Linux Unix Training Classes in Brockton, Massachusetts
Learn Linux Unix in Brockton, Massachusetts and surrounding areas via our hands-on, expert led courses. All of our classes either are offered on an onsite, online or public instructor led basis. Here is a list of our current Linux Unix related training offerings in Brockton, Massachusetts: Linux Unix Training
RED HAT SATELLITE V6 (FOREMAN/KATELLO) ADMINISTRATION Training/Class | 31 July, 2023 - 3 August, 2023 | $2590 | ![]() |
ENTERPRISE LINUX HIGH AVAILABILITY CLUSTERING Training/Class | 21 August, 2023 - 24 August, 2023 | $2590 | ![]() |
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15 May, 2023 - 17 May, 2023 - ENTERPRISE LINUX HIGH AVAILABILITY CLUSTERING
21 August, 2023 - 24 August, 2023 - Introduction to Spring 5 (2022)
10 April, 2023 - 12 April, 2023 - Enterprise Linux Security Administration
14 August, 2023 - 18 August, 2023 - Introduction to Spring 5, Spring Boot, and Spring REST (2022)
26 June, 2023 - 30 June, 2023 - See our complete public course listing
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Due to the advancements in technology, teens and adults alike can now partake in virtual worlds thanks to video games. Video games are enjoyed as a hobby all over the globe, but some gamers have made it their career with help from the ever-growing e-sport community. This is an inside look at the professional level of gaming from an ex-MLG participant, and what I remember going through when starting to play video games at an elite level.
One of the premiere and most popular leagues within the United States happens to be Major League Gaming or MLG for short. This is a league that usually involves more of the most recent games out, and they create circuits for each major title and its subsequent releases. Two of the most major game circuits within the MLG league were the Halo series and the Call of Duty series, both which happened to be first person shooters (FPS). There were a potential hundred or so teams within each circuit, but much like other competitions, the circuits were ran with winner’s brackets and losers brackets. This means that out of all the teams that would show up to MLG events, about the top eight of each bracket would really be known as the "elite" players. I personally played in the Gears of War circuit at venues like MLG Raleigh and MLG Toronto, and we had very few teams compared to Call of Duty and Halo. The amount of participants at each event usually varies in each circuit based on the popularity of the game being played.
When you win tournaments, the payouts are split between the team members. This means that looking at playing in the MLG for a life career is an ill-advised move. The cost to get to events and buy team passes usually negates the prizes you win most of the time, considering by the time that the prize money is split you are left with about $800 in a popular circuit (Like Call of Duty). The payouts are usually only high in special and certain occasions, one for example being the million dollar showdown that Infinity Ward hosted for Call of Duty: Modern Warfare 3 a couple years back. The way that players that make professional gaming their career get the big money now is by being sponsored by the big companies that back the league like Red Bull and Hot Pockets. MLG players like "Walshy" and "FeaR Moho" were sponsored early on in the league and were able to make a living off of the games they played. I would imagine them getting around $60K in a good year off of sponsors alone. I would go even as far as to say that if you do not have a sponsor in e-sports, you will not be financially successful in the career.
Being an MLG gamer requires passion and understanding for the games. If you just want to make money, then you are better off working at McDonalds.
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As someone who works in many facets of the music industry, I used to seethe with a mixture of anger and jealousy when I would hear people in more “traditional” goods-based industries argue in favor of music content-based piracy. They made all the classic talking points, like “I wouldn’t spend money on this artist normally, and maybe if I like it I’ll spend money on them when they come to town” (which never happened), or “artists are rich and I’m poor, they don’t need my money” (rarely the case), or the worst, “if it were fairly priced and worth paying for, I’d buy it” (not true). I always wondered if they’d have the same attitude if 63% of the things acquired by customers in their industries weren’t actually paid for, as was conservatively estimated as the case for the music industry in 2009 (other estimations put the figure of pirated music at 95%). Well, we may soon see the answer to curiosities like that. Though one can say with tentative confidence that music piracy is on the decline thanks to services like Spotify and Rdio, it could be looming on the horizon for the entire global, physical supply chain. Yes, I’m talking about 3d printers.
