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This is written for system administrators who may not have the time to learn about Slash by reading the source code. It collects all the current Slash knowledge from the code, Website and mailing lists and organizes it into a coherent package.
Explains what Weblogs are and the technology behind them, covering such topics as the components of a blog and a blog post, desktop blogging, using templates to customize blogs, and syndicating stories with RSS.
This book discusses the topic of 'weblogs and libraries' from two main perspectives: weblogs as sources of information for libraries and librarians; and weblogs as tools that libraries can use to promote their services and to provide a means of communication with their clients. It begins with an overview of the whole weblog and blogging phenomenon. The many different kinds of weblogs are outlined (including personal weblogs, community weblogs, multimedia weblogs). The problem of locating weblogs is addressed through a discussion of weblog directories, search engines and other finding tools. Chapters include using weblogs as sources of information in the library or information service, the options for creating a weblog, and managing the library's own weblog. - No other book currently available specifically addresses this highly topical subject - Weblogs are becoming more important as sources of up-to-date information on many different topics, and so librarians need to be aware of these resources, how they are created and by whom - Weblogs are already important as sources of news and current professional information in the field of library and information science; this book helps librarians to become familiar with the best weblogs in this field
Explains how to update a Web page by blogging via a browser rather than using an FTP client or HTML editor, covering topics such as building blogs, adding team members, and syndicating with JavaScript.
This step-by-step guide offers bloggers, web developers and programmers an understanding of content syndication and the technologies that make it possible. It highlights all the new features of RSS 2.0, and offers complete coverage of its rival technology, Atom.
What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.
Taking a multidisciplinary approach that they identify as a "cyber-realist research agenda," the contributors to this volume examine the prospects for electronic democracy in terms of its form and practice--while avoiding the pitfall of treating the benefits of electronic democracy as being self-evident. The debates question what electronic democracy needs to accomplish in order to revitalize democracy and what the current state of electronic democracy can teach us about the challenges and opportunities for implementing democratic technology initiatives.
Is there any sexier topic in software development than software testing? That is, besides game programming, 3D graphics, audio, high-performance clustering, cool websites, et cetera? Okay, so software testing is low on the list. And that's unfortunate, because good software testing can increase your productivity, improve your designs, raise your quality, ease your maintenance burdens, and help to satisfy your customers, coworkers, and managers. Perl has a strong history of automated tests. A very early release of Perl 1.0 included a comprehensive test suite, and it's only improved from there. Learning how Perl's test tools work and how to put them together to solve all sorts of previously intractable problems can make you a better programmer in general. Besides, it's easy to use the Perl tools described to handle all sorts of testing problems that you may encounter, even in other languages. Like all titles in O'Reilly's Developer's Notebook series, this "all lab, no lecture" book skips the boring prose and focuses instead on a series of exercises that speak to you instead of at you. Perl Testing: A Developer's Notebook will help you dive right in and: Write basic Perl tests with ease and interpret the results Apply special techniques and modules to improve your tests Bundle test suites along with projects Test databases and their data Test websites and web projects Use the "Test Anything Protocol" which tests projects written in languages other than Perl With today's increased workloads and short development cycles, unit tests are more vital to building robust, high-quality software than ever before. Once mastered, these lessons will help you ensure low-level code correctness, reduce software development cycle time, and ease maintenance burdens. You don't have to be a die-hard free and open source software developer who lives, breathes, and dreams Perl to use this book. You just have to want to do your job a little bit better.