I think that was a troll: Calling for the UI for every application to act like a browser or game seems silly, doesn't it?
I'd agree that brainstorming a new interface, or a supplementary interface for gestures, is a good idea.
I think Freenet & Mojo Nation would adapt to this environment well. Audiogalaxy Satellite would probably make use of the relatively local machines.
If the ISP started up a Squid server (or cluster) to cache requests, then the backbone wouldn't be hit as hard either. When it notices a request in its cache, then it could hit the speed of the 100M network, easily. This is very cool.
The second patent looks like a way to upgrade... Am I misunderstanding this? Say you upgrade from version 1 to 2. Later, these patches are available: 1 (hub) to, say, 3 (hub); 3 to 4. You locally cache version 1 when patching to version 2, because it's a hub. You get patches from 1 to 3, and 3 to 4, instead of 2 to 4. Then you can erase versions 1 and 2, and keep 3 (hub) and 4.
The Unix philosophy I is based on modularity, on lots of testable small parts that work together to do a task. This means that debugging is easier, because you can look at it as a collection of parts rather than a big black box.
Microsoft doesn't stick to many APIs for long enough to really get the infrastructure stable. Their OSs are infamously delayed. This is not my idea of good organization or systems analysis.
Whoops. My apologies.
Er, I think it didn't originally have headers. Or it doesn't have headers that are as extensible as Quicktime's format. But maybe I should have just stuck to the BMP (RGB? BGR?) analogy that I was sure of.
IIRC the format for MPEG 4 is based on QuickTime. That means the container format has info about how to interpret the contents, instead of e.g. the WAV format, which just has data without information about samples/sec, bits/sample, endian, etc.
You might be able to leverage that when writing a codec.
That link to the front page of Suck will point at a new article tomorrow. If you want to see the article Hemos is talking about later, check out the Suck for 11 August 2000.
I couldn't find anything in the kernel traffic archives, but there's an archive of the mailing list - this might be the initial post you're thinking of. That was in June; there seem to be followups to that in September. I found those using "zero copy transmit" on this search page.
AT & T Crowds implemented a protocol this, and the code is available by request.
It's written in Perl, and works on Windows, Unix, and probably others. It establishes a proxy that you and others use, and it can pass requests on to other Crowds servers. This would still revolve around HTTP, I would guess.
The oh-so-lovable Google has cached pages 1, 2, 3, and 4. You might want to turn off image loading first, because the page might not render without the images from the slashdotted site.
I know this is a nitpick: httpQ, Winamp Control Center (alt), and Muse all offer some control of Winamp or streams from an HTML interface, and they offer source code too. Other general purpose plugins for Winamp expose hooks in Visual Basic and stuff. If you feel like it, you can build a wholly different interface with entirely different capabilities, and a set of new problems - like people complaining just because of a new interface. Oh well.
This spawned further development, at least; Avida appears to be based on Tierra, and was last updated in August 1998.
But, back to Tierra. Tom Ray was the motivating force, if you want a contact point. The networked version hasn't been released, as far as I know; the other version is released under an open source license, copied below from the original location:
1) License Agreement
Tierra Simulator V5.0: Copyright (c) 1990 - 1998 Thomas S. Ray
Tom Ray, ray@udel.edu ray@santafe.edu ray@hip.atr.co.jp (the bulk of the code) Joseph F. Hart, jhart@hip.atr.co.jp (general programming, Amiga support) Matt Jones, mjones@condor.psych.ucsb.edu (Mac support) Agnes Charrel, charrel@int-evry.fr, (tping code for network version) Tsukasa Kimezawa, kim@hip.atr.co.jp (socket code for network version) Kurt Thearling, kurt@think.com (CM5 adaptation, parallel creatures) Dan Pirone, cocteau@life.slhs.udel.edu (frontend, crossover) Tom Uffner, tom@genie.slhs.udel.edu (rework of genebanker & assembler)
If you purchased this program on disk, thank you for your support. If you obtained the source code through the net or friends, we invite you to contribute an amount that represents the program's worth to you. You may make a check in US dollars payable to Virtual Life, and mail the check to one of the two addresses listed below.
This is license agreement:
The source code, documentation, and executables can be freely distributed
The source code and documentation is copyrighted, all rights reserved. The source code, documentation, and the executable files may be freely copied and distributed without fees (contributions welcome), subject to the following restrictions:
This notice may not be removed or altered.
