The hosting industry really has segmented itself along pricing lines. The overhead to start a small hosting business is so low that there are hundreds if not thousands of hosting 'companies' that offer a very mediocre product but can get by on providing for the cheap and the clueless.
When you see these types of operations with 'unlimited' resource plans starting at 2 or 3 bucks a month is it any surprise that system security is not a core compentency?
While not a universal truth I've found you most often get what you pay for especially as you leave the budget shared hosting segment and move towards VPS or dedicated offerings.
Jeff Waugh is an absolute cancer in the GNOME project. He adds nothing to the project but is a constant source of frustration and drama. How he maintains the influence he has is truly beyond me. My only supposition is that because in the past he has done some work in the past and runs P.G.O the other members of gnome's super cliquely inner circle (what you thought getting into the foundation meant you were a real part of the project? Think again!) feel some kind of perverse loyalty towards him.
This came across as a bit ranty but Jeff Waugh really pisses me off.
I think it's clear that my steam-powered, coal fired Autokineticon is superior in every way to the so-called 'clean' and 'efficient' modern automobiles.
This is a good question and I think it speaks to a larger trend in the handheld market. Nintendo, the undisputed leader of the console handheld market for many years, has traditionally always made their handhelds a but underpowered with respect to the technologies of the day. One of the driving factors of this was battery life which they have excelled in.
Now with the advent of the 3ds they seem to be bucking that trend with a 5 hour battery life.
Now that the push among handheld makers is to provide higher fidelity experiences it seems users of the next generation of handhelds will have to get used to much shorter battery life times.
Battery technology is lagging behind a bit. I'm curious to see how this all plays out in the next 5 years or so as our love of powerful portable devices continues to grow.
This. This. This. 1000 times this. Metalink is a tortured purgatory where the souls of lost engineers endlessly roam the fetid wasteland looking for information that will actually help them.
But hey, the menus animate when you click them! Oracle pushes the flash innovation envelope! Bonus figs all around.
Not so much a problem for the folks on the spacecraft, relativity can make the journey very manageable for them. They better not think about returning home to see Grandma though...
I agree pretty much 100%. They have a large amount of decent reference documentation up but little to no 'process' documentation.
I'd settle for 2 pdfs: the creation of a fixed camera 2d-style game from start to finish that's much more in depth than the Whizzle design doc, and the same but for a first person type game.
ipv4 uses 32bit addresses giving a total maximum of 2^32, or 4,294,967,296 addresses.
The human mind is not good at thinking in exponential terms, and also possesses no intuitive feeling for very large numbers. Thus it is not immediately apparent (unless you've some familiarity with it already) that just 'adding 1' to the exponent doubles the final result.
So if ipv4 used 33 bits for addresses rather than 32 we would have 2^33, or 8,589,934,592 addresses available.
ipv6 on the other hand uses a 128 bit address. 2^128 gives us 3.403 x 10^38. Using a rough estimate of the current world population (http://www.census.gov/main/www/popclock.html) this gives us 5.02 x 10^28 ip addresses *for every man, woman, and child on the earth*.
In essence, every human on the earth could have 1.17 x 10^19 *ipv4 internets' worth of addresses* allocated to them before we run out.
So yes there is a limit. There is also a limit on the lifespan of a proton.
Neither of these limits poses any difficulty for the far foreseeable future.
If your system is "good enough" to create an experience indistinguishable from reality then where do you go from there?
Human senses provide an upper limit for games and anything beyond that is pointless.
Maybe by then we'll have all the equivalent of thin clients in our skulls and some massive server somewhere streams these sensations to us thus shifting the "good enough" up a ladder level.
Re:Vala makes the creating widgets argument moot
on
Qt Becomes LGPL
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· Score: 1
You make many good points, but there are a few things going for Vala that I feel you aren't taking into account.
Vala's impetus is to lower the barrier to entry by making gobject easier to work with.
Vala is largely a response to Mono. It is trying to provide a C#-style experience without having all the cruft mono brings to the table. (Not all Gnome devs are huge Mono fans, I'm certainly not.)
Any previous C# experience will easily transfer to Vala.
As for resources, Vala is worked on by a pretty small team of people. It's not a huge developer sink that's pulling all Gnome devs to it's titantic-like edifice.
Maybe it's just from my own perspective but compared to some of the other efforts to make gobject an unodious experience (like say, GOB *shudder*) Vala is by far the best and least baroque!