Before I get into the heart of this article, let me take a moment to make one thing clear: I think these machines are incredible. It’s damn near inspiring to think of even a few of their potentially world-changing applications: affordable, perfectly fit prosthetic limbs for wounded servicemen and women; the ability to create a piece of machinery on the spot instead of having to wait for a spare to arrive in the mail, or en route if your car or ship breaks down in a far away place; a company based out of Austin, TX even made a fully functioning firearm from a 3d printer a few months ago.
If these machines become as consumer-friendly and idiot-proof as possible (like computers), it’s possible that in a matter of decades (maybe less), a majority of U.S. households will have their own 3d printer. There’s also the possibility they could take the tech-hobbyist path, one that is much less appealing to the masses. Dale Dougherty of Makezine.com estimates there are currently around 100,000 “personal” 3d printers, or those not owned for business or educational purposes. I don’t think they’ll ever be as ubiquitous as computers, but there are plenty of mechanically inclined, crafty hobbyists out there who would love to play around with a 3d printer if it was affordable enough.
That being said, is there reason to worry about the economic implications of consumers making what they want, essentially for free, instead of paying someone else to produce it? Or will the printers instead be used for unique items more so than replicating and ripping off other companies’ merchandise in mass amounts? The number of people working in industries that would be affected by a development like this is far greater than the number of people who work in content-based industries, so any downturn would probably have a much larger economic implications. Certainly, those times are a ways off, but a little foresightedness never hurt anyone!
I remember the day like it was yesterday. Pac Man had finally arrived on the Atari 2600. It was a clear and sunny day, but it was slightly brisk. My dad drove us down to the video store about three miles from our Michigan house. If I remember correctly, the price for the game was $24.99. It was quite expensive for the day, probably equaling a $70 game in today’s market, but it was mine. There *was* no question about it. If you purchase a game, it’s your game… right?
You couldn’t be more wrong. With all the licensing agreements in games today, you only purchase the right to play it. You don’t actually “own” the game.
Today, game designers want total control over the money that comes in for a game. They add in clauses that keep the game from being resold, rented, borrowed, copied, etc. All of the content in the game, including the items you find that are specifically for you, are owned by the software developer. Why, you ask, do they do this? It’s all about the money.
This need for greed started years ago, when people started modifying current games on the market. One of the first games like this was Doom. There were so many third part mods made, but because of licensing agreement, none of these versions were available for resale. The end user, or you, had to purchase Doom before they could even install the mod. None of these “modders” were allowed to make any money off their creation.
I suspect that many of you are familiar with the term "hard coding a value" whereby the age of an individual or their location is written into the condition (or action) of a business rule (in this case) as shown below:
if customer.age > 21 and customer.city == 'denver'
then ...
Such coding practices are perfectly expectable provided that the conditional values, age and city, never change. They become entirely unacceptable if a need for different values could be anticipated. A classic example of where this practice occurred that caused considerable heartache in the IT industry was the Y2K issue where dates were updated using only the last 2 digits of a four digit number because the first 2 digits were hard-coded to 19 i.e. 1998, 1999. All was well provided that the date did not advance to a time beyond the 1900’s since no one could be certain of what would happen when the millennia arrived (2000). A considerably amount of work (albeit boring) and money, approximately $200 billion, went into revising systems by way of software rewrites and computer chip replacements in order to thwart any detrimental outcomes. It is obvious how a simple change or an assumption can have sweeping consequences.
