I like this idea, the whole thing is so broken atm it's a joke, the only peeps who take it seriously these days are the ones without much tech knowledge.
not sure how much it would help, but this whole "WoT" idea is definately the way forward.
Is it just me, or does having a uid == 0 == Root, seam really f'ing stupid, bad code design? Why is it this way? surely it would be better to use some run-time generated uuid only accessable to a Root account? Then a quick code search can keep track of everything getting this uuid.
Just seams bad to me that getting root access should be as simple as setting user id to zero.
actually, it's about assword security. and the "pre image" problem. more collisions mean it's easier to find a password that gives a stored hash but it's not crippled, its just that a 512 key gives you n/2 security - 256bit security
I see it less like "forced" and more like "not worth the effort". I mean - seriously, whats the point in wasting all that money when using google cache of thepirabate.se more than serves the purpose.
Nope, it quite clearly says overall album sales are down 3.6%.
That does not equate to growth. In any way shape or form. They may be selling 4% more "units" - but the average value of those units is down significantly.
Not at all, it just causes some noise, which will vary greatly by location (and what they are measuring). They are "locked" in phase, At any one time all the gens are targetting 50Hz but some will be running at 50.002Hz while others are at 49.998Hz. The actual freq of each gen is then varied (independantly) to keep close to the target.
Not sure about this, (not seen the post you are replying to), but the frequencies will vary a lot by location, the fact it is not "fixed" is how they are identifying the time, it may be "locked" but that does not necessarily mean that the variations from what they are supposed to be "locked to" will not vary widely across the country.
I would add they tried with ET:QW, but despite being a pretty great game, in terms of multiplayer playability didn't come close to the likes of Unreal Tournament - and I'm sure most of that was down to network issues - although I never played it long enough to say that for sure,
It was fairly successful But dwarfed by CS. Networking was also pretty horrible form a gamer POV. real issues getting into servers (I note you said LAN parties), and terrible lag issues when you did, even on a decent connection you would often have a freeze then unfreeze with a "you've been fragged" message.
Q2 used to manage fine, nearly always smooth even with a 110ms ping. But even that needed gamespy or such to find a sever to play on (and at least also had decent singleplayer).
ok simplification (drop y,z which require a 3rd point of reference) receive from sat1 0m, t=150,000ns 1000ns later receive sat2 900m, t=150,000ns
gives you are 300m further away from sat2 than sat1 therefore you are 300m from sat1 and 600m from sat2 your x = 300m and t when you received the first message = 151,000ns
I'll give it a quick go though sat 1 is x1,y1,z1, t=0 sat 2 is x2,y2,z2, t=1000ns sat3 is x3,y3,z3, t=1000ns you are therefore 300m further away from sat2 and sat3 than sat1 you know how far away sat1 is from sat2 and sat3 - form a bounded tri - you now calc how far you are away from sat1 and can hence calc "real t".
still pretty sure you know enough to get a fairly good estimate of t from 2 sats. Showing working would require ThinkingAboutShit(TM), which I'll leave up to people who are SureAboutShit(TM)(you). Conjecture: either you know t by three sats or you need 4 sats unless you have t
Don't need "your" location - just that of the sats. time difference from 2 sats + known time difference between the two sats would allow you to solve for t (your time). meaning you wouldn't need a 4th sat to solve for t.
I like this idea, the whole thing is so broken atm it's a joke, the only peeps who take it seriously these days are the ones without much tech knowledge.
not sure how much it would help, but this whole "WoT" idea is definately the way forward.
Is it just me, or does having a uid == 0 == Root, seam really f'ing stupid, bad code design?
Why is it this way? surely it would be better to use some run-time generated uuid only accessable to a Root account?
Then a quick code search can keep track of everything getting this uuid.
Just seams bad to me that getting root access should be as simple as setting user id to zero.
actually, it's about assword security. and the "pre image" problem.
more collisions mean it's easier to find a password that gives a stored hash
but it's not crippled, its just that a 512 key gives you n/2 security - 256bit security
afaics, anyway
Sounds to me like this laser will work with DVD media.
Whereas DVD media will not work with CD media.
has been laments loss of mindshare, news at 12
I see it less like "forced" and more like "not worth the effort".
