#fmp server
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the-label-sanctuary · 3 months ago
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・₊✧𝘈 𝘱𝘦𝘢𝘳𝘭𝘴𝘤𝘦𝘯𝘵 𝘵𝘦𝘳𝘮 𝘩𝘢𝘴 𝘣𝘦𝘦𝘯 𝘢𝘥𝘥𝘦𝘥 𝘵𝘰 𝘵𝘩𝘦 𝘴𝘢𝘯𝘤𝘵𝘶𝘢𝘳𝘺。。。 -`♡´-
♡FAMILIAR PERSON♡
✧A Familiar Person (FMP) is a Special Person attachment experienced by those with Schizotypal Personality Disorder (STPD). A FMP is someone the person with STPD (pwSTPD) recognizes as unthreatening. While not entirely trustable, they aren’t considered as “high risk” as other people may be. While still subjected to distrust, delusions, and overall paranoia, the is someone the pwSTPD can still relax around, even if just a bit. This is something of a middle ground between normal people and being a Trustable Person.✧
For a full list of Special Person terms, I made this doc for a comprehensible list. If you'd like to use my PD flags as emojis, I made this discord server with them as heart emojis! (Originally made to react to my SPs messages)
DISCLAIMER: All of these terms already have existed in the community before I posted them. If you have genuine questions or concerns, feel free to reach out and I will try to work with you! These terms are meant to be inclusive of ALL experiences I have heard of or experienced myself, so I have no issue adding things if necessary. These posts are meant to be short and sweet descriptions, not full deep delves on what each means! Feel free to make your own deep dives posts about your own experiences with these and @ me, I’ll definitely repost as long as they’re done in a respectful manner.
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askfullmetalpanic · 9 months ago
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Hey! Thanks for still being active but any idea where we can find FMP fans on other sites? Even twitter is quiet.
I have a discord server that has several currently active members, but I don't know of any other active communities.
Exceeeeept, idk if he's still active, but avoid any communities run by the user Cenit. He was running a fb group called Full Metal Panic News iirc. He's a Neo Nazi, not a phrase I use lightly. He used to be in my discord server but he was banned for using racial slurs and he was very proud about a picture he took while in Japan of an elderly man wearing a shirt that said, in German, "Next time without Italy"
He also has a history of being a belligerent ass who gets kicked off of pretty much every forum he joins. So... Avoid him. At all costs. I don't know if he's changed the username he goes by, considering he's alienated himself from most communities he might've had to.
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fayeandknight · 2 years ago
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He's just so good. We're on vacation currently and last night we went out to dinner with a large group, I want to say 14 people, and Forte came along. He tucked into the corner and dozed for most of it.
He did have a little bit of a hard time settling after I acknowledged his alert but declined DPT. He repositioned himself several times and tried to subtly to DPT by putting his head in my lap. But even with that when we got up to leave multiple people, including our server and members of my party, exclaimed that they'd forgotten he was there.
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That alone would have impressed me because I rarely go to restaurants and even less so with such a large group.
It was dark and raining when we left and although I told Forte to find the car, I wasn't confident because I'd parked a few streets down and back. I ended up turning down a street when he wanted to go to the next one. Then we both got turned around and the rain picked up.
Forte never broke position (fmp) or pulled too hard. In the dark and the pouring rain with thunder and lightning, he gamely kept trying to locate my car. After about 20 or so minutes I started to really panic and probably wouldn't have kept wandering around getting more lost. But Forte stopped and nudged my hands and made me refocus on him until I calmed down enough to call someone.
While we waited for help (under an awning) he laid quietly and calmly. Even when a drunk group of guys came out of the restaurant and started gawking over "the big wolf".
He's so good and steadfast and I'm so incredibly proud of him.
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Quarterly Evaluation Pt.4:
11/05/2025 The penultimate day, and the last full week of development.
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Quarterly Evaluation Pt.4: Well, except for a showcase slideshow to present to the course directors, the project is done. And, as of very recently, the game is entirely done. I have been working tirelessly on this game to make it the best experience I can possibly provide, no matter what I have to sacrifice.
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As I mentioned before, my timeline is not particularly a good representation of what I actually need to do. But, despite this, I have actually done everything here. I made the Onboarding video tutorial for the very beginning of the game, I fixed all unseen bugs from user testing, and I superceeded the need to explain community servers, since I am not running my own one! Everything is done now. Other than specific documents that I need to provide for project grading, but the actual game for the FMP is done! I was always at the assumption that I could, and likely would complete a project of this size in this time frame, but I didn't actually think what it would be like having completed the project now. My progress this quarter was slow, but effective. In retrospect, I actually didn't do as many big things as any of the other quarters. But, what I did do, was exceptionally important to the final product. I polished the game down to it's absolute perfection in this time, and I am extremely happy with the results. Looking forward, I am simply going into college tomorrow, to hand in all of the correct files, and secure my project for marking. There is nothing left for me to do here.
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As for the future, I am considering publishing this after the marking has been completed. Probably on itch.io, as I have already created the store page for it. I might actually have to charge money for this game however, since I need the funds to run the servers, and maintain the game's life-cycle online. An online product is not something that I can simply put out there, and expect it to somehow survive the wrath of time and decay, it simply isn't possible. So, if I were to actually bring this game to life publicly, I would need to be vigilant in maintaining it's existence. Maybe not to its current glory, maybe not for very long, but I will try my best.
