A rapid-fire journey through some of the louder and more colourful things you can do by typing stuff into your computer.
During the session Dan will be explaining how and why he makes music and art and carnage with computers, including whipping up some tasty electronic beats and audio-reactive visuals improvised completely live with code.
This session will also provide some practical tips on how to completely destroy your work, plus some insight on why sometimes this is one of the best things you can do to what you make.
There will be loud noises and flashing colourful images throughout this session - hungover attendees beware!
- Demonstrate that you can make loud interesting noises and lovely visual art extremely quickly with nothing but code and a fearless approach to experimentation.
- Demonstrate that code can be entirely throwaway, and that sometimes this approach is enormously liberating
- Developers, creatives, and anyone who's curious about code as performance.
Dan Hett is a creative programmer, videogame developer and experimental visual artist who specialises in creating fun things with code and technology at very high speeds - and usually throwing them away afterwards.
Not one to take computer programming very seriously at all, Dan favours rapid prototyping and fearless experimentation over dull lengthy development processes. Predictable is boring.
Dan's working practice is currently centred around live-coding techniques and performance - creating algorithmically generated music and visuals completely on the fly, usually projected on walls, ceilings or dancefloors for spectators and revellers alike. This bold approach to programming also exposes the code to the audience as it's being written, none of which is retained afterwards, turning the act of writing code into something highly experimental and organic, and thoroughly unpredictable. In short, Dan uses home-grown tools to combine prototyping, creating and destroying into a single flurry of vibrant noisy activity: hold tight.
Functional Reactive Programming is the functional version of reactive programming - which encodes the state in terms of reacting to external events. It has a seductive simplicity in its principles, and is used for instance for native user interfaces.
How does it fare when used in games, where a lot happens all the time, and state can evolve to high levels of complexity? This talk will discuss the pros and cons of working with FRP, based on the experience of writing a casual game in Haskell.
- give a small intro to what FRP is
- show with examples how the FRP network grows with the number of elements in the game
- how to work with ephemeral state parts
- how to have several subnetworks for stages of the game (levels, etc)
- how to improve performance by putting some of the subnetworks to sleep when they're out of view
- Functional programmers, preferably with at least a beginner's knowledge of Haskell, who are interested in games or how far you can take the concept of FRP.
25 years ago John Hughes published "Why Functional Programming Matters", a manifesto for FP--but the subject is much older than that! In this talk we'll take a deep dive into history to revisit our personal selection of highlights.
Professor at Chalmers University of Technology, Göteborg, Sweden and co-leader of the Functional Programming Group there. Mary has pioneered the use of functional domain specific languages in hardware design and verification, and in resource aware parallel programming. Founder member of IFIP Working Group 2.8 on Functional Programming.
John Hughes has been a functional programming enthusiast for more than thirty years, at the Universities of Oxford, Glasgow, and since 1992 Chalmers University in Gothenburg, Sweden. He served on the Haskell design committee, co-chairing the committee for Haskell 98, and is the author of more than 75 papers, including "Why Functional Programming Matters", one of the classics of the area. With Koen Claessen, he created QuickCheck, the most popular testing tool among Haskell programmers, and in 2006 he founded Quviq to commercialise the technology using Erlang.
Word of Unikernels is beginning to spread, especially the benefits around security and portability. One of the other benefits of unikernels is the speed at which they can be summoned into existence, to serve demand as it occurs. This will allow developers to make the most use of hardware resources while still providing a seamless experiences for end-users.
This talk will present a brief overview of how cloud computing looks today and how we got here. Then we'll cover the basics of unikernels and some of the implementations that are available to use today before looking at some specific demos. There will be plenty of time for questions!
- Provide background and overview of Unikernels
- Give a hands-on demo to showcase a particular aspect of unikernels
- Demonstrate the many ways to get started with this approach to programmable infrastructure
- Allow enough time for audience participation/questions!
- Anyone interested in where cloud computing is going. This includes people thinking of containers, orchestration, security.
- Anyone interested in approaches that span both the cloud and embedded systems (e.g. IoT).
Amir works at Unikernel Systems and was previously Programme Manager in the OCaml Labs group at the Cambridge Computer Laboratory. Most of his time is spent on open source efforts and he's a big fan of automation (testing, deployment, etc). He's previously been involved in a number of startups and has a diverse academic background with an MSci in Physics and a PhD in Neuroscience.