They couldn't give you a stand-alone.exe for free because that wouldn't help them acheive their goal of creating a 3D engine browser plug-in with a large install base.
Doing experiments in a predictable and objective way using scientific instruments isn't allowing us to reveal anything new.
Instead we need to introduce a subjective element so that we can find whatever we want to find.
Seismometers detect things like sonic booms and lightning strikes from quite large distances away.
So if it created a sonic boom coming down through the atmosphere it could have been detected as seismic activity.
The Intel SSD (and all SSDs) are made up of big addressable blocks. On the Intel SSD these are 64KiB in length. When you read or write to the drive the internal controller actually reads or writes an entire 64KiB block.
A simple change to 1 byte means a read of the entire 64KiB block that byte is in, a change of the data and then a write of 64KiB.
If the filesystem isn't flash-aware you can suffer a theoretical performance hit of being 65536 times slower because of this.
So what you really need is a filesystem that stores files in 64KiB blocks and groups reads and writes to the same blocks together as 1 operation.
Seriously Apple doesn't do as much to support game developers as Microsoft does.
The Microsoft DirectX SDK has demo applications, a bunch of sounds, models and textures that can be used for non-commercial purposes etc.
Apple has no specific game development library and they don't do anything to support the open source game libraries that fill that void - SDL for example.
The most they have is a small area on their developers website that has a handful of tutorials. It just doesn't cut it compared to what Microsoft does to encourage all types of game developers.
Every game platform i know of has a game development toolkit that helps programmers out. From all the consoles through to the various versions of Windows. Apple has yet to release anything of the sort.
If you register on that site don't use your real email address and your standard password.
These free book sites aren't legal and more often than not they are simply there to get peoples email addresses and default passwords they use when they register on various sites.
Here's some more examples of free book sites http://www.freebooksclub.net/ http://1clickebooks.com/
You notice how they all have the same content?
Notice how when you actually try to download a file it takes you to a link on rapidshare that is most probably no longer valid.
See how they make you enter your email address and password? I hope you don't use the same password for everything!
These are the modern equivalent of the old scam warez sites.
How do i get my laptop back after 24hours when i'm just a tourist with no address to have it sent to?
Also if the "reasonable suspicion is truly reasonable" wouldn't that be the probable cause that the op was stating should be required?
Just how much legacy stuff is there in the x86 architecture?
The 8086 had only 29,000 transistors. When you have 200million or so transistors on a modern x86 CPU is it really the legacy features causing the power usage?
It's actually shared source licensed. http://www.linuxdevices.com/news/NS6932977445.html
"The company has thus far declined to submit the license for approval by the Open Source Initiative as an open-source license."
Which particular theory of gravity is fact?
Searching for theory of gravity at http://en.wikipedia.org/wiki/Gravity you'll find
Newtons theory of gravity
Aristotelian theory of gravity
Le Sage's theory of gravity
NordstrÃm's theory of gravity
Whitehead's theory of gravity
Brans-Dicke theory of gravity
Induced gravity by Andrei Sakharov
Rosen bi-metric theory of gravity
MOND
Process Physics theory attempts to address gravity
The self-creation cosmology theory of gravity
Nonsymmetric gravitational theory
Tensor-vector-scalar gravity
Fair enough, it does indeed use SIMD instructions.
One thing I notice though is that the SIMD instructions are used for the modelling the data and creating statistical probabilities for what the next lot of data will be. Other aspects such as the arithmetic/variable length encoding are very linear.
So it follows a loop
{
Get data block (linear)
Model data (SIMD-able)
Statistically Predict (SIMD-able)
Entropy encode (linear)
Write encoded data block (linear)
} while( there's data )
That entire loop must be run sequentially and whilst individual elements of that loop can be helped by using parallel processing the algorithm certainly isn't parallel in its entirity.
So what is really needed for this type of encoding is a processor that can handle some SIMD for a short while and can quickly pass back the results of the SIMD operations to a processor that can handle linear operations very effectively.
This to me is an example of something that is ideal for a mainstream CPU with some SIMD ability built-in rather than a GPU which wants everything to be SIMD-able.
To know how the next pixel should be compressed you must know the statistical likelihoods of the previous pixels. So compression is a really linear operation. You could have threads that work from each keyframe of the video independently but that still isn't ideal for graphics cards.
From the CUDA guide-
"Every instruction issue time, the SIMT unit selects a warp that is ready to execute
and issues the next instruction to the active threads of the warp. A warp executes
one common instruction at a time, so full efficiency is realized when all 32 threads
of a warp agree on their execution path."
So if you have code that isn't SIMD-able you are really only using 1/32 available threads per unit of branching code.
5.1 channel headphones are ideal when the source is a fixed audio file of 5.1 channels, such as on some DVDs.
