lowered the previous month, factors that combined to generate a decent amount of revenue for May.
Another factor that I find valuable in examining daily revenue graphs, but that you might not immediately notice above, are "zero days." Any day during which there are no sales at all is a zero day, and too many of these, especially in a row, can honestly start to get demotivating. On the other hand, ongoing streaks of anything-but-zero days are quite motivational--even if just one or two sales. I always keep an eye on that sales number (it's easy to follow because I receive an email for every purchase, and I don't look at them but each one increments a label-based counter in my inbox :P), and if I start to see zeroes it means I'm not quite doing enough outward-facing development, like sharing my progress across social media. I always work harder when there are continued sales every day, so getting into a routine of posting updates is a nice long-term self-reinforcing cycle--especially when I wake up in the morning and get to see how many there were overnight! That's been a ritual wake-up habit for the past two years now...
The all-important Order counter :P
Throughout Year 2 I made a more concerted effort to ensure there was always something to show at least once every week, and I believe this is reflected in the relative number of zero days: Year 1 was 9.8% (36) zero days, compared to 4.9% (18) in Year 2. In fact, the improvement is technically even better than that: notice a third of Year 2's zero days occurred close together over summer 2016--that was during my one-month vacation. No work, no pay xD
Cogmind Year 2 revenue zero days.
Looking at revenue on a monthly basis, there's been a clear positive trend over the past year. (May passed $3k with its Beta release, though isn't shown here as it technically extends into the third year.)
Cogmind monthly gross revenue, annotated.
I've labeled a few of the larger effects already discussed earlier, though I can find no reasonable explanation for March. The graph includes Year 1 for comparison, though I didn't annotate those months--that stuff was covered with the first year's data.
Cogmind Year 2 monthly gross revenue by country.
By country the revenue data doesn't hold many surprises. Comparing to Year 1's country revenue graph, the only notable difference is that Germany overtook Australia, somewhat interesting because as an English-only game Cogmind is assumed to mostly sell in native English countries. Of course, Germany does have plenty of English speakers as well as three times the population of Australia, and (perhaps more key here) more than one German LP'er picked up Cogmind over the past year. (Plus there was the mentioned VAT change in November!)
That graph would be far more interesting if there were localization, but at least this gives you an idea of what an English-only fairly text-heavy game can achieve in an international sense. Localization is a great idea for any game that can manage it, but sadly it's simply not possible with Cogmind.
But we do have some extra interesting data to analyze for Cogmind's second year of sales, now that we've been through multiple tier and pricing adjustments!
At the beginning of the year I wrote a lot about Cogmind's first price change in 2016, including some common and not-so-common variables factored into my pricing decisions. Here I'll add to that discussion with some final results of that change and the most recent third phase.
As a reminder, Cogmind's base price was $30 for the first 12 months, $24.99 for the 11 months following that, then $19.88 for the last month of the second year (and on through today). In the context of daily revenue above I already talked about some of the more immediate effects of those price changes, but the bigger picture holds a few more details. One element I finally have enough data to explore is Cogmind's conversion rate.
Cogmind lifetime conversion rate (2015.5 ~ 2017.5) based on buy.html visitors.
I wouldn't read too much into that graph because there are a lot of factors at play here, so many that this data is not quite as meaningful as it appears, but it's fun so I wanted to talk about it anyway :P
First of all, notice that it's specifically the buy page! Unlike most other indie developers, I don't put a buy link on Cogmind's main web page. In fact, I also don't even put it front and center at the top of the buy page itself! I prefer to 1) avoid generating impulse buys and 2) manage potential player expectations. Thus I intentionally force visitors to wade through other stuff before finding a link to actually buy the game :). Yes, it's counterproductive from a marketing standpoint, but I don't care, I'm here to build a good game and foster a healthy community, not rake dollars from random people on the internet.
Thus this source data definitely skews the conversion rate higher, because anyone arriving on that page already has a somewhat higher interest in purchasing than the average visitor. (Note that based on general industry data, those rates are high.) For comparison I did the same with /cogmind/index.html.
Cogmind lifetime conversion rate (2015.5 ~ 2017.5) based on index.html visitors.
Part of the problem with sourcing stats from main page hits is that they're filled with referral spam which can't always be completely distinguished from real visits (which, like incessant referral spam, may simply leave without visiting other pages :P). This is why using the buy page provides nicer metrics, because it doesn't get referral spam--we just have to remember all the additional factors that feed into the buy.html stats.
Getting back to those factors, Cogmind's exposure comes primarily via roguelike-focused channels, so new visitors coming to the buy page are already going to be of a rogueliking disposition and even more likely to buy :)
Also specific to the fact that I prefer basing data on the buy page, there are a lot of people who have followed development for a long time, even years, who eventually make the decision to buy when it's right for them, whether due to a lower price, the right timing, or a combination of other personal factors. I believe there's a fairly steady stream of people who fall under this category, and they'll naturally just go to the buy page and... buy. This is often after having mostly obtained information about the game through one of the other channels I frequently use,  like Twitter, r/Cogmind, the forums, the dev blog, TIGS, Bay 12, Facebook, etc...
Regarding what appears to be an upward trend in the conversion rate, while it makes some sense when paired with the fact that the price comes down for each period, I think that trend is much less meaningful on breaking down the average number of daily visitors and thinking about where those numbers are coming from. For example in its first year of release Cogmind had the greatest exposure on a number of major websites, so naturally visitors from those sites were less likely to be among the target audience. That was the highest average at 71.8 visitors per day. The second period, during which there was much less general exposure, saw a significantly lower 47.5 visitors/day. And the most recent period with the lowest price, albeit shorter, recorded only 43.5 visitors/day, yet had the highest conversion rate.