You may wonder what Y2K has to do with Business Rule Management Systems (BRMS). Well, what if we considered rules themselves to be hard-coded. If we were to write 100s of rules in Java, .NET or whatever language that only worked for a given scenario or assumption, would that not constitute hard-coded logic? By hard-coded, we obviously mean compiled. For example, if a credit card company has a variety of bonus campaigns, each with their own unique list of rules that may change within a week’s time, what would be the most effective way of writing software to deal with these responsibilities?
Tech Life in Massachusetts
Company Name | City | Industry | Secondary Industry |
---|---|---|---|
Cabot Corporation | Boston | Telecommunications | Telephone Service Providers and Carriers |
LPL Financial | Boston | Financial Services | Personal Financial Planning and Private Banking |
NSTAR Gas and Electric Company | Westwood | Energy and Utilities | Gas and Electric Utilities |
Cabot Corporation | Boston | Manufacturing | Plastics and Rubber Manufacturing |
BJ's Wholesale Club, Inc. | Westborough | Retail | Department Stores |
American Tower Corporation | Boston | Telecommunications | Telecommunications Equipment and Accessories |
Hologic, Inc. | Bedford | Healthcare, Pharmaceuticals and Biotech | Medical Devices |
Global Partners LP | Waltham | Retail | Gasoline Stations |
Northeast Utilities | Boston | Energy and Utilities | Gas and Electric Utilities |
Liberty Mutual Holding Company | Boston | Financial Services | Insurance and Risk Management |
Staples Inc. | Framingham | Computers and Electronics | Office Machinery and Equipment |
Thermo Fisher Scientific Inc. | Waltham | Healthcare, Pharmaceuticals and Biotech | Medical Devices |
Hanover Insurance Group, Inc. | Worcester | Financial Services | Insurance and Risk Management |
The TJX Companies, Inc. | Framingham | Retail | Department Stores |
Iron Mountain, Inc. | Boston | Software and Internet | Data Analytics, Management and Storage |
Massachusetts Mutual Financial Group | Springfield | Financial Services | Insurance and Risk Management |
Beacon Roofing Supply, Inc. | Peabody | Manufacturing | Concrete, Glass, and Building Materials |
Raytheon Company | Waltham | Software and Internet | Software |
Analog Devices, Inc. | Norwood | Computers and Electronics | Consumer Electronics, Parts and Repair |
Biogen Idec Inc. | Weston | Healthcare, Pharmaceuticals and Biotech | Biotechnology |
Boston Scientific Corporation | Natick | Healthcare, Pharmaceuticals and Biotech | Medical Supplies and Equipment |
PerkinElmer, Inc. | Waltham | Computers and Electronics | Instruments and Controls |
State Street Corporation | Boston | Financial Services | Trust, Fiduciary, and Custody Activities |
EMC Corporation | Hopkinton | Computers and Electronics | Networking Equipment and Systems |
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The Hartmann Software Group understands these issues and addresses them and others during any training engagement. Although no IT educational institution can guarantee career or application development success, HSG can get you closer to your goals at a far faster rate than self paced learning and, arguably, than the competition. Here are the reasons why we are so successful at teaching:
- Learn from the experts.
- We have provided software development and other IT related training to many major corporations in Massachusetts since 2002.
- Our educators have years of consulting and training experience; moreover, we require each trainer to have cross-discipline expertise i.e. be Java and .NET experts so that you get a broad understanding of how industry wide experts work and think.
- Discover tips and tricks about Linux Unix programming
- Get your questions answered by easy to follow, organized Linux Unix experts
- Get up to speed with vital Linux Unix programming tools
- Save on travel expenses by learning right from your desk or home office. Enroll in an online instructor led class. Nearly all of our classes are offered in this way.
- Prepare to hit the ground running for a new job or a new position
- See the big picture and have the instructor fill in the gaps
- We teach with sophisticated learning tools and provide excellent supporting course material
- Books and course material are provided in advance
- Get a book of your choice from the HSG Store as a gift from us when you register for a class
- Gain a lot of practical skills in a short amount of time
- We teach what we know…software
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