However, since games can create the sound dynamically you shouldn't be limited to 5.1 channels. Instead buy a pair of stereo headphones, set the headphone option in your game of choice (so it knows where the speakers are relative to you) and enjoy having something that can simulate sound from any direction.
Considering computer games are essentially a simulated world what component of the game is the addiction? And wouldn't that component be the addiction not the game itself?
Some games allow gambling within the game for example. If someone gambles in the game obsessively isn't that a gambling addiction rather than an addiction to the game?
What about item hording that many MMORPG players suffer from? Isn't that obsessive compulsive disorder rather than game addiction?
And the people who compulsively dress up as Furries and Cyber in Second Life. Isn't that just sex addiction?
I did post my source code at some stage (click show full thread) but my web host no longer has it on there, hence lack of images and such in those posts. I'll have to sort that out.
Anyway your code is different to mine actually. Let me explain further the way i do it.
Create 8 boolean arrays of candiates. Let these arrays repesent the numbers in the form 30n+1, 30n+7, 30n+11, 30n+13, 30n+17, 30n+19, 30n+23 and 30n+29 where n is the index.
Any other number in the form 30*n + x will be divisible by 2,3 or 5. So only 8 arrays of candidates are necessary.
Now to process these arrays start at index 0 on the 30n+7 array, calculate the number that index represents (30*0 + 7) which is 7. Loop- Go 7 places ahead in the index from the current position and rule that number out (it will be divisible by 7) -Until the end of the current array has been reached. You have now ruled out all multiples of 7 in that array. Go to the next candidate array (30n+11), from the first multiple of 7 do the 'add-7 to index and rule out' loop from above. Again this rules out all multiples of 7 in the 30n+11 candidate array. Repeat for all candidate arrays. Now you move on to the next candidate that hasn't yet been ruled out - 11, in the 30n + 11 candidate array. To rule out all multiples of 11 in this array add 11 to the index, rule out and loop. etc.
So this rules out all non-primes from the candidate arrays and never considers multiples of 2,3 or 5 as candidates. Additionally it doesn't use mod of the decimal number (that is pointless, there is nothing special about base 10 vs. other bases with respect to primes).
If you want to benchmark how fast my algorithm calculates primes, it writes all primes under 2,000,000 to a files called primes.txt in under 0.03 seconds on an Athlon 2000+.
It seems to run faster than yours even if i don't output the answer from your algorithm.
It isn't a new sieve at all even that particular modification of Erasothenes sieve has been done beofre and by me at that.
I programmed a sieve years ago that rules out previously discovered primes. What i don't get is why you stopped at ruling out 2,3 and 5? You could have taking it further and ruled out 2,3,5 and 7.
ie. all primes above 210 are in the form 210*n + 1,11,13,17,19... etc. You could create a seive for that, etc.
Link to my version of the algorithm, exactly the same method as yours
Protoss can build an unlimited number of buildings at the same time using 1 probe and that probe can go back to harvesting whilst the buildings are being built.
On maps with lots of resources you might be building several things at once early on. That's several less peons terran and zerg have harvesting.
I agree but not for the reasons of processor power. Starcraft 1 was standardised, no matter what computer or OS you played it on you knew the interface and the graphics viewpoint would be exactly the same. Even the keyboard shortcuts were fixed.
These factors could really be seen as a feature as they made it great for competitive play.
You must not do much bit twiddling or memory alignment in C# and Java then.
They most certainly don't do any of this on their own.
Microsoft has entire articles dedicated to converting endianess in C# on MSDN. Java is just as bad. Which is a problem because endian conversion is often required in network communication (kind of a big deal).
God forbid you ever have to write to a specifically aligned memory address in C# or Java.
"so then you'll just download the cracked executable. how is anything changed?"
Well game developers shouldn't have CD checks at all, they are pointless. The fact is tools like blindwrite can make exact backups and the software to detect non-exact backups are notorious (safedisc, securerom) and are consistantly cracked anyway (local copy-protection never works).
CD-Keys do the exact same job as Steam - no online play for pirated copies but a cracked pirated copy could be used locally.
And what is the C99 standard to tell the compiler to pack structures with a 1 byte alignment?
(Hint: there is no standard way)
They couldn't give you a stand-alone .exe for free because that wouldn't help them acheive their goal of creating a 3D engine browser plug-in with a large install base.
Doing experiments in a predictable and objective way using scientific instruments isn't allowing us to reveal anything new.
Instead we need to introduce a subjective element so that we can find whatever we want to find.
Seismometers detect things like sonic booms and lightning strikes from quite large distances away.
So if it created a sonic boom coming down through the atmosphere it could have been detected as seismic activity.
The Intel SSD (and all SSDs) are made up of big addressable blocks. On the Intel SSD these are 64KiB in length. When you read or write to the drive the internal controller actually reads or writes an entire 64KiB block.
