I'm sick of the advertising they already cram down my throat when I buy a DVD, Disney movies are the worst for "sit through 50 ad's that you can't skip before your movie that you paid for".
Half the ad's are usually packaged as warnings to get it before it goes back into the Disney vault for another 50 years. Uhhh, sorry to tell you this Disney, but the 10th anniversary gold edition of Cinderella is already back in the god damn vault and I don't need to be reminded of it anymore.
Initally I wrote a whole document as to why dojo is actually good, but I'll try to sum it up in less words.
1. Platform Independance 2. Roadmap/plans on dojo really outline how they care about code quality and developing a flexible/extensible solution. 3. I only use about 20% of dojo, but it has probably saved about a year of development time, I used to have a "do it myself" attitude, but after extensively developing under dojo, that opinion has changed to "don't reinvent the wheel" which is especially true when there are people improving the wheel for you free of charge. 4. Allows a great separation between dojo code and my proprietary code. I have not yet had to even touch a single line of code within dojo, because I've been able to workaround any problems via inheritance or my own custom widgets stored in my own namespace away from the dojo code. 5. Things aside from widgets have been proven time and time again to be incredibly useful, e.g. formbind binds a a form to a ajax request, allowing you to directly turn that entire form into a ajax request (no page redirect) with just one line of code. dojo.event.connect allows me to wire up all my onclicks, hovers, etc very easily. dojo.lang.hitch allows me to force scope on a function which might otherwise be out of the scope I would expect it (e.g. xmlhttprequest callbacks, some event handlers, etc) 6. Great build tools that seriously optimize code/execution time at release time. I've dabbled in it and it's increased my load time (with a non-optimal build) from like 10 seconds to under 1 second (which is acceptable for the enormous scale of the application, which is contained in a single page).
I'll stop there, but dojo is priceless to my development, I would have spent countless time redeveloping all the tools I use from it, and half of them I wouldn't have even considered using, instead I'd be using some primitive half baked stuff I hand wrote that wouldn't come close to the quality of the work the dojo team puts into there code.
I'd like to add bose to the list, even though most of their products are crap.
I had a pair of quiet comfort 2 headphones, cable started to break, they replaced the cable in store no questions asked (it was removable).
About a 6 months later, just before warranty ran out there was some cracking on the plastic (minor, cosmetic only),
complained online first, they said to ship it off, so instead I took them to the bose store, they exchanged them instantly in store, and about 3 weeks later I got a shipment from bose of a brand new pair. 2 for the price of 1.
Although the products were not so good, the customer service was top notch, and somehow they ended up accidentally shipping me a second pair of $400 headphones. My warranty is now out though and the headphones no longer work, although I am in the middle of repairing them and just need to reconnect one cable and they should be good as new.
Yeah, except for the fact that games need to push 40fps+ constantly, and that these algorithms will individually calculate every "molecule" or at least a very big 3d grid of data.
I doubt this is anywhere close to realtime, he states it is about the same performance wise as current techniques, but with higher quality. The last time I tried to render volumetric smoke, it took a while.
Games use effects like dynamic bump mapping to create water effects. And yes, they are on a 2d plane but so are the current effects (for the most part, so games might animate the 2d plane in 3d to give the effect of waves, but it is still not 3d volumetric water. Maybe in like 3 or 4 console generations will it become feasible to have 3d volumetric water in realtime.
Current physics solutions like havok do look pretty nice though, but this stuff is still at least a decade+ away in games.
In my story, my game of life met all requirements, and far exceeded them.
If they aren't giving you 150% on all your assignments, your wasting your time adding features.
Re:Energy Draining Personal Device or EDPD
on
Mass Storage For Phones
·
· Score: 1, Insightful
Maybe in a crappy phone, but think about this logically for a second.
The phone has 2 transmitters in it, a cellular one, that puts out a few watts of power, and bluetooth one, that puts out a small fraction of a watt. Sure, some phones might have horrible energy draining bluetooth implementations, but that doesn't mean that bluetooth is essentially a power hog, just that some of the implementations out there are less then ideal.