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I would make the claim that my project rationale and concepts were actually really close to what I ended up with. By description, some wording would be changed, but otherwise, this explains the game really well, and the paths/struggles to get there. I am slightly surprised that the project turned out as good as it did in my opinion. With some overwhelming support to the core and extended aspects of the game itself, the only issues being that certain high-budget, quality-of-life features are missing. I don't put this criticism too much on my own design, since I am only one person, making a fully completed video game in 12 weeks of being given a brief to do so. Whilst, I also base the idea and result on one of the hardest systems to create in the video game space. I am happy with my progress, how I got there, and what I got as a result. This is my submission, and I love it!
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filemakerexperts · 3 months ago
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Sequentielle Suche mit FileMaker und PHP
Manchmal sind es nicht die großen Frameworks oder hochkomplexen API-Integrationen, die den Unterschied machen, sondern ein bewusst einfacher, robuster Ansatz, der sich nahtlos in vorhandene Workflows integriert. Genau das war der Ausgangspunkt für eine kleine aber wirkungsvolle Lösung, die FileMaker mit einem PHP-basierten Webinterface verbindet – mit dem Ziel, eine sequentielle Suche über eine größere Datenmenge performant und flexibel umzusetzen. Das derzeitige Problem beim Kunden, vor Jahren habe ich eine Sequentielle Suche nativ in FileMaker umgesetzt. Die übliche Vorgehensweise, ein Script sucht bei jedem Tastenanschlag, genutzt werden alle Felder die in der Schnellsuche eingeschlossen sind. Über die Jahre wuchs der Datenbestand, es wurden Felder innerhalb von Ausschnitten erfasst. Es musste so kommen, der Kunde konnte die Suche kaum mehr nutzen, tippen, warten, tippen. Sehr unschön und langsam. Dann kam mir im Zuge einer Listenansicht, in die ich eine Suche integriert habe, die Idee. FileMaker überträgt per -Aus URL einfügen- Tabellendaten an ein PHP-Script. Im WebViewer wird dann die Tabelle angezeigt, nebst einem Suchfeld. Also frisch ans Werk gemacht und schnell festgestellt, die Felder in Variablen zu verpacken, macht in der Menge keinen Spaß. Also das ganze per Schleife, Feldnamen holen, die Werte dazu sammeln. In Schleife, ist das gut machbar, aber trotzdem ein nicht unerheblicher Zeitaufwand. Dann eine Eingebung, exportiere die Tabelle und verarbeite die Daten direkt auf dem Server per PHP. Vorgehen: FileMaker exportiert eine strukturierte Datenmenge als CSV – diese Datei wird im Hintergrund automatisch an ein kleines PHP-Script übermittelt. Dort wird sie interpretiert, analysiert und in einer visuellen Oberfläche dargestellt, über die eine freie Volltextsuche möglich ist. Der Clou: Mit jedem Tastendruck wird die Ergebnisliste dynamisch reduziert – und bei Bedarf lassen sich über die Enter-Taste direkt Projektnummern an ein FileMaker-Script zurückgeben, das dann wiederum die interne Detailansicht aktualisiert. Ganz ohne Datenbankabfragen im Webserver, ganz ohne MySQL, Redis oder externe Services. Die PHP-Logik bleibt dabei angenehm überschaubar. Ein Beispiel für das Parsen und Darstellen der Daten sieht so aus:
<?php $csvData = []; $data = file_get_contents("php://input"); if ($data && strlen($data) > 0) { $lines = preg_split('/\r\n|\r|\n/', $data); foreach ($lines as $line) { if (trim($line) !== "") { $csvData[] = str_getcsv($line, "\t"); // Tab-getrennt } } if (!empty($csvData) && empty(array_filter(end($csvData)))) { array_pop($csvData); } } $spaltenIndizes = range(0, count($csvData[0] ?? []) - 1); ?>
In der Darstellung im WebViewer werden alle Datensätze tabellarisch angezeigt. Der Clou kommt mit JavaScript: Dort wird bei jeder Eingabe automatisch geprüft, welche Zeilen noch zum aktuellen Suchbegriff passen. Zusätzlich hebt ein kleiner Style-Block die passenden Zellen farblich hervor, um die Treffer visuell zu unterstützen. Und weil alles clientseitig passiert, bleibt es schnell – auch bei mehreren tausend Einträgen. Besonders elegant wirkt die Integration in FileMaker: Die Projektnummern der sichtbaren Zeilen werden bei einem Enter-Klick gesammelt und per fmp://-URL an ein FileMaker-Script übergeben. Diese Direktverbindung ermöglicht, das Webinterface wie eine native Erweiterung der Datenbank zu nutzen – ohne Performanceverlust, ohne Redundanz, ohne Hürden.
