• Regeln für den Video-Bereich:

    In den Börsenbereich gehören nur Angebote die bereits den Allgemeinen Regeln entsprechen.

    Einteilung

    - Folgende Formate gehören in die angegeben Bereiche:
    - Filme: Encodierte Filme von BluRay, DVD, R5, TV, Screener sowie Telesyncs im Format DivX, XviD und x264.
    - DVD: Filme im Format DVD5, DVD9 und HD2DVD.
    - HD: Encodierte Filme mit der Auflösung 720p oder darüber von BluRay, DVD, R5, TV, Screener sowie Telesyncs im Format x264.
    - 3D: Encodierte Filme von BluRay, die in einem 3D Format vorliegen. Dies gilt auch für Dokus, Animation usw.
    - Serien: Cartoon/Zeichentrick, Anime, Tutorials, Dokumentationen, Konzerte/Musik, Sonstiges sind demnach in die entsprechenden Bereiche einzuordnen, auch wenn sie beispielsweise im High Definition-Format oder als DVD5/DVD9/HD2DVD vorliegen. Ausnahme 3D.
    - Bereich Englisch: Englische Releases gehören immer in diesen Bereich.
    - Bereich Talk: Der Bereich, in dem über die Releases diskutiert werden kann, darf, soll und erwünscht ist.


    Angebot/Beitrag erstellen

    - Ein Beitrag darf erst dann erstellt werden, wenn der Upload bei mindestens einem OCH komplett ist. Platzhalter sind untersagt.
    - Bei einem Scenerelease hat der Threadtitel ausschließlich aus dem originalen, unveränderten Releasenamen zu bestehen. Es dürfen keine Veränderungen wie z.B. Sterne, kleine Buchstaben o.ä. vorgenommen werden. Ausnahme Serienbörse:
    - Bei einem Sammelthread für eine Staffel entfällt aus dem Releasename natürlich der Name der Folge. Beispiel: Die Simpsons S21 German DVDRip XviD - ITG
    - Dementsprechend sind also u.a. verboten: Erweiterungen wie "Tipp", "empfehlenswert", "only", "reup", usw. / jegliche andere Zusatzinformation oder Ergänzung, welche nicht in obiger Beschreibung zu finden ist.

    Aufbau des Angebots und Threadtitel

    Der Titel nach folgendem Muster erstellt zu werden. <Name> [3D] [Staffel] [German] <Jahr> <Tonspur> [DL] [Auflösung] <Quelle> <Codec> - <Group>
    Beispiel: The Dark Knight German 2008 AC3 DVDRip XviD - iND
    Beispiel: The Dark Knight 2008 DTS DL BDRip x264 - iND
    Beispiel: The Dark Knight 2008 AC3 DL BDRip XviD - iND
    Beispiel: The Dark Knight German 2008 AC3 720p BluRay x264 iND
    Beispiel: The Dark Knight 2008 DTS DL 1080p BluRay x264 iND
    Beispiel: Die Simpsons S01 German AC3 DVDRip XviD iND
    Beispiel: Die Simpsons S20 German AC3 720p BluRay x264 iND
    Beispiel: Sword Art Online II Ger Sub 2014 AAC 1080p WEBRip x264 - peppermint
    Entsprechend sind also u.a. verboten: Sonderzeichen wie Klammern, Sterne, Ausrufezeichen, Unterstriche, Anführungszeichen / Erweiterungen wie "Tipp", "empfehlenswert", "only", "reup", usw. / jegliche andere Zusatzinformation oder Ergänzung, welche nicht in obiger Beschreibung zu finden ist
    Ausnahmen hiervon können in den Bereichen geregelt sein.

    Die Beiträge sollen wie folgt aufgebaut werden:
    Überschrift entspricht dem Threadtitel
    Cover
    kurze Inhaltsbeschreibung
    Format, Größe, Dauer sind gut lesbar für Downloader außerhalb des Spoilers zu vermerken
    Nfo sind immer Anzugeben und selbige immer im Spoiler in Textform.
    Sind keine Nfo vorhanden z.B. Eigenpublikationen, sind im Spoiler folgende Dateiinformationen zusätzlich anzugeben :
    Quelle
    Video (Auflösung und Bitrate)
    Ton (Sprache, Format und Bitrate der einzelnen Spuren)
    Untertitel (sofern vorhanden)
    Hosterangabe in Textform außerhalb eines Spoiler mit allen enthaltenen Hostern.
    Bei SD kann auf diese zusätzlichen Dateiinformationen verzichtet werden.

    Alle benötigten Passwörter sind, sofern vorhanden, in Textform im Angebot anzugeben.
    Spoiler im Spoiler mit Kommentaren :"Schon Bedankt?" sind unerwünscht.


    Releases

    - Sind Retail-Release verfügbar, sind alle anderen Variationen untersagt. Ausnahmen: Alle deutschen Retail-Release sind CUT, in diesem Fall sind dubbed UNCUT-Release zulässig.
    - Im Serien-Bereich gilt speziell: Wenn ein Retail vor Abschluss einer laufenden Staffel erscheint, darf diese Staffel noch zu Ende gebracht werden.62
    - Gleiche Releases sind unbedingt zusammenzufassen. Das bedeutet, es ist zwingend erforderlich, vor dem Erstellen eines Themas per Suchfunktion zu überprüfen, ob bereits ein Beitrag mit demselben Release besteht. Ist dies der Fall, ist der bereits vorhandene Beitrag zu verwenden.
    - P2P und Scene Releases dürfen nicht verändert oder gar unter einem iND Tag eingestellt werden.


    Support, Diskussionen und Suche

    - Supportanfragen sind entweder per PN oder im Bereich Talk zu stellen.
    - Diskussionen und Bewertungen sind im Talk Bereich zu führen. Fragen an die Uploader haben ausschließlich via PN zu erfolgen, und sind in den Angeboten untersagt.
    - Anfragen zu Upload-Wünschen sind nur im Bereich Suche Video erlaubt. Antworten dürfen nur auf Angebote von MyBoerse.bz verlinkt werden.


