We pity malfunctioning Spirit, pity it's not Opportunity. NO.
Goddamnit, Spirit was a row of failures from day one, an epic struggle but a struggle nevertheless.
Meanwhile, Opportunity analyzed some nearby craters, climbed a hill, found one HUGE crater and began moving there.
It will reach it around 2015.
Yep, NASA made plans of some decade long trip for it, a couple years ago. Not "will it respond in next month?" style hope, but "Will it last 10 years more?" hope. Totally awesome and incredible.
Damn you, nothing Spirit was close to compares to the crater Opportunity tries to reach.
Writing article about someone's results of their research is kind of plagiarism but quite common, widely accepted and not illegal per copyright law, especially when it's copying factual knowledge and not creations.
OTOH, claiming authorship of the research behind the article is plain assinine.
You're making a naive assumption that actions of government are based on wisdom, foresight, logic and/or best interest of the society as a whole. The fact that a destabilized society might destroy the government in some nondescript future has never stopped a politician from an act that would bring an immediate profit.
Again, you're making a naive assumption that actions of government are based on wisdom, foresight, logic and/or best interest of the society as a whole. The fact that destabilized society might destroy the government in some nondescript future has never stopped a politician from an act that would bring an immediate profit.
Then the biggest whoosh to you. Government doesn't give a shit about cost to society. Legislation follows cost to the government so your reflections are moot.
You don't talk with everyone at once. You don't see everyone at once. Even on goddamned IRC there are channels. A split into smaller manageable sections is perfectly viable as long as transition is nearly seamless.
Are the GTA games a set of smallish town pieces? Technically they were, but since transition was seamless, from the player's standpoint it's one large piece of land.
Is the game's requirement to run on a single server to be a MMO? Or can it be distributed over a cloud, where each server manages a small piece of land, but transitions between them are seamless from the player's viewpoint?
Since every single one of those has been suggested dozens,
Keyword Single. Nobody gathered a bunch of them and combined them all in one game. There are one-off implementations of some. Half-assed and under-used.
Nope. What made original Duke Nukem a great game remembered until today? Pipe bombs? Jetpack? Freeze gun? Shrink gun? Fabulous lines? Interactive environments? Not one single of these things but all of them combined. So all your "this, implemented here" is pointless.
Now it maxes out at...80 vs 80, as I recall.
So split it into many smaller areas, where smaller battles of 20 vs 20 can take place, but make the whole zone a war zone. Or make an engine that allows transitions between such areas seamlessly. And not just a duel arena, but a war ground between major factions. Still, sounds primarily like shoddy programming.
VERY difficult missions which would be attempted and failed over and over until someone succeeds and the result is permanent,
So lots of development time, play testing, and balancing for something 0.0001% of players will get to see?
Absolutely not. Do NOT balance it. Make it as over-the-top as the ancient guardian in Everquest, the unkillable one, which took some 60 people about 8 hours to kill. Don't even make it extra-unique. If making a location takes extreme effort, your development process is broken. Sure balancing it may take time, but you don't need to balance this one. And no, you, mr. paying customer, will be hearing epic stories of heroes who did this. And if you want it again, better start getting better for a follow-up at a different location.
expensive, prestigeous public locations for rent/sale and personalized use.
Woohoo, more stuff that 0.0001% of the player base can use.
Once again, if development of another location takes too much time, your development process is broken. Besides, many of these will be public areas: shops, workshops, guildhouses. Many of them can be "canned rooms". I suggest playing a bit with TES Construction Set, for Oblivion or Morrowind, and see how easy and fast, and streamlined the process of creating locations can be.
The very essence of a "live world" MMORPG is a platform that easily, seamlessly and dynamically accepts edits and new content from developers (and I don't mean "update on startup", I mean you can sit back and watch a house being built). The process of development of the game should be as streamlined as, say, using GMod to build objects in Source engine, or building things in Minecraft. A sandbox for developers to try stuff, then the developer's avatar enters the world, and does the same thing, live, as players watch, starting creation of a new bridge, or a new wall.
construction of massive structures progressing by tiny phases, so your contribution is permanent ("I built THIS door of the castle"),
Again, this is a MULTIPLAYER game. Blizz tries to avoid things that encourage people to say "screw everyone else" and just play on their own.
It still should be a game where the players can work as a team, but not necessarily as a group. Split responsibilities, scatter the group, one goes to gather stone, another masons it into blocks, yet another chopping wood, and another doing business about tools... they all build a fortress for the group, but at the moment every one of them is solo'ing their own separate part of pursuit for the common goal.