document.getElementById("searchInput").addEventListener("keypress", function(event) { if (event.key === "Enter") { event.preventDefault(); const rows = document.querySelectorAll("#csvTable tbody tr:not(.hide)"); const ids = []; rows.forEach(row => { const id = row.querySelectorAll("td")[0]?.textContent.trim(); // Erste Spalte = ID if (id) ids.push(id); }); if (ids.length > 0) { const param = encodeURIComponent(ids.join("|")); const url = `fmp://$/AVAGmbH?script=Projekt_LIST_Suche_PHP&param=${param}`; window.location.href = url; } } });
Nach dem Klick, startet das FM-Script. Wir holen uns die ID,s nach üblicher Vorgangsweise und suchen in Schleife alle ID,s zusammen. In dem Zug, wird natürlich auch das Suchfenster in FileMaker geschlossen. Diese Form der sequentiellen Suche hat sich im Test als stabil und pflegeleicht erwiesen – gerade in Szenarien, in denen FileMaker allein bei umfangreichen Datensätzen an die Grenzen kommt, etwa bei mehrdimensionalen Suchen über unstrukturierte Felder oder bei extern generierten Listen. Und auch wenn es kein High-End-AI-Suchcluster ist: Die Lösung hat Charme. Weil sie genau das tut, was sie soll. Weil sie den Workflow nicht verbiegt, sondern erweitert. Und weil sie etwas bietet, das man oft zu selten hat: unmittelbare Rückmeldung und Kontrolle über den gesamten Prozess. Jetzt wird nur noch ein wenig mit CSS das ganze verschönt, dann kann der Kunde damit arbeiten.
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fmp1omarsviner · 3 months ago
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FMP Ethics [Artificial Intelligence]
Something to consider for my project is sustainability and ethics. Since I am making digital outcomes, sustainability isn't a huge issue for me. But ethics is a big thing to talk about. Especially with AI.
It is very common now. Over the past few years it has absoloutely blown up and everybody has seen at least one advert for a 'new AI powered phone' or something.
When ChatGPT first got popular, naturally I used it for fun. This was many years ago. But now? I am probably the worst person to debate with about AI.
I hate it. It steals from artists, looks terrible 99% of the time and uses so much energy it can drain lakes. Text generation also just..makes people dumb. I asked chatgpt to make a shopping list? I asked chatgpt how to take care of my cat? Google exists. Although google has its own AI now, so that isn't even credible anymore.
I hate it so much. I am the kind of person to pick a fight with anyone who uses AI. I'm pretty good at telling the signs so whenever someone posts AI in a discord server I'm in, I subtly call them out. Then if they don't care, I throw in the facts. I have a lot of articles saved about the sustainability issues with AI and the supercomputers that power these generative AI programs.
AI can be helpful. Making a visual representation of an idea. A simple list of names for a character or some concepts. But it's been ruined. I've been encouraged to use AI for my art for the past few years. Last year, I was writing a script for my FMP and I was recommended to 'just use ChatGPT' by someone else in class. This year we were suggested to use AI to harvard reference but I did it by hand.
I make a point of keeping my process human, even when it is a pain. Sometimes I wish I could make a concept image with AI, then I remember how damaging it is. Sometimes I wish I could get a few titles or descriptions for social media posts, then I remember how much they've stolen. As an artist, in my opinion if you use AI you are actively hurting other artists.
The images they make are getting better nowadays and it is getting harder to tell, but we should keep up the battle. AI does not make better outcomes than humans and creativity should not be suppressed and replaced by machines.
Some may not agree with me, but I will stand my ground on this opinion. You could tell me 'Use chatgpt for this project or you'll fail' and I would rather fail. Going the easy way is not how I do things, especially when the easy way is equivalent to drinking up a whole lake and corrupting multiple artists work.
So, long story short this entire project is human made. It's a shame I have to say that, but here we are. No AI will be used consciously in this project. I may have accidentally found AI images to use as references because Pinterest is rife with AI and it is hard to tell sometimes, but usually I do notice. But nothing has been inspired by images generated by AI and all posts and character information has been written by me at 2am with a Monster next to me. Just like a real artist should.
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fmp10nathanielorr · 4 months ago
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This is the first rough draft for the FMP, I’m not totally sure of the layout which is perfectly fine since this is only the first rendition of a two month long project, I’ve made servers notes on the page for what needs to be changed, like, having the fire lower down the page so we can get more characters behind it, I’ve left the outline for, Lash, Rachel and Elijah, relatively undone since I don’t know what they’re going to look like. I’ve added the two red eyes in the back for a bit of a creepy atmosphere, and I’ve given Elijah a tea in his eyes since, like I’ve shown on my blog in the last few days, tea heavily relates to the project topic ‘ritual’, I like the trees at the moment but I might add some small symbols to the bark, maybe making a hidden language for a small task for some extra detail.
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fmp2025 · 4 months ago
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GitHub - Introduction
Throughout our Game Anglia Brief project, I utilised a site known as GitHub, which is a very useful tool for developers to collaborate on work and keep logs of progress. While GitHub is not necessarily intended for single-developer use, I feel as if it would be useful for my project and would help me keep track of my tasks, development processes and creative processes.
Because of this, I have created both a GitHub Repository and a Project.
Repositories
Repositories are essentially file hosting servers that allow developers to collaboratively add their code to the project as well as storing relevant other resources. We can add to this simply by dragging files into a set folder, and committing it to the repository by using the GitHub Desktop app.
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The screenshot shows the repository we made for our group project (the Game Anglia Brief). As evident, it allows users to create folders and add files to them, and describe what changes they make.
Projects
Projects are very similar to Trello Boards; they allow tasks to be abstracted into individual cards which can be moved in between customisable categories to track project.
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The screenshot above shows the Project I have created for my FMP; it features 5 categories - Tasks, Urgent Tasks, To-Do, Review & Document and Completed. These tasks are self explanatory and have descriptions below them.
As evident, I have lots of work to do at the moment. I am aiming to complete the outstanding tasks resulting for my own poor time management in previous projects.