    Verbote

    - Untersagt sind mehrere Formate in einem einzigen Angebotsthread, wie beispielsweise das gleichzeitige Anbieten von DivX/XviD, 720p und 1080p in einem Thread. Pro Format, Release und Auflösung ist ein eigener Thread zu eröffnen.
    - Grundsätzlich ebenso verboten sind Dupes. Uploader haben sich an geeigneter Stelle darüber zu informieren, ob es sich bei einem Release um ein Dupe handelt.
    - Gefakte, nur teilweise lauffähige oder unvollständige Angebote sind untersagt. Dies gilt auch für eigene Publikationen, die augenscheinlich nicht selbst von z.B. einer DVD gerippt wurden. Laufende Serien, bei denen noch nicht alle Folgen verfügbar sind, dürfen erstellt und regelmäßig geupdatet werden.
    - Untersagt sind Angebote, welche nur und ausschließlich in einer anderen Sprache als deutsch oder englisch vorliegen. Ausnahmen sind VORHER mit den Moderatoren zu klären.


    Verstoß gegen die Regeln

    - Angebote oder Beiträge, die gegen die Forenregeln verstoßen, sind über den "Melden"-Button im Beitrag zu melden.
  • Bitte registriere dich zunächst um Beiträge zu verfassen und externe Links aufzurufen.

++ Premium IPTV ++ 7000 Live Sender ++ UHD Qualität ++ Mediathek mit 18.000 Inhalten ++


VenneTV


Englische Tutorials

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Web Design: HTML & CSS For Rookies
MP4 | Video: AVC 1280x720 | Audio: AAC 44KHz 2ch | Duration: 6 Hours | 946mb
Genre: eLearning | Language: English
A Comprehensive CSS & HTML Web Design Course​

Web design doesn't have to be complex, especially when you are just starting out.

The course includes the following:

HTML basics
Tabular data with HTML
CSS basics
Font manipulation
Laying out a webpage with CSS
Debugging webpages
HTML5
We start with HTML, the structural component of a webpage. Then we'll go into CSS and webpage layout.

You'll also pickup some valuable webpage debugging skills. This skill set alone will help you become an efficient web developer.

To start building webpages now, just click the Take This Course button to your right and I'll see you in the first course.




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Lynda - AWS for DevOps: Monitoring, Metrics, and Logging
Size: 432 MB | Duration: 2h 41m | Video: AVC (.mp4) 1280x720 15&30fps | Audio: AAC 48KHz 2ch
Genre: eLearning | Level: Advanced | Language: English
Enhance your development operations by learning how to work with monitoring tools from Amazon for services and applications.​

Enhance your development operations by learning how to work with monitoring tools from Amazon for services and applications. In this course, Lynn Langit explains how to use practical and applicable tools, techniques, and strategies for instrumenting your production AWS applications. She shows how to use product consoles, such as EC2, S3, and RDS. She also discusses and demonstrates using services-such as CloudTrail, CloudFormation, and the newly-announced X-Ray-for monitoring, gathering key metrics, and logging your application's output. Plus, she covers AWS scripting tools, such as the AWS CLI. This course maps to the Monitoring, Metrics, and Logging domain from the AWS Certified DevOps Engineer - Professional exam.


* Understanding approaches to monitoring
* Matching business application priorities to monitoring approaches
* Tools for monitoring and logging
* Monitoring core AWS Services
* Using CloudFormation templates
* Monitoring S3, EC2, Lambda, RDS, Kinesis, and EMR
* Using core AWS tools for metrics and logging
* Using AWS services for advanced monitoring



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Entrepreneurship: The Part Time Entrepreneur Complete Course
MP4 | Video: AVC 1280x720 | Audio: AAC 44KHz 2ch | Duration: 5 Hours | Lec: 66 | 1.07 GB
Genre: eLearning | Language: English
Entrepreneurship without giving up your full time job. Join the millions succeeding with a Side Gig as a PT Entrepreneur​

"Great course. Focused on Part Time which is nice as other courses are about full time and I am not read for that. Want to make some money as a freelancer and part-time for now. Educational and Instructor is very motivational and encouraging as well. Highly recommend." -Barb L

Anyone can become an entrepreneur and fulfill their dreams or earn the money to fund their dreams. Unfortunately, entrepreneurship can seem real difficult, plus most people are not ready to give up the security of a full-time job. Nor should they have to.

The great thing about becoming a Part Time Entrepreneur is you do not have to quit your full-time job plus you can see if your ideas work and if you like what you are doing on the side that can later become a full time focus for you, if you want. Just need the education to avoid missteps and to set yourself up for success.

THIS COURSE WILL TEACH YOU HOW TO BECOME A SUCCESSFUL PART TIME ENTREPRENEUR

Take advantage of the advances in technology to run your business and even reach a global market. More people are earning great money and having fun with a side gig while they keep their full time job than ever before...and growing fast! The Course is 100% focused on the Part Time Entrepreneur and what it takes to succeed.

In this course you will learn:

Why Now Is The Time
Deciding What To Do
Is There A Market
Strategic Planning
Funding The Business
Managing Expenses
Going To Market (Marketing)
Fulfillment
Customer Service
Time Management
When To Go Full-Time
Next Steps + Bonus Step
You will learn from someone who personally has had great success with a Part Time business that continues to grow! Learn the key best practices so you can quickly succeed as well.


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PMI-ACP Certification: Leading an Agile Team
MP4 | Video: AVC 1280x720 | Audio: AAC 44KHz 2ch | Duration: 2 Hours | Lec: 14 | 471 MB
Genre: eLearning | Language: English
Agile Certified Practitioner Certification Program - Course 6 of 8 - Leading an Agile Team​

This is the six course out of eight of the Agile PMI-ACP (Agile Certified Practitioner) Certification Program. This part is on Leading an Agile Team.

1. The Agile Project Leader

Traditional and agile project management roles differ in their approaches to decision making, project planning, and management generally, but both need excellent people management and leadership skills, as well as technical knowledge. An agile project leader should view the customer as a collaborator and focus on continuous improvement throughout a project. The project leader should also serve as both a servant-leader and facilitator, and view a project as a CAS.

2. The agile team

Agile teams are typically cross-functional in their makeup and self-organizing, with members who are empowered to make their own decisions during the development process. Problems in agile teams result from management miscues, including confusion over a project's mission and scope, and team dysfunctions that occur when teams don't follow agile principles.

