>In your example, you talk about all being bad guys, but the rule is "There has to be a bad guy if there's going to be a good guy." Know any example of >everybody being good guys? >I guess it is bit difficult to find such example, because then it would just be a film about normal people.
They (=woman) call it a "romantic movie".
This being/. it's not surprising the concept is unheard of.
>I felt, was in portraying the Taliban as braindead grunts who charge in their hundreds into a hail of machinegun fire. That's seriously underestimating and >trivialising the task that our actual armed forces have to do in Afghanistan.
Having played it, I wouldn't say that MoH is "trivialising the task". More like the contrary, the US gets its ass kicked.
And the American politicians get an even worse treatment in MoH, but then again, maybe that is the realism and the *real* reason they're outraged at the game:-)
>This is still hard no matter what version control system you use.
Why is why it's very handy if the version control system is fast, has excellent features for digging through the history, and splitting commits into pieces.
>From my cursory inspection of GIT, it's something that GIT seems to get right?
Yes (both renaming and the unique IDs).
Git renaming works by (AFAIK) finding file similarities, so it even works for refactoring. It also doesn't track the renames explicitly, but just figures it out when it needs the information. The main advantage of this is that the algorithms for detecting it can (and are) actually improved regularly.
>CVS is completely satisfactory for many, many projects. Contrary to later comments in the article, I've used, and still use, CVS in several commercial products >and it works just fine.
A bit like programming large systems in assembler, yes?
>I work in an office. I have a gigabit network between my workstation and the version control server, which runs on a RAID array significantly faster than >the disks under my desk. The connection is always on, always works, and is so fast I don't notice it. In what way could I possibly benefit from a >distributed system?
If this is your work environment, quite little. In practise, one of these things tends to happen: need to work *not* in the same office, team size increases (server load increases), server goes down. In all of them, the fast server isn't so fast anymore.
>And why would I use a distributed system when every one I've ever tried requires a two-step approach to sending my changes to the other developers >(synchronize my working copy with the local version control, push changes from local to the rest of the team) rather than just one (commit changes)?
The push can be automated if you want. But usually you don't necessarily want that (and having the possibility is an advantage).
At the very least, racing games, flightsims and platformers are not something you want mouse+keyboard for. The people who buy controllers for PC games surely don't do that because they like taking a step backwards.
1) Hunt for suitable p2p client that isn't taken down or adware infested yet 2) Hunt for suitable download that is not a translated version or fake and has a proper crack 3) Wait hours to leech from people with unreliable connections 4) Start over again when an important patch appears 5) Get trojans off the PC that came with the crack
Digital sale
1) Shell out $$$ 2) Download at line speed 3) Play (if Steam is not overloaded)
I admit, this is hearsay experience. I've obviously never pirated a game, that would be illegal.
>1. PC and graphics hardware development is slowing down for desktop gaming PCs & focus moving to lower-powered netbooks & portable devices. Presumably >people still want to play games on those devices which means smaller & less complicated games - one reason for the success of selling older titles online
This is a good point. My main system right now is a laptop instead of a desktop. I understand this is a common transition. Laptops have worse video hardware than desktops, even the high end ones. If I'm shopping for games, I have to take hardware requirements strongly into account. And this often means preferring slightly older titles.
Something like Battlefield Bad Company 2 may be a great game of the kind I like, with the HW requirements it shuts out all but the very highest end laptops, and by it, a sizeable proportion of potential PC gamers. (Funnily MW2 is very different)
If you look at the HW statistics on Steam, there's a large portion of games who do NOT have top of the line hardware. What are the most popular games? MW2, CounterStrike, CounterStrike:Source, TF2, Football Manager and L4D2. All games which run fine on older machines. Being able to run a game at all is a strong prerequisite to buying it.
>I don't go on the Steam forums much but the fact that there's soon to be a Steam client for Linux says a lot to me
You have been misinformed. Probably by catchy, but badly-researched headline stories from untrustable websites.
>I haven't even touched on the low price aspect of Steam which, except for some AAA new releases, sees software available for quite a bit less than in retail stores. >I don't think I'm alone in seeing single games or multi-title packs priced at what could be said to be impulse buy pricing.
Only if you're in the USA. In Europe, Steam games are ludicrously expensive compaired to retail.
That said, the convience is huge. So if there are sales (which undo most of the price differential), I'm buying.
>Nonsense. SAD is a direct alternative to DCT for macroblock comparison functions, and motion vector search. It appears most other encoders use >DCT (at least by default), which has a serious negative effect on video quality.
When we're talking about DCT based codecs, we're talking about the base transform set in stone by the standard, not the motion search algorithm, which tends to be implementation specific and can be changed without breaking compatibility.