Issues
Issues are essentially 'Comments' that can be added by the repository owner or contributors. They can possess custom labels, and are attached to one repository.
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Each issue is also linked to a Project card, and I have given them the appropriate labels to help me manage them.
In conclusion, I do believe this will aid me throughout this project. I will evaluate the productivity and usefulness of this tool several times as well, to ensure it is not being a hinderance.
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zoewilkinson · 10 months ago
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FMP Feedback
18/08/2024
We’ve received some feedback on our cinematic! So far it’s been uploaded to two places for feedback; Reddit and an art Discord server.
We’ve been able to get feedback from both.
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Feedback on Reddit.
These are the comments left on our Reddit post. I think both of these are overall positive which is so encouraging to see. The main theme here is about the lighting, including more of it to make a more interesting environment. This is definitely something to consider, especially the ambient lighting to the torch. I also like the comment about adding more player interaction with the environment, as this was something I had already considered for the future, so I’m happy this is something our audience are also interested in seeing.
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Feedback from an art Discord server Melissa is in.
This is the feedback from an art Discord server Melissa is in. There are more criticisms in this one, but I’m still happy with this because it gives us a chance to improve further to meet the audience’s needs. The camera movements and the torch have been well received, as well as the characters, but they do feel that there could be more focus on the characters and that their introductions feel forced. We were aiming for them to feel more like jump scares by suddenly being in view, rather than feeling forced, so I need to have a reconsider of the ways that the characters enter their scenes so that it isn’t quite so jarring. They also mentioned that the bite doesn’t seem to have any lasting effect on the character, so including a shot of him inspecting his arm after the bite in the next scene would probably be a great fix here. The audios were a slight concern of mine so I’m really glad that they found them complimentary to the overall cinematic.
I’m overall happy with this feedback. The suggested changes are all beneficial and fair, and would improve the overall impact of the cinematic so I will be discussing these changes with the group to consider implementing after the deadline. The feedback is overall positive and it seems that our cinematic is being positively received by our target audience, which was a really important aspect for me in this project so I’m excited to see more suggestions.
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fmprojectleonardo · 1 year ago
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My context and reasons why I am making this project.
I will be making a cutscene in relevance to a hand to hand fight between two gladiators where they were told to fight with no weapons. Along side it there will be an asset pack of animations that I would tend to do for commissions.
My project will not be related to a story or a story building. I am making this project for an industry. I receive commissions from people who need an animation for a ROBLOX game. I make asset packs for these people and singular animations. They give me a description of what they are looking for me or send me a reference.
The reason why I chose to make this project for my FMP is because I have experience on animating for ROBLOX on the blender engine. I have been animating for Roblox for 2 years now, and I got into the selling industry recently, around 8 months ago. I have a online profile where people can see my work and if they like it they message me what they want and how much it would cost. For simple singular animations I charge £8 per. If they want a cutscene I charge the amount I think is reasonable depending how long I think it will take me to complete it. I have a portfolio on Discord where I add it into my description where I say what I do and put the link of the server in it.
The reason why I decided to use Blender for Roblox animations is because the engine is much smoother than the one Roblox provides us with. On blender we are given with a lot more opportunities to make our animations more professional because of how much smoother it is. Blender is used for so many different things that is not animating. It is used for visual effects, art, 3D models, motion graphics, interactive 3D applications, virtual reality and video games. However I decided to go with animating because I enjoy it and to me its really understanding compared to all the other things that Blender can do.
Animating is a difficult job if you are not aware of what choreography is. Choreography is a necessity for animating because it is all about posing and angles. You need to know how a person moves and how someone would move if they were doing a certain action. The arm swing, the leg position if they are attacking, the torso swing, where they would be looking, etc. Animating also requires some creativity if you want to make a unique character with unique skills and moving traits which many people on the Roblox industry are looking for. Over my 2 years of animating I have learned how to make everything sooth together with attacks. Posing the legs correctly on animating is probably the most important part of any animation. If the legs are not placed correctly the rest of the animation will not look correct.
How the marketplace works is that the people who want an animation from me tell me what they want/show me what they want and I give them a price, if they agree with the pricing I do the animation show them it. If they are happy with it I export it into Roblox Studio and get the animation ID and send it to them only then they send me the money of the animation through PayPal. People may see this as a risky payment system but if they attempt to take the ID of my animation and try to use it without paying I can disable the ID making it uncopiable and unusable. In the end if they refuse to pay for my animation I publish the animation I made to my portfolio since it will not be used for a game so it will not be leaking so either way it helps me.
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This is the official Roblox marketplace where everything is sold for a currency called Robux, Robux is the platform currency to buy anything that applies to your account across multiple games.
My target audience is people who are interested in making Roblox games, games developed on Roblox can be highly profitable since the software is free and it only takes a few financial usage to advertise your game. Which is why I am greatly into Roblox development because its relatively cheap and you can get paid well if your work exceeds their expectations.
Roblox is a platform where people of all ages typically children find games and play them for entertainment, there are millions of games to play and explore within Roblox. As an animator I want to make games stand out with unique animations which will intrigue players because it is far from every default animated game.
