I thought it was an American in the UK that came up with "Soccer". My understanding of it all (as someone who only watches football for the post game riots) - Football - Generic term used many moons ago for 100s of different sets of rules. Soccer - 100s of rules make it difficult to make money from. So an American takes the most watchable set of rules and formalises them and names this Soccer. American Football - No idea. From what I've seen you only kick the ball a few times. I know as a Brit I should say something about the body armour but honestly I'd want it is I was in a field of large men wanting a little slap and tickle. That and a 1 mile head start. And a car. Really just not being involved in the hole experience to be honest.
I'm going to make up some numbers pulling from Amazon EC2 and current costs of what I see as equivalent hardware. During this I'm going to ignore the cost of buying a game as this will add a whole new level of complexity that I will skim over at the end of this post.
During this I will make the following assumptions
Both consoles will be used for 40 hours a month.
Both consoles will be used for both online and single player.
I am not an economist as such the number will be wrong, the maths broken and overly simplified but as this is all for my own fun I think I can get away with it. Please correct my mistakes.
The total cost of ownership of a system can be split into the fixed costs (the price of the system) and the operation costs (the price of running the system - such as electricity).
A consoles fixed costs are quite high, a new 60 gig 360 is $300. The running costs for a 360 are the broadband connection(1) at about $15 a month and the electricity need to feed it. A hunt about put the electricity cost at $1.7 a month(2). Finally for the 360 you have XBox Live Gold at $4.17(4) as multiplayer is required.
The Cloud system will also require some hardware in the form of a IP-enabled MPEG player with a controller. This is an advanced DVD or Blu-ray player so I would guesstimate a cost of $70. It is very likely that the end user would not pay for this directly but for the sake of argument we will leave it as a fixed cost. As with the 360 we will have a broadband connection at $15 a month and the electricity. I will use the electric cost of a PlayStation 2 as I think the two would be approximately equally powered. Plus the new system will likely also use things like wireless controllers offsetting any gains by modern construction methods. As such it will cost just $0.45 a month to run. On top of this the rental of a computer is required. For this I will use the high end Amazon EC2 VM instance. I think it is unlikely that this will be powerful enough to run a video game and compress the video as such a device does not contain a dedicated video card but should company dedicate itself to gamer VM instances it is likely they can push the price down into the same range. We state above that the machine will be used for 40 hours, so 40 hours of CPU time each month. On top of this I will estimate that one hour of gaming can be sent as 0.5GB of video(3) and 0.01GB of incoming user IO (controller, voice etc). I will assume no IO internally to Cloud or use of extra Amazon features. This gives a monthly cost of $13.04.
In summary with have - Console: $300 + $20.87 a month ($250.44 a year). Cloud: $70 + $28.49 a month ($341.88 a year).
We now need to look at the life expectancy of each device and would the local Cloud device survive the regular hardware refreshes that happen in the console market. If we start simple and give both a life expectancy of five years then the total cost of the console is $1552.20 and the total cost of the Cloud is $1779.4. If we now assume that the local Cloud device can survive the refresh, but the 360 is replaced then the future five-yearly costs of the console is $1552.20 (the full cost above) and the Cloud is $1709.40 (just the operating cost).
Games add some extra complications to the equation. Plus the cost of games on the Cloud is unknown with ideas such as unlimited rental being included in a monthly cost of the device.
Digitally distributed games (such as Cloud games) do not have resell rights. Some people include the amount they can sell a game back as part of the overall game price, this is not possible in a digital distribution model. Also video games would only have one distributer (the owner of the cloud the user is connected too), unlike shop bought games where competition between stores come into play. Linked the previous point, prices do not degrade as quickly on digital stores as they brick and mortar stores. Finally you have the lack of piracy for Cloud games, hopefully leading to a better price for the ho
> Only if your target browser supports the canvas tag.
I'm not so sure. You have some circles of various sizes and colours that rotate in a cool way. This I'm guessing using draw methods on the canvas. But for this example you could have used images in div tags.
No idea sorry, from memory it is an actual hardware emulator running Windows Mobile. But that does not mean it emulates it well.
For one thing, I live in the United States, and I don't know how I'd promote an application outside the United States.
(Disclaimer: I follow the games industry, but don't really participate in it.) A IGDA event I attended a few years back covered mobile games. While the potential is large in the US they don't (or did not at the time) buy game for mobiles. Europe was a better market (but you would have to translate your game) as they are more willing to buy games. This was before the iPhone thou, so the market might have changed a fair bit.
