Ah! Yes I did mean to mention that there appeared to be some sort of potential get-out clause for IBM on the derivative works issue, but I didn't know all that:)
Good point also about SCO's lack of co-operation, they are also not putting themselves in a good position wrt: helping the accused remedy the situation (ie. telling Linux developers where infringement is occurring, thus giving them the chance to remove it), which in the case of copyright infringement is quite important AFAIK.
What SCO are claiming in this case is that IBM have effectively assigned all copyrights to SCO for the code in question, and/or that by licensing the code to SCO for use in Linux, the same code cannot also be Licensed for use in Linux. This is a gross misstatement or misunderstanding of the GPL and copyright law.
Not quite. SCO (in their actual lawsuit against IBM, rather than their press FUD) are claiming that the terms of their license with IBM mean that any code that IBM develops which is a 'derivative work' of Unix can not be redistributed.
In this case, because NUMA et al are so closely bound to Unix, SCO are claiming they count as derivitive works, and are thus covered by the SCO/IBM license agreement, and should not have been included in Linux.
Despite this being a case about breach of contract, ie the Unix license to IBM, SCO are pitching it in the media as a breach of copyright case.
SCO still haven't made a single legal move that directly implies there is actual original SCO code (as opposed to IBM developed derivative code) in Linux, only lots of shouting and FUD. So legally speaking this is all about breach of contract by IBM, not breach of copyright by Linux users.
The difference is they still release a free (install from FTP) version with backported errata, and low end versions for home / SME use ($49 / $70 ish iirc), and still have a version supported for errata over a fixed period without a per seat license.
This is somewhat different to a version that is going to be released around 3 times a year and you'll only get backported fixes for your current version for 3 months after the next release.
What is an SME to do with RH? Go for no stability (in terms of releases / errata) fom Fedora, or stump up a minimum of $179 per workstation per year, and considerably more for servers?
Neither thanks. I'm moving to debian for servers and probably SuSE for workstations / home.
Mandating that software is open source doesn't give anyone a monopoly. Open source wasn't a company, an organisation or an individual last time I checked.
No company I've worked for in the last 4 years has allowed developers to use Dreamweaver. It generates buggy bloated code. Professionals develop templates by hand and then they're typically used as part of a content management system.
With my p800 on GPRS I get a connection which is subjectively similar to a 33k modem, plus for browsing I turn of images, so it's similar to a 56k with images. I only grab headers for email unless there's something important / interesting to check.
I probably check my email about 5 times a day when not at work, and maybe browse a few pages of slashdot, the register and my messgae board. I also use it for IRC and ICQ.
Speed is perfectly serviceable and it costs about 12 a month for the always on GPRS connection + data.
Of course having a higher framerate than your monitor can produce is unnecessary, but that's very different to saying that there's no point having a >30 fps rate.
quote: - And as far as your description of "multi-frame motion blur" goes, it sounds like you're merely describing the principle of animation, usefully put to work in the production of moving pictures of one kind or another for over one hundred years. True motion blur is something else; it happens when there is blur within a single frame, something that happens naturally in photography but which would suck down a huge amount of computational power to do in a video game. -/quote:
Nope, it's a way to get an effect _similar_ to motion blur. Because you have multiple sub-frames superimposed upon one another to make a frame (with opacity = 1/number of subframes), you get 'movement within a single frame' which you'll never get normall in 3d because unlike a camera it renders an instant in time rather than a period.
so for example suppose we're using the Super-Vision-Ascii-Renderer to render a pipe flying between 2 #'s
Frame-1-final-render #---|||# (with each pipe at 33% transparency, optionally blurred)
Now your eye doesn't technically see in frames, but the process is close enough to provide analagous behaviour. In the above example, there is extra info in the second frame that lets the eye know that the pipe didn't suddenly start moving upwards halfway through the 'frame'.
It's not going to confer a massive advantage to a player, but there is some advantage.
If you have 3 frames of movement displayed but your eye only registers one during that time then you get the 3 frames overlayed on each other giving a motion blur effect, which your brain uses to augment it's motion tracking.