My process on animating is like so: I initially move the rig slightly lower than its default height so I can position the character's legs better (bend more making it look better). If the animation is supposed to be a walking animation I will set it to 30 frames per second at first and make it 40 frames. I will add the simple cycle of the walking meaning the torso swinging side to side and the legs going back and fourth by 20 frames they have taken the full step and is about to take the other with the other leg. After I am happy on how much the torso turning and I can picture how it will look only then will I add more movement to everything all together. After adding enough detail to the leg cycle and torso going up and down making it look like there is power behind it. I then make the basic swings in the arms. After I see everything going well with each other is when I add dramatic swing in between frames giving it more detail yet still smooth. This can all be seen on the animation posted below on the walking animation. Head movement is the last thing I apply. Just so it does not seem out of place to begin with. I do this for every animation.
The rig I am using I created it by following a tutorial on how to make rigs but I made it better for myself by turning it into blocks instead of it being visible bones inside the character. I find those rigs more confusing they need to be but I can work with them as I already have previously and I am aware not all models can have the blocky rig which is why I need to also know how to use the skeletal ones.
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A pack can have any amount. If they are for a combat game with individual characters they tend to have the following:
Walking
Running
Idle
Combat stance (when put into combat mode)
Jump
M1s meaning swings per click they tend to have 4-5 in most combat systems.
M2 (heavy attack when right click is pressed)
1-4 ability animations depending on the character.
Blocking
Blocking impact
As I charge £8 per animation in total this would be £104 not including the abilities. The abilities were not included because I need to know what it is they are looking for and only then I will decide my price on the abilities. The time it would take me to do all these animations that is not including the abilities would take me around 2 hours to make. So essentially I am being paid £52 pounds an hour for this pack.
Roblox animations are expensive because people who hire developers on Roblox do not understand animating and anything else so people who are highly more experienced than me are paid around £15 per animation. Which I am aiming to get up to over my time in animating.
Since movement is a key point in animating, looking at FIFA animations can also help a lot on how to make ideal running animations for actual rigs. But for Roblox animating making a realistic animation would make it look really weird in game. Which is another reason why Roblox animating is so different compared to realistic model animating. Yes us Roblox animators can do realistic animations for Roblox but we don't because it does not fit everything else on Roblox. We need to remember that this is a 2006 engine working with Blender which is used in movies.
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softsnew · 3 years ago
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FileMaker Server 2022 Crack consists of all the features of the filemaker cloud Pro 19 license key, plus a collection of superior customization and enhancement
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laseoblog · 5 years ago
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Using Google Chrome DevTools To Improve Site Performance
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Chrome DevTools is a set of web developer tools built directly into the Google Chrome browser. DevTools can help you edit pages on-the-fly and diagnose problems quickly, which ultimately helps you build better websites, faster. As a digital marketing agency, it’s essential to understand the backend of technology to be able to provide better solutions, faster.
And improved site performance is essential for any brand to have better visibility, and to prepare better inbound marketing strategies.
TWO IMPORTANT GOOGLE CHROME DEVTOOLS TO IMPROVE YOUR SITE PERFORMANCE ARE –
Performance Tool
Audit tool or Lighthouse
How can you access these tools?
Load your website in a Chrome browser
Right click on you webpage
Click on ‘inspect Element’
You will see different tabs – Elements, Console , Sources , Network, Performance, Memory, Application, Audits (recently named as Lighthouse) , Security
Here, we are going to discuss two tools which are on 5th and 8th tab from the left when we access the “inspect element” section of the webpage
Performance Tool:
To record Ctrl + E
To reload Ctrl+Shift+E  (to record page load)
Performance tool helps you to check load time of each element on your webpage. It helps to check runtime performance and load performance. Runtime performance is the performance of page when it is running and load performance refers to the performance of the page when it is loading. Both help to identify performance issues that affect speed and overall user experience.
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This performance report shows frame by frame load time.
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While running a performance tool, you will see load time taken by each element. You will encounter different terminologies on horizontal frames such as FP, FCP, LCP, FMP, DCL etc. Let’s have a look at each of these terms.
FP – First Paint
It is the time taken by first pixel when painted onto the webpage.
FCP – First Contentful Paint
It is a first content render on the webpage when user browses the website.
LCP – Largest Contentful Paint
It measures the loading performance of a website. LCP means time taken by largest element on the website to load. Ideal LCP score should not be more than 2.5 seconds.
FMP – First Meaningful Paint
As the name suggests, First Meaningful Paint means the time taken to provide the first meaningful information to users.
DCL – DOM Content Loaded
It measures when the HTML document on a webpage is loaded and parsed.
Audit or Lighthouse Tool:
An Audit tab gives you an overview of the metrics that improves performance, accessibility, SEO and other best practices areas.  It is also known as Google lighthouse report.
This is what the Lighthouse pane looks like (see below). You can check scores of the above-mentioned metrics for your website. They give scores for both the devices i.e. mobile as well as desktop. You can also check the performance score for the Progressive Web App if you have it.