>But honestly, if the only thing you can find issue with is my small little out of context and off-topic rant at the end
I wouldn't call this a "small little" mistake. If you show that you misunderstand something so fundamental, it completely undermines everything else you say. All the more if you start your post with lambasting somebody else on that precise issue.
This seems to be a common trend. People want a university degree, even if they're not good enough for them, and the state willingly complies. The business world then counter pushes, and you get results as in the article. (If the state doesn't comply, you get students who study for years on an end)
Meanwhile, the starting wages of plumpers have exceeded those of CS students...
Hmm, is there no control mechanism that safeguards the value of the degrees?
I understand there are some countries (I know of US, UK and to some extent France) where the school you go to determines how valuable your degree is. This explains why many comments here say that you should get a good degree from a good school.
In other systems, the degrees are (as far as possible) equalized, and the quality safeguards are good enough that just getting the degree means you're "good enough" - almost nobody will ask for your grade.
If degrees are not equal, the statistic that is the basis of this article is meaningless, comparing apples to oranges.
I'm looking at the same stats here for Belgium, one of the UK's closest neighbors, and the picture looks quite different. No idea if this is because we're small, or if this is similar to the rest of mainland Europe.
Informatics: one of the highest amounts of outstanding jobs, although 30% less than last year. Similar to engineers, though the demand for those didn't drop. Only beaten by: metal construction workers and technicians (x1.5), and...cleaning ladies! (x3)
Unemployment after 1 year is between 5.1% and 13.3%.
Art, fashion, language, archeology, interior design, and history around the highest ones (>15%), so this seems contrary to the original post.
Medicine (even nurses), Science (Maths, Chemists, Engineers) have basically 0% unemployment.
CoD or 007 work fine. More evidence that bad games are the Wii's worst liability.
Flat at about 50% over Xbox360 and PS3, by the way.
>In your example, you talk about all being bad guys, but the rule is "There has to be a bad guy if there's going to be a good guy." Know any example of
>everybody being good guys?
>I guess it is bit difficult to find such example, because then it would just be a film about normal people.
They (=woman) call it a "romantic movie".
This being /. it's not surprising the concept is unheard of.
>I can absolutely guarantee that there are games no one has ever heard of that do a spectacular job of talking about war.
And if you don't post links, they will remain unknown.
>I felt, was in portraying the Taliban as braindead grunts who charge in their hundreds into a hail of machinegun fire. That's seriously underestimating and
>trivialising the task that our actual armed forces have to do in Afghanistan.
Having played it, I wouldn't say that MoH is "trivialising the task". More like the contrary, the US gets its ass kicked.
And the American politicians get an even worse treatment in MoH, but then again, maybe that is the realism and the *real* reason they're outraged at the game :-)
>This is still hard no matter what version control system you use.
Why is why it's very handy if the version control system is fast, has excellent features for digging through the history, and splitting commits into pieces.
>From my cursory inspection of GIT, it's something that GIT seems to get right?
Yes (both renaming and the unique IDs).
Git renaming works by (AFAIK) finding file similarities, so it even works for refactoring. It also doesn't track the renames explicitly, but just figures it out when it needs the information. The main advantage of this is that the algorithms for detecting it can (and are) actually improved regularly.
>CVS is completely satisfactory for many, many projects. Contrary to later comments in the article, I've used, and still use, CVS in several commercial products
>and it works just fine.
A bit like programming large systems in assembler, yes?
>I work in an office. I have a gigabit network between my workstation and the version control server, which runs on a RAID array significantly faster than
>the disks under my desk. The connection is always on, always works, and is so fast I don't notice it. In what way could I possibly benefit from a
>distributed system?
If this is your work environment, quite little. In practise, one of these things tends to happen: need to work *not* in the same office, team size increases (server load increases), server goes down. In all of them, the fast server isn't so fast anymore.
>And why would I use a distributed system when every one I've ever tried requires a two-step approach to sending my changes to the other developers
>(synchronize my working copy with the local version control, push changes from local to the rest of the team) rather than just one (commit changes)?
The push can be automated if you want. But usually you don't necessarily want that (and having the possibility is an advantage).
>but quickly realised how bad the AI is compared to human counterparts
No really, it's the other way around in most cases :-P
The bots don't shoot you, don't run off on their own, etc. Coop multiplayer is much more challenging.
At the very least, racing games, flightsims and platformers are not something you want mouse+keyboard for. The people who buy controllers for PC games surely don't do that because they like taking a step backwards.
Well, they *are* diversifying into the HPC market...
>1. Computers don't go obsolete like consoles do
No, they obsolete faster. A 5 year old PC is not going to run all the new games. A 5 year old console does.
>2. A keyboard & mouse > controller
There are other games besides FPS (for which a controller is better). Racing games, for example.
