If it's NWN2 the manual is actually pretty useful (it would have been more useful at twice the size, but that's another story).
More importantly, you're already making boxes for the Windows version in bulk, just reuse those and make a print run of stickers that you can slap over the "For Windows!" on the box.
Well, on the other hand it doesn't appear that NWN2 is optimized at all. I mean the requirements for that game are exceedingly steep (my Athlon XP 1700 with a GeForce FX 5900 is both too slow and has not enough graphics power) already, so I'm guessing the code is not highly optimized. It doesn't even look all that good.
That's what I was thinking. Either he hacked the game or he's just fronting for a sweatshop. The market isn't good enough for a single person to make that much real money in most games. There are some occasional opportunities for someone to make that much money legitimately (selling land in Second Life for instance--and that one requires an massive capital investment before it starts to pay off), but they are exceedingly rare.
There are bars, but you have to get in the right underground circle to find them. Turns out the bar scene is surprisingly healthy, but only if you know who to talk to. Of course this is third hand knowledge from someone who grew up in Utah, but was a bit of an oddball with his friends because he wasn't a Mormon.
Ok, so it converts latent heat into electricity, presumably working like a heat engine with the cold side fixed at absolute zero somehow? If you add energy, it gets even colder and produces...more energy? Is it just me or does this thing sound a lot like a perpetual motion machine component? Either this thing is bogus or the article is misleading as to what it actually does.
Re:It's because CSS is stupid.
on
CSS Cookbook
·
· Score: 1
Perhaps, but since the other half of your page is the content (which is supposed to have neither style nor layout), you're kind of stuck doing the layout in the CSS.
Re:Does any major site use pure CSS?
on
CSS Cookbook
·
· Score: 1
That's what kills me about CSS though. If you don't specify exact dimensions it is very hard to layout a site. It gets worse when you want a couple of fixed width columns (say a sidebar ad and a menu) and then have the rest of the page dynamically sized to fit the screen. Without using tables this takes some serious CSS voodoo.
The problem is that through bogus statistics, logical fallacies, and outright lies you can create an argument that sounds reasonable to your average uninformed person. There is no doubt in my mind that the museum will be filled with all of that claptrap and may even convince a few people that they are right. If you go in there with a critical mind I doubt you will be swayed, but if you go in there because someone at your church told you it was really informative and "opened their eyes", then it could easily do more harm than good.
The problem is that we've been trying that for decades now, but these people are totally immune to logic and just keep coming back time and time again with the same argument time and time again. By engaging them in debate they can say "See, there is debate here, those guys aren't sure of anything, the truth must be somewhere in the middle!", even though the debates are completely one sided and anyone who actually sees them will agree that the Young Earth Creationists don't have a leg to stand on.
If you don't think they have endless patience, just look at the Flat Earth society. It was only though ostracization that we were finally able to get them fully discredited. Even that was not enough though, because there are people who still believe in a flat Earth and will debate with anyone who will give them the chance.
Only on Slashdot can we get a slideshow about how we're all going to die and someone asks "I wonder what resolution he was using for the presentation?"
You're going to have a tough time telling me that Jumbo Jets are more efficient on a per person basis than trains and ships. Heck, I'd be surprised if they beat out Greyhound buses. Of course their more efficient than personal automobiles, but that's pretty much a given.
The basic account is free, or are you talking in a time is money context here? If so, at least the stuff you build in SL sticks around and is possibly unique or even interesting, you can't say anything like that about WoW. With a free account it's a bit harder to keep stuff permanently displayed, but if what you've done is interesting enough, it is entirely possible to make enough money in game to pay your in-game rent.
The problem with roundabouts is that they work up to a certain level of traffic, after you exceed that point busy roads will starve less busy roads for access and the whole thing collapses. They're a good medium between stop signs and street lights, and I think they're underused in the States almost as much as they're overused in Europe, but they certainly aren't the end all be all solution to your traffic worries.
Except they're not routing _around_ holes (because there are no routes in the networks where DTN is designed to be deployed), they are routing through the holes. The point is that if you have a reasonable expectation that a link will be back up at some point, and there is no other way to go, then it's better to sit on the packets and shove it through when that link does come back up than just kill the connection and tell the user to try again later.
This is especially important when there are multiple "holes" back to back on the network, and if you're going to get _anything_ through you have to send it whenever you get the chance. You can't wait for full end to end connectivity because it may never exist.
Yes, DTN does not solve the problems it was not designed to solve. DTN is all about getting data through networks with intermittent connectivity, it has nothing to do with any of the stuff you listed.