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To run this tool, you have to right click on the webpage you want to test. Then, click on “Inspect Element”. It opens up a pane where you will see this Lighthouse tab. After clicking on a “Generate Report”, it will provide a score as shown below –
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With Lighthouse reports, you may get these recommendations that can help you to improve site speed –
A. Performance
Information regarding render-blocking resources
Server response time
Information about impact of third party codes on the website
Header information and server push
JavaScript execution time
Website cache policy
Number of requests to resources required to load the webpage i.e. request count
LCP (Large Contentful Paint elements) & CLS (Cumulative Layout Shifts on elements) issues. Read more about LCP & CLS issues here – https://support.google.com/webmasters/answer/9205520?hl=en
Information about minifying CSS & JavaScripts as well as HTML
Image Sizes and formats
DOM size
Network payloads
Unused codes like CSS and JS
Recommendations on animate content
B. Accessibility
Colours and contrast
Navigations
Names and labels for images, links and form elements
Meta viewport tag for mobile
Language attributes
C. Best Practices
Security aspects of JavaScript libraries used
Security in terms of HTTPS signals
Security aspects of cross-origin destinations
Copy-paste values into form fields
D. SEO
Image alt attributes
Tap sizes on mobile devices
Structured data
Meta viewport tags for mobile
Meta title and descriptions
HTTP response code
Status for robots.txt
Indexing status
Hreflang tags and canonical tags
Font sizes
Information about plugins
E. Progressive Web App
Page load information on mobile networks
Information about installability such as service worker and web app manifest
Redirections
Use of HTTPS
Cross-browser functionality
And other PWA optimisation aspects
Bonus: Alternative to Google Chrome Lighthouse tool is web.dev
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askfullmetalpanic · 1 year ago
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Submit Your Entry
Full Metal Panic! Family Volume 1 Giveaway underway until Friday, March 29, 2024!
Rules and Guidelines
Under 18 needs guardian approval to participate, as I will need your mailing address if you win!
Use a valid email address when submitting, as I will use that to contact you if you win! The message will come from fmpmisha(at)gmail(dot)com
There will be 5 winners total! The first two names drawn will win the tapestry as well as the book. The next 3 will win book-only.
Everyone who submits the form gets one entry. The second page of the form allows for sharing of an FMP! fanwork to earn a second entry into the giveaway.
The form should allow for editing if you wish to add a fanwork to gain a second entry. If you find you cannot edit your submission, please fill out another form using the same email address as your first submission, and select Yes when you encounter the question: Did you already submit a entry and are adding a fanwork or changing an answer?
You may also use this to update your int'l shipping status, and whether you wish to opt-in or out for the tapestry, and anything else you may need to change.
Participation in FMP! Appreciation Weekend is NOT an automatic second entry!
You MUST use the Form to link to your fanwork! If you encounter issues with this or simply wish to verify that your second entry is accounted for, please feel free to contact me here or @moonlight-at-dawn (my personal) to help you out! You may use the email address fmpmisha(at)gmail(dot)com if you can't get a hold of me through Tumblr.
I can also be reached on Discord as .altraya
We also have an FMP! server, Everything Full Metal Panic, feel free to join!
Additional Info:
Giveaway is not sponsored by anyone. All items have been purchased at full retail value by me. Giveaway is free to participate in. All submitted fanworks belong fully to their respective creators.
Items will be marked as a 'gift' when mailed out.
Submit Your Entry
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kaimariephoto · 6 years ago
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Making a Website
Making a website is something I always knew I would have to do but I always put it off because it is quite an intimidating thing. I always assumed I would have to know how to code and be some techwiz in order to make one. So when I saw that was on our list of things to do this year I was nervous but here we are.
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A lot of my time is spent watching YouTube procrastinating uni work and I watch a lot of photographers channels to see what fun shoots they are doing and what gear that might be using at any given time. What I noticed is that a lot of them use and are sponsored by Squarespace, always offering codes for cheaper rates and such to make your website. Now normally when we think website builders we go to wix but maybe I am just stupid because I could honestly never get on board with it. Like at all. Still don’t know how to use it. So I thought I would give Squarespace a chance but saw it going the same way of all of my wix websites, just forever abandoned on the servers. Luckily with a student email you get 50% off on Squarespace so good for the broke student budget.
To start with you pick a layout you like that fits what you want to use it for and they have a whole photography option which made it so much easier. I picked a very simple and elegant design, it could come across as plain or boring but for me personally I don’t want a load of bells and whistles, they just confuse everything. Squarespace made adjusting the layout really simple with a sidebar where you can make changes to certain pages and designs but also view the analytics of your website views and other such things. In order to edit the images in the portfolio you simply have to click on the page the images should be in, and then press the edit button which allows you to control the gallery of that particular page. Nice and simple! I just repeated the process uploading the images I wanted to use into their necessary folders and it was pretty much done.
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As for the images I chose I wanted to keep it current. I have taken a lot of photos over the years an needed a way to narrow it down. With that in mind I found my favourite shoots and selected the ones from the last year and chose 6 images from each. I also wanted it to be diverse so I chose a mic of my more editorial stuff and some of my fine art pieces. I currently have 4 sets up but as I shoot my FMP that group will be created and I am sure there will be other personal projects that get uploaded in the future. I do however intend to keep it current so as I produce work some of the older stuff will be replaced.
With my website made and published I will spend the next few months getting used the Squarespace so I can really make the most of it. However I am happy with where it is currently and I really cannot recommend Squarespace more for those who are looking to make a website and are nervous about doing it. They are user friendly, stylish and promoted by several big photographers so you can’t go wrong!
 Check out my website at kaimariephoto.com
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aw-fmp-final-marked-project · 4 months ago
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Idea Provision
27/02/2025
The best initial idea I came up with is definitely the first one (Idea 1). This is the most thought out and best use of style and design of the three. I think it needs revision and research about topics however. I'll go through it here.
