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