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Comment Still relevant? (Score 2) 510

After reading this horror story I arrived to the conclusion that SSDs are not for me. I wonder if it's still true.

Super Talent 32 GB SSD, failed after 137 days
OCZ Vertex 1 250 GB SSD, failed after 512 days
G.Skill 64 GB SSD, failed after 251 days
G.Skill 64 GB SSD, failed after 276 days
Crucial 64 GB SSD, failed after 350 days
OCZ Agility 60 GB SSD, failed after 72 days
Intel X25-M 80 GB SSD, failed after 15 days
Intel X25-M 80 GB SSD, failed after 206 days

http://www.codinghorror.com/blog/2011/05/the-hot-crazy-solid-state-drive-scale.html

Comment Structured Programming (Score 1) 624

Even if it's somehow outdated (and no longer in print), every single program we write today is highly influenced by "Structured Programming" by Edsger Wybe Dijkstra, C. A. R. Hoare and Ole-Johan Dahl. Before this book, programs used to be a mess of spaghetti code and the familiar constructs like if-then-else or while loops did not exist.

Comment Not very reassuring slides (Score 1) 479

"Qt will continue to be the development framework for Symbian and Nokia will use Symbian for further devices"

Yes, but they also say this:

http://www.blogcdn.com/www.engadget.com/media/2011/02/nokiawebcast-4.pdf-page-30-of-38.jpg
http://www.blogcdn.com/www.engadget.com/media/2011/02/nokiawebcast-4.pdf-page-32-of-38.jpg

Comment Re:Nice Demo... (Score 1) 378

This is pretty old stuff, see http://research.microsoft.com/pubs/69211/siggraph05_0265_final.pdf for example (but I'm sure I've read older articles on similar techniques).

At one point there was even a gimp plugin that worked decently well. Here: http://www.logarithmic.net/pfh/resynthesizer/removal

Graphics

New Graphics Firm Promises Real-Time Ray Tracing 136

arcticstoat writes "A new graphics company called Caustic Graphics reckons it's uncovered the secret of real-time ray tracing with a chip that 'enables your CPU/GPU to shade with rasterization-like efficiency.' The new chip basically off-loads ray tracing calculations and then sends the data to your GPU and CPU, enabling your PC to shade a ray-traced scene much more quickly. Caustic's management team isn't afraid to rubbish the efforts of other graphics companies when it comes to ray tracing. 'Some technology vendors claim to have solved the accelerated ray tracing problem by using traditional algorithms along with GPU hardware,' says Caustic. However, the company adds that 'if you've ever seen them demo their solutions you'll notice that while results may be fast — the image quality is underwhelming, far below the quality that ray tracing is known for.' According to Caustic, this is because the advanced shading and lighting effects usually seen in ray-traced scenes, such as caustics and refraction, can't be accelerated on a standard GPU because it can't process incoherent rays in hardware. Conversely, Caustic claims that the CausticOne 'thrives in incoherent ray tracing situations: encouraging the use of multiple secondary rays per pixel.' The company is also introducing its own API, called CausticGL, which is based on OpenGL/GLSL, which will feature Caustic's unique ray tracing extensions."

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