Comment Re:main problem (Score 1) 191
Not true!
The http://twitter.com/#!/followfriday is a user and a frequent-trending trend.
The same with: http://twitter.com/TheWalkingDead
Not true!
The http://twitter.com/#!/followfriday is a user and a frequent-trending trend.
The same with: http://twitter.com/TheWalkingDead
Busybox's shell also supports this expansion, though through build-time config options.
Yet, the couple of linux-devices i have in my home, all contain them.
Why do so many programmers are still unaware of Bash's string-parsing built-in capabilities,
and prefer to use the 'basename' command instead?
For the above renaming one would suffice to type:
mv $f ${f%.*}.jpg
See: http://www.gnu.org/software/bash/manual/bashref.html#Shell-Parameter-Expansion
Speaking of Physics - the properties of a game's physics engine have the properties of a Riemann sum where n=fps. so the higher your FPS the more accurate your physics simulation, even if your monitor cannot discretely display all those frames.
[note: only applies in games where physics ticks/sec are tied to framerate... which is almost all games]
Actually all decent FPS engines have geometry/physics engines quite distinct from the graphics-pipeline!
The geometry/physics engines work on body bounding-boxes and their respective velocity-vectors describing their trajectories, and they try to solve the intersection-problem among all bodies with regard to time, by responding with a timestamp - the collision-timestamp - to questions like this:
"When is body A going to hit body B?"
And on that collision-timestamp an event is scheduled, for the game-logic to kick-in, to calculate the new body-trajectories, or deaths, new body births, sarpnels, whatever.
The physics/geometry usually runs on the game-server *simultanesous* with the clients to avoid sending back-and-forth excessive info into the network. The server is only authoritative for the game-logic decisions. Yet the client runs additionally the graphics-pipeline which uses the next-frame's timestamp to calculate the body-positions on the 3D space.
But sometimes there is a slight delay between the collision-timestamp and the response from the server about what to do next (the game-logic's decision), that may allow a body to be drawn past its collisions point, and this is what make us think that FPS affects physics.
To sum it up, fps has nothing to do with physics, even if some times it seems that way.
prohibiting people from operating a vehicle while wearing them.
Tip: Don't sign your name when posting anonymously.
Most OS installs probably happen from a rescue partition in the HDD...
Netbooks and smaller laptops no longer have optical drives (even my thinkpad doesn't have one by default). More machines can probably boot from USB today than from CD.
Finally, perfecting this technology will be the final introduction of *true* 3D (2.5D).
(Without the need for extra glasses
And it will be the end of big TV screens sucking up power and manufacturing resources.
As a bonus, in games I can really look around with my head.
Can't wait...
The other major problem with nuclear power is it's massive carbon footprint. An average nuclear plant will have about 75%-80% the footprint of a gas/coal powered station. This is due in no small part to the 'carbon cost' of extracting the nuclear ore from the ground, shipping, enriching, shipping, turning into fuel rods, shipping
...
Solar thermal is a much more efficient system of 'nuclear power' and it is very very very clean, with the nuclear reactor being 93 million miles away.
Please, somebody mod parent up as informative.
And it should be the law: If you use the word `paradigm' without knowing what the dictionary says it means, you go to jail. No exceptions. -- David Jones