Tell me about it, in my first year comp-sci, the classic game of life project.
Went completely out of my way to produce something sweet, it was 3d, well animated, had a save and edit functionality built in.
Got 6/10 on the reasoning that my opengl was not as efficient as the markers, who used glut calls as opposed to the regular lower level gl calls that I used. Didn't think it was worth arguing over.
Lesson I learnt, NEVER go out of your way to do something cool on a school assignment.
Look at the requirements, meet the requirements as well as possible, hand it in.
If there is less then 1 million single pixels captured, I don't care about noise ratio or anything like that. We are talking about low-resolution photos here. Although I see the potential here for recreating potentially infinite resolution, time is a factor. This almost reminds me of people who convert scanners into digicams. The pictures clearly show that there was a large delta in the time it took to take the image, not really in exposure time, but in each scanline, so you get really wierd warping effects.
What I'd like to see more then this is a 6+ megapixel camera that's smart enough to turn one long exposure into a hdr image. It could do so by taking "snapshots" of the photo while it is still processing, so a 2 second exposure would have snapshots taken at 0.5, 1, 1.5 seconds, then it could compare the photos to create response curves and produce a HDR output. Anyone who has played with photoshops merge to hdr functionality would know how well it works.
I'm sorry, but I don't think this is truly the case with sony.
I dont believe that most these games are using cell at all.
They are fully utilizing the 3ghz power, while not utilizing any spe's, or very minimally. Some games probably use them more, but from what I've seen so far, there is no reason to believe a 3.2ghz pc with a 7800gt and 512 megs ram couldn't produce the same graphics that I've seen from the ps3.
This is sony saying "yeah, we realize our spe's are generally useless, but if you have specialized purposes they are great"
Seems to me that a lot of what the spe's would be doing in game software are already being done by the video card, so how the cell helps graphics at all I can't say.
Sony should donate one of those "unused" spe's to serve as a dedicated scaler and then they wouldn't have as many resolution issues.
At first, I thought ps3 and linux was a clear cut genius move by sony, and I couldn't wait to get my hands on a ps3 just to enjoy all the linux goodness. That feeling is now all but gone, since I found out yesterday that sony will not open up access to the rsx, which means no graphical acceleration.
Last I checked the "open" cell api was no where near complete either, at least when it came to documentation.
The reason that sony chose linux too is actually completely clear to me, it completely nullifies the possibility of pirating ps3 games (although ps2/ps1 and other consoles via emulation would have been possible had they released the rsx spec). I highly doubt that ps3 games can realistically be run withing a linux system with any loader.
So the choice of linux was made to prevent any possible competition in the profitable game industry/piracy while pretending to care about open source.
Microsoft on the other hand, doesnt give a crap about open source, and they've released a very easy to program platform, which I believe is based on managed direct x which is probably the easiest 3D api available. They have given the little game designers the possibility of actually creating games cross platform that they can profit off of.
Overall, I think microsoft does win this round, because they are allowing game developers to build just that, games for the xbox 360, while sony is allowing all software except games, and they refuse to support linux fully which makes the whole endeavor nearly useless.
Well the goal of any good developer should be to implement the solution as elegantly and simply as possible.
Being a css-zealot is not bad, as long as you don't go out of your way to say "look what css can do". It's about using the right tools for the job at hand.
I used the code post of slashdot because I had html I wanted to get through and felt lazy, my rant took enough of my workday, formatting it all pretty would take way to long.
Who was the idiot that decided now that we use css for our layouts that tables and such can just be deprecated. Tableless layouts are NOT a good idea, although the need for tables has dropped significantly since the introduction of css.
For example, in the header of my site, I want 3 columns, a left,right, center, with different aligns on each.