Of course, knowing this doesn't negate the fact that Cogmind's website and my frequent (if minimal) outreach efforts are fairly effective at selling the game to those who are interested. And on the reverse side, supporting the likelihood of an improving conversion rate, obviously during each consecutive period Cogmind was closer and closer to completion with a longer and longer history of steady releases. That helps convince anyone just discovering the game that it's both a substantial and promising project.
One of the buyer behaviors I've really been looking forward to quantifying is the percentage of those opting to pay more than the minimum price, and how that changed along with the tier adjustments.
Percent of Cogmind buyers opting to pay more. (This data just looks at the two lowest tiers for a given period, since the higher tiers are more complicated and aimed at group buys. The Prime tier and each respective basic tier are more directly comparable.)
After Cogmind's first year, during which $30 ("Prime Tier") was the lowest price, I added a new perk-less Alpha Tier for $24.99. For the next 11 months, buyers could decide whether they just wanted the game, or if they could afford and would like to contribute a little extra in return for having their name in the credits. Surprisingly 13.8% of individual buyers still chose the Prime tier!
Part of the equation here would be the relatively low difference in price, percentage-wise. Only 20% more for some extra perks and to support a project they like? Why not? Compare to the rate after the price was lowered to $19.88, which means a 50% (!) increase for Prime, and the ratio of buyers choosing that option was basically halved. Many of the long-time fans interested in paying more to back the project will have already done so anyway. (Though also note that data for the latter period was only collected for about a month, because the Prime tier was removed as of the Beta release. That said, I don't suspect we'd see much of a difference if I continued to sell that tier--it was removed primarily because development was entering a new phase, and keeping the "early supporters" tier active for much longer didn't seem right.)
In the end I'm very glad I chose to handle tiers and pricing the way I did, because otherwise Cogmind wouldn't have gotten nearly as much pre-Steam development as it has! Lowering to $19.88 sooner also probably would've been a bad move based on what I'm seeing now, since over the long term there's been no noticeable increase in the raw number of buyers. Anything in the $19-$30 range really falls into the "too expensive" category for a lot of people, even more so if it's not on Steam where the convenience of purchases can take some of the edge off a price, or where there's more likely to be some sort of discount to provide additional impetus. (I'm still not working at getting more exposure to make up for the loss in revenue per player--it's just the same old social media channels--but that's why I chose April/May to do this, around when it's time to transition to Steam.)
However, I certainly wouldn't claim that sticking with $24.99 would continue to generate a proportionally higher revenue. Conversion rates would likely drop if the price remained unchanged. Each time I've reduced the price over the past two years, I was already feeling that sales were starting to flag and would likely continue to do so if I didn't take action. Even if that may not have come to pass, I also knew that there was already pent up interest in a lower price, and it was about time to lower the gates a bit further and let more fresh players in.
So where does this funding go? Well, as a solo dev with relatively low asset costs, much of it naturally goes to pay my meager salary, and my job is to both create and sell Cogmind :)
As always I've been maintaining my detailed records of development time, which show that compared to 3,065 hours of pre-alpha development and 2,177 hours for the first year of alpha, Year 2 continued at a stable 2,192 hours of work. These numbers aren't too pretty, because it shows that this is a lot of work for the amount of revenue coming in--certainly not worth it in an economic sense, but that's okay for now as long as it's been sustainable.
Cogmind development time, July 2013 ~ April 2017 (excludes 2012 7DRL work).
There's always more coding to do along with any new features, so that has of course continued its long-term upward drive, and community-related efforts are finally starting to catch up to it as I spend a little more time on promotional stuff as the core game approached completion. Content-focused development accelerated significantly over the past year, which is what ate into coding time.
Comparing only the major development categories of Year 1 and Year 2 more directly, the shift from code to content is clear, while other areas stayed more or less constant.
Cogmind Alpha development time breakdown by major categories.
Because "what's a good percentage of time to spend on outward-facing efforts?" is a common question among newer gamedevs, let's also look at the major category breakdown for the project as a whole so far.
Percentage of Cogmind development time invested in each major area, July 2013 ~ April 2017 (excludes 2012 7DRL work).
So altogether it's 66.7% game stuff vs. 33.3% community/marketing. This is really a bare minimum, which I can get away with because the traditional roguelike community is pretty tight knit with a small number of key places to stay in touch with players, making that part of the job easier. Other experienced devs will say literally half or more of your effort needs to be some kind work that helps get your game noticed (or in my opinion just as valuable: serves as time spent interacting with the existing player base).
I have much more behind-the-scenes dev stats and dedicated analysis to share once Cogmind is complete, though wanted to share a little of it in this article to give the revenue more context. (There's also a month-wise breakdown of development hours in the latest annual review.)
Aside from dev time there have been a number of other expenses, but they account for less than 6% of the total budget (which doesn't really have room for anything more xD). Music is something I've been thinking about, but how much money can be budgeted there is still an unknown for something that may not be entirely necessary and for which there are multiple valid approaches at different cost levels.
Cogmind still hasn't broken even, but the hope is that it will as soon as it's launched on Steam.
It's been a good two-year run of alpha releases (see history), and the ability to extend pre-Steam EA development has been wonderful for fleshing out the original vision--some of the stuff I've been adding, even entire maps, was totally not planned from the beginning! And as a result of sufficient support despite the previously higher prices, the player base could be kept from growing too large and distracting (as mentioned in my pricing article) while still getting constant feedback on new features and mechanics.