It's how (time)cheap motion blur is achievd in 3D sometimes. For 1 frame of a clip, you render 5 (for example) subframes and composite them together (optionally gaussian blurring it slightly to meld the edges).
Another reason for high framerates in certain games (most notably Quake 3) is that the netcode is tied to the framerate. The optimal framerate for online Quake 3 is 125fps. This allows you to jump very slightly higher, enabling you to reach ledges that you otherwise couldn't.
good work. I agree with one of the previous responses, that you should write this up (maybe with a little more formatting to make the seperation between your comments and darls clearer at a glance), put it on the web, and get an online signature collector set up. Then pitch it to news outlets as 'open source community responds to mcbride open letter'.
maybe provide some mechanism for suggestion for alterations before doing so, just in case anyone has any important additions or ammendments.
Didn't they say that it'll now just have metadata indexing from the SQL db rather than actually using it for storage as they were originally going to? For the next Win iteration at least.
PS7 runs on WINE
amen...
It's about time someone kicked Sun's arse hard enough to get them to swallow their pride and include the SWT native parts in the JVM (like Swing)
Ah! Yes I did mean to mention that there appeared to be some sort of potential get-out clause for IBM on the derivative works issue, but I didn't know all that :)
Good point also about SCO's lack of co-operation, they are also not putting themselves in a good position wrt: helping the accused remedy the situation (ie. telling Linux developers where infringement is occurring, thus giving them the chance to remove it), which in the case of copyright infringement is quite important AFAIK.
What SCO are claiming in this case is that IBM have effectively assigned all copyrights to SCO for the code in question, and/or that by licensing the code to SCO for use in Linux, the same code cannot also be Licensed for use in Linux. This is a gross misstatement or misunderstanding of the GPL and copyright law.
Not quite. SCO (in their actual lawsuit against IBM, rather than their press FUD) are claiming that the terms of their license with IBM mean that any code that IBM develops which is a 'derivative work' of Unix can not be redistributed.
In this case, because NUMA et al are so closely bound to Unix, SCO are claiming they count as derivitive works, and are thus covered by the SCO/IBM license agreement, and should not have been included in Linux.
Despite this being a case about breach of contract, ie the Unix license to IBM, SCO are pitching it in the media as a breach of copyright case.
SCO still haven't made a single legal move that directly implies there is actual original SCO code (as opposed to IBM developed derivative code) in Linux, only lots of shouting and FUD. So legally speaking this is all about breach of contract by IBM, not breach of copyright by Linux users.
send a letter to SCO denying them all rights to use that code
Unfortunately they can't, as they have already released the code under the GPL.
I do think however, that now would be a good time to create a modified version of the GPL that specifically bars SCO from using the code.
Especially for Samba.
wow that's spooky. I had a dream about barindead last night :)
haven't heard anything about it for years either...
work for diebold? ;)
Perhaps. But CPUs are bulk produced, are bulk shipped, are sold in units of 1000, have virtually no packaging, and don't come with a support contract.
So the non-manufacturing and r&d costs are negligable.
The difference is they still release a free (install from FTP) version with backported errata, and low end versions for home / SME use ($49 / $70 ish iirc), and still have a version supported for errata over a fixed period without a per seat license.
This is somewhat different to a version that is going to be released around 3 times a year and you'll only get backported fixes for your current version for 3 months after the next release.
What is an SME to do with RH? Go for no stability (in terms of releases / errata) fom Fedora, or stump up a minimum of $179 per workstation per year, and considerably more for servers?
Neither thanks. I'm moving to debian for servers and probably SuSE for workstations / home.
Mandating that software is open source doesn't give anyone a monopoly. Open source wasn't a company, an organisation or an individual last time I checked.
No company I've worked for in the last 4 years has allowed developers to use Dreamweaver. It generates buggy bloated code. Professionals develop templates by hand and then they're typically used as part of a content management system.
Hmm, seems slashcode isn't a fan of the Pounds Stirling sign... That should be 12 pounds, or around $17 afaik.
