Balázs Szendrő

Senior Software Engineer at FileWave
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Contact Information
Location
Wil, St Gallen, Switzerland, CH
Languages
  • English Professional working proficiency
  • Hungarian Native or bilingual proficiency

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Credentials

  • Windows Presentation Foundation Masterclass
    Udemy
    Jan, 2023
    - Sep, 2024
  • 18.03L: Transfer Functions and the Laplace Transform
    MITx on edX
    Jul, 2021
    - Sep, 2024
  • 18.03Fx: Differential Equations: Fourier Series and Partial Differential Equations
    MITx on edX
    Jun, 2021
    - Sep, 2024
  • ENGR2000X: A Hands-on Introduction to Engineering Simulations
    Cornell University
    Mar, 2020
    - Sep, 2024
  • Machine Learning by Stanford University on Coursera
    Coursera
    Mar, 2019
    - Sep, 2024
  • Microsoft Professional Program Big Data Certificate
    Microsoft
    Oct, 2018
    - Sep, 2024
  • 6.002.1x: Circuits and Electronics 1: Basic Circuit Analysis
    MITx on edX
    Apr, 2017
    - Sep, 2024

Experience

    • Switzerland
    • IT Services and IT Consulting
    • 100 - 200 Employee
    • Senior Software Engineer
      • Jan 2018 - Present

      Working on the next generation of Desktop and Mobile Device Management solutions provided by FileWave. Working on the next generation of Desktop and Mobile Device Management solutions provided by FileWave.

    • Real Estate
    • 1 - 100 Employee
    • Freelance Software Engineer
      • Feb 2016 - Dec 2017

      See my projects on GitHub: https://github.com/peppincsoda See my projects on GitHub: https://github.com/peppincsoda

    • Hungary
    • Civil Engineering
    • 1 - 100 Employee
    • Software Developer
      • Mar 2013 - Jan 2016

      + Speeded up the process of legacy code migration to the latest simulator platform by developing specific tools to transform the code and generate automated tests. + Ported a legacy PCI-ARINC429 interface device driver from Windows 2000 to Windows 7 x64. + Developed automated system tests for the Boeing 777 using different perspectives (systems engineer, software developer, and pilot) with the support of a real pilot / engineer. + Created and tested models of simulated ancillaries systems using internal modeling tools. Fine tuning the models using real data. Technical leadership for a group of 4. Other roles: + Technical interviewing of candidates. + C++/C# lecturing in the internal training program. + Deployment of procedure trainers on customer sites in Turkey and Russia as an Integration Specialist. Technologies: C++, C, C#, Python, FitNesse, XML, System Testing, Unit Testing. Show less

    • Advertising Services
    • Software Developer
      • Jan 2009 - Dec 2010

      Together with the graphics developer we created the particle engine and its corresponding particle editor for Might & Magic Heroes VI. The engine was based on a custom expression language so that particle properties could have complex functions (of time, curves, external parameters, etc.) as values. I learned a lot about the graphics pipeline as well. I designed and implemented the multiplayer and most of the online features using Ubisoft's Quazal SDKs, the network protocols, client-side asynchronous network APIs, and the server-side scripts. Technologies: C++, XML, Flash, ScaleForm, Python, DirectX 9. Show less

    • Information Technology & Services
    • HPC Software Developer
      • Apr 2008 - Dec 2008

      Working on a research project, I implemented a distributed, cross-entropy method based data compression algorithm on a cluster of 16 Sony Playstation 3 game consoles. This involved network programming and making low-level optimizations exploiting the Cell architecture. The prototype algorithms that were the inputs for my work were written in MATLAB. Technologies: C, C++, SPU assembly, TCP, MATLAB, Linux. Working on a research project, I implemented a distributed, cross-entropy method based data compression algorithm on a cluster of 16 Sony Playstation 3 game consoles. This involved network programming and making low-level optimizations exploiting the Cell architecture. The prototype algorithms that were the inputs for my work were written in MATLAB. Technologies: C, C++, SPU assembly, TCP, MATLAB, Linux.

    • Software Developer
      • Oct 2006 - Mar 2008

      As a member of the Warhammer: Battle March developer team, I ported all the mulitplayer and online features to the Xbox 360 LIVE platform. This involved creating client-side asynchronous network interfaces and UI programming. Technologies: C++, Xbox360, Visual Studio. As a member of the Warhammer: Battle March developer team, I ported all the mulitplayer and online features to the Xbox 360 LIVE platform. This involved creating client-side asynchronous network interfaces and UI programming. Technologies: C++, Xbox360, Visual Studio.

Education

  • Eötvös Loránd Tudományegyetem
    MSc in Computer Science, Computer Graphics, Digital Image Processing, AI, Languages & Compilers, Information Systems
    2000 - 2006

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