You may not try to make money by distributing the package or by using the process that the code creates.
You may not prevent others from copying it freely.
You may not distribute modified versions without clearly documenting your changes and notifying the principal author.
The origin of this software must not be misrepresented, either by explicit claim or by omission. Since few users ever read sources, credits must appear in the documentation.
Altered versions must be plainly marked as such, and must not be misrepresented as being the original software. Since few users ever read sources, credits must appear in the documentation.
The following provisions also apply:
Virtual Life and the authors are not responsible for the consequences of use of this software, no matter how awful, even if they arise from flaws in it.
Neither the name of Virtual Life, nor the authors of the code may be used to endorse or promote products derived from this software without specific prior written permission.
The provision of support and software updates is at our discretion.
Please contact Tom Ray (full address below) if you have questions or would like an exception to any of the above restrictions.
If you make changes to the code, or have suggestions for changes, let us know! If we use your suggestion, you will receive full credit of course.
THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
Also, I read about 3DBuilder a long time ago; it looks semi-automated.
Some more random digging uncovered an index of VR research. A month or two ago i was looking for information on panoramic photography and I read a summary of someone's thesis (IIRC); he automated the compilation of the best affine transformations on frame-to-frame video, then statistically analyzed those transformations to yield great detail. I can't find that right now.:(
I mirrored the useful part of the page after this comment: This source requires DirectX. There are a couple of works in progress, like John Fortin's port of DirectX 6.1 and Peter Hawkin's port of DirectX 5. They're both designed for compilation under gcc/egcs on Windows, so they might be useful for alternate platforms or not.
A Letter to the Open Source Community
The Probotics team is proud to announce that we are releasing all of our source code to Map-N-Zap under the Gnu Public License. This includes all of our GUI, Iconic programming language, and Robot communtion protocol code. This decision was made in part because of the numerous requests from the linux community for our source code, and the realization that they, and developers for other platforms, have much to offer to our mission, which is to make really cool robotic technology. We would love for you to take our source code and do wonderful things with it. Obviously, since we are releasing under the GPL, any contributions you make will remain under the GPL as will this release, even if we choose to later re-release this code under a proprietary license.
The source code which is released is that of version Map-N-Zap 2.1, with some changes. These changes are briefly described in the included readme. They are mainly work arounds to some proprietary source code which we did not hold the copyright to, and some (very preliminary) additional development.
This is a preliminary release of the source code. We are currently re-designing Map-N-Zap, to improve both the functionality and portability of the code. This code will also be much better documented than our current code. We expect to have this done in around 6 months or so. Until then, we wanted developers to have the opportunity to examine and work with our code.
The only caveat is that our software development team is essentially one person who wrote more than 95% of map-n-zap, and a few others who have contributed to it. As such, we cannot offer any support to developers. We just don't have the resources. What we are doing is creating a mailing list which will be used for announcements of any new developments or generally important things. Also, a Developer's Forum b-board will soon exist, which will be for you to talk to each other about any issues that arise, although we will monitor it and participate in it as time permits.
The source code is only known to compile under Microsoft Visual C++ 6.0, and makes use of MFC and DirectX. Therefore, it will not directly compile on non MS platforms. However, the dependance on DirectX is not great. A Readme file is included which gives compiliation instructions. Other than that, the code is commented, but there is no global source documentation.
Finally, before downloading the source code, we ask that you fill out the form below and give us some basic information about yourself. Our privacy policy is that we will NOT release any of your information in any way, either by selling it, giving it, or making it available in any form. Nor will we use it internally for any sort of marketing, spam, etc. The only disclaimer to that is that if you check the "Include me on your mailing list" box, you will be added to our developer's mailing list, and receive information from us. We're only asking for the information because we're personally curious about who you are, where you're from, and what OS you're using.
There's this interesting crypto method that lets you prove you know something without showing the method of proof, e.g. proof of identity without worrying about forgery. I found one explanation of it online, and Bruce Schneier writes a more detailed explanation in Applied Cryptography.
So, it's a double entendre: crypto in-joke, and also how much info you spread, accidentally, while using Freedom.
For assurance, before installing software on a secure-as-plausible machine, I would love to have an automated for security problems, such as buffer overflows. So, how is the development of SLINT progressing? Are you still planning to release it?