With my p800 on GPRS I get a connection which is subjectively similar to a 33k modem, plus for browsing I turn of images, so it's similar to a 56k with images. I only grab headers for email unless there's something important / interesting to check.
I probably check my email about 5 times a day when not at work, and maybe browse a few pages of slashdot, the register and my messgae board. I also use it for IRC and ICQ.
Speed is perfectly serviceable and it costs about 12 a month for the always on GPRS connection + data.
there's an app which *i think* is called telnet, but also does ssh. my boss says it's much better than the half arsed port of putty.
not sure if it's open source or not sorry.
yeah, i bought my p800 not so long ago either :(
hmm.. insurance...
"Welchia successfully shut down the internet in general for OVER A WEEK!"
It did? My arse it did.
Of course having a higher framerate than your monitor can produce is unnecessary, but that's very different to saying that there's no point having a >30 fps rate.
/quote:
2
2
quote:
-
And as far as your description of "multi-frame motion blur" goes, it sounds like you're merely describing the principle of animation, usefully put to work in the production of moving pictures of one kind or another for over one hundred years. True motion blur is something else; it happens when there is blur within a single frame, something that happens naturally in photography but which would suck down a huge amount of computational power to do in a video game.
-
Nope, it's a way to get an effect _similar_ to motion blur. Because you have multiple sub-frames superimposed upon one another to make a frame (with opacity = 1/number of subframes), you get 'movement within a single frame' which you'll never get normall in 3d because unlike a camera it renders an instant in time rather than a period.
so for example suppose we're using the Super-Vision-Ascii-Renderer to render a pipe flying between 2 #'s
Frame-1-subframe-1
#|-----#
Frame-1-subframe-
#-|----#
Frame-1-subframe-3
#--|---#
Frame-1-final-render
#|||---# (with each pipe at 33% transparency, optionally blurred)
Frame-2-subframe-1
#---|--#
Frame-2-subframe-
#----|-#
Frame-2-subframe-3
#-----|#
Frame-1-final-render
#---|||# (with each pipe at 33% transparency, optionally blurred)
Now your eye doesn't technically see in frames, but the process is close enough to provide analagous behaviour. In the above example, there is extra info in the second frame that lets the eye know that the pipe didn't suddenly start moving upwards halfway through the 'frame'.
It's not going to confer a massive advantage to a player, but there is some advantage.
--------------
This whole FPS discussion has been repeated 1000 times -- and the last resort is always pulling out Quake 3.
---------------
quake 3 is an example of _another_ reason for needing higher framerates, but the main reason is that it helps you judge movement.
Actually sir...
You're not entirely correct.
If you have 3 frames of movement displayed but your eye only registers one during that time then you get the 3 frames overlayed on each other giving a motion blur effect, which your brain uses to augment it's motion tracking.
It's how (time)cheap motion blur is achievd in 3D sometimes. For 1 frame of a clip, you render 5 (for example) subframes and composite them together (optionally gaussian blurring it slightly to meld the edges).
Another reason for high framerates in certain games (most notably Quake 3) is that the netcode is tied to the framerate. The optimal framerate for online Quake 3 is 125fps. This allows you to jump very slightly higher, enabling you to reach ledges that you otherwise couldn't.
good work. I agree with one of the previous responses, that you should write this up (maybe with a little more formatting to make the seperation between your comments and darls clearer at a glance), put it on the web, and get an online signature collector set up. Then pitch it to news outlets as 'open source community responds to mcbride open letter'.
maybe provide some mechanism for suggestion for alterations before doing so, just in case anyone has any important additions or ammendments.
I'm not sure that xine and mplayer support the drm features of WMP, unless they're built into the codec.
Sony seem to get away with it with the ps2 ;)
(price difference that is)
with a new dictionary and language ruleset?
silly billy.
that's the sql generated by the natural language processor.
Didn't they say that it'll now just have metadata indexing from the SQL db rather than actually using it for storage as they were originally going to? For the next Win iteration at least.