The "CSS" solution would look something like this. <div class="header"> <div style="float:left;text-align:left"> Left Content </div> <div style="float:right;text-align:right"> Right Content </div> <div style="text-align:center"> Center </div> </div>
Now this may not have any tables in it, and produces 3 columns, the float order is odd (if I put the float:right after the center, it'll start on a new line since it's after a non-floating div). Also Floats tend to not resize that well in firefox for some reason, leaving ugly trails that look like dragging around a window on a frozen windows desktop.
Now when I start adding more and more content and fine tuning it in the floating div's, it starts to become a confusing mess and become hard to tweak and manage precisely.
With a table, the same effect is achieved with slightly less code. <table width="100%"> <tr> <td align="left"> Left </td> <td align="center"> Center </td> <td align="right"> Right </td> </tr> </table>
Also, lets not forget the fact that my table can be fully styled with css as well. So my point being that don't use div's for a solution where another tag exists to solve your problem.
It's good css practice (not professional practice, educational FOR LEARNING practice) to write a site completely in div or spans, but most these other tags are not going anywhere soon, and provide context for your document, for example, in a layout I'm working on now, I use styled <ol> to achieve the same effect that I would traditionally get from a table. I could also achieve the same effect using a series of divs or with styled tables. Although the <ol> makes the most sense when viewing the source because the nature of the content in it is a list, a series of divs or a table would make it a lot harder to immediately distinguish this list.
Css opens possibility of styling your html in many ways, but I can't emphasize this enough CSS IS NOT XHTML, it does not excuse you from ignoring tags because a div with the proper css can produce the same effect. Just because you can do an entire site with only div tags does not mean you have to.
HTML is there now to provide context to the document, and if something is a list, it should be stored in a <ol> or a <ul>, if something resembles a table, it should use table tags, etc.
The idea is that the implementation of the html and the css should be done in which the html document shows clear context, and the css should be based on that context so that there is a clear separation between data/display. using divs and spans only makes it hard to identify context (aside from the classes your using). And when you spend more time solving a problem with div's that a table would still solve in 10 seconds, then you are wasting your time.
I think your talking about microsoft, who are currently profitting from
Games
Peripherals
Xbox live gold
Online games (xbox live-arcade), music and other content
Hd-dvd movies, if they happen to win the format war
Increased sales of windows xp media center and vista media edition
Customer loyalty
Regardless of hardware & companies, it's 99% about the games, and if the games are not good, the system will not be either. Sony recently let me down with the PSP, which on paper looks much more attractive then a DS. That sure doesnt explain why I never see psp's around anymore but I see several people chilling on their ds's.
Microsoft has proved that they can push out a competent console at a fraction of the cost, and as my friend once said, you can't appreciate the 360 until you own one.
Now if the Ps3 can actually run linux openly out of the box, I'll most likely buy one, just for the knowledge of the communities that will follow it.
Well, it's open source, so I think it would be illegal for sony to withhold the source modifications they've made, and with the source it'll be a joke to hack any security on it.
I'll goto the store immediatly and buy another ipod video to help increase the numbers by 1.
Seriously though, how many mp3 players over 20gigs do you need. And apple isn't particularily helpful in the upgrading market.
I've had my 60gig video since the week it came out, and I still haven't once even got it close to it's 60gig limit. It tends to hover at around 30gigs, with the odd video clips temporarily making there way to it.
Unless there is good incentive to switch to a higher up model or apple invents some new color I haven't seen, I have no intention of upgrading my ipod for years.
Alien 3 was only crap because they tried to make a sequel to a james cameron movie. Aliens to this day holds up as one of the best horror/sci-fi movie to date. It pushed pre-cgi movie effects to a new level, creating a more realistic film then anything I've seen in the new post-CGI era of animation we live in today.
AVP was not the same as the aliens series, it stood alone 100%, except there were aliens. Probably the best movie with aliens since aliens imho.
Yeah, fuck Disney.
I'm sick of the advertising they already cram down my throat when I buy a DVD, Disney movies are the worst for "sit through 50 ad's that you can't skip before your movie that you paid for".