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Sythnwave:
Synthwave is a genre based on the neon 80's. It is typically used a whole style of media but the term originally refers to the music style. This style uses mostly retro (usually unprocessed) synthesizers and drums. It will occasionally use one other instrument but will almost always have it be digitally modified. This style is used to mimic the neon 80's aesthetic. Specifically the new use of technology. The style has been used as a visual style as well, mostly showing flat colour outlines, gradient skies and black silhouettes. All of it covered in a bloom effect to get that "Neon" feel.
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While the style itself is based on a neon 1980's aesthetic, these themes and topics actually originate from the 2010's. There were elements of this in the 1980's, this being the time where Computer Generated Imagery and Electronic Synthesizers were first used commercially. The 1980's marks the rise of computers and technology in general and looked very different to this style. The style here is a representation of that technology and what it could have been rather than being a good representation of the time. The idea itself was minimally used in the 2000's, but it was not used very much and not to the same extent as in the 2010's. The term "Synthwave" wasn't even created at this point. This was because the technology was still very new at the time and not many people had access to it since the style was centered around computers. The first big push to the public for this style was with media like "Tron", but Synthwave in the media industry died until mainstream video games came along. Things like "Hotline Miami" and "Farcry 3: Blood Dragon". The theme has been associated mainly with video games since.
This connects to the theme of the FMP using the imagery of the sun and light. Synthwave uses the flat sun as it's iconography and it is centered around computer generated light emmision. This fits in perfectly with the word "Horizon".
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Networking: Networking is the technical concept of the internet. In video games, this is mainly referred to as "Online Multiplayer". You can make online games by having multiple versions of the game running for different people. You then use the World Wide Web to send packets of data to a host computer (A Server Usually) so it can give that data to all other players that should be in that game. Then the games can receive that data and apply changes to other peoples games as if someone else was playing the game on that application with you. Networking in general is a difficult process and is one of (if not the) hardest things to do in video games. Linking up the illusion of multiple players across computer via the web is extremely difficult to achieve, even in the modern day with such access to this technology. The reason it is used to much is because it is one of the best features of modern gaming. The ability to play with other people is a unique and worthy features that will completely change games and how people can enjoy them. It leads to more replay-ability, allows people to play with friends and will connect people to the game more since the game acts more like a community than a fanbase. This comes with it's own technical challenges however since a game will need to be built in a completely different way from the very start to accommodate this feature. There also is not really a correct way to do networking since it can be interpreted for whatever the developers need in an expanding number of ways. I want to do this since networking will create an experience that transcends many other products in this niche through the use of human interaction. This will make the project the best it can be. I am confident I can at least make a simple multiplayer experience because I have prior experience in this field, making previous games that use networking has given me the idea to do it again here. It connects to the theme via the idea of the "Horizon Line". Line being online and if you move the space in that string, you get "Horiz Online". Obviously a coincidence but a grammatical connection none the less. It also fits in with emitted rays and radio waves. Since this is obviously how networking works. Sending data through radio waves and electricity.
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Graphic Processing Unit and Shaders: Shaders are code written specifically for the GPU. The GPU (Graphics Processing Unit) was designed and installed into computers specifically to alter how the CPU (Computer Processing Unit) draws pixels to the screen. This is useful for things like bloom which could affect performance heavily as drawing to the screen is one of the most performance taxing parts of running a program. So having a GPU that is able to deter all of that work so the CPU can focus on math and logic is extremely ideal. The GPU uses an almost entirely different system to the CPU so you would have to create custom code to make it work. These are called "Shaders".
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I briefly mentioned about having to create my own shaders for a Synthwave style. After careful thought and consideration, I have concluded that I probably won't need to do this. I can easily use common tools built in almost all Game Engines and 3D Graphics Programs. Most engines have a bloom options and the rest is playing around with their custom lighting system. This would be an important thing for synthwave since it is most of it's visual appeal. Models would be flat shaded due to their low-poly design. Modern day technology can do most of the rendering part for us so it become irrelevant trying to do it myself here. While I do want to do the most challenging things possible to prove what I can make for this, I don't want it to be useless. I would only need to touch the GPU rendering if there becomes an issue with how shaders are used. This is almost always customizable however. Making my own system would be a waste of time when those systems are built into basically every engine already, or can be customized to emulate it. This was only a mere thought anyway. Nothing I was truly considering.