I think that was a troll: Calling for the UI for every application to act like a browser or game seems silly, doesn't it? I'd agree that brainstorming a new interface, or a supplementary interface for gestures, is a good idea.
If the ISP started up a Squid server (or cluster) to cache requests, then the backbone wouldn't be hit as hard either. When it notices a request in its cache, then it could hit the speed of the 100M network, easily. This is very cool.
The second patent looks like a way to upgrade... Am I misunderstanding this? Say you upgrade from version 1 to 2. Later, these patches are available: 1 (hub) to, say, 3 (hub); 3 to 4. You locally cache version 1 when patching to version 2, because it's a hub. You get patches from 1 to 3, and 3 to 4, instead of 2 to 4. Then you can erase versions 1 and 2, and keep 3 (hub) and 4.
Microsoft doesn't stick to many APIs for long enough to really get the infrastructure stable. Their OSs are infamously delayed. This is not my idea of good organization or systems analysis.
Whoops. My apologies.
Er, I think it didn't originally have headers. Or it doesn't have headers that are as extensible as Quicktime's format. But maybe I should have just stuck to the BMP (RGB? BGR?) analogy that I was sure of.
You might be able to leverage that when writing a codec.
Sorry, seeing "very easy and extremely non-technical" associated with Lotus Notes kind of set me off...
That link to the front page of Suck will point at a new article tomorrow. If you want to see the article Hemos is talking about later, check out the Suck for 11 August 2000.
I couldn't find anything in the kernel traffic archives, but there's an archive of the mailing list - this might be the initial post you're thinking of. That was in June; there seem to be followups to that in September. I found those using "zero copy transmit" on this search page.
It's written in Perl, and works on Windows, Unix, and probably others. It establishes a proxy that you and others use, and it can pass requests on to other Crowds servers. This would still revolve around HTTP, I would guess.
Different scary attack thoughts: Samhain (mirrors - linux-list, Red Rock Eater, bugtraq).
I liked the ambiguity. Oh well. This has been discussed for a while; it was a frequently asked (and discussed) question.
I know this is a nitpick: httpQ, Winamp Control Center (alt), and Muse all offer some control of Winamp or streams from an HTML interface, and they offer source code too. Other general purpose plugins for Winamp expose hooks in Visual Basic and stuff. If you feel like it, you can build a wholly different interface with entirely different capabilities, and a set of new problems - like people complaining just because of a new interface. Oh well.
Packetstorm had a contest for papers regarding defense against DDOS attacks. These papers covered the territory fairly well, I think.
Er, which part of the version number do you mean? In 5.6.0, is it the 6 or the 0 that I should be looking at?
I think the name Script Kitty is funnier... Oh, and here's the page with an ad (help pay for User Friendly), previous and next cartoon links, etc.
I think you mean " Clinton deploys vowels to Bosnia". That's the article that apparently convinced the editor-in-chief to set up a web presence.
But, back to Tierra. Tom Ray was the motivating force, if you want a contact point. The networked version hasn't been released, as far as I know; the other version is released under an open source license, copied below from the original location:
1) License Agreement
Tierra Simulator V5.0: Copyright (c) 1990 - 1998 Thomas S. Ray
Tom Ray, ray@udel.edu ray@santafe.edu ray@hip.atr.co.jp (the bulk of the code)
Joseph F. Hart, jhart@hip.atr.co.jp (general programming, Amiga support)
Matt Jones, mjones@condor.psych.ucsb.edu (Mac support)
Agnes Charrel, charrel@int-evry.fr, (tping code for network version)
Tsukasa Kimezawa, kim@hip.atr.co.jp (socket code for network version)
Kurt Thearling, kurt@think.com (CM5 adaptation, parallel creatures)
Dan Pirone, cocteau@life.slhs.udel.edu (frontend, crossover)
Tom Uffner, tom@genie.slhs.udel.edu (rework of genebanker & assembler)
If you purchased this program on disk, thank you for your support. If you obtained the source code through the net or friends, we invite you to contribute an amount that represents the program's worth to you. You may make a check in US dollars payable to Virtual Life, and mail the check to one of the two addresses listed below.
This is license agreement:
The source code, documentation, and executables can be freely distributed
The source code and documentation is copyrighted, all rights reserved. The source code, documentation, and the executable files may be freely copied and distributed without fees (contributions welcome), subject to the following restrictions:
This notice may not be removed or altered.