Now that the Beta is out and further development is mostly optional fun stuff, it's time to seek out more exposure and put Cogmind on Steam :D. Performance there will be extremely important for the future of Grid Sage Games... so hopefully it can make a splash.
Making a splash.
(This article was originally published here, on the Grid Sage Games dev blog.)
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shuying877 · 7 years
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Data Analyst job at Imagine Mobile Malaysia
Imagine is a dynamic and ever expanding international mobile company with an enviable set of clients and mobile partners. Imagine work with a wide array of mobile publishers and technology partners to act as a one-stop technology shop for advertisers, agencies and media owners.
Imagine is head quartered in the UK with offices now in New York, Singapore, Dubai, Malaysia, and Sydney.
We are now globally recognised, with a key focus on creative solutions. 
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The Data Analyst will be responsible for delivering successful digital media campaigns for our impressive list of clients around the world. The successful candidate will love the stories that numbers tell and will have an uncompromising, relentless eye for detail.
Key responsibilities:
Work with our in-house Digital Marketing Platform to plan, deliver and manage awesome advertising campaigns
Manage our impressive list of top tier publishers
Provide regular campaign analytics reports and insight for internal and external use
Own and define all campaign performance processes
Use data to deliver value and quality for clients
Run client status calls and deliver campaign related presentations
Proactive campaign quality control
    A proven track record in developing strategic campaign plans that deliver results
A good knowledge of the media industry and the role of strategy planning
Excellent written and verbal communication skills
Strong attention to detail
Ability to communicate with a variety of stakeholders at all levels
High level proficiency with Excel
Detail-orientated and analytical approach to life
Great client service skills is a must!
A drive to be successful which differentiates you from your peers
An unyielding passion for all things Digital!
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From http://www.startupjobs.asia/job/28520-data-analyst-analytics-job-at-imagine-mobile-malaysia
from https://startupjobsasiablog.wordpress.com/2017/05/26/data-analyst-job-at-imagine-mobile-malaysia-5/
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Top Android Game Development Tools
As the old saying goes, everyone has at least one good game in them. To get a reliable mobile game, you’ll want the right development tools, and there’s plenty out there. In this article, we see at the top game development tools for build an Android-based game. We’ve covered a few engines, from the larger ones like Unity to more niche products like Moai.
Not everybody has the time to find out C++, or their game may be easy enough to not would like that sort of detail and management. Then again, the larger game engines, and people that enable you to alter the ASCII text file, may be simply what you would like to make exactly the sport you would like, and in 3D no less. thus we’ve lined a variety of tools to create certain there’s one thing there for all game developers and game varieties. We’ve divided the list below in step with the scale and scope of the platforms: “Big Hitters” arethe biggest engines out there with the very best quantity of tools, “Mid-Level” ar for comparatively old developers UN agency need to enhance, and “Entry Level” ar for those simply beginning out and searching to create their initial game.
This is the list:
Big Hitters:
Unity 3D Unreal Engine four Marmalade Mid-Level:
GameMaker Studio Appypie Moai Corona Entry-Level:
GiderosMobile Fusion 2.5 GameSalad Stencyl Unity 3D
Unity 3D should high the list: absolutely supporting 3D game development, it's the foremost polished tool out there (together with Unreal Engine), providing many validation tools on high of its dev suite, and is free if your game makes but $100,000 yearly revenue. It’s been wont to produce a number of the foremost widespread games out there, together with Monument depression, and though it doesn't allow you to probe the ASCII text file, you’ll most likely ne'er have to be compelled to.
Pros: liberate to $100,000, the foremost polished engine out there, large community and support network Cons: Gets pricy with further options and add ons. No ASCII text file access unless you pay. BIG. Example Games: N.O.V.A, ChronoBlade, Monument depression Made with Unity: Monument depression unharness Trailer
youtube
source: ustwo.com
Unreal Engine four
Unreal Engine four is one in all the big-hitters within the list, providing a very subtle set of tools, complete access to its C++ ASCII text file and full 3D support. Its evaluation arrange prices nothing till your game reaches $3000/quarter, at that purpose five-hitter of royalties visit Unreal, tho' happening payments while not royalties also can be unionized. Its community is additionally extraordinarily active, and it's an outsized mental object obtainable on-line, with tutorial videos and in depth documentation.
Pros: Complete supply C++ access, visual scripting, good UI Cons: Few extensions, onerous to create your own workflows or effects, not nice for collaboration Example Games: Shadowgun: Deadzone, Epic fastness, Wild Blood Made with Unreal Engine 4: SHADOWGUN: Deadzone 2.0 Trailer
youtube
Source: youtube.com
Marmalade
Marmalade markets itself because the fastest cross-platform development engine, and its low-level language will so create its apps run in no time – additional to it, one in all its major upsides is “write once, run anywhere”. All of its 5 evaluation plans (the most cost-effective being free) offer you access to the SDK, and therefore the lowest tier starts at $15 dollars/month. The engine offers nice physics support and might turn out 3d games, however it will feature plenty of secret writing rather than visual scripting, thus is probably best avoided by beginners.