3. Managing Distributed Agile Teams

Managing a distributed agile team poses particular challenges. To help overcome these, you can focus on creating cross-functional teams, building solid working relationships, using interactive modes of communication, ensuring knowledge sharing between team members, organizing regular meetings at appropriate times, promoting collaboration, and using online collaboration and meeting tools.

4. Coaching an Agile Team

Agile coaches are responsible for developing team and individual performance, and for helping team members apply agile practices in their daily work. Agile coaching occurs at the team and individual levels. At the start and end of each iteration, agile coaching occurs largely at the team level. While an iteration is in progress, individual coaching is most appropriate.

5. Improving Team Performance

You can improve the performance of an agile team by expecting high performance and technical excellence. As project leader, you should also remove obstacles that could hinder high performance, such as an inadequate product backlog, poor engineering practices, and multitasking.

To ensure that a team can identify and fix problems quickly, you should remove obstacles that could hinder performance, such as individuals working in isolation, a culture of tolerating defects, and a project leader that tries to solve problems for the team. A final strategy you can use to improve performance is to ensure that team members stay energized by eating healthily and taking regular breaks.

This course has two sections: The Basics of Agile Teams and Managing Agile Team Performance.

After completing the section called The Basics of Agile Teams, you will be able to:

indicate how the role of project manager differs between traditional and agile project management,
recognize practices that reflect the mindset of an agile project leader,
recognize the characteristics of an Agile team,
identify causes of problems on agile teams, and
recommend strategies for overcoming challenges faced by dispersed agile teams.
After completing the section called Managing Agile Team Performance you will be able to:

match iteration phases with corresponding coaching activities
recognize strategies for boosting team performance
Who is your instructor?

My name is Sorin, and I will be your instructor. I am a trainer and project manager with more than 10 years of experience. Before Udemy, I trained hundreds of people in a classroom environment - civil servants, managers, project workers, aid workers and many more. And I managed projects in the fields of justice, corrections, regional development and human resources development.

How will you benefit?

This course is intended for project managers, program managers, or anyone who wants to efficiently participate in agile projects. It is aligned with the Agile Certified Practitioner exam objectives developed by the Project Management Institute® and Certified ScrumMaster learning objectives.

Training videos, examples, exercices and quizzes will help you learn all about the Leading an Agile Team. And, if you take your time to go through all the learning materials this will entitle you to claim 5 PDU's for the PMI certification exams and to maintain your PMI certification.

So, thank you for considering this course! Now, go ahead, and hit that "Take This Course" button. And, see you on the inside.




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Lynda - Game Development Foundations: Game-Related Math
Size: 88 MB | Duration: 0h 52m | Video: AVC (.mp4) 1280x720 30fps | Audio: AAC 48KHz 2ch
Genre: eLearning | Level: Beginner | Language: English
If you're a game developer, you can overcome many common programming hurdles by knowing just a few commonly used math techniques.​

If you're a game developer, you can overcome many common programming hurdles by knowing just a few commonly used math techniques. In this course, learn about the concepts of grids and collision detection, as well as useful formulas you can apply to a variety of problems. Throughout the course, Jesse Freeman focuses on beginner-level game math and uses JavaScript in his examples. He covers three main topics-layout, collision, and formulas-beginning with layout, where he goes into centering objects and working with grids. Next, he discusses collisions, where he takes you through point collisions, rectangle collisions, and how to tell the distance between two points. Finally, he covers formulas for calculating health and experience. By the time you wrap up this course, you'll have some basic math skills that you can apply to any game.


* Centering objects
* Horizontal and vertical layout
* Rendering a collection of boxes in a grid
* Point collisions
* Rectangle collisions
* Detecting the distance between two objects
* Calculating the percentage and ratio of a player's health
* Calculating experience for a player based on their level



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Mastering ASP.NET Core
MP4 | Video: AVC 1280x720 | Audio: AAC 44KHz 2ch | Duration: 3 Hours | 935 MB
Genre: eLearning | Language: English​

ASP.NET Core is the new Web development framework from Microsoft that runs cross-platform, open-source, and on top of .NET Core. In this hands-on session, Microsoft PM Jeff Fritz explains the objectives of the framework, shares key points you need to know to start building with it, and introduces the Visual Studio tools that will get you up and running quickly.





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Apple Watch - Learn to Create 5 Apps Using WatchKit
MP4 | Video: AVC 1280x720 | Audio: AAC 44KHz 2ch | Duration: 4 Hours | 946 MB
Genre: eLearning | Language: English
Be the first to learn how to make apps for Apple's new Apple Watch. The Complete Guide explained through 5 Watch Apps.​

This course is designed for the curious individuals out there who are looking for a starting point in IOS development as well as Apple Watch Development. This course is aimed at the individuals that already create incredible IOS apps and are looking to get a head start on developing Apps for Apple's Watch. You are in the right place no matter if you are a beginner or expert.

I have taken the time to comb through the Apple Watch documentation and put it into a course so that you can get a head start on developing Apple Watch Apps. From day 1, November 18, when the software development kit was released I have immersed myself in the material and created a few apps that will teach you what you need to know to build your own.

readmore
I will teach you how to:

Install Xcode beta With WatchKit
Set up A Work Area
Build 5 Watch Apps
Use Glance functions
Incorporate Notifications into your Watch App
Apple's documentation is lengthy and it doesn't tell you any good tips and tricks to use which I also cover in my course. After going through my course you will understand that you to can build apps and have a firm understanding of the new Apple Watch.

I am living proffer that if you put your mind to something you can accomplish it all you have to do is take a chance.

My Qualifications:

Over 7 years experience in Information technology industry
Over 4 years experience in IOS development
Studying Apple Watch Documentation Since It Has been Publicly Released
Nationally Accredited Certifications
Taught and mentored previously with great success
This is a great opportunity and I hope you to can see the potential in learning this information, as I have. Once the Apple Watch is released the flood gates will be open and everyone will be rushing to build their apps. This course equipment you with the tools you need to be ahead of the curve.




