Try reconfiguring the User Agent header. There should be a few premade fake User Agents for Netscape 4.7 and IE 5. I think it's in the configuration in Konqueror, or maybe under Web Browsing in the main configuration menu. I can't remember (I can't check as I'm in text mode, busy building 2.1 from source and posting this from Links).
Probably the best way to check is by looking at the file size of your libqt.so.2.2.x file. I built mine with exceptions disabled, and the filesize is about 5.5MB. With exceptions, it was closer to 10MB.
I'm conflicted about this: on the one hand, I am concerned that companies will glom on to Vorbis, make proprietary extensions, and not release them back into the free software pool. Not good.
Let them. I'll just keep using Oggenc or LAME for encoding and I'll play them using Xiph's Winamp plugin and XMMS, which has the Vorbis plugin now in the main source tree.
They can embrace and extend all they want, but the free stuff will still be there.
Really, now. Very few people use Windows Media player for playing and recording music. Even AOL probably couldn't successfully embrace and extend Vorbis by including an incompatible Vorbis decoder in Winamp, because people could just use the official Winamp Vorbis Plugin. There'd be little incentive to pay for an incompatible encoder, since there will be free encoders out there. Heck, the people working on LAME say that Vorbis will eventually become the default encoding used by LAME, and we all know how good of an MP3 encoder it is. Sonique already has Vorbis support, and Sonic Foundry has added support to its products.
The free Vorbis will always be there. The availability of free encoders plus the standard plugin architecture of music players these days would make embracing and extending a real tough thing to do.
Don't ask me about what should happen in theory, but the long and the short of it is that I compiled QT with exceptions disabled and nothing has fatally crashed on me the whole time I've been using KDE2, which is since late October.
I haven't seen any problem with memory bloat in KDE. But then again, I compiled everything myself to make sure everything's the way I want it.
The biggest memory-sucker in KDE is a misconfigured QT. Many distros compile QT with exceptions enabled, which almost doubles the size of the library. To fix this, get the latest QT from TrollTech and use "-no-g++-exceptions" to the./configure command. Then run "make symlinks sub-src sub-tools" to compile the stuff that you need and not the examples or tutorials you don't need. The file libqt.so.2.2.4 should be around 5.5 MB. Adjust the symlinks to point to the new QT and start KDE. I personally find KDE nice and zippy.
Another thing that might get in the way is if debug code has been compiled into KDE, and that can only be fixed by recompiling the whole shebang, adding "--disable-debug" to the./configure command.
Further, my understanding is that the reason that DeCSS was orginally written for windows was because the code the borrowed from the Xing player was easier to port to windows than linux. It should be noted that within a week there was a linux utility based on DeCSS available.
Actually, as Jon Johansen put it in the/. interview, it was because UDF filesystem support for Linux wasn't ready yet.
1) Creative wasn't the only supplier of "SoundBlaster-compatible" cards. They used to have some sort of certfication program where you could licence the SoundBlaster name. IBM and others marketed SoundBlaster-compatible" cards (such as the MWave).
That's true. However, getting most games to actually work right with anything but a genuine Creative board was often a real pain in the ass. As a result, most people went out and bought Creative boards not because they were better (they weren't) but because they just wanted sound to work right.
Microsoft is the only supplier of Windows, and Creative is the only supplier of Sound Blaster-compatible sound cards. nVidia, on the other hand, is by no means the only supplier of OpenGL and Direct3D accelerators.
Really, what does nVidia have that no one else is theoretically capable of matching?
I don't see any kind of proprietary API that only runs on nVidia hardware. I only see them supporting OpenGL and Direct3D - two APIs that anyone else can use just as well. The only way they've brought themselves into such a powerful position is simply good products and good business. Ever since the TNT they've been aggressively pushing new features like 32-bit colour and hardware geometry acceleration. It's not they're preventing other companies from adding new features, so tell me, what egregious tactics have they used to shut out competitors?