Pros: No mackintosh needed to compile iOS code, excellent performance, low-level language Cons: Low-level language, will need extension-making, slower to create apps Example Games: Plants vs. Zombies, beady Blitz Made with Marmalade: Plants vs. Zombies two mechanical man Gameplay
youtube
Source: popcap.com
GameMaker Studio
GameMaker Studio has been featured variety of times within the Humble Bundle, that alone may be a testament to however smart the tool is. free in 1999, it absolutely was wont to produce notable hits like Hotline Miami and Spelunky. mistreatment the GML language, it creates games by employing a library of pre-set “events” that then trigger in-game actions, creating for associate degree intuitive game-building expertise. conjointly note that it solely supports mechanical man two.3 onwards, and given the amount of quality if offers, is best fitted to junior developers (as against total beginners).
Pros: easy to use, wide support base Cons: Some 3d Support, clumsy language Example Games: Tiamat X, initiate – Ascent, Default Dan Made with GameMaker: Tiamat X Gameplay
youtube
Source: youtube.com
Appypie
Appypie may be a fairly new player to the game-making-platform business, however the whole company is double-geared towards providing tools for non-coders to create applications and games. With numerous worth plans obtainable, it offers plenty of flexibility for those beginning out, in addition as ready-made templates of games and a drag-and-drop computer program. The face of getting its own app marketplace is that commercial enterprise to that is extraordinarily simple, however there's no support to publish to the App Store or Google Play – that’s up to you.
Pros: Out-the-box templates, whitelabel comes obtainable, terribly simple to use Cons: Manual submission to app stores, terribly recent means that few user reviews Games Made: Na Appypie Makes a Game
youtube
Source: appypie.com
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andrewpaul89 · 2 years
Text
ASCII Table (Unicode) - Manipulate Text and Numbers in FileMaker - Day 2
7454 - LiveStream - 4.21.22 - ASCII Table (Unicode) - Manipulate Text and Numbers in FileMaker - Day 2 - With Nick Hunter - https://youtu.be/PtIuUhvvDc4 Get today's sample file here - https://fmstartingpoint.com/download_sample_file.php?file=CPN_01316 We all dream of a function that allows developers to prevent “special” characters to be entered in an Email field. Why does FileMaker allows users to type letters into a number field or a date field, and then tell users they cannot do that? We all dream about a function to filter text in a click. As usual, Nick Hunter has his way of doing it. Daily Open Q&A with FileMaker Experts. Questions about Installation, Upgrading, Purchasing or How to make FileMaker work for you in your company to increase ROI. Check out our daily live stream FileMaker schedule at https://fmtraining.tv/#LIVE Video is an electronic medium for the recording, copying, playback, broadcasting, and display of moving visual media. https://en.wikipedia.org/wiki/Video FileMaker is a cross-platform relational database application from FileMaker Inc. https://en.wikipedia.org/wiki/FileMaker Customer relationship management, processes implemented to manage a company's interactions with customers and prospects https://en.wikipedia.org/wiki/CRM Get up to speed with the FileMaker Video Training Course! Top Rated Course by FileMaker Expert, Richard Carlton. http://fmtraining.tv/fmpro19.php Experience Richard's dynamic and exciting teaching format, while learning both basic, intermediate, and advanced FileMaker development skills. With 30 years of FileMaker experience and a long time speaker at FileMaker's Developer Conference, Richard will teach you all the ins and outs of building FileMaker Solutions. The course is 60 hours of video content! Transform your business with the FileMaker Platform Richard has been involved with the FileMaker platform since 1990 and has grown RCC into one of the largest top tier FileMaker consultancies worldwide. Richard works closely with RCC's staff: a team of 30 FileMaker developers and supporting web designers. He has offices in California, Nevada, and Texas. Richard has been a frequent speaker at the FileMaker Developers Conference on a variety of topics involving FileMaker for Startups and Entrepreneurs, and client-server integration. Richard is the Product Manager for FM Starting Point, the popular and most downloaded free FileMaker CRM Starter Solution. Looking for FM Starting Point free software download: http://www.fmstartingpoint.com FMTraining.TV 2122 9th St., Suite 102 Los Osos, CA 93402 (805) 946-6552 https://fmtraining.tv/ Richard Carlton Consulting and FileMaker Videos are Headquartered in Santa Clara, CA. http://www.rcconsulting.com/ Contact us at [email protected] FileMaker Pro is a simply powerful software used to create custom apps that work seamlessly across iPad, iPhone, Windows, Mac, and the web https://sites.google.com/view/fm-coaching-for-beginners https://sites.google.com/view/fmcheapesttraining Free FileMaker Training Videos Channel https://www.youtube.com/user/FileMakerVideos FileMaker 19 Video Training Course Introduction-FileMaker 19 News-Learn FileMaker From The Experts https://youtu.be/oszJcgSjxJE https://www.youtube.com/watch?v=oszJcgSjxJE&list=PLjTvUZtwtgBTCbN3Sr7yn6weIyIofDoML&index=2&t=1s FileMaker 19 New Release - Top 10 Need To Know Items in FileMaker 19 - FileMaker Top Ten News https://youtube.com/watch?v=kRDXfpMrjvM https://www.youtube.com/watch?v=kRDXfpMrjvM&list=PLjTvUZtwtgBQ_rHl8G-LP4gSVl7mvO-Zq&index=2&t=0s FileMaker Purchasing Options-FileMaker Training-Best Way To Purchase FileMaker 19-FileMaker 19 Video https://www.youtube.com/watch?v=LlZqf_8N1Ho https://www.youtube.com/watch?v=LlZqf_8N1Ho&list=PLjTvUZtwtgBTCbN3Sr7yn6weIyIofDoML&index=3 A database management system (DBMS) is a computer software application that interacts with the user, other applications, and the database itself to capture and analyze data Video introduction to iOS App Training https://www.youtube.com/watch?v=cVxQe_yAshw Free FileMaker videos check out ...http://www.filemakervideos.com Download the FileMaker Pro & FileMaker GO for mobile devices training videos at http://www.fmtraining.tv Download FileMaker Go video training at https://fmtraining.tv/fmgo19.php Download FileMaker Full Video Training Bundle at https://fmtraining.tv/subscription.php Learn how to use FileMaker to create an app with the FileMaker Training Series Comment, Like & Share All of Our Videos. Feel Free to Embed any of Our Videos on Your Blog or Website. Follow Us on Your Favorite Social Media https://www.facebook.com/FileMakerVideos https://twitter.com/filemakervideos Join us for live training on Twitch daily at 1pm Pacific https://www.twitch.tv/fmtraining from FileMaker Training Videos https://www.youtube.com/watch?v=PtIuUhvvDc4
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symbianosgames · 7 years
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Cogmind recently made it through a second whole year of its pre-Steam early access program, and as this period comes to an end I'd like to take the opportunity to, like the first year, share some data and pretty graphs :)
This is an interesting milestone because it more or less coincides with the completion of Cogmind's primary content, represented by the Beta release just last month, meaning it took around two years of work to bring the game from Alpha 1 to Beta 1. And it's still amazing that support has been sufficient to maintain full-time development for this long--Cogmind's lifetime revenue passed the $100k mark in April :D. So a big thanks to everyone who has helped it reach this stage!
