Then, just deinstall firefox before installing the new version. You can even wipe out the firefox directory if you want.
The profile files (bookmarks, cache, etc) are stored in a different directory, so your settings are safe. There used to be problems when using older profiles with newer versions of the software (around Mozilla 0.7 times...), but most of this has been fixed a long time ago.
AOL was in the position of widespreading the use of Mozilla while they owned Netscape and most of the Mozilla coders where actually paid by AOL. What did they do ? They ditched Netscape and signed another agreement with Microsoft in order to continue to use IE.
If they did not have the guts to choose the free browser because of its few rendering
discrepancies, I don't think they would go through the trouble of selling "cheap computers that don't even run MS office". Hell, they'd have to hire an entire additional support staff just to troubleshoot linux problems...
Not every place relies on an optical counting system.
In France, and I believe most European countries paper ballots are counted by hand. I you don't believe in the system, you can actually come during the counting and check up what's going on.
Even better, you can actually be a part of the counting teams.
I'm having several problems with shared objected compiled with the ROOT librairies with OSX.
That's why I use while I still use Linux "on the desktop".
In the Voodoo2, most textures were 8bit paletted textures. Which means you got 256 unique colors within a single texture, which you can choose from the 24bit palette. This was the killer solution, because it clearly reduced the size of the data that had to be transferred.
In that perspective, the ability to process 32 bits textures (or was that 24 bits was not really revealant to image quality. The most interesting aspect of "32 bits color" were the 8 bits of alpha channel added over the 24 bits of color, which dramatilcally enhanced the translucency and smoke effects.
Another important aspect was that 3dfx cards were limited to 256x256 textures. Such textures began to become common in games from the Quake3 generation: high-resolution textures would come up blurrier on 3dfx boards.
Other than that, the washed-out look and other difference between the boards of different kinds were most of the time more a problem of gamma correction and color balance than anything other.
Java 3D uses scenegraph and branchgroup concepts, exactly like VRML. It is a "higher level" 3D language than OpenGL, and therefore C+OpenGL and Java 3D are not (maybe just for now) in the same playing fields.
Where Java3D should thrive now is rapid developpement of possibly complex 3D scenes. We're not talking of a game with pixel shaders, but for example of a simulator of a robot with a manipulating arm. The scenegraph would make it very easy to set up the arm articulations quickly.
Given the current sorry state of VRML browsers, and the immaturity of X3D, the release of Java3D could give birth to very interestings developements.
For complex game development in Java, look for Java OpenGL bindings instead.
I'm fairly sure anybody who's tried SVN would never want to go back to CVS.
There are great CVS clients available that may ease your pain, though. TortoiseCVS allows the user to commit files just by right-clicking on them. It's a great way to incite people to put their work under version control when they don't want to be bothered with learning and using more complicated software. SmartCVS allows you to do the more complex CVS operations (pinning a revision, locking a file, etc...) quite easily. And it has a great interface, too.
The GCC project is of comparable complexity to Linux. They use CVS with some success, don't they?
The FreeBSD project also uses CVS for development. Keep in mind that FreeBSD is a kernel AND an userland, which might qualify it to be an even more complex project to manage than Linux.
And on a lesser scale, there is also the example of the Mozilla project which uses CVS with a good share of success.
VRML files are huge. VRML was designed to be human readable (a laudable goal) but this meant that a VRML of any complexity made an enormous file. I used to use VRML files out of ProEngineer in a 3D simulation package and the smallest files were usually about 20 megabytes and it went up to 200 at times.
VRML files are designed to be human readable because VRML isn't just a mere 3D description language, but also a programming language.
The very big advantage of VRML/X3D for designing virtual worlds is that you can not only design objects with VRML, but also define the interactions between them directly in the VRML source.
Moreover, the concept of scene graph (the 3D scene is a tree, if you affect an object its children are affected) which was by popularized by VRML has proven to be quite effective for developping virual worlds, and has been for example adopted in newer technologies like Java 3D.
When building a new TGV line, the RFF (railtrack infrastructure division of the french railroad company) not only buys the lands needed to build the high-speed line, but also proposes to buy the surrounding lands in a 200m radius.
As they don't want the construction to be delayed furthermore, the prices are usually very interesting.