I mean - seriously, whats the point in wasting all that money when using google cache of thepirabate.se more than serves the purpose.
Can't argue with that.
Nope, it quite clearly says overall album sales are down 3.6%.
That does not equate to growth. In any way shape or form. They may be selling 4% more "units" - but the average value of those units is down significantly.
Not at all, it just causes some noise, which will vary greatly by location (and what they are measuring).
They are "locked" in phase,
At any one time all the gens are targetting 50Hz
but some will be running at 50.002Hz while others are at 49.998Hz. The actual freq of each gen is then varied (independantly) to keep close to the target.
Actually, that's a bit of a naughty use of numbers.
Your link says:
Album sales ($15?) each are down 3.2%
and
and single track sales (99c) are up 5.6%
That is not the growth you purport it to be.
The sell outs in favor of local artists.
.
^ see that
It's the worlds smallest, quietest violin playing for the sell outs.
Not sure about this, (not seen the post you are replying to), but the frequencies will vary a lot by location, the fact it is not "fixed" is how they are identifying the time, it may be "locked" but that does not necessarily mean that the variations from what they are supposed to be "locked to" will not vary widely across the country.
Or not not
http://upload.wikimedia.org/wikipedia/commons/c/c0/Sea_level_temp_140ky.gif
Quite, 10,000 years ago the seas were 10 meters higher than they are today.
I would add they tried with ET:QW, but despite being a pretty great game, in terms of multiplayer playability didn't come close to the likes of Unreal Tournament - and I'm sure most of that was down to network issues - although I never played it long enough to say that for sure,
It was fairly successful But dwarfed by CS.
Networking was also pretty horrible form a gamer POV.
real issues getting into servers (I note you said LAN parties), and terrible lag issues when you did, even on a decent connection you would often have a freeze then unfreeze with a "you've been fragged" message.
Q2 used to manage fine, nearly always smooth even with a 110ms ping. But even that needed gamespy or such to find a sever to play on (and at least also had decent singleplayer).
Yeah, they just lost it on the network code.
Seems they've not released a decent multiplayer game (where gamers spend all their time) since Q2.
Everybody comments on the graphics, but what's holding them back is not graphics, and not even gameplay.
It's weak networking and server infrastructure.
how do I find my uid?
never mind
What's the point?
Its a patent for a symmetric key algorithm done in hardware.
Just tell them you'll see them in court.
ok
simplification (drop y,z which require a 3rd point of reference)
receive from
sat1 0m, t=150,000ns
1000ns later receive
sat2 900m, t=150,000ns
gives
you are 300m further away from sat2 than sat1
therefore you are 300m from sat1
and 600m from sat2
your x = 300m
and
t when you received the first message = 151,000ns
I'll give it a quick go though
sat 1 is x1,y1,z1, t=0
sat 2 is x2,y2,z2, t=1000ns
sat3 is x3,y3,z3, t=1000ns
you are therefore 300m further away from sat2 and sat3 than sat1
you know how far away sat1 is from sat2 and sat3 -
form a bounded tri - you now calc how far you are away from sat1 and can hence calc "real t".
still pretty sure you know enough to get a fairly good estimate of t from 2 sats.
Showing working would require ThinkingAboutShit(TM), which I'll leave up to people who are SureAboutShit(TM)(you).
Conjecture:
either you know t by three sats or you need 4 sats unless you have t
I think you are making the mistake of thinking you know how long the signal took to get to you from each sat?
afaik, what you get is
sat1:I'm at x,y,z and the time is t
sat2:I'm at x,y,z and the time is t
sat3:I'm at x,y,z and the time is t
where the difference between the t in the message and the "real" t when you receive it is how long the message took to get there.
So two sats gets you the "real" t
and the 3rd allows you to derive your x,y,z
again, could be wrong - but afaik until you get the real t you know nothing about your position 2D or 3D.
Don't need "your" location - just that of the sats.
time difference from 2 sats + known time difference between the two sats would allow you to solve for t (your time).
meaning you wouldn't need a 4th sat to solve for t.
I could be wrong, but I'm pretty sure you can figure out your t from 2 satellites, as long as you know their relative position to each other.
Meaning you only need three for a full fix as long as you know where the sats are.