@'s celebrate the Beta :)
For a more general summary of late-alpha progress you can check out the data in my 2016 annual review, whereas this article will instead be mostly looking at revenue and pricing. And while the first year of sales data was neat simply because it was seemingly the first time anyone in this genre has provided so much open data, the second year is much more interesting due to tier and pricing changes.
Let's jump right in: Cogmind made US$ 40,325 in its second year. Looking purely at the numbers, that's only two-thirds of what it made the year before, but it's important to note that a $25k chunk of year 1 revenue was earned in the first month of alpha alone, the result of pent up interest from two years of open pre-alpha development prior to that. In that light, the second year has technically been a little better than the first in terms of revenue, an 8% increase from $37k to $40k.
Cogmind Year 2 daily gross revenue, annotated (Year 1 graph here). (Click on any image in this article to see at full size.)
Year 2 started with a minimum price drop, from $30 to $24.99 (albeit by adding a new lower tier without any perks, and keeping the old price as an option). This naturally sparked a good number of sales in the short term, which eventually died off as player growth returned to normal once those who'd been waiting for that to happen got their hands on it. At this point the price change didn't seem to have any long-term impact, but we'll get to data on that later.
The next noticeable bump coincides with the Roguelike Celebration, an awesome event at which I gave a talk and news about Cogmind subsequently made the rounds. The effects of that alone lasted for a good couple weeks.
Then the obvious spike is obvious :P. RPS has been following Cogmind since pre-alpha and I hadn't expected to see anything more until after alpha, but it was a nice surprise to have a sudden article about my work arrive the following month.
Starting mid-November, buyers in the EU could finally get Cogmind "VAT-free," which basically boils down to a loss for me though it's technically the industry norm to include VAT in the list price. Considering I was still losing money throughout development it took me a year and a half to reach a point where I was willing to eat a 20% cut in revenue from those regions. Since I made that change, between November 15 and June 6th $5,085 of actual revenue received originated from EU countries, meaning $1,271 went to extra taxes (a low estimate). That's all money I could've kept for development if Cogmind was available before 2015 when the EU introduced VAT for online purchases!
For New Year's day I made an ASCII fireworks gif (actually the first iteration of the one shown at the top of this post) and that garnered some attention, which pretty much always translates to more sales. That's not why I made it--it was just a fun side project to see if it was possible with the engine, but it's nice that it had that side effect :)
Valve pre-announced the end of Greenlight in February, and since I 1) wasn't sure whether I'd like what would replace it, 2) know that having a little Greenlight campaign is itself at least worth some exposure, and 3) already had all the required media on my own website anyway, I decided to put Cogmind up for voting. There was literally only two days between the time of this decision and hitting Publish :P. It was greenlit not long afterward, but that wasn't really the point--notice that nice little spike in the graph... it's nice to have some free exposure from Steam when people who'd rather not wait can already buy from my site! Putting Cogmind on Greenlight clearly contributed an instant $750 or so to revenue :D
In April I again lowered the price, to its current and final base price and the level at which I've always planned to sell Cogmind once the main game reached completion. In that sense the price change came a little earlier than expected, since the Beta release wasn't to happen until early the following month, but sales had been flagging over the previous six weeks and I couldn't let revenue fall too much since I'm relying on it to get by before bringing a mostly complete Cogmind to Steam. (Other reasons: It was also a good excuse/opportunity to do a little advertising that didn't overlap with the upcoming Beta release, and I also wanted a longer buffer between the price change and Cogmind's upcoming Steam debut.) I actually silently lowered the price a week before even announcing the change, just to see what kind of impact it would have on random visitors. It seems to have been beneficial, though one week is too short a period and there are too many other factors at play to really draw any conclusions. (I'll share more data below to shed light on conversion rates.)
The most recent mini-surge surrounded the Beta release, a pretty big milestone considering it allowed me to declare Cogmind essentially complete by multiple metrics. A number of people were waiting to hear that, and the price had already been lowered the previous month, factors that combined to generate a decent amount of revenue for May.