You may not try to make money by distributing the package or by using the process that the code creates.
You may not prevent others from copying it freely.
You may not distribute modified versions without clearly documenting your changes and notifying the principal author.
The origin of this software must not be misrepresented, either by explicit claim or by omission. Since few users ever read sources, credits must appear in the documentation.
Altered versions must be plainly marked as such, and must not be misrepresented as being the original software. Since few users ever read sources, credits must appear in the documentation.
The following provisions also apply:
Virtual Life and the authors are not responsible for the consequences of use of this software, no matter how awful, even if they arise from flaws in it.
Neither the name of Virtual Life, nor the authors of the code may be used to endorse or promote products derived from this software without specific prior written permission.
The provision of support and software updates is at our discretion.
Please contact Tom Ray (full address below) if you have questions or would like an exception to any of the above restrictions.
If you make changes to the code, or have suggestions for changes, let us know! If we use your suggestion, you will receive full credit of course.
THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
Hmm... Here's what I caught offhand: The saying on the wallet A cultured thug (with a chemical problem) Le sausage in le bun
Also, I read about 3DBuilder a long time ago; it looks semi-automated.
Some more random digging uncovered an index of VR research. A month or two ago i was looking for information on panoramic photography and I read a summary of someone's thesis (IIRC); he automated the compilation of the best affine transformations on frame-to-frame video, then statistically analyzed those transformations to yield great detail. I can't find that right now. :(
This source requires DirectX. There are a couple of works in progress, like John Fortin's port of DirectX 6.1 and Peter Hawkin's port of DirectX 5. They're both designed for compilation under gcc/egcs on Windows, so they might be useful for alternate platforms or not.
A Letter to the Open Source Community
The Probotics team is proud to announce that we are releasing all of our source code to Map-N-Zap under the Gnu Public License. This includes all of our GUI, Iconic programming language, and Robot communtion protocol code. This decision was made in part because of the numerous requests from the linux community for our source code, and the realization that they, and developers for other platforms, have much to offer to our mission, which is to make really cool robotic technology. We would love for you to take our source code and do wonderful things with it. Obviously, since we are releasing under the GPL, any contributions you make will remain under the GPL as will this release, even if we choose to later re-release this code under a proprietary license.
The source code which is released is that of version Map-N-Zap 2.1, with some changes. These changes are briefly described in the included readme. They are mainly work arounds to some proprietary source code which we did not hold the copyright to, and some (very preliminary) additional development.
This is a preliminary release of the source code. We are currently re-designing Map-N-Zap, to improve both the functionality and portability of the code. This code will also be much better documented than our current code. We expect to have this done in around 6 months or so. Until then, we wanted developers to have the opportunity to examine and work with our code.
The only caveat is that our software development team is essentially one person who wrote more than 95% of map-n-zap, and a few others who have contributed to it. As such, we cannot offer any support to developers. We just don't have the resources. What we are doing is creating a mailing list which will be used for announcements of any new developments or generally important things. Also, a Developer's Forum b-board will soon exist, which will be for you to talk to each other about any issues that arise, although we will monitor it and participate in it as time permits.
The source code is only known to compile under Microsoft Visual C++ 6.0, and makes use of MFC and DirectX. Therefore, it will not directly compile on non MS platforms. However, the dependance on DirectX is not great. A Readme file is included which gives compiliation instructions. Other than that, the code is commented, but there is no global source documentation.
Finally, before downloading the source code, we ask that you fill out the form below and give us some basic information about yourself. Our privacy policy is that we will NOT release any of your information in any way, either by selling it, giving it, or making it available in any form. Nor will we use it internally for any sort of marketing, spam, etc. The only disclaimer to that is that if you check the "Include me on your mailing list" box, you will be added to our developer's mailing list, and receive information from us. We're only asking for the information because we're personally curious about who you are, where you're from, and what OS you're using.
Enjoy,
The Probotics Team.
So, it's a double entendre: crypto in-joke, and also how much info you spread, accidentally, while using Freedom.
bash's equivalent for .cshrc is .profile; use the format of "VARIABLE=value" there.
Er, that should be "love to have automated scanner".
For assurance, before installing software on a secure-as-plausible machine, I would love to have an automated for security problems, such as buffer overflows. So, how is the development of SLINT progressing? Are you still planning to release it?