Even oxygen levels elevated to as little as 23% oxygen can lead to a violent increase in the flammability of materials like cloth and hair. Controlling gas concentrations so they remain at safe levels can be very tricky.
Setting aside evaporation, be careful not to get it on anything. LOX can easily saturate anything remotely porus and oxidisable, effectively turning it into an unstable explosive until the LOX evaporates... at LOX or LN temperatures, that can even become an issue with oxygen condensing from the air onto your equipment/insulation. Forget just avoiding the creation of sparks -- better be sure that the safety measures have been successful in eliminating all LOX-incompatible materials and be careful not to bump anything too hard!
And of course, even a tiny fire or explosion can easily lead to a rapid boiloff. Sudden boiloff can be an issue simply because of drastically increased pressure and still-cold temperature. Liquified gasses like LOX, NOX, etc. expand a LOT when they boil (about an 600-800x increase in volume, simply transitioning from a liquid to a gas), even while remaining dangerously cold. Imagine being in a closed room with a punctured dewar. Assuming you've escaped being hit by the dewar which has gone flying like a deflating balloon with reinforced-concrete-shattering force, you've potentially got ruptured eardrums and possibly internal injuries due to the abrupt pressure change which has also jammed the door. You fall to the floor from the pain of burns on your lower body from the ultracold gas which has quickly filled the lower part of the room -- which then starts to burn your face and lungs out too as you start breathing it.
Hopefully the facility you're in has proper emergency ventilation measures, adequate room size, properly constructed doors, and protective equipment to avoid this scenario, but you still don't want to be in the room if it happens if you can help it... Cryogenic gasses are seriously dangerous. Don't underestimate them or treat them lightly.
They're talking about dynamic range compression, which is different to data compression. In simple terms, dynamic range compression basically means amplifying the quieter parts of a song so they are closer in volume to the loudest parts. The music industry has taken it to ridiculous extremes in the past couple decades.
Technology lets humans do whatever it is they want to do exponentially more effectively. Sadly, a non-negligible portion of what humans want to do is criminal (or should be).
The problem is that Microsoft decided not to advertise Viva Pinata, in favor of spending their advertising budget on e.g. Gears of War and Halo 3. It's a good game, but most people haven't even heard of it, and correspondingly stores didn't exactly give it priority for shelf space either.
Given the problems we have with political stuff on Wikipedia, this seems like the worst possible idea for a specialized wiki. Candidate sock puppets "sanitizing" their own pages, doing a bit of "creative editing" of their opponents'... seriously, not a good idea.
The carriers don't need to be on-board with OpenMoko. It's just an unlocked GSM phone, which you can put a carrier's SIM card in. The only limitation in terms of carrier compatibiliy is the dialing software (gsmd), which doesn't cover enough to work automatically with all of the GSM carriers yet. But that's being worked on.
This is true as far as it goes; but while perfect deconvolution is not generally possible, you can often get it "good enough".
Re:why the US must get there first
on
The New Moon Race
·
· Score: 3, Interesting
Fortunately that isn't an issue. You can, today, remotely verify the existence of the laser retroreflector arrays installed on the moon by the Apollo missions.
Since it was a topic of discussion recently, I wonder what the implications of this would be for hypothetical life in ultracold environments, like Titan.
Texturing was what I got hung up on too. I did eventually get the hang of it, more or less, but that was a while ago and I'm not really looking forward to re-learning it.
Could you elaborate? For a conservative collector, an array of pointers is more or less the most trivial case of a heap object, so I'm not sure I understand the question...
He isn't saying that gcc-compiled code uses a garbage collector, but rather that the gcc compiler itself (a C program) is implemented using garbage collection (via the boehm garbage collector for C, specifically).
The other difficulty with smart pointers is that (used naively), they incur a write penalty from incrementing/decrementing the counter every time a pointer is copied. Used pervasively, they can be the death of a thousand cuts performance-wise, and are quite bad for multithreaded situations too.
(On a different note, forgetting to clear an unused reference that pins an object in memory does indeed qualify a memory leak.)
The one problem is that models made of spheres, boxes, cylinders and ellipsoids simply don't look very good. You need some kind of spline surface or polygon mesh instead to get decent artistic results. At least the spline surface could be cheaper to render than the equivalent tesselation, though.
Ray Tracing could change all that. Programmers could no longer be limited by BSP trees, visibility trees, polygon count, and other requirements imposed on traditional engines.
Aren't such issues also relevant to raytracing? Models are still going to be polygon-based, and unless you plan on doing a linear search over all the polygons in the scene for every ray emitted, you'll still need a spatial index (BSP, etc.) to speed up ray/polygon intersection tests.
I just wanted to second that -- I could care less about raytracing. It'd be only an incremental improvement over what we can do now. GI, on the other hand, would mean a substantial improvement.
Even oxygen levels elevated to as little as 23% oxygen can lead to a violent increase in the flammability of materials like cloth and hair. Controlling gas concentrations so they remain at safe levels can be very tricky.