Another factor that I find valuable in examining daily revenue graphs, but that you might not immediately notice above, are "zero days." Any day during which there are no sales at all is a zero day, and too many of these, especially in a row, can honestly start to get demotivating. On the other hand, ongoing streaks of anything-but-zero days are quite motivational--even if just one or two sales. I always keep an eye on that sales number (it's easy to follow because I receive an email for every purchase, and I don't look at them but each one increments a label-based counter in my inbox :P), and if I start to see zeroes it means I'm not quite doing enough outward-facing development, like sharing my progress across social media. I always work harder when there are continued sales every day, so getting into a routine of posting updates is a nice long-term self-reinforcing cycle--especially when I wake up in the morning and get to see how many there were overnight! That's been a ritual wake-up habit for the past two years now...
The all-important Order counter :P
Throughout Year 2 I made a more concerted effort to ensure there was always something to show at least once every week, and I believe this is reflected in the relative number of zero days: Year 1 was 9.8% (36) zero days, compared to 4.9% (18) in Year 2. In fact, the improvement is technically even better than that: notice a third of Year 2's zero days occurred close together over summer 2016--that was during my one-month vacation. No work, no pay xD
Cogmind Year 2 revenue zero days.
Looking at revenue on a monthly basis, there's been a clear positive trend over the past year. (May passed $3k with its Beta release, though isn't shown here as it technically extends into the third year.)
Cogmind monthly gross revenue, annotated.
I've labeled a few of the larger effects already discussed earlier, though I can find no reasonable explanation for March. The graph includes Year 1 for comparison, though I didn't annotate those months--that stuff was covered with the first year's data.
Cogmind Year 2 monthly gross revenue by country.
By country the revenue data doesn't hold many surprises. Comparing to Year 1's country revenue graph, the only notable difference is that Germany overtook Australia, somewhat interesting because as an English-only game Cogmind is assumed to mostly sell in native English countries. Of course, Germany does have plenty of English speakers as well as three times the population of Australia, and (perhaps more key here) more than one German LP'er picked up Cogmind over the past year. (Plus there was the mentioned VAT change in November!)
That graph would be far more interesting if there were localization, but at least this gives you an idea of what an English-only fairly text-heavy game can achieve in an international sense. Localization is a great idea for any game that can manage it, but sadly it's simply not possible with Cogmind.
But we do have some extra interesting data to analyze for Cogmind's second year of sales, now that we've been through multiple tier and pricing adjustments!
At the beginning of the year I wrote a lot about Cogmind's first price change in 2016, including some common and not-so-common variables factored into my pricing decisions. Here I'll add to that discussion with some final results of that change and the most recent third phase.
As a reminder, Cogmind's base price was $30 for the first 12 months, $24.99 for the 11 months following that, then $19.88 for the last month of the second year (and on through today). In the context of daily revenue above I already talked about some of the more immediate effects of those price changes, but the bigger picture holds a few more details. One element I finally have enough data to explore is Cogmind's conversion rate.
Cogmind lifetime conversion rate (2015.5 ~ 2017.5) based on buy.html visitors.
I wouldn't read too much into that graph because there are a lot of factors at play here, so many that this data is not quite as meaningful as it appears, but it's fun so I wanted to talk about it anyway :P
First of all, notice that it's specifically the buy page! Unlike most other indie developers, I don't put a buy link on Cogmind's main web page. In fact, I also don't even put it front and center at the top of the buy page itself! I prefer to 1) avoid generating impulse buys and 2) manage potential player expectations. Thus I intentionally force visitors to wade through other stuff before finding a link to actually buy the game :). Yes, it's counterproductive from a marketing standpoint, but I don't care, I'm here to build a good game and foster a healthy community, not rake dollars from random people on the internet.
Thus this source data definitely skews the conversion rate higher, because anyone arriving on that page already has a somewhat higher interest in purchasing than the average visitor. (Note that based on general industry data, those rates are high.) For comparison I did the same with /cogmind/index.html.
Cogmind lifetime conversion rate (2015.5 ~ 2017.5) based on index.html visitors.
Part of the problem with sourcing stats from main page hits is that they're filled with referral spam which can't always be completely distinguished from real visits (which, like incessant referral spam, may simply leave without visiting other pages :P). This is why using the buy page provides nicer metrics, because it doesn't get referral spam--we just have to remember all the additional factors that feed into the buy.html stats.
Getting back to those factors, Cogmind's exposure comes primarily via roguelike-focused channels, so new visitors coming to the buy page are already going to be of a rogueliking disposition and even more likely to buy :)
Also specific to the fact that I prefer basing data on the buy page, there are a lot of people who have followed development for a long time, even years, who eventually make the decision to buy when it's right for them, whether due to a lower price, the right timing, or a combination of other personal factors. I believe there's a fairly steady stream of people who fall under this category, and they'll naturally just go to the buy page and... buy. This is often after having mostly obtained information about the game through one of the other channels I frequently use,  like Twitter, r/Cogmind, the forums, the dev blog, TIGS, Bay 12, Facebook, etc...
Regarding what appears to be an upward trend in the conversion rate, while it makes some sense when paired with the fact that the price comes down for each period, I think that trend is much less meaningful on breaking down the average number of daily visitors and thinking about where those numbers are coming from. For example in its first year of release Cogmind had the greatest exposure on a number of major websites, so naturally visitors from those sites were less likely to be among the target audience. That was the highest average at 71.8 visitors per day. The second period, during which there was much less general exposure, saw a significantly lower 47.5 visitors/day. And the most recent period with the lowest price, albeit shorter, recorded only 43.5 visitors/day, yet had the highest conversion rate.