Half the ad's are usually packaged as warnings to get it before it goes back into the Disney vault for another 50 years. Uhhh, sorry to tell you this Disney, but the 10th anniversary gold edition of Cinderella is already back in the god damn vault and I don't need to be reminded of it anymore.
Initally I wrote a whole document as to why dojo is actually good, but I'll try to sum it up in less words.
1. Platform Independance
2. Roadmap/plans on dojo really outline how they care about code quality and developing a flexible/extensible solution.
3. I only use about 20% of dojo, but it has probably saved about a year of development time, I used to have a "do it myself" attitude, but after extensively developing under dojo, that opinion has changed to "don't reinvent the wheel" which is especially true when there are people improving the wheel for you free of charge.
4. Allows a great separation between dojo code and my proprietary code. I have not yet had to even touch a single line of code within dojo, because I've been able to workaround any problems via inheritance or my own custom widgets stored in my own namespace away from the dojo code.
5. Things aside from widgets have been proven time and time again to be incredibly useful, e.g. formbind binds a a form to a ajax request, allowing you to directly turn that entire form into a ajax request (no page redirect) with just one line of code. dojo.event.connect allows me to wire up all my onclicks, hovers, etc very easily. dojo.lang.hitch allows me to force scope on a function which might otherwise be out of the scope I would expect it (e.g. xmlhttprequest callbacks, some event handlers, etc)
6. Great build tools that seriously optimize code/execution time at release time. I've dabbled in it and it's increased my load time (with a non-optimal build) from like 10 seconds to under 1 second (which is acceptable for the enormous scale of the application, which is contained in a single page).
I'll stop there, but dojo is priceless to my development, I would have spent countless time redeveloping all the tools I use from it, and half of them I wouldn't have even considered using, instead I'd be using some primitive half baked stuff I hand wrote that wouldn't come close to the quality of the work the dojo team puts into there code.
I'd like to add bose to the list, even though most of their products are crap.
I had a pair of quiet comfort 2 headphones, cable started to break, they replaced the cable in store no questions asked (it was removable). About a 6 months later, just before warranty ran out there was some cracking on the plastic (minor, cosmetic only), complained online first, they said to ship it off, so instead I took them to the bose store, they exchanged them instantly in store, and about 3 weeks later I got a shipment from bose of a brand new pair. 2 for the price of 1.
Although the products were not so good, the customer service was top notch, and somehow they ended up accidentally shipping me a second pair of $400 headphones. My warranty is now out though and the headphones no longer work, although I am in the middle of repairing them and just need to reconnect one cable and they should be good as new.
Yeah, except for the fact that games need to push 40fps+ constantly, and that these algorithms will individually calculate every "molecule" or at least a very big 3d grid of data.
I doubt this is anywhere close to realtime, he states it is about the same performance wise as current techniques, but with higher quality. The last time I tried to render volumetric smoke, it took a while.
Games use effects like dynamic bump mapping to create water effects. And yes, they are on a 2d plane but so are the current effects (for the most part, so games might animate the 2d plane in 3d to give the effect of waves, but it is still not 3d volumetric water. Maybe in like 3 or 4 console generations will it become feasible to have 3d volumetric water in realtime.
Current physics solutions like havok do look pretty nice though, but this stuff is still at least a decade+ away in games.
In my story, my game of life met all requirements, and far exceeded them.
If they aren't giving you 150% on all your assignments, your wasting your time adding features.
Maybe in a crappy phone, but think about this logically for a second.
The phone has 2 transmitters in it, a cellular one, that puts out a few watts of power, and bluetooth one, that puts out a small fraction of a watt. Sure, some phones might have horrible energy draining bluetooth implementations, but that doesn't mean that bluetooth is essentially a power hog, just that some of the implementations out there are less then ideal.
I went to school to get good grades
I dropped out of school to get my education, to much unpaid work getting in the way.