However, I believe the noise of the TGV goes farther than 200m away...
Even if the long distance Maglev is scrapped, the development of high-speed railway links is still a good thing.
Trains like the TGV or ICE have proven that it was feasible to run such a service at up to 320km/h, please passengers (most of the time), have no major impact on the environment AND be profitable.
Maybe it's still too early for the Maglev, or maybe the technology isn't that attractive for its associated costs...
I think that utimately, piracy is what will kill (and in some extents, has already killed) the PC as a gaming platform.
Let's face the facts: About everyone has a personal computer at home, and a lot of people play games, but nobody buys them (this is from an European point of view). Compare this to the console market, where piracy is present but much less widespread (it often needs some hardware hacks that all the users aren't willing to do). How are developpers supposed to make money from this ?
But, you will probably say:
"I buy PC games, sometimes"
"Online games that require a cd-key defeat piracy"
You're right, but these facts did not protect the decline of the PC platform, and in a way they contributed to its impoverishment. Nowaydays, the only games which you can expect to be successful on retail are : High profiled games that people will buy because they've been waiting for them for a long time (Half-Life 2, etc...) or online multiplayer games. In a short, RTS or FPS.
PC used to be a wonderful platform for gaming, because the diversity of the games available was formidable. Turn based games, combat flight simulators, adventure games... Sadly, this is becoming less and less true.
Hopefully, some developpers/publishers aren't ignoring the PC platform yet, releasing their games on multiple plaforms including PC (example: Worms3D is available on PS2, NGC, XBOX, PC and Mac) but I wonder for how long...
Then, just deinstall firefox before installing the new version. You can even wipe out the firefox directory if you want.
The profile files (bookmarks, cache, etc) are stored in a different directory, so your settings are safe. There used to be problems when using older profiles with newer versions of the software (around Mozilla 0.7 times...), but most of this has been fixed a long time ago.
Why do almost all the cars in the US have an automatic transmission, then ?
The trolls are probably posted by, what, 5 people who have no life...
Maybe just because of the higher efficiency of laser diodes (around 45%) compared to regular LEDs (around 20%).
Remember what jwz once said:
"Mozilla is big because your needs are big"
I think this still stands true.
You could just search people by email.
By the way, beware: I think sexylady69 is nothing more than a spambot.
DragonFly BSD has released.
AOL was in the position of widespreading the use of Mozilla while they owned Netscape and most of the Mozilla coders where actually paid by AOL. What did they do ? They ditched Netscape and signed another agreement with Microsoft in order to continue to use IE.
If they did not have the guts to choose the free browser because of its few rendering discrepancies, I don't think they would go through the trouble of selling "cheap computers that don't even run MS office". Hell, they'd have to hire an entire additional support staff just to troubleshoot linux problems...
Not every place relies on an optical counting system.
In France, and I believe most European countries paper ballots are counted by hand. I you don't believe in the system, you can actually come during the counting and check up what's going on.
Even better, you can actually be a part of the counting teams.
I'm having several problems with shared objected compiled with the ROOT librairies with OSX.
That's why I use while I still use Linux "on the desktop".
In the Voodoo2, most textures were 8bit paletted textures. Which means you got 256 unique colors within a single texture, which you can choose from the 24bit palette. This was the killer solution, because it clearly reduced the size of the data that had to be transferred.
In that perspective, the ability to process 32 bits textures (or was that 24 bits was not really revealant to image quality. The most interesting aspect of "32 bits color" were the 8 bits of alpha channel added over the 24 bits of color, which dramatilcally enhanced the translucency and smoke effects.
Another important aspect was that 3dfx cards were limited to 256x256 textures. Such textures began to become common in games from the Quake3 generation: high-resolution textures would come up blurrier on 3dfx boards.
Other than that, the washed-out look and other difference between the boards of different kinds were most of the time more a problem of gamma correction and color balance than anything other.
Java 3D uses scenegraph and branchgroup concepts, exactly like VRML. It is a "higher level" 3D language than OpenGL, and therefore C+OpenGL and Java 3D are not (maybe just for now) in the same playing fields.
Where Java3D should thrive now is rapid developpement of possibly complex 3D scenes. We're not talking of a game with pixel shaders, but for example of a simulator of a robot with a manipulating arm. The scenegraph would make it very easy to set up the arm articulations quickly.