This is kind of like asking "Why are medical companies developing cures to minor diseases that only tens of thousands of people have when they still haven't cured cancer?"
There is already a HTTP proxy for DTN. You hit the nail right on the head that this isn't SMTP, it's far more generalized.
As for storage requirements on the routing nodes, it is up to them to know how much storage they have and the status of their links. If they have no storage available (or if they are configured not to store that kind of data), then they can refuse to take custody of the DTN bundle. If that happens, there are several options available to whoever does have custody of the bundle. They can try an alternate path, they can try routing past your node to the next one down the line, or they can sit on it and hope you change your mind or a new link shows up.
While all of that is in the spec (or at least the draft versions), right now most DTN daemons are configured to just accept everything until their storage fills up. Ultimately, too many nodes that refuse to store data (take custody of it) can cause a DTN to perform no better than a regular IP network (which can be very poor performance indeed if your have a lot of disruptions).
Ultimately, the goal is to be as invisible as IP is today. You would send off requests and the DTN daemons would do all of the dirty work. You would be none the wiser as to how the packets are actually routing through the network and who has custody of them at any given time. Applications would be natively written with DTN (there is an API already) support and the daemons would be widely installed across the entire network.
Security is another area where DARPA has a DTN working group. Traditional security methods are difficult in an environment where you can't really perform security handshakes and associations. There are some solutions on paper, but AFAIK none of them have been implemented in the reference code yet.
The DTN routing community is very active. As it turns out, in a Disruption Tolerant Network a lot of the assumptions you make about normal routing can be wrong. For instance, Routing Loops are not necessarily bad (and sometimes necessary). Finding the best path through the network (especially if it's an ad-hoc network) is a hard (in just about every sense of the word) problem.
Geography is not necessarily related to the best data links to choose from. Sometimes it pays to go out of your way to hit a backbone instead of trying to jump through a thousand mom and pop ISPs to get to your destination.
There is already a web browsing proxy available. I'm not sure if the dtnrg.org link to it is obvious yet (you used to have to be a genius to find it), but it's there. Admittedly, it's just a hack of wwwofled that is designed to work over DTN (basically, when you request a page that isn't in the cache and there is no good end-to-end connectivity, it brings up a webpage asking you how much of the remote page you want (images, scripts, spider down a level or two, perhaps with some keywords to search for, up to a number of bytes) and then bundles up your request into a DTN Bundle. That request is sent to the remote side of the disrupted link, where the other half of the wwwoffled is sitting which spiders the page you requested, crams the whole thing into a big bundle, and sends it back to your side of the disrupted network. Eventually when that webpage bundle arrives it gets dumped into the web proxy cache and an email/im/SMS/IRC message/just about anything you want is sent to you telling you your page is ready.
Ultimately, this demonstrates one of the difficulties of working with DTN. Most internet applications assume constant end-to-end connectivity and think nothing of sending a request to the other side whenever they feel like it. Most of them include timeouts as well. In a DTN environment none of that will work, you have to switch to a more batch oriented processing model instead of a stream oriented one. A lot of Web2.0 pages will never work well with DTN because they're always sending out hits to the remote database whenever the user interacts with the page.
The point is that you have a route from point A to point B, but at any given time not all of the links on that route will be up. In fact they come up only intermittently (this technology is an offshoot of SCPS--Space Communication Protocol Standard--which had to deal with satellites that were behind the planet for some percentage of the time).
TCP requires a complete end-to-end connection in order to send data, if you never get that, then you will never send bit 1 with TCP. DTN uses a store-and-forward method to get data down the pipe, so as each link comes up you can opportunistically move your bits to the next hop. Eventually your bits make it to ther destination. This of course requires routers (or Bundle Daemons in their lingo) that have a lot of storage, but it does have wildly better throughput than TCP in these intermittently connected networks.
Yeah, but then you got that joker who would buy a Deaths Head and get the first go on the next round. It was especially painful when you had battle computers (whatever that thing was that let you put your shields up before the round started) turned off. Everyone could see it coming, but they didn't care, it was all about "I'm going down, and I'm taking all of you with me!!! Ahahahahaahaaaaa!"
Monopoly - very competitive...
Annoying. Most people use house rules, which makes the game last forever. While it's possible to be tactical, too many people treat it as a zero sum game, making trades a lot rarer than thy should be.
Even if you stick to the official rules the game takes forever. I do agree that people don't trade enough in it.