Largely due to the OO architecture of the GTK ecosystem there's lots of quality bindings for this stuff also. People always bring up the few Gnome apps that make use of Mono and ignore all the Python Gnome apps for example.
Time will tell and see which of us is correct. I am more hopeful than you on this though!
Re:Large uptick in Qt usage?
on
Qt Becomes LGPL
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· Score: 1
On Linux wxWidgets uses GTK to render it's widgets.
That's the whole point of wxWidgets. It uses the native system widgets where ever it happens to be running not some weird copy of them it makes.
"serve up virtual world games with unlimited photo-realistic detail."
Considering that CGI effects in movie houses have only started approaching effects indistinguishable from reality within the last five or so years this spikes my bullshit meter pretty high.
Factor in Weta/IL&M and the rest are using huge render farms for an extremely non-realtime render process and my meter explodes.
Even if I take the claim at face value and postulate that it is possible to do this then I am forced to wonder about how many concurrent, real-time, 100% realistic scenes it can process at once.
Sounds like the marketing department wet their pants a bit early on this one.
It normally costs an egregious $680 USD! The whole idea with that promotion is to see if it curtails piracy of Office on college campuses by providing their best version of it for a pittance.
Sure I'm sure there are lock-in motivations among other motives behind it, but that is pretty damn good deal on Microsoft's part.
If you've played it for 10 hours you've seen the whole game, it literally has nothing else to offer you.
This is contrary to what was communicated (and subsequently overhyped) where spore would feature far deeper gameplay. In earlier version there weren't stats per se for your creature but rather function followed form. The actual shape and layout of your creature determined it's attributes. This got gut to a fairly superficial equipment-esque system.
I think it's going a bit far to say Spore sucked but it certainly wasn't the revolutionary experience that could have been.
I don't don't believe that exposing user data is not not a big deal!
Pshaw, antiquated solutions from a simpler time. The one true path lies on the road to EviL
The hosting industry really has segmented itself along pricing lines. The overhead to start a small hosting business is so low that there are hundreds if not thousands of hosting 'companies' that offer a very mediocre product but can get by on providing for the cheap and the clueless.
When you see these types of operations with 'unlimited' resource plans starting at 2 or 3 bucks a month is it any surprise that system security is not a core compentency?
While not a universal truth I've found you most often get what you pay for especially as you leave the budget shared hosting segment and move towards VPS or dedicated offerings.
Well there's a big red line to cross. Would could possibly go wrong?!
Do your tires have contact patches the size of a fat lady's thighs?
Jeff Waugh is an absolute cancer in the GNOME project. He adds nothing to the project but is a constant source of frustration and drama. How he maintains the influence he has is truly beyond me. My only supposition is that because in the past he has done some work in the past and runs P.G.O the other members of gnome's super cliquely inner circle (what you thought getting into the foundation meant you were a real part of the project? Think again!) feel some kind of perverse loyalty towards him.
This came across as a bit ranty but Jeff Waugh really pisses me off.
I think it's clear that my steam-powered, coal fired Autokineticon is superior in every way to the so-called 'clean' and 'efficient' modern automobiles.
This is a good question and I think it speaks to a larger trend in the handheld market. Nintendo, the undisputed leader of the console handheld market for many years, has traditionally always made their handhelds a but underpowered with respect to the technologies of the day. One of the driving factors of this was battery life which they have excelled in.
Now with the advent of the 3ds they seem to be bucking that trend with a 5 hour battery life.
Now that the push among handheld makers is to provide higher fidelity experiences it seems users of the next generation of handhelds will have to get used to much shorter battery life times.
Battery technology is lagging behind a bit. I'm curious to see how this all plays out in the next 5 years or so as our love of powerful portable devices continues to grow.
This. This. This. 1000 times this. Metalink is a tortured purgatory where the souls of lost engineers endlessly roam the fetid wasteland looking for information that will actually help them.
But hey, the menus animate when you click them! Oracle pushes the flash innovation envelope! Bonus figs all around.
Not so much a problem for the folks on the spacecraft, relativity can make the journey very manageable for them. They better not think about returning home to see Grandma though...
I agree pretty much 100%. They have a large amount of decent reference documentation up but little to no 'process' documentation.
I'd settle for 2 pdfs: the creation of a fixed camera 2d-style game from start to finish that's much more in depth than the Whizzle design doc, and the same but for a first person type game.