That's right. What problem Microsoft has with the GPL is that they can't restrict redistribution of a GPLed program bought from Microsoft by the person who bought it.
Get real. If you look at the GPL, what it says is that if you don't agree to the license, then you are still free to use the software, and are only bound by standard restrictions of copyright law.
The rest of it grants you ADDITIONAL rights that you don't usually get under copyright law! It's basically a contract that says, "You are free to modify and redistribute the program if you agree to realease any modified version under the GPL". Basically, Stallman is using copyright law to say "I don't want anyone to be able to benefit from my work without sharing back into the community", which I can't find any problem with. So what the hell is with people calling it restrictive?
If you bothered to read the license, they had the line "If there is a conflict between this Agreement and and any Third Party Agreement, the Third Party Agreement shall prevail".
Right after a lawsuit by SGI against nVidia over a PCI DMA technique was settled, they allied and nVidia now has a lot of SGI IP at their disposal. The OpenGL stuff they got from SGI is probably why they can't open up the source to their XFree86 drivers.
The PowerVR PCX2 was the highest-profile chip from PowerVR (an alliance between VideoLogic and NEC), which shipped mid-late 1997 as an add-on solution from VideoLogic and Matrox. The cards had 4MB of RAM on them, but that was all texture memory as it was able to share the framebuffer with the 2D card. That also enabled it to run 3D in a window, something the Voodoo1 couldn't do. Its MiniGL drivers for Quake-based games were really good and put them on par with a Voodoo1, but their Direct3D drivers stunk. Power SGL games ran great, but they were very few and far between, and the most high-profile one was probably Unreal. The PowerVR Second Generation chip (PVRSG) was supposed to ship mid-late 1998, but it kept getting delayed until it finally appeared on the Dead-On-Arrival Neon 250 around the end of '99.
Yeah, I'm pretty shocked at this, too. We Engineers at the University of Saskatchewan are often too busy with our own local STUdeNT projectS and with solving the University's hideous parking problem. Congrats to the UBC guys who managed to pull this one off so well.
That's actually a good idea. I remember in one issue of Maximum PC one of the editors recalled a conversation with a monitor vendor who said they just won the contract to replace a large number of CRTs at a company with flat panels. Why did that company want flat panels? So they could cut their air conditioning bill by a huge chunk.
Slashdot is populated with many highly technical people, a lot of which must deal with the idiocy of management on a daily basis. The Challenger was destroyed by a technical problem that the engineers tried to get through the thick heads of management, but couldn't.
On the other side, there aren't that many geologists on Slashdot.
More precisely, they have to be willing to provide the source code to anyone they distributed the binaries to at no more than the cost of distribution for a period of three years after the software was released.
Try reconfiguring the User Agent header. There should be a few premade fake User Agents for Netscape 4.7 and IE 5. I think it's in the configuration in Konqueror, or maybe under Web Browsing in the main configuration menu. I can't remember (I can't check as I'm in text mode, busy building 2.1 from source and posting this from Links).
Probably the best way to check is by looking at the file size of your libqt.so.2.2.x file. I built mine with exceptions disabled, and the filesize is about 5.5MB. With exceptions, it was closer to 10MB.
They can embrace and extend all they want, but the free stuff will still be there.
The free Vorbis will always be there. The availability of free encoders plus the standard plugin architecture of music players these days would make embracing and extending a real tough thing to do.
Don't ask me about what should happen in theory, but the long and the short of it is that I compiled QT with exceptions disabled and nothing has fatally crashed on me the whole time I've been using KDE2, which is since late October.
The biggest memory-sucker in KDE is a misconfigured QT. Many distros compile QT with exceptions enabled, which almost doubles the size of the library. To fix this, get the latest QT from TrollTech and use "-no-g++-exceptions" to the ./configure command. Then run "make symlinks sub-src sub-tools" to compile the stuff that you need and not the examples or tutorials you don't need. The file libqt.so.2.2.4 should be around 5.5 MB. Adjust the symlinks to point to the new QT and start KDE. I personally find KDE nice and zippy.