Tell me about it, in my first year comp-sci, the classic game of life project. Went completely out of my way to produce something sweet, it was 3d, well animated, had a save and edit functionality built in. Got 6/10 on the reasoning that my opengl was not as efficient as the markers, who used glut calls as opposed to the regular lower level gl calls that I used. Didn't think it was worth arguing over. Lesson I learnt, NEVER go out of your way to do something cool on a school assignment. Look at the requirements, meet the requirements as well as possible, hand it in.
If there is less then 1 million single pixels captured, I don't care about noise ratio or anything like that. We are talking about low-resolution photos here. Although I see the potential here for recreating potentially infinite resolution, time is a factor. This almost reminds me of people who convert scanners into digicams. The pictures clearly show that there was a large delta in the time it took to take the image, not really in exposure time, but in each scanline, so you get really wierd warping effects.
What I'd like to see more then this is a 6+ megapixel camera that's smart enough to turn one long exposure into a hdr image. It could do so by taking "snapshots" of the photo while it is still processing, so a 2 second exposure would have snapshots taken at 0.5, 1, 1.5 seconds, then it could compare the photos to create response curves and produce a HDR output. Anyone who has played with photoshops merge to hdr functionality would know how well it works.
That's assuming there isn't many alien species out there, if there are billions of species of aliens, the odds seem a bit different then.
I guess most people haven't heard of msdn, where literally every microsoft product ever is available in downloadable form.
Besides, it's obvious now that vista is out that nobody cares.
I'm sorry, but I don't think this is truly the case with sony. I dont believe that most these games are using cell at all. They are fully utilizing the 3ghz power, while not utilizing any spe's, or very minimally. Some games probably use them more, but from what I've seen so far, there is no reason to believe a 3.2ghz pc with a 7800gt and 512 megs ram couldn't produce the same graphics that I've seen from the ps3. This is sony saying "yeah, we realize our spe's are generally useless, but if you have specialized purposes they are great" Seems to me that a lot of what the spe's would be doing in game software are already being done by the video card, so how the cell helps graphics at all I can't say. Sony should donate one of those "unused" spe's to serve as a dedicated scaler and then they wouldn't have as many resolution issues.
At first, I thought ps3 and linux was a clear cut genius move by sony, and I couldn't wait to get my hands on a ps3 just to enjoy all the linux goodness. That feeling is now all but gone, since I found out yesterday that sony will not open up access to the rsx, which means no graphical acceleration.
Last I checked the "open" cell api was no where near complete either, at least when it came to documentation.
The reason that sony chose linux too is actually completely clear to me, it completely nullifies the possibility of pirating ps3 games (although ps2/ps1 and other consoles via emulation would have been possible had they released the rsx spec). I highly doubt that ps3 games can realistically be run withing a linux system with any loader.
So the choice of linux was made to prevent any possible competition in the profitable game industry/piracy while pretending to care about open source.
Microsoft on the other hand, doesnt give a crap about open source, and they've released a very easy to program platform, which I believe is based on managed direct x which is probably the easiest 3D api available. They have given the little game designers the possibility of actually creating games cross platform that they can profit off of.
Overall, I think microsoft does win this round, because they are allowing game developers to build just that, games for the xbox 360, while sony is allowing all software except games, and they refuse to support linux fully which makes the whole endeavor nearly useless.
Well the goal of any good developer should be to implement the solution as elegantly and simply as possible. Being a css-zealot is not bad, as long as you don't go out of your way to say "look what css can do". It's about using the right tools for the job at hand.
I used the code post of slashdot because I had html I wanted to get through and felt lazy, my rant took enough of my workday, formatting it all pretty would take way to long.
Who was the idiot that decided now that we use css for our layouts that tables and such can just be deprecated. Tableless layouts are NOT a good idea, although the need for tables has dropped significantly since the introduction of css.
For example, in the header of my site, I want 3 columns, a left,right, center, with different aligns on each.
The "CSS" solution would look something like this.