A simple change to 1 byte means a read of the entire 64KiB block that byte is in, a change of the data and then a write of 64KiB.
If the filesystem isn't flash-aware you can suffer a theoretical performance hit of being 65536 times slower because of this.
So what you really need is a filesystem that stores files in 64KiB blocks and groups reads and writes to the same blocks together as 1 operation.
Everytime one of our friends or relatives asks us about a problem with their internet our response shall be,
"Oh that'd probably be the internet filter causing your drop-outs, thank Stephen Conroy"
Well if you have a forum account there you should assume that your password there is now in a dictionary of known passwords that hackers use.
This can be a problem if you have 1 common password you use online.
Inmarsat phones are also a good choice, they work perfectly anywhere but the poles
http://en.wikipedia.org/wiki/Inmarsat
We sell second hand units for ~US$400 where I work. The call plans are also usually pre-paid - about $20 per month.
Seriously Apple doesn't do as much to support game developers as Microsoft does.
The Microsoft DirectX SDK has demo applications, a bunch of sounds, models and textures that can be used for non-commercial purposes etc.
Apple has no specific game development library and they don't do anything to support the open source game libraries that fill that void - SDL for example.
The most they have is a small area on their developers website that has a handful of tutorials. It just doesn't cut it compared to what Microsoft does to encourage all types of game developers.
Every game platform i know of has a game development toolkit that helps programmers out. From all the consoles through to the various versions of Windows. Apple has yet to release anything of the sort.
If you register on that site don't use your real email address and your standard password.
These free book sites aren't legal and more often than not they are simply there to get peoples email addresses and default passwords they use when they register on various sites.
Here's some more examples of free book sites
http://www.freebooksclub.net/
http://1clickebooks.com/
You notice how they all have the same content?
Notice how when you actually try to download a file it takes you to a link on rapidshare that is most probably no longer valid.
See how they make you enter your email address and password? I hope you don't use the same password for everything!
These are the modern equivalent of the old scam warez sites.
How do i get my laptop back after 24hours when i'm just a tourist with no address to have it sent to?
Also if the "reasonable suspicion is truly reasonable" wouldn't that be the probable cause that the op was stating should be required?
Just how much legacy stuff is there in the x86 architecture?
The 8086 had only 29,000 transistors. When you have 200million or so transistors on a modern x86 CPU is it really the legacy features causing the power usage?
The new Intel Atom Z540 which uses an average power of 220mW at 1866Mhz shows that the x86 can be just as efficient when given the same power saving features as the other architectures.
http://en.wikipedia.org/wiki/List_of_Intel_Atom_microprocessors
It's actually shared source licensed.
http://www.linuxdevices.com/news/NS6932977445.html
"The company has thus far declined to submit the license for approval by the Open Source Initiative as an open-source license."
Which particular theory of gravity is fact?
Searching for theory of gravity at http://en.wikipedia.org/wiki/Gravity you'll find
Newtons theory of gravity
Aristotelian theory of gravity
Le Sage's theory of gravity
NordstrÃm's theory of gravity
Whitehead's theory of gravity
Brans-Dicke theory of gravity
Induced gravity by Andrei Sakharov
Rosen bi-metric theory of gravity
MOND
Process Physics theory attempts to address gravity
The self-creation cosmology theory of gravity
Nonsymmetric gravitational theory
Tensor-vector-scalar gravity
None of which explain observations entirely
Fair enough, it does indeed use SIMD instructions.
One thing I notice though is that the SIMD instructions are used for the modelling the data and creating statistical probabilities for what the next lot of data will be. Other aspects such as the arithmetic/variable length encoding are very linear.
So it follows a loop
{
Get data block (linear)
Model data (SIMD-able)
Statistically Predict (SIMD-able)
Entropy encode (linear)
Write encoded data block (linear)
} while( there's data )
That entire loop must be run sequentially and whilst individual elements of that loop can be helped by using parallel processing the algorithm certainly isn't parallel in its entirity.
So what is really needed for this type of encoding is a processor that can handle some SIMD for a short while and can quickly pass back the results of the SIMD operations to a processor that can handle linear operations very effectively.
This to me is an example of something that is ideal for a mainstream CPU with some SIMD ability built-in rather than a GPU which wants everything to be SIMD-able.
To know how the next pixel should be compressed you must know the statistical likelihoods of the previous pixels. So compression is a really linear operation. You could have threads that work from each keyframe of the video independently but that still isn't ideal for graphics cards.
From the CUDA guide-
"Every instruction issue time, the SIMT unit selects a warp that is ready to execute and issues the next instruction to the active threads of the warp. A warp executes one common instruction at a time, so full efficiency is realized when all 32 threads of a warp agree on their execution path."