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Lynda - Strategies for Emerging Markets
Size: 585 MB | Duration: 1h 26m | Video: AVC (.mp4) 1280x720 30fps | Audio: AAC 48KHz 2ch
Genre: eLearning | Level: Advanced | Language: English
Emerging markets are growing at two to three times the pace of developed markets, and will likely account for over half of the global GDP by 2030.​

Emerging markets are growing at two to three times the pace of developed markets, and will likely account for over half of the global GDP by 2030. Any company that seeks growth has little choice but to develop a strategy for succeeding in these key markets. In this course, Anil Gupta and Haiyan Wang-world-renowned experts in globalization and entrepreneurship-help you design your strategies to expand into, and capture, the opportunities offered by the rise of emerging markets. Which emerging markets should you enter? How do you enter the targeted market? Do you partner with another company, or go it alone? How should you deal with the regulatory constraints that you might face? Anil and Haiyan address these questions, and more. They also outline some of the issues that arise once you have entered an emerging market, such as how to win out over local competitors, market to the bottom of the pyramid, and deal with the speed of fast-changing market dynamics.


* How emerging markets differ from developed markets
* Designing entry strategies
* Identifying the right beachhead
* Competing and succeeding within the market
* Cultivating and leveraging the local ecosystem
* Dealing with rapid changes in market dynamics
* Leveraging China and India as global platforms
* Building the leadership for emerging markets


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Complete WordPress Mastery Course (eCommerce, Marketing...)
MP4 | Video: AVC 1280x720 | Audio: AAC 44KHz 2ch | Duration: 12 Hours | 1.74 GB
Genre: eLearning | Language: English​

readmore
Here are the mini-courses included (you can purchase some of these separately as well - search Udemy by course name):

WordPress eCommerce Part 1: WooCommerce:Learn how to collect money for your products or services, including digital downloads (ebooks and videos). This is also a comprehensive tutorial to the most popular WordPress shopping cart plugin, WooCommerce
WordPress Backup, Performance and Security: Keep your site backed-up, secure, and functioning at peak performance
Images & Graphic Editing: Learn how to design and modify attractive graphic headers and other elements using free tools
Advanced Content Creation: Learn some powerful content editing tools such as Windows Live Writer, master the WordPress visual editor, and more
WordPress SEO: Learn about Meta-tags, search-engine algorithms, Google Places, Google Analytics, and more through an actual case-study
WordPress eCommerce Part 2: Payment Systems, Shopping Carts, Membership Systems: Learn about merchant accounts (other than PayPal), other WordPress shopping cart systems, and WordPress membership systems such as the powerful and popular commercial WishList Member plugin

WordPress Social Media Integration: Add share buttons, follow-me, Facebook comments, etc.
As an added bonus, find out how to get high-performance managed WordPress hosting at 1/3 of the going rate by watching the free-preview "Hosting WordPress" Video #6 (in Section 1) below.


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The Unreal Engine Developer Course - Learn C++ & Make Games (2017)
WEBRip | English | MP4 + Project files | 1280 x 720 | AVC ~180 kbps | 30 fps
AAC | 192 Kbps | 48.0 KHz | 2 channels | Subs: English, Spanish (.srt) | 48:02:18 | 54.79 GB
Genre: eLearning Video / Development, Programming​


This course started as a runaway success on Kickstarter. Get involved now, and get access to all future content as it's added. The final course will be over 50 hours of content and 300+ lectures.

Learn how to create and mod video games using Unreal Engine 4, the free-to-use game development platform used by AAA studios and indie developers worldwide.

We start super simple so you need no prior experience of Unreal or coding! With our online tutorials, you'll be amazed what you can achieve.

Benefit from our world-class support from both other students, and the instructors who are on the forums regularly. Go on to build several games including a tank game, and a First Person Shooter.

You will have access to a course forum where you can discuss topics on a course-wide basis, or down to the individual video. Our thriving discussion forum will help you learn and share ideas with other students.

You will learn C++, the powerful industry standard language from scratch. By the end of the course you'll be very confident in the basics of coding and game development, and hungry to learn more.

"Any serious game programmer needs to know C++"Jason Gregory, Lead Programmer at Naughty Dog (creators of Uncharted & The Last of Us)

Anyone who wants to learn to create games: Unreal Engine is a fantastic platform which enables you to make AAA-quality games. Furthermore these games can be created for Windows, consoles, MacOS, iOS, Android and Web from a single source!

If you're a complete beginner, we'll teach you all the coding and game design principles you'll need. If you're an artist, we'll teach you to bring your assets to life. If you're a coder, we'll teach you game design principles.

What this course DOESN'T cover...

Whereas this course is already huge, we can't possibly cover everything in that time. Here are some things we will not be covering...

Team collaboration topics.
Editor plugins or modifications.
Physics engine modification.
Note: access to this course comes with an optional, free community site where you can share games and 3D models, as well as connect with other students.

Start your transformation now, you won't be disappointed!

NEW Testing Grounds FPS shipping now, including...

Much more C++ and Blueprint.
AI Blackboards & Behavior Trees.
Environmental Query System (EQS).
Humanoid Animation Blending.
Never-ending Level Design.