Given the current sorry state of VRML browsers, and the immaturity of X3D, the release of Java3D could give birth to very interestings developements.
For complex game development in Java, look for Java OpenGL bindings instead.
A few references:
Scenegraph basics
X3D
Even more, if it is coded in Java, does it use Java 3D, or the available Java - OpenGL hooks ?
Don't hold your breath too much while waiting for cold fusion, as there is still no agreement on where to build ITER.
For Debian, there is Debian GNU/NetBSD
How will people ever learn to work together like the Amish if we don't have cooperative multiplayer?!?
People will learn to work together like the Amish in Serious Sam 2.
I'm fairly sure anybody who's tried SVN would never want to go back to CVS.
There are great CVS clients available that may ease your pain, though.
TortoiseCVS allows the user to commit files just by right-clicking on them. It's a great way to incite people to put their work under version control when they don't want to be bothered with learning and using more complicated software.
SmartCVS allows you to do the more complex CVS operations (pinning a revision, locking a file, etc...) quite easily. And it has a great interface, too.
The GCC project is of comparable complexity to Linux. They use CVS with some success, don't they?
The FreeBSD project also uses CVS for development. Keep in mind that FreeBSD is a kernel AND an userland, which might qualify it to be an even more complex project to manage than Linux.
And on a lesser scale, there is also the example of the Mozilla project which uses CVS with a good share of success.
VRML files are huge. VRML was designed to be human readable (a laudable goal) but this meant that a VRML of any complexity made an enormous file. I used to use VRML files out of ProEngineer in a 3D simulation package and the smallest files were usually about 20 megabytes and it went up to 200 at times.
VRML files are designed to be human readable because VRML isn't just a mere 3D description language, but also a programming language.
The very big advantage of VRML/X3D for designing virtual worlds is that you can not only design objects with VRML, but also define the interactions between them directly in the VRML source.
Moreover, the concept of scene graph (the 3D scene is a tree, if you affect an object its children are affected) which was by popularized by VRML has proven to be quite effective for developping virual worlds, and has been for example adopted in newer technologies like Java 3D.
There were only two stables releases prior 1.7. Those were 1.0 and 1.4.
I don't know if this can really qualify for a "even is stable" mentality.
Sometimes, you DON'T want to hide your security system. It maybe it could be a significant deterrent....
Actually, Debian woody comes on a whooping 7CD set.
But there are also DVDs available.
When building a new TGV line, the RFF (railtrack infrastructure division of the french railroad company) not only buys the lands needed to build the high-speed line, but also proposes to buy the surrounding lands in a 200m radius.
As they don't want the construction to be delayed furthermore, the prices are usually very interesting.
However, I believe the noise of the TGV goes farther than 200m away...
Even if the long distance Maglev is scrapped, the development of high-speed railway links is still a good thing.
Trains like the TGV or ICE have proven that it was feasible to run such a service at up to 320km/h, please passengers (most of the time), have no major impact on the environment AND be profitable.
Maybe it's still too early for the Maglev, or maybe the technology isn't that attractive for its associated costs...
I think that utimately, piracy is what will kill (and in some extents, has already killed) the PC as a gaming platform.
Let's face the facts: About everyone has a personal computer at home, and a lot of people play games, but nobody buys them (this is from an European point of view). Compare this to the console market, where piracy is present but much less widespread (it often needs some hardware hacks that all the users aren't willing to do). How are developpers supposed to make money from this ?
But, you will probably say:
"I buy PC games, sometimes"
"Online games that require a cd-key defeat piracy"
You're right, but these facts did not protect the decline of the PC platform, and in a way they contributed to its impoverishment. Nowaydays, the only games which you can expect to be successful on retail are : High profiled games that people will buy because they've been waiting for them for a long time (Half-Life 2, etc...) or online multiplayer games. In a short, RTS or FPS.
PC used to be a wonderful platform for gaming, because the diversity of the games available was formidable. Turn based games, combat flight simulators, adventure games... Sadly, this is becoming less and less true.
Hopefully, some developpers/publishers aren't ignoring the PC platform yet, releasing their games on multiple plaforms including PC (example: Worms3D is available on PS2, NGC, XBOX, PC and Mac) but I wonder for how long...