Dude, my Ebay fraud meter is in the red zone on a lot of those auctions. I'd be surprised if the take was anything like that except on a small handful of auctions with dumb Ebay virgin buyers.
If it's NWN2 the manual is actually pretty useful (it would have been more useful at twice the size, but that's another story).
More importantly, you're already making boxes for the Windows version in bulk, just reuse those and make a print run of stickers that you can slap over the "For Windows!" on the box.
Well, on the other hand it doesn't appear that NWN2 is optimized at all. I mean the requirements for that game are exceedingly steep (my Athlon XP 1700 with a GeForce FX 5900 is both too slow and has not enough graphics power) already, so I'm guessing the code is not highly optimized. It doesn't even look all that good.
That's what I was thinking. Either he hacked the game or he's just fronting for a sweatshop. The market isn't good enough for a single person to make that much real money in most games. There are some occasional opportunities for someone to make that much money legitimately (selling land in Second Life for instance--and that one requires an massive capital investment before it starts to pay off), but they are exceedingly rare.
There are bars, but you have to get in the right underground circle to find them. Turns out the bar scene is surprisingly healthy, but only if you know who to talk to. Of course this is third hand knowledge from someone who grew up in Utah, but was a bit of an oddball with his friends because he wasn't a Mormon.
Ok, so it converts latent heat into electricity, presumably working like a heat engine with the cold side fixed at absolute zero somehow? If you add energy, it gets even colder and produces...more energy? Is it just me or does this thing sound a lot like a perpetual motion machine component? Either this thing is bogus or the article is misleading as to what it actually does.
Perhaps, but since the other half of your page is the content (which is supposed to have neither style nor layout), you're kind of stuck doing the layout in the CSS.
That's what kills me about CSS though. If you don't specify exact dimensions it is very hard to layout a site. It gets worse when you want a couple of fixed width columns (say a sidebar ad and a menu) and then have the rest of the page dynamically sized to fit the screen. Without using tables this takes some serious CSS voodoo.
The problem is that through bogus statistics, logical fallacies, and outright lies you can create an argument that sounds reasonable to your average uninformed person. There is no doubt in my mind that the museum will be filled with all of that claptrap and may even convince a few people that they are right. If you go in there with a critical mind I doubt you will be swayed, but if you go in there because someone at your church told you it was really informative and "opened their eyes", then it could easily do more harm than good.
The problem is that we've been trying that for decades now, but these people are totally immune to logic and just keep coming back time and time again with the same argument time and time again. By engaging them in debate they can say "See, there is debate here, those guys aren't sure of anything, the truth must be somewhere in the middle!", even though the debates are completely one sided and anyone who actually sees them will agree that the Young Earth Creationists don't have a leg to stand on.
If you don't think they have endless patience, just look at the Flat Earth society. It was only though ostracization that we were finally able to get them fully discredited. Even that was not enough though, because there are people who still believe in a flat Earth and will debate with anyone who will give them the chance.
Sure, once you've finished your walk from Houston to San Diego we'll talk again.
Only on Slashdot can we get a slideshow about how we're all going to die and someone asks "I wonder what resolution he was using for the presentation?"
You're going to have a tough time telling me that Jumbo Jets are more efficient on a per person basis than trains and ships. Heck, I'd be surprised if they beat out Greyhound buses. Of course their more efficient than personal automobiles, but that's pretty much a given.
The basic account is free, or are you talking in a time is money context here? If so, at least the stuff you build in SL sticks around and is possibly unique or even interesting, you can't say anything like that about WoW. With a free account it's a bit harder to keep stuff permanently displayed, but if what you've done is interesting enough, it is entirely possible to make enough money in game to pay your in-game rent.
The problem with roundabouts is that they work up to a certain level of traffic, after you exceed that point busy roads will starve less busy roads for access and the whole thing collapses. They're a good medium between stop signs and street lights, and I think they're underused in the States almost as much as they're overused in Europe, but they certainly aren't the end all be all solution to your traffic worries.
Except they're not routing _around_ holes (because there are no routes in the networks where DTN is designed to be deployed), they are routing through the holes. The point is that if you have a reasonable expectation that a link will be back up at some point, and there is no other way to go, then it's better to sit on the packets and shove it through when that link does come back up than just kill the connection and tell the user to try again later.
This is especially important when there are multiple "holes" back to back on the network, and if you're going to get _anything_ through you have to send it whenever you get the chance. You can't wait for full end to end connectivity because it may never exist.
