You should really try AIMP3. I've been using it for years. For remote functionality (being able to access your music - and videos - from anywhere) I use PLEX Media Server.
Very interesting idea, but prone to errors. I mean, you assume people can spell, which is a bold move, to say the least:) I'm playing with a PoC design idea of just having webpages with buttons and text for the end-user. It would look pretty ugly and bland, but then again, there will be an API to build on using whatever language/method you want. Much like the EVE Online API, but two-way.
Of course, since I have no clue how to build that, it will most likely be outsourced to someone who already knows.
Unlike him, I ain't asking for money, so if the project fumbles, well... at least nobody loses anything apart from me, and I only lose time. BUT I would still gain experience.
It really depends from which point of view you're looking. If you drive at 100 mph and see an incoming object, you slam the breaks and maybe you're only driving at about 30 mph when you hit it. What counts is the speed at the time of impact, so in this case I'd say that 70 mph is a very high impact speed by any standards.
If you're talking about 70 mph regular driving speed, yeah, that's average. however, a 70 mph impact speed is pretty darn high IMO.
I am personally interested in this, because I am currently working on a browser-based MMO as well and I also intend to release all the code and assets to the public. There are some differences, though; my plan is to create a core consisting in DB, rules, lore, mechanics, etc., all backed by a very very basic and simplistic interface, accompanied by a powerful API which would enable people to create their own UI, animations, etc. A foundation on which you can build whichever house you want.
It will feature a massive (read MASSIVE*) galaxy with gameplay centered on exploration, cooperation and development towards common goals.
*Some numbers for the interested parties:
- cca 2M stars - cca 4M planets - cca 500K asteroid belts - millions of other celestials (moons, comets, mini black holes, etc) - tens of different star types - hundreds of different planet types - over forty race customization points with 8 to 12 degrees of customization for each - hundreds of skills (YMMV based on race customizations) - tens of ship hulls, each with its own base attributes - 30 to 50 points of modification for each ship hull (not decided on this yet) - tens of basic buildings (which you can interconnect and modify accordingly) - hundreds of craftable space objects (from tiny yet deadly proximity mines to self-replicating "living" AI driven objects to solar-system-wide star energy capturers)...and so on, and so forth. But I bored you enough:)
I have to agree on that. While I always thought ASM is great, its greatness isn't universal. At any rate, *this* language will be better than *that* language for *this* specific task/project.
e.g. industrial robot programming, where you need to obtain maximum of speed and precision fit within minimum output size (e.g. 4 KB of storage, be it ROM, EEPROM, whatever) - that's where ASM shines. On the other hand, if you want to build an operating system, ASM will be better in less than 10% of the entirety of the OS; everything else is more efficient to build in a higher level programming language. That's because you have to consider time spent programming the stuff versus overall savings (time saved).
There's one thing that would differentiate between regular celestial body and an artificial celestial construct: Albedo. (there are exceptions, YMMV, but largely it's a pretty accurate way of telling them apart)
Actually, my reaction even while reading TFS was spot-on to TFA assumptions. I know plenty people who have either radio or TV on throughout their waking hours. While they're not always eyeballing the TV, they're sure as hell hearing it (or the radio), therefore the term "consumption" isn't that far fetched anymore. Furthermore, some even sleep with TV or radio on, which to me seems like an insanely stupid thing to do. Give your brain some rest, I tell them but noooo....
If you look at bandwidth with descending sort, you're right. But if you look at it from the other end, you're not. I agree that when you want to access a server remotely and it's located on the other side of the world, with 16 Kb/s between you, it would suck. But consider I'm at home and I have a very powerful PC in my living room. I'm laying in my bad and feel like playing a nice game. I would love to fire up a remote connection from my crappy laptop/tablet, start the game remotely, play it as if I'm there. With 1ms latency and Gigabit bandwidth thanks to that awesome router, this is no longer a bandwidth/latency thing. It's 100% a remote desktop implementation thing. So shut up and take my money:)
search, maps and Android, yes. Nexus devices, arguably. Glass, maybe in the future. Everything else was garbage IMO. Oh and you forgot mail. Which I love.
Oh yeah, I totally agree that the compiler has no right to make assumptions and change things around. If anything, it should warn the user and let them make a decision. I (apparently wrongly) assumed this would always be the case.
Sorry for looking like a dumbass, I have no C knowledge whatsoever, hence I'm asking these stupid questions:)
Exactly. I get "buggy code" or "code which doesn't handle exceptions well" but "unstable" leads to me thinking of erratic output with the same input, which is a totally different thing.
Thank you for the explanation. I am a very very junior coder (did some small projects every now and then) but I see your examples as being buggy, rather than "unstable" code. I saw "unstable" as code that you run 100 times in the same way and gives you 5 different results, e.g. 96 times result A (expected), 1 time result B, etc.
True. Valid for all situations :)
You should really try AIMP3. I've been using it for years.
For remote functionality (being able to access your music - and videos - from anywhere) I use PLEX Media Server.
Very interesting idea, but prone to errors. I mean, you assume people can spell, which is a bold move, to say the least :)
I'm playing with a PoC design idea of just having webpages with buttons and text for the end-user. It would look pretty ugly and bland, but then again, there will be an API to build on using whatever language/method you want. Much like the EVE Online API, but two-way.