It is doable, epic missions - battles involving hundreds of players, massive events (enemy assault on a town, siege progressing day by day), timed progress of situation as players complete their tasks, stalemate situations that need heavy power to throw them off balance important positions relatively easy to take over but difficult to hold, so they continuously change ownership significant guilds shaping the politics, economy, influencing the world, VERY difficult missions which would be attempted and failed over and over until someone succeeds and the result is permanent, construction of massive structures progressing by tiny phases, so your contribution is permanent ("I built THIS door of the castle"), active environmental engineering (channels, lakes, dams) controlled from well defendable positions you can take over then hold or protect with traps, portable structures that can be built anywhere by consolidated effort of a moderately sized group ("let's build a fortified checkpoint HERE.") Instantiated personal space (a room in a hotel or a house) so that every player has a fully customizable personal area without cutting into the massive bulk, expensive, prestigeous public locations for rent/sale and personalized use....want more ideas?
Now all gays who want to switch to being straight must use Android! (no, they don't need to download any apps. Owning an Android phone alone will make them manly enough.)
(also, if that app worked, wouldn't it be a threat to bulk of Apple user base?)
When it comes to risking real money - I'd say enough.
What I am potentially concerned with, is not that the code itself contains some nasty stuff, but more that the algorithm behind creating and using the "coins" - the mathematics involved in it - is sophisticated enough that while some people will understand the general rule and find it sound, the author may know of some little-known caveat, exception, some specific parameter value that may compromise the security.
Still, the concept is interesting enough that I'm pretty sure many mathematicians will take interest and scrutinize it for algorithmic vulnerablities just as well as coders will scrutinize it for implementation backdoors.
Like md5 implementation can be sound, but md5 hash collision can already be generated using far less effort than the 32 bytes of enthropy would suggest.
The answer is a standad, "slow" overnight charger at home and a "fast charge" fuel station. If you're rich, you can always buy extra cells to store the energy for fast charge, but normally you plug the car in for the night at home and "fast charge" only if you go more than 100km/day.
I don't know about SEC and the likes but I'm pretty sure if you go to Thailand to bang a 10yo, and FBI gathers enough evidence that you did, you go to prison, no excuses.
But where did you get the "exposure to same or higher rate"? If you mean higher levels than 10mSv/year, that is more than 11.4uSv/hour, then no.
11uSv/hour for a year is much more likely to cause cancer than a hourly exposure of of 1mSv/h and then just typical background for remainder of the year.
The rate isn't all that important in increasing danger of cancer. It's the total dose absorbed, time notwithstanding.
A particle (alpha, beta, gamma) gets ejected in a fission reaction from a radiation source. It will stop when it hits a random object. With minimal probability, the random object may be a DNA chain in a cell of your body. With minimal probability, the hit will damage the chain by modifying the code and not making it "unreadable". With minimal probability the damage will be specifically in code responsible for limiting growth/multiplication of the cell. If this series of coincidences happens, you get cancer.
The chance for this exists with every particle emitted. No matter where it comes from, a broken reactor, a CT scan, a banana. Only the total number of radiation particles entering your body matters here. Whether that happens over 10 years living over a field of uranium ore, or over 1s in a nuclear flash, it's just the particle count that changes cancer probability.
Of course the situation is different for acute radiation disease symptoms. The particles may hit any other part of the cell and simply damage or kill it. And the likehood for that is vastly higher. Of course cells will be rebuilt over time, so with slower irradiation the body will keep up with replacing dead cells as they are killed, while a rapid irradiation will kill many of them at once, and as result, there will be not enough left to support life functions. But that has very little in common with increasing cancer risk - dead cells will not multiply, won't cause cancer.
...except "enemy" ones (for which you had to have a line of sight to appear.) I had to wrap my mind around how a system to set yourself visible/invisible to selected factions (esp. invisible to factions with definite intent to see you) would work in reality.
We pity malfunctioning Spirit, pity it's not Opportunity. NO.
Goddamnit, Spirit was a row of failures from day one, an epic struggle but a struggle nevertheless.
Meanwhile, Opportunity analyzed some nearby craters, climbed a hill, found one HUGE crater and began moving there.
It will reach it around 2015.
Yep, NASA made plans of some decade long trip for it, a couple years ago. Not "will it respond in next month?" style hope, but "Will it last 10 years more?" hope. Totally awesome and incredible.