Yes, DTN does not solve the problems it was not designed to solve. DTN is all about getting data through networks with intermittent connectivity, it has nothing to do with any of the stuff you listed.
This is kind of like asking "Why are medical companies developing cures to minor diseases that only tens of thousands of people have when they still haven't cured cancer?"
There is already a HTTP proxy for DTN. You hit the nail right on the head that this isn't SMTP, it's far more generalized.
As for storage requirements on the routing nodes, it is up to them to know how much storage they have and the status of their links. If they have no storage available (or if they are configured not to store that kind of data), then they can refuse to take custody of the DTN bundle. If that happens, there are several options available to whoever does have custody of the bundle. They can try an alternate path, they can try routing past your node to the next one down the line, or they can sit on it and hope you change your mind or a new link shows up.
While all of that is in the spec (or at least the draft versions), right now most DTN daemons are configured to just accept everything until their storage fills up. Ultimately, too many nodes that refuse to store data (take custody of it) can cause a DTN to perform no better than a regular IP network (which can be very poor performance indeed if your have a lot of disruptions).
Ultimately, the goal is to be as invisible as IP is today. You would send off requests and the DTN daemons would do all of the dirty work. You would be none the wiser as to how the packets are actually routing through the network and who has custody of them at any given time. Applications would be natively written with DTN (there is an API already) support and the daemons would be widely installed across the entire network.
Security is another area where DARPA has a DTN working group. Traditional security methods are difficult in an environment where you can't really perform security handshakes and associations. There are some solutions on paper, but AFAIK none of them have been implemented in the reference code yet.
The DTN routing community is very active. As it turns out, in a Disruption Tolerant Network a lot of the assumptions you make about normal routing can be wrong. For instance, Routing Loops are not necessarily bad (and sometimes necessary). Finding the best path through the network (especially if it's an ad-hoc network) is a hard (in just about every sense of the word) problem.
Geography is not necessarily related to the best data links to choose from. Sometimes it pays to go out of your way to hit a backbone instead of trying to jump through a thousand mom and pop ISPs to get to your destination.
There is already a web browsing proxy available. I'm not sure if the dtnrg.org link to it is obvious yet (you used to have to be a genius to find it), but it's there. Admittedly, it's just a hack of wwwofled that is designed to work over DTN (basically, when you request a page that isn't in the cache and there is no good end-to-end connectivity, it brings up a webpage asking you how much of the remote page you want (images, scripts, spider down a level or two, perhaps with some keywords to search for, up to a number of bytes) and then bundles up your request into a DTN Bundle. That request is sent to the remote side of the disrupted link, where the other half of the wwwoffled is sitting which spiders the page you requested, crams the whole thing into a big bundle, and sends it back to your side of the disrupted network. Eventually when that webpage bundle arrives it gets dumped into the web proxy cache and an email/im/SMS/IRC message/just about anything you want is sent to you telling you your page is ready.
Ultimately, this demonstrates one of the difficulties of working with DTN. Most internet applications assume constant end-to-end connectivity and think nothing of sending a request to the other side whenever they feel like it. Most of them include timeouts as well. In a DTN environment none of that will work, you have to switch to a more batch oriented processing model instead of a stream oriented one. A lot of Web2.0 pages will never work well with DTN because they're always sending out hits to the remote database whenever the user interacts with the page.
The point is that you have a route from point A to point B, but at any given time not all of the links on that route will be up. In fact they come up only intermittently (this technology is an offshoot of SCPS--Space Communication Protocol Standard--which had to deal with satellites that were behind the planet for some percentage of the time).
TCP requires a complete end-to-end connection in order to send data, if you never get that, then you will never send bit 1 with TCP. DTN uses a store-and-forward method to get data down the pipe, so as each link comes up you can opportunistically move your bits to the next hop. Eventually your bits make it to ther destination. This of course requires routers (or Bundle Daemons in their lingo) that have a lot of storage, but it does have wildly better throughput than TCP in these intermittently connected networks.
Yeah, but then you got that joker who would buy a Deaths Head and get the first go on the next round. It was especially painful when you had battle computers (whatever that thing was that let you put your shields up before the round started) turned off. Everyone could see it coming, but they didn't care, it was all about "I'm going down, and I'm taking all of you with me!!! Ahahahahaahaaaaa!"
Certainly you aren't advocating people taking it out of the box are you? That would hurt the eBay resale value!
Dude, my Ebay fraud meter is in the red zone on a lot of those auctions. I'd be surprised if the take was anything like that except on a small handful of auctions with dumb Ebay virgin buyers.