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filemakerexperts · 5 months ago
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FileMaker & PHP – Integration, Möglichkeiten und die Evolution von Version 12 bis heute (leicht wehmütig)
Die Integration von FileMaker-Datenbanken mit PHP war lange Zeit kein zentraler Bestandteil vieler Webentwicklungsprojekte. Doch die Tools und Technologien, die hierfür zur Verfügung stehen, haben sich über die Jahre drastisch verändert. In diesem Beitrag werfen wir einen detaillierten Blick darauf, wie sich die Möglichkeiten seit FileMaker 17 weiterentwickelt haben und welche Vorteile die modernen Ansätze bieten. Dabei gehen wir auf Scriptaufrufe, Parameterübergaben und Unterschiede zwischen älteren und neuen Methoden ein. Wie bin ich darauf gekommen, diesen kleinen Vergleich zu ziehen. Mir ist ein uraltes Projekt aus FileMaker 13 Zeiten wieder in die Hände gefallen. Ich hatte noch ein Backup in der iCloud gefunden. Zu dieser Zeit nutzte ich diese gerne um Daten zu sichern. Damals bauten wir das Backend in FileMaker, über IWP wurden die Daten im Webbrowser Teilnehmern der Semicon zur Verfügung gestellt. FileMaker diente als Klient am Counter und im Browser für Anmeldung, Kartenzahlung etc. Es war eine Katastrophe, was für ein Geraffel. Mehrere 1000 Zugriffe pro Stunde zwangen den Server immer wieder in die Knie. Aber wir haben sofort beschlossen, das geht im nächsten Jahr so nicht noch einmal. Ich nutze ab diesem Moment PHP und FileMaker in Kombination. Bis heute, für mich die perfekte Symbiose zweier Systeme. 1. Früher: FileMaker PHP API (bis FileMaker 17) Vor der Einführung der FileMaker Data API (ab Version 17) war die FileMaker PHP API die Standardlösung, um eine Verbindung zwischen einer FileMaker-Datenbank und einer PHP-basierten Anwendung herzustellen. Diese API war eine PHP-Bibliothek, die speziell für FileMaker entwickelt wurde und direkt mit der Web Publishing Engine (WPE) des FileMaker Servers interagierte. Merkmale der FileMaker PHP API • Eigene Klassenstruktur: Die API stellte Klassen wie FileMaker, FileMaker_Layout, und FileMaker_Command_Find bereit. • Datenabruf: Abfragen wurden durch spezielle Methoden ausgeführt. Ergebnisse kamen als serialisierte PHP-Arrays zurück. • Skriptausführung: FileMaker-Skripte konnten durch die Methode setScript() aufgerufen werden. • Beschränkt auf WPE: Die WPE musste auf dem FileMaker Server aktiviert sein, um die PHP API zu verwenden. Mal ein kleines Beispiel:
<?php $fm = new FileMaker('DeineDatenbank', 'localhost', 'benutzername', 'passwort'); $layout = $fm->getLayout('DeinLayout'); $request = $fm->newFindCommand($layout); $request->addFindCriterion('Feldname', 'Wert'); $request->setScript('Skriptname', 'Parameterwert'); // Skript und Parameter setzen $result = $request->execute(); if (FileMaker::isError($result)) { echo 'Fehler: ' . $result->getMessage(); } else { echo 'Skript erfolgreich ausgeführt.'; } ?>
Einschränkungen • Die API war schwergewichtig und teilweise langsam. • Abhängigkeit von der WPE machte sie weniger flexibel. • Kein modernes JSON-Format, sondern serialisierte Arrays. • Abkündigung mit der Einführung der FileMaker Data API. Aber es hatte auch was für sich. In Gedanken bin ich immer dem FileMaker nahe geblieben. Layouts, Tabellen, Script-Namen. Als wenn ich mit FileMaker entwickeln würde, nur mit reinem Quellcode. 2. Heute: FileMaker Data API (ab FileMaker 17) Die Einführung der FileMaker Data API markierte einen Wendepunkt in der Integration von FileMaker-Daten mit externen Anwendungen. Die neue REST-basierte API macht es einfacher, FileMaker-Daten mit Standard-HTTP-Technologien zu verwalten. Merkmale der FileMaker Data API • RESTful Architektur: Kommunikation erfolgt über HTTP-Methoden wie GET, POST, PATCH und DELETE. • JSON-Datenformat: Anfragen und Antworten erfolgen in leicht verständlichem JSON. • Skriptausführung: Skripte können direkt über Parameter in der Anfrage ausgeführt werden. • Plattformunabhängig: Kein PHP-Modul erforderlich, funktioniert mit jedem HTTP-Client. Skriptausführung mit der Data API Die Data API ermöglicht die Ausführung von FileMaker-Skripten direkt während eines HTTP-Requests. Parameter können bequem als JSON übergeben werden. Beispiel Heute:
/ Funktion zum Starten des FileMaker-Scripts function startFileMakerScript(orderNumber) { if (!orderNumber || orderNumber === "Keine") { alert("Keine gültige Auftragsnummer vorhanden."); return; } const fileMakerScriptUrl = `fmp://$/DeineDatenbank?script=DeinScript&param=${encodeURIComponent(orderNumber)}`; console.log(`Starte FileMaker-Script mit URL: ${fileMakerScriptUrl}`); window.open(fileMakerScriptUrl, '_blank'); } if (!employees || employees.length === 0) { alert("Keine passenden Mitarbeiter gefunden."); return; }
Vorteile der Data API • Geschwindigkeit: Die API ist schneller und effizienter als die alte PHP API. • Flexibilität: Funktioniert mit jeder Programmiersprache und nicht nur mit PHP. • Standardkonformität: Nutzung moderner Webstandards (JSON, REST). • Skalierbarkeit: Unterstützt größere Datenmengen und parallele Anfragen. Fazit: Warum auf die Data API setzen? Die Data API bietet eine deutlich modernere, schnellere und flexiblere Möglichkeit, mit FileMaker-Daten zu arbeiten. Für neue Projekte ist sie der klare Favorit, da sie standardisierte Technologien nutzt und unabhängig von einer spezifischen Programmiersprache ist. Es macht auch unheimlichen Spaß, FileMaker Schwächen durch HTML/PHP/Java-Script zu kompensieren. Siehe meinem Beitrag zum Thema Portale innerhalb von FileMaker Portalen anzeigen.
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Ein altes Bild zu diesem Projekt. Semicon 2013 oder 2014
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