Of course, knowing this doesn't negate the fact that Cogmind's website and my frequent (if minimal) outreach efforts are fairly effective at selling the game to those who are interested. And on the reverse side, supporting the likelihood of an improving conversion rate, obviously during each consecutive period Cogmind was closer and closer to completion with a longer and longer history of steady releases. That helps convince anyone just discovering the game that it's both a substantial and promising project.
One of the buyer behaviors I've really been looking forward to quantifying is the percentage of those opting to pay more than the minimum price, and how that changed along with the tier adjustments.
Percent of Cogmind buyers opting to pay more. (This data just looks at the two lowest tiers for a given period, since the higher tiers are more complicated and aimed at group buys. The Prime tier and each respective basic tier are more directly comparable.)
After Cogmind's first year, during which $30 ("Prime Tier") was the lowest price, I added a new perk-less Alpha Tier for $24.99. For the next 11 months, buyers could decide whether they just wanted the game, or if they could afford and would like to contribute a little extra in return for having their name in the credits. Surprisingly 13.8% of individual buyers still chose the Prime tier!
Part of the equation here would be the relatively low difference in price, percentage-wise. Only 20% more for some extra perks and to support a project they like? Why not? Compare to the rate after the price was lowered to $19.88, which means a 50% (!) increase for Prime, and the ratio of buyers choosing that option was basically halved. Many of the long-time fans interested in paying more to back the project will have already done so anyway. (Though also note that data for the latter period was only collected for about a month, because the Prime tier was removed as of the Beta release. That said, I don't suspect we'd see much of a difference if I continued to sell that tier--it was removed primarily because development was entering a new phase, and keeping the "early supporters" tier active for much longer didn't seem right.)
In the end I'm very glad I chose to handle tiers and pricing the way I did, because otherwise Cogmind wouldn't have gotten nearly as much pre-Steam development as it has! Lowering to $19.88 sooner also probably would've been a bad move based on what I'm seeing now, since over the long term there's been no noticeable increase in the raw number of buyers. Anything in the $19-$30 range really falls into the "too expensive" category for a lot of people, even more so if it's not on Steam where the convenience of purchases can take some of the edge off a price, or where there's more likely to be some sort of discount to provide additional impetus. (I'm still not working at getting more exposure to make up for the loss in revenue per player--it's just the same old social media channels--but that's why I chose April/May to do this, around when it's time to transition to Steam.)
However, I certainly wouldn't claim that sticking with $24.99 would continue to generate a proportionally higher revenue. Conversion rates would likely drop if the price remained unchanged. Each time I've reduced the price over the past two years, I was already feeling that sales were starting to flag and would likely continue to do so if I didn't take action. Even if that may not have come to pass, I also knew that there was already pent up interest in a lower price, and it was about time to lower the gates a bit further and let more fresh players in.
So where does this funding go? Well, as a solo dev with relatively low asset costs, much of it naturally goes to pay my meager salary, and my job is to both create and sell Cogmind :)
As always I've been maintaining my detailed records of development time, which show that compared to 3,065 hours of pre-alpha development and 2,177 hours for the first year of alpha, Year 2 continued at a stable 2,192 hours of work. These numbers aren't too pretty, because it shows that this is a lot of work for the amount of revenue coming in--certainly not worth it in an economic sense, but that's okay for now as long as it's been sustainable.
Cogmind development time, July 2013 ~ April 2017 (excludes 2012 7DRL work).
There's always more coding to do along with any new features, so that has of course continued its long-term upward drive, and community-related efforts are finally starting to catch up to it as I spend a little more time on promotional stuff as the core game approached completion. Content-focused development accelerated significantly over the past year, which is what ate into coding time.
Comparing only the major development categories of Year 1 and Year 2 more directly, the shift from code to content is clear, while other areas stayed more or less constant.
Cogmind Alpha development time breakdown by major categories.
Because "what's a good percentage of time to spend on outward-facing efforts?" is a common question among newer gamedevs, let's also look at the major category breakdown for the project as a whole so far.
Percentage of Cogmind development time invested in each major area, July 2013 ~ April 2017 (excludes 2012 7DRL work).
So altogether it's 66.7% game stuff vs. 33.3% community/marketing. This is really a bare minimum, which I can get away with because the traditional roguelike community is pretty tight knit with a small number of key places to stay in touch with players, making that part of the job easier. Other experienced devs will say literally half or more of your effort needs to be some kind work that helps get your game noticed (or in my opinion just as valuable: serves as time spent interacting with the existing player base).
I have much more behind-the-scenes dev stats and dedicated analysis to share once Cogmind is complete, though wanted to share a little of it in this article to give the revenue more context. (There's also a month-wise breakdown of development hours in the latest annual review.)
Aside from dev time there have been a number of other expenses, but they account for less than 6% of the total budget (which doesn't really have room for anything more xD). Music is something I've been thinking about, but how much money can be budgeted there is still an unknown for something that may not be entirely necessary and for which there are multiple valid approaches at different cost levels.
Cogmind still hasn't broken even, but the hope is that it will as soon as it's launched on Steam.
It's been a good two-year run of alpha releases (see history), and the ability to extend pre-Steam EA development has been wonderful for fleshing out the original vision--some of the stuff I've been adding, even entire maps, was totally not planned from the beginning! And as a result of sufficient support despite the previously higher prices, the player base could be kept from growing too large and distracting (as mentioned in my pricing article) while still getting constant feedback on new features and mechanics.