01 Introduction and Setup
001 Promo Video.mp4
002 Welcome to the Course.mp4
003 Setup Visual Studio or XCode.mp4
004 Unreal Development Environment.mp4
005 Intro to Visual Studio 2015 on PC.mp4
006 Intro to Xcode on MacOS.mp4
007 How to Ask Good Questions.mp4
008 A Quick Tour of Unreal Editor.mp4
009 A Note On Unreal Version.html
010 Section 1 Wrap-Up.mp4
011 Intro Notes Section 2 Assets.mp4
attached_files
002 Welcome to the Course
Unreal-IS02-Intro-Notes-Assets.pdf
011 Intro Notes Section 2 Assets
UnrealCourse.com-Section-2-Slides-v.9.pdf
captions
002 Welcome to the Course-EN.srt
002 Welcome to the Course-ES.srt
003 Setup Visual Studio or XCode-EN.srt
004 Unreal Development Environment-EN.srt
004 Unreal Development Environment-ES.srt
005 Intro to Visual Studio 2015 on PC-EN.srt
005 Intro to Visual Studio 2015 on PC-ES.srt
006 Intro to Xcode on MacOS-EN.srt
007 How to Ask Good Questions-EN.srt
008 A Quick Tour of Unreal Editor-EN.srt
010 Section 1 Wrap-Up-EN.srt
011 Intro Notes Section 2 Assets-EN.srt
quizzes
001 Section End QUIZ.html
02 Bulls Cows Word Console Game - Your First C
012 S02 Game Design Document GDD.mp4
013 How Solutions Projects Relate.mp4
014 C Function Syntax.mp4
015 Using include and Namespaces.mp4
016 Magic Numbers and Constants.mp4
017 Variables and cin for Input.mp4
018 Using getline.mp4
019 Simplifying With Functions.mp4
020 Iterating With For While Loops.mp4
021 Clarity is Worth Fighting For.mp4
022 Booleans and comparisons.mp4
023 Using do and while in C.mp4
024 Introducing Classes.mp4
025 Using Header Files as Contracts.mp4
026 Including Our Own Header File.mp4
027 Instantiating Your Class.mp4
028 Writing Using Getter Methods.mp4
029 Introducing the Const Keyword.mp4
030 Constructors For Initialisation.mp4
031 Pseudocode Programming.mp4
032 Using using for Type Aliases.mp4
033 Using struct for Simple Types.mp4
034 Using if Statements in C.mp4
035 Debugging 101.mp4
036 A Place for Everything.mp4
037 Introducing enumerations.mp4
038 Writing Error Checking Code.mp4
039 Using switch Statements.mp4
040 Warm Fuzzy Feelings.mp4
041 Handling Game Win Condition.mp4
042 Win or Lose Screen.mp4
043 Introducing Big O Notation.mp4
044 TMap and map Data Structures.mp4
045 Range-based for Loop.mp4
046 Design a Helper Function.mp4
047 Playtesting Your Game.mp4
048 Difficulty Play Tuning.mp4
049 Polishing Packaging.mp4
050 Section 2 Wrap-Up.mp4
captions
012 S02 Game Design Document GDD-EN.srt
013 How Solutions Projects Relate-EN.srt
014 C Function Syntax-EN.srt
015 Using include and Namespaces-EN.srt
016 Magic Numbers and Constants-EN.srt
017 Variables and cin for Input-EN.srt
018 Using getline-EN.srt
019 Simplifying With Functions-EN.srt
020 Iterating With For While Loops-EN.srt
021 Clarity is Worth Fighting For-EN.srt
022 Booleans and comparisons-EN.srt
024 Introducing Classes-EN.srt
025 Using Header Files as Contracts-EN.srt
027 Instantiating Your Class-EN.srt
028 Writing Using Getter Methods-EN.srt
029 Introducing the Const Keyword-EN.srt
030 Constructors For Initialisation-EN.srt
032 Using using for Type Aliases-EN.srt
033 Using struct for Simple Types-EN.srt
035 Debugging 101-EN.srt
036 A Place for Everything-EN.srt
037 Introducing enumerations-EN.srt
038 Writing Error Checking Code-EN.srt
039 Using switch Statements-EN.srt
040 Warm Fuzzy Feelings-EN.srt
041 Handling Game Win Condition-EN.srt
042 Win or Lose Screen-EN.srt
043 Introducing Big O Notation-EN.srt
044 TMap and map Data Structures-EN.srt
045 Range-based for Loop-EN.srt
046 Design a Helper Function-EN.srt
047 Playtesting Your Game-EN.srt
048 Difficulty Play Tuning-EN.srt
049 Polishing Packaging-EN.srt
050 Section 2 Wrap-Up-EN.srt
quizzes
002 Mid Section Quiz.html
003 Mid Section Quiz.html
004 Mid Section Quiz.html
005 End Of Section Quiz.html
03 Building Escape - Your First Unreal C Game
051 Intro Notes Section 3 Assets.mp4
052 S03 Game Design Document GDD.mp4
053 Version Control 101.mp4
054 Ignoring Unreal Derived Files.mp4
055 Your First .gitignore for Unreal.mp4
056 Getting to Know Unreals Editor.mp4
057 A Pointers Primer.mp4
058 Unreals Class System.mp4
059 Runtime Messages for Feedback.mp4
060 Accessing Object Names.mp4
061 Getting Transforms in C.mp4
062 Moving Objects With C.mp4
063 Laying Out Geometry.mp4
064 Applying Materials.mp4
065 Macros Starting with UPROPERTY.mp4
066 Using Trigger Volumes.mp4
067 Unreals PlayerController.mp4
068 Using Collision Volumes.mp4
069 Using GetTimeSeconds.mp4
070 Grabbing System Overview.mp4
071 Modifying the Default Pawn Actor.mp4
072 Inherit Game Mode Blueprint.mp4
073 Getting Player Viewpoint.mp4
074 Using DrawDebugLine.mp4
075 Line Tracing AKA Ray-Casting.mp4
076 LineTraceSingleByObjectType.mp4
077 REFERENCES POINTERS.mp4
078 Resetting Your Unreal Project.mp4
079 Using FindComponentByClass.mp4
080 Introducing Input Binding.mp4
081 Accessors Memory Layout.mp4
082 Reducing Code in Hot Loops.mp4
083 Using Physics Handles.mp4
084 Refactoring Rules.mp4
085 Introducing Unreals TArray.mp4
086 Iterating over TArray with for.mp4
087 Debugging Game Issues.mp4
088 Managing Texture Tiling.mp4
089 Pointer Protection Process.mp4
090 Exposing Events to Blueprint.mp4
091 Using Blueprint Timeline.mp4
092 Everything in its Place.mp4
093 Using Variables in Blueprint.mp4
094 SFX Audio Clips.mp4
095 Section 3 Wrap-Up.mp4
attached_files
051 Intro Notes Section 3 Assets
gitignore.zip
094 SFX Audio Clips
door-lock.wav
captions
051 Intro Notes Section 3 Assets-EN.srt
052 S03 Game Design Document GDD-EN.srt
053 Version Control 101-EN.srt
054 Ignoring Unreal Derived Files-EN.srt
055 Your First .gitignore for Unreal-EN.srt
056 Getting to Know Unreals Editor-EN.srt
057 A Pointers Primer-EN.srt
058 Unreals Class System-EN.srt
059 Runtime Messages for Feedback-EN.srt
060 Accessing Object Names-EN.srt
061 Getting Transforms in C-EN.srt
062 Moving Objects With C-EN.srt
063 Laying Out Geometry-EN.srt
064 Applying Materials-EN.srt
065 Macros Starting with UPROPERTY-EN.srt
066 Using Trigger Volumes-EN.srt
067 Unreals PlayerController-EN.srt
068 Using Collision Volumes-EN.srt
069 Using GetTimeSeconds-EN.srt
070 Grabbing System Overview-EN.srt
071 Modifying the Default Pawn Actor-EN.srt
072 Inherit Game Mode Blueprint-EN.srt
073 Getting Player Viewpoint-EN.srt
074 Using DrawDebugLine-EN.srt
075 Line Tracing AKA Ray-Casting-EN.srt