So if you have code that isn't SIMD-able you are really only using 1/32 available threads per unit of branching code.
5.1 channel headphones are ideal when the source is a fixed audio file of 5.1 channels, such as on some DVDs.
However, since games can create the sound dynamically you shouldn't be limited to 5.1 channels. Instead buy a pair of stereo headphones, set the headphone option in your game of choice (so it knows where the speakers are relative to you) and enjoy having something that can simulate sound from any direction.
Considering computer games are essentially a simulated world what component of the game is the addiction? And wouldn't that component be the addiction not the game itself?
Some games allow gambling within the game for example. If someone gambles in the game obsessively isn't that a gambling addiction rather than an addiction to the game?
What about item hording that many MMORPG players suffer from? Isn't that obsessive compulsive disorder rather than game addiction?
And the people who compulsively dress up as Furries and Cyber in Second Life. Isn't that just sex addiction?
I did post my source code at some stage (click show full thread) but my web host no longer has it on there, hence lack of images and such in those posts. I'll have to sort that out.
Anyway your code is different to mine actually. Let me explain further the way i do it.
Create 8 boolean arrays of candiates. Let these arrays repesent the numbers in the form 30n+1, 30n+7, 30n+11, 30n+13, 30n+17, 30n+19, 30n+23 and 30n+29 where n is the index.
Any other number in the form 30*n + x will be divisible by 2,3 or 5. So only 8 arrays of candidates are necessary.
Now to process these arrays start at index 0 on the 30n+7 array, calculate the number that index represents (30*0 + 7) which is 7. Loop- Go 7 places ahead in the index from the current position and rule that number out (it will be divisible by 7) -Until the end of the current array has been reached. You have now ruled out all multiples of 7 in that array. Go to the next candidate array (30n+11), from the first multiple of 7 do the 'add-7 to index and rule out' loop from above. Again this rules out all multiples of 7 in the 30n+11 candidate array. Repeat for all candidate arrays. Now you move on to the next candidate that hasn't yet been ruled out - 11, in the 30n + 11 candidate array. To rule out all multiples of 11 in this array add 11 to the index, rule out and loop. etc.
So this rules out all non-primes from the candidate arrays and never considers multiples of 2,3 or 5 as candidates. Additionally it doesn't use mod of the decimal number (that is pointless, there is nothing special about base 10 vs. other bases with respect to primes).
If you want to benchmark how fast my algorithm calculates primes, it writes all primes under 2,000,000 to a files called primes.txt in under 0.03 seconds on an Athlon 2000+.
It seems to run faster than yours even if i don't output the answer from your algorithm.
It isn't a new sieve at all even that particular modification of Erasothenes sieve has been done beofre and by me at that.
I programmed a sieve years ago that rules out previously discovered primes. What i don't get is why you stopped at ruling out 2,3 and 5? You could have taking it further and ruled out 2,3,5 and 7.
ie. all primes above 210 are in the form 210*n + 1,11,13,17,19... etc. You could create a seive for that, etc.
Link to my version of the algorithm, exactly the same method as yours
(I am known as Pacifist on other forums).
http://forums.overclockers.com.au/showpost.php?p=6658274&postcount=11
Date 2006
http://forums.overclockers.com.au/showpost.php?p=813807&postcount=18
Original idea date 2002
The fact is such a sieve algorithm has been done many times before (and not just by me).
Starcraft 1 can be run on Mac or PC and in fact the Battle Chest editions have the 1 hybrid CD that has both PC and Mac versions on it.
It's great as a LAN game across many completely different systems as there are no advantages from one system to another.
Protoss can build an unlimited number of buildings at the same time using 1 probe and that probe can go back to harvesting whilst the buildings are being built.
On maps with lots of resources you might be building several things at once early on. That's several less peons terran and zerg have harvesting.
I agree but not for the reasons of processor power. Starcraft 1 was standardised, no matter what computer or OS you played it on you knew the interface and the graphics viewpoint would be exactly the same. Even the keyboard shortcuts were fixed.
These factors could really be seen as a feature as they made it great for competitive play.
You must not do much bit twiddling or memory alignment in C# and Java then.
They most certainly don't do any of this on their own.
Microsoft has entire articles dedicated to converting endianess in C# on MSDN. Java is just as bad. Which is a problem because endian conversion is often required in network communication (kind of a big deal).
God forbid you ever have to write to a specifically aligned memory address in C# or Java.
"so then you'll just download the cracked executable. how is anything changed?"
Well game developers shouldn't have CD checks at all, they are pointless. The fact is tools like blindwrite can make exact backups and the software to detect non-exact backups are notorious (safedisc, securerom) and are consistantly cracked anyway (local copy-protection never works).
CD-Keys do the exact same job as Steam - no online play for pirated copies but a cracked pirated copy could be used locally.
There is no reason to use anything more.