<div class="header">
<div style="float:left;text-align:left"> Left Content </div>
<div style="float:right;text-align:right"> Right Content </div>
<div style="text-align:center"> Center </div>
</div>
Now this may not have any tables in it, and produces 3 columns, the float order is odd (if I put the float:right after the center, it'll start on a new line since it's after a non-floating div). Also Floats tend to not resize that well in firefox for some reason, leaving ugly trails that look like dragging around a window on a frozen windows desktop.
Now when I start adding more and more content and fine tuning it in the floating div's, it starts to become a confusing mess and become hard to tweak and manage precisely.
With a table, the same effect is achieved with slightly less code.
<table width="100%"> <tr>
<td align="left"> Left </td>
<td align="center"> Center </td>
<td align="right"> Right </td>
</tr> </table>
Also, lets not forget the fact that my table can be fully styled with css as well. So my point being that don't use div's for a solution where another tag exists to solve your problem.
It's good css practice (not professional practice, educational FOR LEARNING practice) to write a site completely in div or spans, but most these other tags are not going anywhere soon, and provide context for your document, for example, in a layout I'm working on now, I use styled <ol> to achieve the same effect that I would traditionally get from a table. I could also achieve the same effect using a series of divs or with styled tables. Although the <ol> makes the most sense when viewing the source because the nature of the content in it is a list, a series of divs or a table would make it a lot harder to immediately distinguish this list.
Css opens possibility of styling your html in many ways, but I can't emphasize this enough CSS IS NOT XHTML, it does not excuse you from ignoring tags because a div with the proper css can produce the same effect. Just because you can do an entire site with only div tags does not mean you have to.
HTML is there now to provide context to the document, and if something is a list, it should be stored in a <ol> or a <ul>, if something resembles a table, it should use table tags, etc.
The idea is that the implementation of the html and the css should be done in which the html document shows clear context, and the css should be based on that context so that there is a clear separation between data/display. using divs and spans only makes it hard to identify context (aside from the classes your using). And when you spend more time solving a problem with div's that a table would still solve in 10 seconds, then you are wasting your time.
Wow, the first level of spore has been upgraded to ps3 level gameplay, I have to say I'm impressed.
Now if sony could actually finish any of their games.
Ironically, the captcha is looser!!
I think your talking about microsoft, who are currently profitting from
Regardless of hardware & companies, it's 99% about the games, and if the games are not good, the system will not be either. Sony recently let me down with the PSP, which on paper looks much more attractive then a DS. That sure doesnt explain why I never see psp's around anymore but I see several people chilling on their ds's.
Microsoft has proved that they can push out a competent console at a fraction of the cost, and as my friend once said, you can't appreciate the 360 until you own one.
Now if the Ps3 can actually run linux openly out of the box, I'll most likely buy one, just for the knowledge of the communities that will follow it.
This article should go into the dictionary as the definition of the word ironic.
I'm sure the ps3 can handle a little folding, games traditionally take up 100% cpu anyways, so I dont see what the difference is.
Well, it's open source, so I think it would be illegal for sony to withhold the source modifications they've made, and with the source it'll be a joke to hack any security on it.
I'm betting that the casino's will be able to modify the roulette tables enough to give users of the software a significant disadvantage.
Check my sig, it does the EXACT same thing.
Isn't that the point of syndication though.
I'll goto the store immediatly and buy another ipod video to help increase the numbers by 1.
Seriously though, how many mp3 players over 20gigs do you need. And apple isn't particularily helpful in the upgrading market.
I've had my 60gig video since the week it came out, and I still haven't once even got it close to it's 60gig limit. It tends to hover at around 30gigs, with the odd video clips temporarily making there way to it.
Unless there is good incentive to switch to a higher up model or apple invents some new color I haven't seen, I have no intention of upgrading my ipod for years.
Alien 3 was only crap because they tried to make a sequel to a james cameron movie. Aliens to this day holds up as one of the best horror/sci-fi movie to date. It pushed pre-cgi movie effects to a new level, creating a more realistic film then anything I've seen in the new post-CGI era of animation we live in today. AVP was not the same as the aliens series, it stood alone 100%, except there were aliens. Probably the best movie with aliens since aliens imho.