The other thing from that even that I found interesting was the number of companies that used middleware that could target the bigger platforms.
Windows Mobile without the Windows Mobile SDK, which works only on the paid-for versions of Visual Studio, not the Express versions.
You can use sharpeDevelop..NET CF is just.NET with some stuff missing, so I do not see why an application written with this in mind would need any particular.NET IDE.
You can also download the emu for nought.
It had neither a precise D-pad nor a touch screen, so how is the user supposed to control the game?
No touch screen is rare in a Windows Mobile device in my XP. And then only on the low-end shit competing with your just above basic Nokia device. Every time I hear about the US phone market is seams a little bit more broken.
At the end of the day your target market is all that counts. From the sounds of it your market is US and Windows Mobile does not have much a hold.
I don't know about the US market, but HTC alone has a reasonable market share here in the UK. If you buy a top-of-the-range provider-branded phone from any of the mobile providers in the UK is is a rebranded HTC running Windows Mobile.
While PocketPCs are all but dead, Windows Mobile based devices are going strong.
Eclipse would barely even *run* on this machine, utter rubbish
Wow, what machine are you using?!
I use a Netbook (Atom 1.6GHz CPU, 2GB of RAM & shitty GC) and runs Netbeans, Eclipse and Visual Studio happily. Sounds like you are blaming the IDE for a shitty machine.
An iPhone will be replaced in ~5 years when the iPhone 7 comes out.
I'm not so sure the speak-o-matic 10,000 will be.
So should the insurer payout for a new iPhone every 5 years or the speak-o-matic once?
This /. someone should have signed up by now. How well does it run?
That is shit.
Video still... but
iPlayer will become useful. Woo!
I thought it was an American in the UK that came up with "Soccer".
My understanding of it all (as someone who only watches football for the post game riots) -
Football - Generic term used many moons ago for 100s of different sets of rules.
Soccer - 100s of rules make it difficult to make money from. So an American takes the most watchable set of rules and formalises them and names this Soccer.
American Football - No idea. From what I've seen you only kick the ball a few times. I know as a Brit I should say something about the body armour but honestly I'd want it is I was in a field of large men wanting a little slap and tickle.
That and a 1 mile head start.
And a car.
Really just not being involved in the hole experience to be honest.
couple lines
:sigh:
Come back when you have a large application and you have seen said "copy of lines".
Already exists. Or did, might have gone under by now.
My impression was that this is no longer the case as well. Wiki steams to agree with me:
http://en.wikipedia.org/wiki/Capital_punishment_in_the_United_Kingdom
Although not applied since, the death penalty remained on the statute book for certain other offences until 1998.
On 10 October 2003, effective from 1 February 2004[15] the UK acceded to the 13th Protocol, which prohibits the death penalty under all circumstances
Odd, I used a netbook for a year. Doing real work on it. It worked fine.
I really do think the people who pounce on every Netbook thread bitching about how useless they are have never used on.
I did for about a year (mixture of development and writing random documents). I don't have small hand. I had no major problems with it.
Maybe it was the device (MSI Wind, 10" screen) had a larger keyboard than the device you used.
I'm going to make up some numbers pulling from Amazon EC2 and current costs of what I see as equivalent hardware. During this I'm going to ignore the cost of buying a game as this will add a whole new level of complexity that I will skim over at the end of this post.
During this I will make the following assumptions
Both consoles will be used for 40 hours a month.
Both consoles will be used for both online and single player.
I am not an economist as such the number will be wrong, the maths broken and overly simplified but as this is all for my own fun I think I can get away with it. Please correct my mistakes.
The total cost of ownership of a system can be split into the fixed costs (the price of the system) and the operation costs (the price of running the system - such as electricity).
A consoles fixed costs are quite high, a new 60 gig 360 is $300. The running costs for a 360 are the broadband connection(1) at about $15 a month and the electricity need to feed it. A hunt about put the electricity cost at $1.7 a month(2). Finally for the 360 you have XBox Live Gold at $4.17(4) as multiplayer is required.
The Cloud system will also require some hardware in the form of a IP-enabled MPEG player with a controller. This is an advanced DVD or Blu-ray player so I would guesstimate a cost of $70. It is very likely that the end user would not pay for this directly but for the sake of argument we will leave it as a fixed cost.
