More titles and abstracts for RacketCon.

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Vincent St-Amour 2014-07-22 14:09:35 -04:00
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advisor to technology companies such as Roland and JamHub. Soon after
RacketCon he is joining the autumn batch at Hacker School.})
'("Jay McCarthy" "http://faculty.cs.byu.edu/~jay/home/" #f #f #f)
'("Brian Mastenbrook" "http://brian.mastenbrook.net/" #f #f #f)
(list
"Brian Mastenbrook" "http://brian.mastenbrook.net/"
"Making Things With Racket"
@p*{When electronic products come off the manufacturing line, they
go through a multi-step program and test process to become sellable
products. Wearable has been using Racket to automate this process for
the portable wireless products that we design and manufacture or
license to high-volume consumer electronics companies such as SanDisk.
I'll talk about why we chose Racket for our most business-critical
application (and why it's so critical!), what we've learned across
three generations of manufacturing fixtures and why we went from a
monolithic to a distributed system and back to monolithic again. I'll
also talk about expressing actor-model semantics in Racket and our
gradual migration from untyped to typed Racket.}
@p*{Brian Mastenbrook is CTO and cofounder of Wearable Inc, a small
Chicago company that invented the wireless flash drive and develops
the AirStash OS that makes it possible. In a past life he worked at
Motorola on code generators in Common Lisp for five-nines
telecommunication systems (among other things).})
(list
"Daniel Prager" "https://www.youpatch.com/"
"YouPatch: A Racket-powered startup"
@ -100,7 +118,25 @@
development and business. Nowadays he divides his professional time
between Agile/Lean coaching and more entrepreneurial endeavours,
including YouPatch!})
'("Neil Toronto" "http://students.cs.byu.edu/~ntoronto/" #f #f #f)
(list
"Neil Toronto" "http://students.cs.byu.edu/~ntoronto/"
"Purely Functional 3D in Typed Racket"
@p*{Efficient 3D engines use scene databases to quickly answer queries
such as "What must be drawn if the viewer is here and looking this
direction?" and "Return all non-opaque triangles in back-to-front
order." Most 3D engines are written in an imperative style, even
though most scene databases are structured as trees and operations
on them can be done without destructive updates.
In this talk, I give a sneak peak at a standalone 3D engine with a
purely functional API, comprised mostly of combinators that operate on
scene databases. I intend it to replace Plot's internal 3D engine,
which draws on Cairo device contexts, but also be flexible and
efficient enough to render simple game scenes using OpenGL.}
@p*{Neil Toronto is a recent PhD graduate from Brigham Young University,
now researching programming language support for reliable mathematical
computation at University of Maryland, College Park. He writes
programs to draw pretty pictures in his nonexistent spare time.})
(list
"David Vanderson" "https://github.com/david-vanderson/"
"Racket for a networked multiplayer game"