076 LineTraceSingleByObjectType-EN.srt
078 Resetting Your Unreal Project-EN.srt
079 Using FindComponentByClass-EN.srt
080 Introducing Input Binding-EN.srt
081 Accessors Memory Layout-EN.srt
083 Using Physics Handles-EN.srt
084 Refactoring Rules-EN.srt
085 Introducing Unreals TArray-EN.srt
086 Iterating over TArray with for-EN.srt
087 Debugging Game Issues-EN.srt
088 Managing Texture Tiling-EN.srt
089 Pointer Protection Process-EN.srt
090 Exposing Events to Blueprint-EN.srt
091 Using Blueprint Timeline-EN.srt
092 Everything in its Place-EN.srt
093 Using Variables in Blueprint-EN.srt
094 SFX Audio Clips-EN.srt
095 Section 3 Wrap-Up-EN.srt
quizzes
006 Mid Section Quiz.html
007 Mid Section Quiz.html
008 Mid Section Quiz.html
009 Mid Section Quiz.html
010 Section End Quiz.html
04 Battle Tank - A Fun Tank Battle with Mortars
096 Intro Notes Section 4 Assets.mp4
097 S04 Game Design Document GDD.mp4
098 Setting Up a GitHub Repo.mp4
099 Creating Deleting Landscapes.mp4
100 Landscape Setup Scaling.mp4
101 A Landscaping Process.mp4
102 Upgrading Engine Version.mp4
103 Using Landscape Layers.mp4
104 Flat Shading Low Poly Landscapes.mp4
105 More Landscaping Tools.mp4
106 Tank Control System.mp4
107 Actors from Multiple Meshes.mp4
108 Configuring a Tank.mp4
109 3rd Person Camera Control.mp4
110 Fixing 3rd Person Camera Rotation.mp4
111 User Interface UI in Unreal.mp4
112 Main Menu Screens.mp4
113 UI Scale Box Buttons Mouse.mp4
114 Controller Ready Navigation.mp4
115 Trial Packaging Your Game.mp4
116 Delegating to Components.mp4
117 Using virtual and override.mp4
118 Creating an AI Controller Class.mp4
119 Get the Player Controller with C.mp4
120 Add Tick to PlayerController.mp4
121 Creating an Out Parameter Method.mp4
122 Finding Screen Pixel Coordinates.mp4
123 Using DeprojectScreenToWorld.mp4
124 Using LineTraceSingleByChannel.mp4
125 Unify Player AI Aiming.mp4
126 Create Default Sub Objects in C.mp4
127 BlueprintCallable.mp4
128 SuggestProjectileVelocity.mp4
129 Predict Projectile Landing Point.mp4
130 Using FRotators in Unreal.mp4
131 Using Forward Declarations.mp4
132 BlueprintSpawnableComponent.mp4
133 The C Compilation Process.mp4
134 Review Our Execution Flow.mp4
135 How to Report Bugs.mp4
136 Using Clamp to Limit Values.mp4
137 CHALLENGE - Turret Rotation.mp4
138 CHALLENGE - Turret Rotation Pt.2.mp4
139 Setting Up Projectiles.mp4
140 Upgrading to Unreal 4.12.mp4
141 Working Round Awkward Bugs.mp4
142 Using SpawnActor to Spawn.mp4
143 Projectile Movement Components.mp4
144 Making AI Tanks Fire.mp4
145 EditAnywhere vs EditDefaultsOnly.mp4
146 Adding a Quit Button.mp4
147 Setup Track Throttles.mp4
148 ApplyForceAtLocation in Action.mp4
149 Physics Materials Friction.mp4
150 Fly-by-Wire Control System.mp4
151 Using BlueprintReadOnly.mp4
152 A Better Component Architecture.mp4
153 Completing Manual Tank Movement.mp4
154 Introducing AI Pathfinding.mp4
155 Dissecting RequestDirectMove.mp4
156 DotProduct Vector Operator.mp4
157 CrossProduct Vector Operator.mp4
158 Finalising Your Class Code.mp4
159 How to Use Blueprint Variables.mp4
160 Using Enumerations in UE4.mp4
161 Refactoring our Aiming Component.mp4
162 Attaching a Debugger to Unreal.mp4
163 Constructor Begin Play Timing.mp4
164 Decoupling Your Architecture.mp4
165 BlueprintImplementableEvent.mp4
166 Using the ensure Assertion.mp4
167 Dependency Mapping.mp4
168 Talking Head - Real World Skills.mp4
169 Starting From Green.mp4
170 Aiming Without the Tank.mp4
171 Finishing our Refactoring.mp4
172 Adding TickComponent Back.mp4
173 Are Two Floats Equal.mp4
174 Programmatic Sideways Friction.mp4
175 OnComponentHit Event in 4.12.mp4
176 Avoiding Boolean Flags.mp4
177 Improving Tank Aiming.mp4
178 Tweaking Tank AI.mp4
179 Making an Ammo Display.mp4
180 Making an AutoMortar.mp4
181 Using the Reference Viewer.mp4
182 Preparing for Particles.mp4
183 Introducing Particle Systems.mp4
184 Particle Bounding Boxes.mp4
185 Using FAttachmentTransformRules.mp4
186 Radial Forces Caching.mp4
187 Using GetTimerManager.mp4
188 Using TakeDamage on Actors.mp4
189 BlueprintPure Health Bars.mp4
190 The Observer Pattern.mp4
191 Finishing Off - Part 1.mp4
192 Finishing Off - Part 2.mp4
193 Section 4 Wrap-Up.mp4
194 Bonus - Switching Cameras.mp4
195 Testing Grounds Introduction.mp4
attached_files
105 More Landscaping Tools
107 Actors from Multiple Meshes
BT12-TankParts.zip
112 Main Menu Screens
BT17-Firing-M1A1-tank-in-Djibouti.jpg
180 Making an AutoMortar
BT86-mortar-placeholder.zip
192 Finishing Off - Part 2
BT98-Student-AutoMortars.zip
captions
096 Intro Notes Section 4 Assets-EN.srt
097 S04 Game Design Document GDD-EN.srt
098 Setting Up a GitHub Repo-EN.srt
099 Creating Deleting Landscapes-EN.srt
100 Landscape Setup Scaling-EN.srt
101 A Landscaping Process-EN.srt
102 Upgrading Engine Version-EN.srt
104 Flat Shading Low Poly Landscapes-EN.srt
105 More Landscaping Tools-EN.srt
106 Tank Control System-EN.srt
107 Actors from Multiple Meshes-EN.srt
108 Configuring a Tank-EN.srt
109 3rd Person Camera Control-EN.srt
110 Fixing 3rd Person Camera Rotation-EN.srt
111 User Interface UI in Unreal-EN.srt
112 Main Menu Screens-EN.srt
113 UI Scale Box Buttons Mouse-EN.srt
114 Controller Ready Navigation-EN.srt
115 Trial Packaging Your Game-EN.srt
116 Delegating to Components-EN.srt
117 Using virtual and override-EN.srt
118 Creating an AI Controller Class-EN.srt
119 Get the Player Controller with C-EN.srt
120 Add Tick to PlayerController-EN.srt
121 Creating an Out Parameter Method-EN.srt
122 Finding Screen Pixel Coordinates-EN.srt
123 Using DeprojectScreenToWorld-EN.srt
124 Using LineTraceSingleByChannel-EN.srt
125 Unify Player AI Aiming-EN.srt
126 Create Default Sub Objects in C-EN.srt
127 BlueprintCallable-EN.srt
128 SuggestProjectileVelocity-EN.srt
129 Predict Projectile Landing Point-EN.srt
130 Using FRotators in Unreal-EN.srt
131 Using Forward Declarations-EN.srt
132 BlueprintSpawnableComponent-EN.srt
133 The C Compilation Process-EN.srt
134 Review Our Execution Flow-EN.srt
135 How to Report Bugs-EN.srt
136 Using Clamp to Limit Values-EN.srt
138 CHALLENGE - Turret Rotation Pt.2-EN.srt
139 Setting Up Projectiles-EN.srt
140 Upgrading to Unreal 4.12-EN.srt
141 Working Round Awkward Bugs-EN.srt
142 Using SpawnActor to Spawn-EN.srt
143 Projectile Movement Components-EN.srt