Of course, since I have no clue how to build that, it will most likely be outsourced to someone who already knows.
Unlike him, I ain't asking for money, so if the project fumbles, well... at least nobody loses anything apart from me, and I only lose time.
BUT I would still gain experience.
Makes sense in Europe. You know, that continent you must've heard of :)
How about... 1/10s of hundreds? Sounds betters? or even better... 1% of thousands? :)
It really depends from which point of view you're looking. If you drive at 100 mph and see an incoming object, you slam the breaks and maybe you're only driving at about 30 mph when you hit it. What counts is the speed at the time of impact, so in this case I'd say that 70 mph is a very high impact speed by any standards.
If you're talking about 70 mph regular driving speed, yeah, that's average. however, a 70 mph impact speed is pretty darn high IMO.
I am personally interested in this, because I am currently working on a browser-based MMO as well and I also intend to release all the code and assets to the public.
There are some differences, though; my plan is to create a core consisting in DB, rules, lore, mechanics, etc., all backed by a very very basic and simplistic interface, accompanied by a powerful API which would enable people to create their own UI, animations, etc. A foundation on which you can build whichever house you want.
It will feature a massive (read MASSIVE*) galaxy with gameplay centered on exploration, cooperation and development towards common goals.
*Some numbers for the interested parties:
- cca 2M stars ...and so on, and so forth. :)
- cca 4M planets
- cca 500K asteroid belts
- millions of other celestials (moons, comets, mini black holes, etc)
- tens of different star types
- hundreds of different planet types
- over forty race customization points with 8 to 12 degrees of customization for each
- hundreds of skills (YMMV based on race customizations)
- tens of ship hulls, each with its own base attributes
- 30 to 50 points of modification for each ship hull (not decided on this yet)
- tens of basic buildings (which you can interconnect and modify accordingly)
- hundreds of craftable space objects (from tiny yet deadly proximity mines to self-replicating "living" AI driven objects to solar-system-wide star energy capturers)
But I bored you enough
So... if it's not high speed according to YOU... when it's not high speed according to ANYONE.
Hey fellas! I think we just found l'ombelico del mondo!
I always praised cooperation over competition. But hey, whatever rocks your boat, man.
Sounds like the national "get off my lawn" anthem.
I have to agree on that. While I always thought ASM is great, its greatness isn't universal. At any rate, *this* language will be better than *that* language for *this* specific task/project.
e.g. industrial robot programming, where you need to obtain maximum of speed and precision fit within minimum output size (e.g. 4 KB of storage, be it ROM, EEPROM, whatever) - that's where ASM shines. On the other hand, if you want to build an operating system, ASM will be better in less than 10% of the entirety of the OS; everything else is more efficient to build in a higher level programming language. That's because you have to consider time spent programming the stuff versus overall savings (time saved).
The Nut family must be awesome to meet...
Drive more cars!
There's one thing that would differentiate between regular celestial body and an artificial celestial construct: Albedo.
(there are exceptions, YMMV, but largely it's a pretty accurate way of telling them apart)
My thong?
Actually, my reaction even while reading TFS was spot-on to TFA assumptions. I know plenty people who have either radio or TV on throughout their waking hours. While they're not always eyeballing the TV, they're sure as hell hearing it (or the radio), therefore the term "consumption" isn't that far fetched anymore. Furthermore, some even sleep with TV or radio on, which to me seems like an insanely stupid thing to do. Give your brain some rest, I tell them but noooo....
Yes and if you spent 5 minutes reading TFA we would all have been spared of yet another stupid comment.
But I guess you merely "consumed" it, if even.
Mod parent up, because I'm in exactly the same situation :)
If you look at bandwidth with descending sort, you're right. But if you look at it from the other end, you're not. :)
I agree that when you want to access a server remotely and it's located on the other side of the world, with 16 Kb/s between you, it would suck. But consider I'm at home and I have a very powerful PC in my living room. I'm laying in my bad and feel like playing a nice game. I would love to fire up a remote connection from my crappy laptop/tablet, start the game remotely, play it as if I'm there. With 1ms latency and Gigabit bandwidth thanks to that awesome router, this is no longer a bandwidth/latency thing. It's 100% a remote desktop implementation thing. So shut up and take my money
Brother-sister hate (due to competition) now goes cosmic.
search, maps and Android, yes. Nexus devices, arguably. Glass, maybe in the future. Everything else was garbage IMO.
Oh and you forgot mail. Which I love.
Please replace the misspelled name with the correct one: Babe-Bolyai University.
http://www.ubbcluj.ro/
Oh yeah, I totally agree that the compiler has no right to make assumptions and change things around. If anything, it should warn the user and let them make a decision. I (apparently wrongly) assumed this would always be the case.
Sorry for looking like a dumbass, I have no C knowledge whatsoever, hence I'm asking these stupid questions :)
Exactly. I get "buggy code" or "code which doesn't handle exceptions well" but "unstable" leads to me thinking of erratic output with the same input, which is a totally different thing.
Thank you for the explanation.
I am a very very junior coder (did some small projects every now and then) but I see your examples as being buggy, rather than "unstable" code.
I saw "unstable" as code that you run 100 times in the same way and gives you 5 different results, e.g. 96 times result A (expected), 1 time result B, etc.