Damn you, nothing Spirit was close to compares to the crater Opportunity tries to reach.
Writing article about someone's results of their research is kind of plagiarism but quite common, widely accepted and not illegal per copyright law, especially when it's copying factual knowledge and not creations.
OTOH, claiming authorship of the research behind the article is plain assinine.
Actually, if not a THICK layer of red tape, SSTAR and HPM type reactors could be deployed exactly like that.
You're making a naive assumption that actions of government are based on wisdom, foresight, logic and/or best interest of the society as a whole.
The fact that a destabilized society might destroy the government in some nondescript future has never stopped a politician from an act that would bring an immediate profit.
Again, you're making a naive assumption that actions of government are based on wisdom, foresight, logic and/or best interest of the society as a whole.
The fact that destabilized society might destroy the government in some nondescript future has never stopped a politician from an act that would bring an immediate profit.
Of course the document has been deemed misclassified only after it has been found essential to the defense.
S.T.A.L.K.E.R. 2 - Shadow of Fukushima
Then the biggest whoosh to you. Government doesn't give a shit about cost to society. Legislation follows cost to the government so your reflections are moot.
You don't talk with everyone at once. You don't see everyone at once. Even on goddamned IRC there are channels.
A split into smaller manageable sections is perfectly viable as long as transition is nearly seamless.
Are the GTA games a set of smallish town pieces? Technically they were, but since transition was seamless, from the player's standpoint it's one large piece of land.
Is the game's requirement to run on a single server to be a MMO? Or can it be distributed over a cloud, where each server manages a small piece of land, but transitions between them are seamless from the player's viewpoint?
Since every single one of those has been suggested dozens,
Keyword Single.
Nobody gathered a bunch of them and combined them all in one game.
There are one-off implementations of some. Half-assed and under-used.
Nope. What made original Duke Nukem a great game remembered until today? Pipe bombs? Jetpack? Freeze gun? Shrink gun? Fabulous lines? Interactive environments? Not one single of these things but all of them combined. So all your "this, implemented here" is pointless.
Now it maxes out at...80 vs 80, as I recall.
So split it into many smaller areas, where smaller battles of 20 vs 20 can take place, but make the whole zone a war zone. Or make an engine that allows transitions between such areas seamlessly. And not just a duel arena, but a war ground between major factions. Still, sounds primarily like shoddy programming.
VERY difficult missions which would be attempted and failed over and over until someone succeeds and the result is permanent,
So lots of development time, play testing, and balancing for something 0.0001% of players will get to see?
Absolutely not. Do NOT balance it. Make it as over-the-top as the ancient guardian in Everquest, the unkillable one, which took some 60 people about 8 hours to kill.
Don't even make it extra-unique. If making a location takes extreme effort, your development process is broken. Sure balancing it may take time, but you don't need to balance this one. And no, you, mr. paying customer, will be hearing epic stories of heroes who did this. And if you want it again, better start getting better for a follow-up at a different location.
expensive, prestigeous public locations for rent/sale and personalized use.
Woohoo, more stuff that 0.0001% of the player base can use.
Once again, if development of another location takes too much time, your development process is broken. Besides, many of these will be public areas: shops, workshops, guildhouses. Many of them can be "canned rooms".
I suggest playing a bit with TES Construction Set, for Oblivion or Morrowind, and see how easy and fast, and streamlined the process of creating locations can be.
The very essence of a "live world" MMORPG is a platform that easily, seamlessly and dynamically accepts edits and new content from developers (and I don't mean "update on startup", I mean you can sit back and watch a house being built). The process of development of the game should be as streamlined as, say, using GMod to build objects in Source engine, or building things in Minecraft. A sandbox for developers to try stuff, then the developer's avatar enters the world, and does the same thing, live, as players watch, starting creation of a new bridge, or a new wall.
construction of massive structures progressing by tiny phases, so your contribution is permanent ("I built THIS door of the castle"),
Again, this is a MULTIPLAYER game. Blizz tries to avoid things that encourage people to say "screw everyone else" and just play on their own.
It still should be a game where the players can work as a team, but not necessarily as a group. Split responsibilities, scatter the group, one goes to gather stone, another masons it into blocks, yet another chopping wood, and another doing business about tools... they all build a fortress for the group, but at the moment every one of them is solo'ing their own separate part of pursuit for the common goal.