>1) Find torrent tracker, preferably reputable with an invite only system.
"Invite only" => Great ease of use there.
>If you aren't stupid you shouldn't have to worry about any sort of Trojan or virus of another kind.
I'm not stupid, which is why I do worry :-)
>Everything else can just be launched from the .exe like normal, all Steam provides is a Library system (like Media players do for music and
>video)
The .exes are still wrapped in Steam DRM. It will be obvious if you try to apply patches. Offline mode stops working if Steam is down >30 days.
Piracy
1) Hunt for suitable p2p client that isn't taken down or adware infested yet
2) Hunt for suitable download that is not a translated version or fake and has a proper crack
3) Wait hours to leech from people with unreliable connections
4) Start over again when an important patch appears
5) Get trojans off the PC that came with the crack
Digital sale
1) Shell out $$$
2) Download at line speed
3) Play (if Steam is not overloaded)
I admit, this is hearsay experience. I've obviously never pirated a game, that would be illegal.
>1. PC and graphics hardware development is slowing down for desktop gaming PCs & focus moving to lower-powered netbooks & portable devices. Presumably
>people still want to play games on those devices which means smaller & less complicated games - one reason for the success of selling older titles online
This is a good point. My main system right now is a laptop instead of a desktop. I understand this is a common transition. Laptops have worse video hardware than desktops, even the high end ones. If I'm shopping for games, I have to take hardware requirements strongly into account. And this often means preferring slightly older titles.
Something like Battlefield Bad Company 2 may be a great game of the kind I like, with the HW requirements it shuts out all but the very highest end laptops, and by it, a sizeable proportion of potential PC gamers. (Funnily MW2 is very different)
If you look at the HW statistics on Steam, there's a large portion of games who do NOT have top of the line hardware. What are the most popular games? MW2, CounterStrike, CounterStrike:Source, TF2, Football Manager and L4D2. All games which run fine on older machines. Being able to run a game at all is a strong prerequisite to buying it.
>I don't go on the Steam forums much but the fact that there's soon to be a Steam client for Linux says a lot to me
You have been misinformed. Probably by catchy, but badly-researched headline stories from untrustable websites.
>I haven't even touched on the low price aspect of Steam which, except for some AAA new releases, sees software available for quite a bit less than in retail stores.
>I don't think I'm alone in seeing single games or multi-title packs priced at what could be said to be impulse buy pricing.
Only if you're in the USA. In Europe, Steam games are ludicrously expensive compaired to retail.
That said, the convience is huge. So if there are sales (which undo most of the price differential), I'm buying.
>Nonsense. SAD is a direct alternative to DCT for macroblock comparison functions, and motion vector search. It appears most other encoders use
>DCT (at least by default), which has a serious negative effect on video quality.
When we're talking about DCT based codecs, we're talking about the base transform set in stone by the standard, not the motion search algorithm, which tends to be implementation specific and can be changed without breaking compatibility.
>But honestly, if the only thing you can find issue with is my small little out of context and off-topic rant at the end
I wouldn't call this a "small little" mistake. If you show that you misunderstand something so fundamental, it completely undermines everything else you say. All the more if you start your post with lambasting somebody else on that precise issue.
Hmm, I haven't had any programming job where English wasn't the working language.
This seems to be a common trend. People want a university degree, even if they're not good enough for them, and the state willingly complies. The business world then counter pushes, and you get results as in the article. (If the state doesn't comply, you get students who study for years on an end)
Meanwhile, the starting wages of plumpers have exceeded those of CS students...
Hmm, is there no control mechanism that safeguards the value of the degrees?
I understand there are some countries (I know of US, UK and to some extent France) where the school you go to determines how valuable your degree is. This explains why many comments here say that you should get a good degree from a good school.
In other systems, the degrees are (as far as possible) equalized, and the quality safeguards are good enough that just getting the degree means you're "good enough" - almost nobody will ask for your grade.
If degrees are not equal, the statistic that is the basis of this article is meaningless, comparing apples to oranges.
Shouldn't these people just fail the courses (and hence not be in that statistic)?
It depends: would you have expected them to do worse than art majors?
I'm looking at the same stats here for Belgium, one of the UK's closest neighbors, and the picture looks quite different. No idea if this is because we're small, or if this is similar to the rest of mainland Europe.
Informatics: one of the highest amounts of outstanding jobs, although 30% less than last year. Similar to engineers, though the demand for those didn't drop.
Only beaten by: metal construction workers and technicians (x1.5), and...cleaning ladies! (x3)
Unemployment after 1 year is between 5.1% and 13.3%.
Art, fashion, language, archeology, interior design, and history around the highest ones (>15%), so this seems contrary to the original post.
Medicine (even nurses), Science (Maths, Chemists, Engineers) have basically 0% unemployment.