As with the 360 we will have a broadband connection at $15 a month and the electricity. I will use the electric cost of a PlayStation 2 as I think the two would be approximately equally powered. Plus the new system will likely also use things like wireless controllers offsetting any gains by modern construction methods. As such it will cost just $0.45 a month to run.
On top of this the rental of a computer is required. For this I will use the high end Amazon EC2 VM instance. I think it is unlikely that this will be powerful enough to run a video game and compress the video as such a device does not contain a dedicated video card but should company dedicate itself to gamer VM instances it is likely they can push the price down into the same range.
We state above that the machine will be used for 40 hours, so 40 hours of CPU time each month. On top of this I will estimate that one hour of gaming can be sent as 0.5GB of video(3) and 0.01GB of incoming user IO (controller, voice etc). I will assume no IO internally to Cloud or use of extra Amazon features. This gives a monthly cost of $13.04.
In summary with have -
Console: $300 + $20.87 a month ($250.44 a year).
Cloud: $70 + $28.49 a month ($341.88 a year).
We now need to look at the life expectancy of each device and would the local Cloud device survive the regular hardware refreshes that happen in the console market. If we start simple and give both a life expectancy of five years then the total cost of the console is $1552.20 and the total cost of the Cloud is $1779.4.
If we now assume that the local Cloud device can survive the refresh, but the 360 is replaced then the future five-yearly costs of the console is $1552.20 (the full cost above) and the Cloud is $1709.40 (just the operating cost).
Games add some extra complications to the equation. Plus the cost of games on the Cloud is unknown with ideas such as unlimited rental being included in a monthly cost of the device.
Digitally distributed games (such as Cloud games) do not have resell rights. Some people include the amount they can sell a game back as part of the overall game price, this is not possible in a digital distribution model. Also video games would only have one distributer (the owner of the cloud the user is connected too), unlike shop bought games where competition between stores come into play. Linked the previous point, prices do not degrade as quickly on digital stores as they brick and mortar stores. Finally you have the lack of piracy for Cloud games, hopefully leading to a better price for the ho
That is an Opera feature.
On Vista (and BeOS) every application have a volume control when you click on the little speaker in your system try.
So far it is the only Vista feature I like (and it is a poor mans implementation of BeOS. That let you pipe applications through each over).
> Only if your target browser supports the canvas tag.
I'm not so sure. You have some circles of various sizes and colours that rotate in a cool way. This I'm guessing using draw methods on the canvas. But for this example you could have used images in div tags.
Is it wrong I want to create a VMWare instance just to find out what your sig does.
No idea sorry, from memory it is an actual hardware emulator running Windows Mobile. But that does not mean it emulates it well.
(Disclaimer: I follow the games industry, but don't really participate in it.) A IGDA event I attended a few years back covered mobile games. While the potential is large in the US they don't (or did not at the time) buy game for mobiles. Europe was a better market (but you would have to translate your game) as they are more willing to buy games.
This was before the iPhone thou, so the market might have changed a fair bit.
The other thing from that even that I found interesting was the number of companies that used middleware that could target the bigger platforms.
I think TV would be fine.
You can use sharpeDevelop. .NET CF is just .NET with some stuff missing, so I do not see why an application written with this in mind would need any particular .NET IDE.
You can also download the emu for nought.
No touch screen is rare in a Windows Mobile device in my XP. And then only on the low-end shit competing with your just above basic Nokia device.
Every time I hear about the US phone market is seams a little bit more broken.
At the end of the day your target market is all that counts. From the sounds of it your market is US and Windows Mobile does not have much a hold.
The iPhone is a platform and a set of devices by one device manufacture.
Windows Mobile is a platform that runs on a set of devices by a number of device manufactures.
For developers they are competing platforms.
I don't know about the US market, but HTC alone has a reasonable market share here in the UK.
If you buy a top-of-the-range provider-branded phone from any of the mobile providers in the UK is is a rebranded HTC running Windows Mobile.
While PocketPCs are all but dead, Windows Mobile based devices are going strong.
Why not Windows Mobile?
A tool like twitter is only as useful as the people on it.
It does not matter if other tools are "better" as Twitter users are not after the tool, they are after the content.
Wow, what machine are you using?!
I use a Netbook (Atom 1.6GHz CPU, 2GB of RAM & shitty GC) and runs Netbeans, Eclipse and Visual Studio happily. Sounds like you are blaming the IDE for a shitty machine.
Nor do I all that often (I do however used an IDE).
Unit tests give me details info on what is broken.
Making it a IDE.
VIM likely can be as well - never really used it.