144 Making AI Tanks Fire-EN.srt
145 EditAnywhere vs EditDefaultsOnly-EN.srt
146 Adding a Quit Button-EN.srt
147 Setup Track Throttles-EN.srt
148 ApplyForceAtLocation in Action-EN.srt
149 Physics Materials Friction-EN.srt
150 Fly-by-Wire Control System-EN.srt
151 Using BlueprintReadOnly-EN.srt
152 A Better Component Architecture-EN.srt
153 Completing Manual Tank Movement-EN.srt
154 Introducing AI Pathfinding-EN.srt
155 Dissecting RequestDirectMove-EN.srt
156 DotProduct Vector Operator-EN.srt
157 CrossProduct Vector Operator-EN.srt
158 Finalising Your Class Code-EN.srt
159 How to Use Blueprint Variables-EN.srt
160 Using Enumerations in UE4-EN.srt
161 Refactoring our Aiming Component-EN.srt
162 Attaching a Debugger to Unreal-EN.srt
163 Constructor Begin Play Timing-EN.srt
164 Decoupling Your Architecture-EN.srt
165 BlueprintImplementableEvent-EN.srt
166 Using the ensure Assertion-EN.srt
167 Dependency Mapping-EN.srt
168 Talking Head - Real World Skills-EN.srt
169 Starting From Green-EN.srt
170 Aiming Without the Tank-EN.srt
171 Finishing our Refactoring-EN.srt
172 Adding TickComponent Back-EN.srt
174 Programmatic Sideways Friction-EN.srt
175 OnComponentHit Event in 4.12-EN.srt
176 Avoiding Boolean Flags-EN.srt
177 Improving Tank Aiming-EN.srt
178 Tweaking Tank AI-EN.srt
179 Making an Ammo Display-EN.srt
180 Making an AutoMortar-EN.srt
181 Using the Reference Viewer-EN.srt
182 Preparing for Particles-EN.srt
183 Introducing Particle Systems-EN.srt
184 Particle Bounding Boxes-EN.srt
185 Using FAttachmentTransformRules-EN.srt
186 Radial Forces Caching-EN.srt
187 Using GetTimerManager-EN.srt
188 Using TakeDamage on Actors-EN.srt
189 BlueprintPure Health Bars-EN.srt
190 The Observer Pattern-EN.srt
191 Finishing Off - Part 1-EN.srt
192 Finishing Off - Part 2-EN.srt
193 Section 4 Wrap-Up-EN.srt
194 Bonus - Switching Cameras-EN.srt
195 Testing Grounds Introduction-EN.srt
quizzes
011 Mid Section Quiz.html
012 Mid Section Quiz.html
013 Mid Section Quiz.html
014 Mid Section Quiz.html
015 Mid Section Quiz.html
016 Mid Section Quiz.html
017 Mid Section Quiz.html
018 Mid Section Quiz.html
019 Mid Section Quiz.html
020 End of Section Quiz.html
05 Testing Grounds FPS - EARLY ACCESS
196 Testing Grounds GDD.mp4
197 Using Git LFS Large File Support.mp4
198 Marketing Markdown.mp4
199 Use git clean to Revert Project.mp4
200 First Person Character Overview.mp4
201 The Third Person Character.mp4
202 Introducing AI Behaviour Trees.mp4
203 Introducing AI Blackboard Data.mp4
204 Target Points and Patrol Routes.mp4
205 Using Any Actor for Waypoints.mp4
206 Options for Grouping Actors.mp4
207 Blueprint Behaviour Tree Tasks.mp4
208 Modular Arithmetic Cycles.mp4
209 Performance Profiling 101.mp4
210 C AI Behaviour Tree Tasks.mp4
211 Reading Blackboard Data in C.mp4
212 The Consequences of Inheritance.mp4
213 Converting Blueprint to C.mp4
214 Composition over Inheritance.mp4
215 Talking Head What Weve Covered So Far.mp4
216 How to Delete a C Class.mp4
217 Instanced Materials.mp4
218 Introducing AI Perception.mp4
219 OnTargetPerceptionUpdated Event.mp4
220 AI Hearing Perception in Unreal.mp4
221 The Animation Starter Pack.mp4
222 Changing a Characters Animation.mp4
223 Customising a Character Blueprint.mp4
224 Sub Behaviour Trees.mp4
225 Talking Head - Introducing Sam.mp4
226 Talking Head - Refactoring Superpowers.mp4
227 Simplifying Our Project.mp4
228 Renaming Moving CPP.mp4
229 Solution Renaming Moving CPP.mp4
230 Holding a Gun with Skeletal Sockets.mp4
231 Understanding Animation Blueprints.mp4
232 Creating Animation State Machines.mp4
233 Movement Blend Spaces.mp4
234 Offset Animations.mp4
235 Aiming Blend Spaces Offsets.mp4
236 Rotating with SetFocalPoint.mp4
237 Character Movement vs Rotation.mp4
238 Control Rotation for Aim.mp4
239 Behaviour Tree Decorators.mp4
240 Behaviour Tree Services.mp4
241 Tweaking AI Behaviour.mp4
242 Debugging AI Behaviour.mp4
243 Refactoring to a Gun Actor.mp4
244 Attaching Actors to Components.mp4
245 Configuring the Gun.mp4
246 Moving Files from LFS to Git.mp4
247 To LFS or Not to LFS.mp4
248 Child Actor Components.mp4
249 Introduction to Inverse Kinematics.mp4
250 Inverse Kinematics with Animations.mp4
251 Comparing Blueprints with Diffs.mp4
252 Boolean Blending for Aim States.mp4
253 Adding Firing Animations.mp4
254 Animation Notify Events.mp4
255 Taking Damage in Blueprint.mp4
256 Death Animations and Refactors.mp4
257 Switching 1st and 3rd Person.mp4
258 Owner Invisible Meshes.mp4
259 Separating Firing from Gun Meshes.mp4
260 Aiming Our 1st Person Camera.mp4
261 Architecture of Infinite Runners.mp4
262 Spawning Terrain in the GameMode.mp4
263 Level Gating for Testing Grounds.mp4
264 Swapping Materials in Blueprint.mp4
265 Garbage Collecting Previous Tiles.mp4
266 Merging Our TP and FP Files.mp4
267 Hit vs Overlap Events.mp4
268 Dynamically Calculating NavMesh.mp4
269 Keep It Simple Stupid.mp4
270 Parallel Behaviour Tree Tasks.mp4
271 Custom BT Tasks and Decorators.mp4
272 External Build Data in 4.14.mp4
273 Physical Gun Architecture.mp4
274 Converting a Character BP to C.mp4
275 Whos Pulled the Trigger.mp4
276 Cooldown Nodes Gameplay Tags.mp4
277 Animation Montages and Slots.mp4
278 Reattaching the Gun.mp4
279 When to Expect More Content....html
captions
196 Testing Grounds GDD-EN.srt
197 Using Git LFS Large File Support-EN.srt
198 Marketing Markdown-EN.srt
199 Use git clean to Revert Project-EN.srt
200 First Person Character Overview-EN.srt
201 The Third Person Character-EN.srt
202 Introducing AI Behaviour Trees-EN.srt
203 Introducing AI Blackboard Data-EN.srt
204 Target Points and Patrol Routes-EN.srt
205 Using Any Actor for Waypoints-EN.srt
206 Options for Grouping Actors-EN.srt
208 Modular Arithmetic Cycles-EN.srt
209 Performance Profiling 101-EN.srt
210 C AI Behaviour Tree Tasks-EN.srt
211 Reading Blackboard Data in C-EN.srt
212 The Consequences of Inheritance-EN.srt
213 Converting Blueprint to C-EN.srt
214 Composition over Inheritance-EN.srt
215 Talking Head What Weve Covered So Far-EN.srt
216 How to Delete a C Class-EN.srt
217 Instanced Materials-EN.srt
quizzes
021 Mid Section Quiz.html
022 Mid Section Quiz.html
023 Mid Section Quiz.html
024 Mid Section Quiz.html
025 Mid Section Quiz.html
026 Mid Section Quiz.html
027 Mid Section Quiz.html
06 Next Steps
280 Bonus Lecture - Our Other Courses.mp4