Now that the Beta is out and further development is mostly optional fun stuff, it's time to seek out more exposure and put Cogmind on Steam :D. Performance there will be extremely important for the future of Grid Sage Games... so hopefully it can make a splash.
Making a splash.
(This article was originally published here, on the Grid Sage Games dev blog.)
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shuying877 · 7 years
Text
Data Analyst job at Imagine Mobile Malaysia
Imagine is a dynamic and ever expanding international mobile company with an enviable set of clients and mobile partners. Imagine work with a wide array of mobile publishers and technology partners to act as a one-stop technology shop for advertisers, agencies and media owners.
Imagine is head quartered in the UK with offices now in New York, Singapore, Dubai, Malaysia, and Sydney.
We are now globally recognised, with a key focus on creative solutions. 
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The Data Analyst will be responsible for delivering successful digital media campaigns for our impressive list of clients around the world. The successful candidate will love the stories that numbers tell and will have an uncompromising, relentless eye for detail.
Key responsibilities:
Work with our in-house Digital Marketing Platform to plan, deliver and manage awesome advertising campaigns
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Use data to deliver value and quality for clients
Run client status calls and deliver campaign related presentations
Proactive campaign quality control
    A proven track record in developing strategic campaign plans that deliver results
A good knowledge of the media industry and the role of strategy planning
Excellent written and verbal communication skills
Strong attention to detail
Ability to communicate with a variety of stakeholders at all levels
High level proficiency with Excel
Detail-orientated and analytical approach to life
Great client service skills is a must!
A drive to be successful which differentiates you from your peers
An unyielding passion for all things Digital!
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From http://www.startupjobs.asia/job/26543-data-analyst-analytics-job-at-imagine-mobile-malaysia
from https://startupjobsasiablog.wordpress.com/2017/03/27/data-analyst-job-at-imagine-mobile-malaysia-4/
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shuying877 · 7 years
Text
Campaign Planning Executive job at Imagine Mobile Malaysia
Imagine is a dynamic and ever expanding international mobile company with an enviable set of clients and mobile partners. Imagine work with a wide array of mobile publishers and technology partners to act as a one-stop technology shop for advertisers, agencies and media owners.
Imagine is head quartered in the UK with offices now in New York, Singapore, Dubai, Malaysia, and Sydney.
We are now globally recognised, with a key focus on creative solutions. 
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Key responsibilities:
Work with Inspired, our in-house Mobile Marketing Platform, to plan, deliver and manage successful mobile advertising campaigns
Work with our impressive list of top tier publishers to ensure high quality mobile campaign implementations
Provide regular campaign analytics reports for internal and external use
Own and define all campaign performance processes
Deliver value for clients
Run status calls, deliver campaign related presentations, and carry out reviews
  A proven track record in developing strategic campaign plans that deliver results
A good knowledge of the media industry and the role of strategy planning
Excellent written and verbal communication skills
Strong attention to detail
Ability to communicate with a variety of stakeholders at all levels
High level proficiency with Excel
Detail-orientated and analytical approach to life
Great client service skills is a must!
A drive to be successful which differentiates you from your peers
An unyielding passion for all things Digital!
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/* Style Definitions */ table.MsoNormalTable {mso-style-name:”Table Normal”; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:””; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:Calibri; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-ansi-language:EN-GB; mso-fareast-language:ZH-TW;}
From http://www.startupjobs.asia/job/26542-campaign-planning-executive-analytics-job-at-imagine-mobile-malaysia
from https://startupjobsasiablog.wordpress.com/2017/03/27/campaign-planning-executive-job-at-imagine-mobile-malaysia/
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allbestnet · 7 years
Text
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Bitport [Account] - Torrent downloader. Limited to 1 torrent of 1 gb per day in free account
Vubey - Download mp3 from youtube, soundcloud etc in various audio quality (bitrates)
Seedr [Account] - Cloud Based Torrent Downloader. Limited to multiple torrents of total size of 2 gb in free account. Unlimited bandwidth. 500mb increase on contributing a new user
Fuge.it [Account] - Web torrent client. Free tier limited to 2 simulataneous torrents of max size 2gb in free account, 10gb storage, 10 gb bandwidth/month
Security and Cryptography
Encipher.it - AES-256 text encryption and decryption
Encrypted Pastebin - Defuse.ca - Set password on your public pastes
MPCrypt - Securely encrypt files
Study and Education
Calculatoria Calculator - Scientific Calculator online with progress stored on your system
WolframAlpha - A very powerful computational knowledge engine. See plotting graphs examples for help on how to plot graphs.
Desmos Graphing Calculator - Plot multiple 2d plots on same sheet, see graph intersections
Geometry sheet by MathIsFun - Simple geometry sheet online if you want to play with figures
Directed Graph Editor - Play with Directed Graphs
Calcul - Collection of different calculators including Matrix, Unit converters, mathematical distributions and more
Miscellaneous
QR Code Generator - Different type of QR codes like contact info, Wifi, Calendar etc supported
Emoji Search Online - Intelligent emoji search engine
Podcast Feed Extractor - Get rss feed for podcasts
Rss Feed Search - Find rss feeds from search terms
Diff Checker - Compare two text passages and view diffs
is.gd - Link shortener with custom urls and open API (no tokens)
Bitly - A powerful url shortener with REST API
Superbetize - Categorize your grocery list
ASCII.li - Generate text ascii art, ascii emoticons and lots more online
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