Another thing that might get in the way is if debug code has been compiled into KDE, and that can only be fixed by recompiling the whole shebang, adding "--disable-debug" to the ./configure command.
Either that or copy control.
Microsoft is the only supplier of Windows, and Creative is the only supplier of Sound Blaster-compatible sound cards. nVidia, on the other hand, is by no means the only supplier of OpenGL and Direct3D accelerators.
Really, what does nVidia have that no one else is theoretically capable of matching?
I don't see any kind of proprietary API that only runs on nVidia hardware. I only see them supporting OpenGL and Direct3D - two APIs that anyone else can use just as well. The only way they've brought themselves into such a powerful position is simply good products and good business. Ever since the TNT they've been aggressively pushing new features like 32-bit colour and hardware geometry acceleration. It's not they're preventing other companies from adding new features, so tell me, what egregious tactics have they used to shut out competitors?
Damn, is that actual size? I think I need bigger pockets, and a stronger belt.
That's right. What problem Microsoft has with the GPL is that they can't restrict redistribution of a GPLed program bought from Microsoft by the person who bought it.
Oh, geez. I just got visions of Jean Chretien on the Royal Canadian Air Farce. Damn, that was funny.
The rest of it grants you ADDITIONAL rights that you don't usually get under copyright law! It's basically a contract that says, "You are free to modify and redistribute the program if you agree to realease any modified version under the GPL". Basically, Stallman is using copyright law to say "I don't want anyone to be able to benefit from my work without sharing back into the community", which I can't find any problem with. So what the hell is with people calling it restrictive?
If you bothered to read the license, they had the line "If there is a conflict between this Agreement and and any Third Party Agreement, the Third Party Agreement shall prevail".
Right after a lawsuit by SGI against nVidia over a PCI DMA technique was settled, they allied and nVidia now has a lot of SGI IP at their disposal. The OpenGL stuff they got from SGI is probably why they can't open up the source to their XFree86 drivers.
PowerVR was on the PC long before the Dreamcast.
The PowerVR PCX2 was the highest-profile chip from PowerVR (an alliance between VideoLogic and NEC), which shipped mid-late 1997 as an add-on solution from VideoLogic and Matrox. The cards had 4MB of RAM on them, but that was all texture memory as it was able to share the framebuffer with the 2D card. That also enabled it to run 3D in a window, something the Voodoo1 couldn't do. Its MiniGL drivers for Quake-based games were really good and put them on par with a Voodoo1, but their Direct3D drivers stunk. Power SGL games ran great, but they were very few and far between, and the most high-profile one was probably Unreal. The PowerVR Second Generation chip (PVRSG) was supposed to ship mid-late 1998, but it kept getting delayed until it finally appeared on the Dead-On-Arrival Neon 250 around the end of '99.
Yeah, I'm pretty shocked at this, too. We Engineers at the University of Saskatchewan are often too busy with our own local STUdeNT projectS and with solving the University's hideous parking problem. Congrats to the UBC guys who managed to pull this one off so well.
Er, no. That's for PA-RISC processors. The HP48G (and 49G, for that matter) series runs using an NEC Saturn CPU at 4MHz.
That's actually a good idea. I remember in one issue of Maximum PC one of the editors recalled a conversation with a monitor vendor who said they just won the contract to replace a large number of CRTs at a company with flat panels. Why did that company want flat panels? So they could cut their air conditioning bill by a huge chunk.
Slashdot is populated with many highly technical people, a lot of which must deal with the idiocy of management on a daily basis. The Challenger was destroyed by a technical problem that the engineers tried to get through the thick heads of management, but couldn't.
On the other side, there aren't that many geologists on Slashdot.
Sure it does. "Native Linux tools" excludes all of those.
"Linux Torvalds"? Oookay...
More precisely, they have to be willing to provide the source code to anyone they distributed the binaries to at no more than the cost of distribution for a period of three years after the software was released.
Kernel 2.6, of course.