correction, it's 72 times, not 143:D
for(i=0;i72;i++)
{
printf("Around the World\r\n");
}
I took a look at some lyrics sites... oops:$, i listened the original cd
Another method is to add 1/47347200th (i'm sure we can compute a better fraction) of second per seconds to make time always accurate.
1 second added every 18th month... (548 days * 24 hours * 60 minutes * 60 secondes).
Some will say : it will be hard to make accurate all clocks with this new standard.
How many of our home clock are 100% accurate everytime. Power lost, power fail, power low down for a fraction of second... We don't need to life a the near second.
I tested some SVG sample and Firefox 1.5 RC1 still missing some features from W3C recommendation. But, the render is better for this version in comparaison with 1.5 Beta2
Motion blur is another way to explain this effect.
Motion blur From Wikipedia, the free encyclopedia. (http://en.wikipedia.org/wiki/Motion_blur) This amusement ride was in motion during the exposure. Enlarge This amusement ride was in motion during the exposure. These city lights were motion-blurred by waving the camera during the exposure. Enlarge These city lights were motion-blurred by waving the camera during the exposure.
Motion blur is the apparent streaking of rapidly moving objects in a still image or a sequence of images such as a movie or animation.
When an image of moving objects or from a moving camera is created it does not always merely represent a single instant of time. Often because of technological constraints or artistic requirements the image must represent the scene over a period of time. As objects move in a scene over time an image of that scene must represent an integration of all positions of a camera's viewpoint and object positions over the period of exposure determined by the shutter speed. Any moving object with respect to the camera in such an image will look blurred or smeared along the direction of relative motion, this smearing may occur on an object that is moving or on a static background if the camera is moving. In a film or television image this looks natural because the human eye behaves in much the same way.
Because the effect is caused by the relative motion of the camera, object and scene being imaged, the camera may be used to track moving objects by panning the camera such that even with long exposure times motion blur is avoided on the moving object but instead appears on the background.
In televised sports, where conventional cameras expose pictures 25 or 30 times per second, motion blur can be inconvenient because it obscures the exact position of a projectile or athlete in slow motion. For this reason special cameras are often used which eliminate motion blurring by taking rapid exposures on the order of 1/1000 of a second, and then transmitting them over the course of the next 1/25 or 1/30 of a second. Although this gives sharper slow motion replays it can look strange at normal speed because the eye expects to see motion blurring and does not.
Similarly, in real-time computer animation each frame shows a perfect instance in time (analogous to a camera with an infinitely fast shutter), with zero motion blur. This is why a video game with a frame rate of 25-30 frames per second will seem 'jumpy' and strange, while natural motion filmed at the same frame rate appears continuous. To compensate for this, much higher frame rates are desirable, of 60 frame/s or more. In pre-rendered computer animation, such as CGI movies, simply raising the frame rate is not possible, but realistic motion blur can be drawn because the renderer has much longer to draw each frame. Temporal anti-aliasing produces frames as a composite of many instants.
Sometimes, motion blur can be removed from images with the help of deconvolution.
I still dont know if the witch FREEZED or PLASTIFIED rebels troops
Nice publicity,
I hope Coca-Cola will give back some money for this publicity
correction, it's 72 times, not 143 :D
for(i=0;i72;i++)
{
printf("Around the World\r\n");
}
I took a look at some lyrics sites... oops :$, i listened the original cd
Slashdot's slashdotting the slashdot killer. If you wanna be a serious competitor to Slashdot, try to have at least the same kind of server/bandwitch.
I don't know if this site is serious, but they claim to have a list with more than 20 infected title. Here the link : http://www.idiotabroad.com/2005/11/cds-affected-by -the-sony-bmg-spyware/
Another method is to add 1/47347200th (i'm sure we can compute a better fraction) of second per seconds to make time always accurate. 1 second added every 18th month ... (548 days * 24 hours * 60 minutes * 60 secondes).
Some will say : it will be hard to make accurate all clocks with this new standard.
How many of our home clock are 100% accurate everytime. Power lost, power fail, power low down for a fraction of second... We don't need to life a the near second.
It's time to think about emulator and clear some space Do you've a picture of your "game station"
IRC is also used a lot
It's not 1% but 1 vote like all democratic votes
I tested some SVG sample and Firefox 1.5 RC1 still missing some features from W3C recommendation. But, the render is better for this version in comparaison with 1.5 Beta2
Someone have the mirror link ? The main link seem Slashdotted!!
Plus ça change, plus c'est pareil = " " in french so + are French right use for " "
I agree, it's like thinking SVG will easily replace Flash movies
Motion blur is another way to explain this effect.
Motion blur
From Wikipedia, the free encyclopedia. (http://en.wikipedia.org/wiki/Motion_blur)
This amusement ride was in motion during the exposure.
Enlarge
This amusement ride was in motion during the exposure.
These city lights were motion-blurred by waving the camera during the exposure.
Enlarge
These city lights were motion-blurred by waving the camera during the exposure.
Motion blur is the apparent streaking of rapidly moving objects in a still image or a sequence of images such as a movie or animation.
When an image of moving objects or from a moving camera is created it does not always merely represent a single instant of time. Often because of technological constraints or artistic requirements the image must represent the scene over a period of time. As objects move in a scene over time an image of that scene must represent an integration of all positions of a camera's viewpoint and object positions over the period of exposure determined by the shutter speed. Any moving object with respect to the camera in such an image will look blurred or smeared along the direction of relative motion, this smearing may occur on an object that is moving or on a static background if the camera is moving. In a film or television image this looks natural because the human eye behaves in much the same way.
Because the effect is caused by the relative motion of the camera, object and scene being imaged, the camera may be used to track moving objects by panning the camera such that even with long exposure times motion blur is avoided on the moving object but instead appears on the background.
In televised sports, where conventional cameras expose pictures 25 or 30 times per second, motion blur can be inconvenient because it obscures the exact position of a projectile or athlete in slow motion. For this reason special cameras are often used which eliminate motion blurring by taking rapid exposures on the order of 1/1000 of a second, and then transmitting them over the course of the next 1/25 or 1/30 of a second. Although this gives sharper slow motion replays it can look strange at normal speed because the eye expects to see motion blurring and does not.
Similarly, in real-time computer animation each frame shows a perfect instance in time (analogous to a camera with an infinitely fast shutter), with zero motion blur. This is why a video game with a frame rate of 25-30 frames per second will seem 'jumpy' and strange, while natural motion filmed at the same frame rate appears continuous. To compensate for this, much higher frame rates are desirable, of 60 frame/s or more. In pre-rendered computer animation, such as CGI movies, simply raising the frame rate is not possible, but realistic motion blur can be drawn because the renderer has much longer to draw each frame. Temporal anti-aliasing produces frames as a composite of many instants.
Sometimes, motion blur can be removed from images with the help of deconvolution.