It is doable, ...want more ideas?
epic missions - battles involving hundreds of players,
massive events (enemy assault on a town, siege progressing day by day),
timed progress of situation as players complete their tasks,
stalemate situations that need heavy power to throw them off balance
important positions relatively easy to take over but difficult to hold, so they continuously change ownership
significant guilds shaping the politics, economy, influencing the world,
VERY difficult missions which would be attempted and failed over and over until someone succeeds and the result is permanent,
construction of massive structures progressing by tiny phases, so your contribution is permanent ("I built THIS door of the castle"),
active environmental engineering (channels, lakes, dams) controlled from well defendable positions you can take over then hold or protect with traps,
portable structures that can be built anywhere by consolidated effort of a moderately sized group ("let's build a fortified checkpoint HERE.")
Instantiated personal space (a room in a hotel or a house) so that every player has a fully customizable personal area without cutting into the massive bulk,
expensive, prestigeous public locations for rent/sale and personalized use.
do NOT confuse costs to the society with costs to the government. These may seem (and pretend to be) the same, but they are quite a different thing.
about 1 mibiLoC.
Nope, he stereotypes what gay means. Don't mix (homo)sexuality into this! ;-)
Now all gays who want to switch to being straight must use Android!
(no, they don't need to download any apps. Owning an Android phone alone will make them manly enough.)
(also, if that app worked, wouldn't it be a threat to bulk of Apple user base?)
OTOH alcohol excise tax is a significant source of budget income, so maximizing ability to consume alcohol would be profitable for the budget...
Then attach NDA violaton on top of the DMCA.
When it comes to risking real money - I'd say enough.
What I am potentially concerned with, is not that the code itself contains some nasty stuff, but more that the algorithm behind creating and using the "coins" - the mathematics involved in it - is sophisticated enough that while some people will understand the general rule and find it sound, the author may know of some little-known caveat, exception, some specific parameter value that may compromise the security.
Still, the concept is interesting enough that I'm pretty sure many mathematicians will take interest and scrutinize it for algorithmic vulnerablities just as well as coders will scrutinize it for implementation backdoors.
Like md5 implementation can be sound, but md5 hash collision can already be generated using far less effort than the 32 bytes of enthropy would suggest.
Except if 10% of users (who joined early) accumulate 90% of the wealth, then the economy will not be able to...
oh wait...
The answer is a standad, "slow" overnight charger at home and a "fast charge" fuel station.
If you're rich, you can always buy extra cells to store the energy for fast charge, but normally you plug the car in for the night at home and "fast charge" only if you go more than 100km/day.
Which of two their major sources of revenue are you talking about?
Google?
Or GPL lawsuits?
he might like it.
I don't know about SEC and the likes but I'm pretty sure if you go to Thailand to bang a 10yo, and FBI gathers enough evidence that you did, you go to prison, no excuses.
But where did you get the "exposure to same or higher rate"? If you mean higher levels than 10mSv/year, that is more than 11.4uSv/hour, then no.
11uSv/hour for a year is much more likely to cause cancer than a hourly exposure of of 1mSv/h and then just typical background for remainder of the year.
The rate isn't all that important in increasing danger of cancer. It's the total dose absorbed, time notwithstanding.
A particle (alpha, beta, gamma) gets ejected in a fission reaction from a radiation source. It will stop when it hits a random object.
With minimal probability, the random object may be a DNA chain in a cell of your body.
With minimal probability, the hit will damage the chain by modifying the code and not making it "unreadable".
With minimal probability the damage will be specifically in code responsible for limiting growth/multiplication of the cell.
If this series of coincidences happens, you get cancer.
The chance for this exists with every particle emitted. No matter where it comes from, a broken reactor, a CT scan, a banana. Only the total number of radiation particles entering your body matters here. Whether that happens over 10 years living over a field of uranium ore, or over 1s in a nuclear flash, it's just the particle count that changes cancer probability.
Of course the situation is different for acute radiation disease symptoms. The particles may hit any other part of the cell and simply damage or kill it. And the likehood for that is vastly higher. Of course cells will be rebuilt over time, so with slower irradiation the body will keep up with replacing dead cells as they are killed, while a rapid irradiation will kill many of them at once, and as result, there will be not enough left to support life functions. But that has very little in common with increasing cancer risk - dead cells will not multiply, won't cause cancer.
...except "enemy" ones (for which you had to have a line of sight to appear.)
I had to wrap my mind around how a system to set yourself visible/invisible to selected factions (esp. invisible to factions with definite intent to see you) would work in reality.