Setting aside evaporation, be careful not to get it on anything. LOX can easily saturate anything remotely porus and oxidisable, effectively turning it into an unstable explosive until the LOX evaporates... at LOX or LN temperatures, that can even become an issue with oxygen condensing from the air onto your equipment/insulation. Forget just avoiding the creation of sparks -- better be sure that the safety measures have been successful in eliminating all LOX-incompatible materials and be careful not to bump anything too hard!
And of course, even a tiny fire or explosion can easily lead to a rapid boiloff. Sudden boiloff can be an issue simply because of drastically increased pressure and still-cold temperature. Liquified gasses like LOX, NOX, etc. expand a LOT when they boil (about an 600-800x increase in volume, simply transitioning from a liquid to a gas), even while remaining dangerously cold. Imagine being in a closed room with a punctured dewar. Assuming you've escaped being hit by the dewar which has gone flying like a deflating balloon with reinforced-concrete-shattering force, you've potentially got ruptured eardrums and possibly internal injuries due to the abrupt pressure change which has also jammed the door. You fall to the floor from the pain of burns on your lower body from the ultracold gas which has quickly filled the lower part of the room -- which then starts to burn your face and lungs out too as you start breathing it.
Hopefully the facility you're in has proper emergency ventilation measures, adequate room size, properly constructed doors, and protective equipment to avoid this scenario, but you still don't want to be in the room if it happens if you can help it... Cryogenic gasses are seriously dangerous. Don't underestimate them or treat them lightly.
Actually, Jackson typically prefers models to CG for scenery. Granted, his model shop makes stuff a bit more quality than spray-painted hula hoops...
I dunno... they even block things like Lotus Notes.
They're talking about dynamic range compression, which is different to data compression. In simple terms, dynamic range compression basically means amplifying the quieter parts of a song so they are closer in volume to the loudest parts. The music industry has taken it to ridiculous extremes in the past couple decades.
Technology lets humans do whatever it is they want to do exponentially more effectively. Sadly, a non-negligible portion of what humans want to do is criminal (or should be).
Awesome! Where does Too Human spawn and what level is it?
Huh, I'd never heard of it, but it looks like you're right.
The problem is that Microsoft decided not to advertise Viva Pinata, in favor of spending their advertising budget on e.g. Gears of War and Halo 3. It's a good game, but most people haven't even heard of it, and correspondingly stores didn't exactly give it priority for shelf space either.
Desperate times call for cool heads, not blind thrashing.
Given the problems we have with political stuff on Wikipedia, this seems like the worst possible idea for a specialized wiki. Candidate sock puppets "sanitizing" their own pages, doing a bit of "creative editing" of their opponents' ... seriously, not a good idea.
The Hilbert curve preserves that locality better than other sorts of space-filling curves, however.
The carriers don't need to be on-board with OpenMoko. It's just an unlocked GSM phone, which you can put a carrier's SIM card in. The only limitation in terms of carrier compatibiliy is the dialing software (gsmd), which doesn't cover enough to work automatically with all of the GSM carriers yet. But that's being worked on.
This is true as far as it goes; but while perfect deconvolution is not generally possible, you can often get it "good enough".
Fortunately that isn't an issue. You can, today, remotely verify the existence of the laser retroreflector arrays installed on the moon by the Apollo missions.
Since it was a topic of discussion recently, I wonder what the implications of this would be for hypothetical life in ultracold environments, like Titan.
Aren't the laws of physics the same everywhere? Life is optimized for the physics we have.
(That said, I did find learning it worthwhile in the end. Which is still not a defense of some of the UI choices.)
Texturing was what I got hung up on too. I did eventually get the hang of it, more or less, but that was a while ago and I'm not really looking forward to re-learning it.
Could you elaborate? For a conservative collector, an array of pointers is more or less the most trivial case of a heap object, so I'm not sure I understand the question...
He isn't saying that gcc-compiled code uses a garbage collector, but rather that the gcc compiler itself (a C program) is implemented using garbage collection (via the boehm garbage collector for C, specifically).
The other difficulty with smart pointers is that (used naively), they incur a write penalty from incrementing/decrementing the counter every time a pointer is copied. Used pervasively, they can be the death of a thousand cuts performance-wise, and are quite bad for multithreaded situations too.
(On a different note, forgetting to clear an unused reference that pins an object in memory does indeed qualify a memory leak.)
There's also other options like the transactional interpretation.
The one problem is that models made of spheres, boxes, cylinders and ellipsoids simply don't look very good. You need some kind of spline surface or polygon mesh instead to get decent artistic results. At least the spline surface could be cheaper to render than the equivalent tesselation, though.
Aren't such issues also relevant to raytracing? Models are still going to be polygon-based, and unless you plan on doing a linear search over all the polygons in the scene for every ray emitted, you'll still need a spatial index (BSP, etc.) to speed up ray/polygon intersection tests.
I just wanted to second that -- I could care less about raytracing. It'd be only an incremental improvement over what we can do now. GI, on the other hand, would mean a substantial improvement.