Maybe Taco & co. aren't adding 'coolforsale' to the lameness filters thinking they'll start some kind of escalating spam war?
Otherwise I don't know why the hell they don't just do it already.
Derivative works would also include things like fan fiction and illustrations.
Blizzard actively encourages people to publicly display art they created that is directly derived from their IP.
They even put it on their own site.
ipv4 uses 32bit addresses giving a total maximum of 2^32, or 4,294,967,296 addresses.
The human mind is not good at thinking in exponential terms, and also possesses no intuitive feeling for very large numbers. Thus it is not immediately apparent (unless you've some familiarity with it already) that just 'adding 1' to the exponent doubles the final result.
So if ipv4 used 33 bits for addresses rather than 32 we would have 2^33, or 8,589,934,592 addresses available.
ipv6 on the other hand uses a 128 bit address. 2^128 gives us 3.403 x 10^38. Using a rough estimate of the current world population (http://www.census.gov/main/www/popclock.html) this gives us 5.02 x 10^28 ip addresses *for every man, woman, and child on the earth*.
In essence, every human on the earth could have 1.17 x 10^19 *ipv4 internets' worth of addresses* allocated to them before we run out.
So yes there is a limit. There is also a limit on the lifespan of a proton.
Neither of these limits poses any difficulty for the far foreseeable future.
If your system is "good enough" to create an experience indistinguishable from reality then where do you go from there?
Human senses provide an upper limit for games and anything beyond that is pointless.
Maybe by then we'll have all the equivalent of thin clients in our skulls and some massive server somewhere streams these sensations to us thus shifting the "good enough" up a ladder level.
Quis custodiet ipsos custodes?
You make many good points, but there are a few things going for Vala that I feel you aren't taking into account.
As for resources, Vala is worked on by a pretty small team of people. It's not a huge developer sink that's pulling all Gnome devs to it's titantic-like edifice.
Maybe it's just from my own perspective but compared to some of the other efforts to make gobject an unodious experience (like say, GOB *shudder*) Vala is by far the best and least baroque!
Largely due to the OO architecture of the GTK ecosystem there's lots of quality bindings for this stuff also. People always bring up the few Gnome apps that make use of Mono and ignore all the Python Gnome apps for example.
Time will tell and see which of us is correct. I am more hopeful than you on this though!
On Linux wxWidgets uses GTK to render it's widgets.
That's the whole point of wxWidgets. It uses the native system widgets where ever it happens to be running not some weird copy of them it makes.
GtkTreeView and it's buddy GtkListView are pretty much the most over-engineered and terrible bits of GTK.
I feel your pain brother :(
There's plenty of Z80 derived MCUs out there! You should pick up a couple if only to play with them. They certainly take me back :)
When you have shifts?
The ability to multiply and divide non-integer numbers might be useful in a spreadsheet...
"serve up virtual world games with unlimited photo-realistic detail."
Considering that CGI effects in movie houses have only started approaching effects indistinguishable from reality within the last five or so years this spikes my bullshit meter pretty high.
Factor in Weta/IL&M and the rest are using huge render farms for an extremely non-realtime render process and my meter explodes.
Even if I take the claim at face value and postulate that it is possible to do this then I am forced to wonder about how many concurrent, real-time, 100% realistic scenes it can process at once.
Sounds like the marketing department wet their pants a bit early on this one.
True, America simply designed, paid for, and operated the rovers.
Give me a break you Anti-America trolls are the most unreasonable lot ever if you can't even acknowledge the work the US has done in space.
Go to that link you posted. Look at the Outlook 2007 sitting on the first page along with all the other Office applications.
The version they are offering to students is actually their highest tier Office retail product (non-volume licensed):
http://office.microsoft.com/en-us/products/FX101635841033.aspx
It normally costs an egregious $680 USD! The whole idea with that promotion is to see if it curtails piracy of Office on college campuses by providing their best version of it for a pittance.
Sure I'm sure there are lock-in motivations among other motives behind it, but that is pretty damn good deal on Microsoft's part.
If you've played it for 10 hours you've seen the whole game, it literally has nothing else to offer you.
This is contrary to what was communicated (and subsequently overhyped) where spore would feature far deeper gameplay. In earlier version there weren't stats per se for your creature but rather function followed form. The actual shape and layout of your creature determined it's attributes. This got gut to a fairly superficial equipment-esque system.
I think it's going a bit far to say Spore sucked but it certainly wasn't the revolutionary experience that could have been.