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How to make, write and publish your systematic review
MP4 | Video: AVC 1280x720 | Audio: AAC 44KHz 2ch | Duration: 35M | Lec: 11 | 137 MB
Genre: eLearning | Language: English
A brief guide to get your systematic review published+ get involved in a real systematic review project​

Medicine is one of the fields that constantly changes and evolve in a very rapid manner. With new treatments and drugs being discover and marketed, physician and healthcare practitioners come across which treatment to choose for my patients. You may wonder whether drug X is better than drug Y! Moreover, the growing number in clinical trials and published articles makes it very difficult, or even impossible, to keep updated about every emerging findings.

Systematic reviews have become a growing field in medical research. With its methods and capabilities, it enables physicians to stay updated about knew evidence regarding the best available treatment.

If you are medical student, a healthcare worker, a nurse , a physician, an undergraduate or post-graduate this course is for you.

It help you to understand what you need to know, in a practical manner, about systematic reviews. After watching this brief tutorial, all you need is an interesting research question to get your systematic review published.

By contributing to the body of systematic reviews, you are shaping the future of healthcare with many physician and scientists.

Enjoy your research journey in the field of systematic reviews. :)




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Introduction to .NET Core
MP4 | Video: AVC 1280x720 | Audio: AAC 44KHz 2ch | Duration: 1 Hours | 199 MB
Genre: eLearning | Language: English​

.NET Core is a cross-platform, open-source, and modular .NET platform for creating modern application and services that run on Windows, Mac, and Linux. It consists of a run-time, libraries and a set of command-line tools. This session covers the basics of .NET Core development including the use of the command-line tools, Visual Studio 2015, unit testing, and using .NET Core projects with other projects. You will learn how to install .NET Core on different platforms, how to write and run a simple application using the command-line tools, how to import the application into Visual Studio, and how to mix .NET Core applications with libraries from the .NET Framework.

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