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Rahinah Ibrahim eventually won the no-fly list ruling after her daughter, a US citizen, was prevented from returning to the country to testify at the trial.
Here's hoping this is the first of many successful challenges to the no-fly list."
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because no one would misuse this tech to act creepy.
Back around 1989 I was maintaining a minicomputer system for a small chain of Auto Body Shops near Ft. Worth Texas. I got to know a lot about how the business works and made friends with some of the VERY blue collar guys who sanded, welded, painted and whatnot.
At that time the body shop had dedicated terminal that could dial up the Texas DMV database and retrieve the registration info for a given license plate. On at least two separate occasions I observed one of the shop guys using the terminal to get the name and address of a car they observed that was driven by an attractive woman. Nothing creepy or potentially dangerous there? Yeah.
Maybe we should study CCTV operators in England to make sure that attractive women, or any other category of people, aren't being watched more closely than everyone else.
When I was a teen, one of the main functions of driving (and borrowing my parent's car) was to go be with my friends, hanging out or whatever. Otherwise I was stuck at home by myself.
My own kids are constantly texting, emailing, playing online with, or using other means to interact with their friends without physical proximity. They can do it from anywhere they have wireless connectivity, even when traveling out of town.
Again, back when I was a teen, we had a single land line telephone. If it wasn't in use, It was possible to call and just talk to one of my friends at a time, provided they were home, their line wasn't busy, and they were willing to be tethered by a cord to the phone's location in the house.
She sums it up pretty well... http://judgybitch.com/2013/07/29/policing-twitter-is-dumb/
Just a couple questions come to mind:
First: What is the purpose of keeping the information? If it's just to have a record for your own sake of what and when and how much, do you even need to scan the statement or receipt or keep the original? or can having all the info imported into a money manager be enough?
I've been using Quicken for over a decade (still using Quicken 2000 actually as later versions are bloaty) to keep all my financial history in detail. For answering questions like "When did I buy that Belkin KVM switch so I can see if the warranty period has expired" searching the register is good enough as I add enough info the memos. In this example (real one from just a week ago), finding the information easily was enough, and it's to my advantage to have all the individual statements and detail items combined into larger account histories rather than parse an archive tree full of pdf/ocr files (FWIW: even this old version of quicken lets me attach scans of receipts to entries)
Second Question: In what cases is the Original Paper required as opposed to a scan? If you need to show an original statement, receipt or other document to prove some thing or get something approved, do you know when an electronic copy or reproduction is as acceptable as the original? I don't think this is an area with consistent clear cut answers yet because of its newness.
Let's take an admittedly unlikely example. You have a house but have moved to take a job out of state, and you're trying to sell the house. Some scumbag squatter moves in and tries submitting false documents to claim ownership. All the documents relating to purchase and any mortgages have been scanned and shredded. Will the courts, police, banks, city and county offices etc. give you any trouble because they are not signed originals? What if the scumbag claims you fabricated the documents (like he did) and his are the originals? What if some entities accept a scan and others don't?
I've implemented a hybrid system where different documents get scanned / destroyed at different times. I have a single card-file cabinet (Filing cabinet with half-height drawers). Paper copies of everything from the current year and previous year are kept in a drawer. At the end of each year, I take all the documents from year-1, shred most of them (assuming any need for them has past), and put the ones I deem most critical in a small box to archive.
...they'd rather see Home users use a different licensing model... something with more long term revenue for the company. One way to help such a new model would be to make the current purchase model less attractive.
nahh. That couldn't be.
As someone with some game development experience, let me throw in some observations. (*based on the specs mentioned here).
The 3.2 Ghz Power PC CPUs in the Xbox 360 and PS3 were in-order execution units. As I remember, code on the 360 typically executed about 0.2 IPC -(Instructions per cycle), sometimes worse. The very best hand optimized assembler doing tasks like video decoding could execute about 0.9 IPC once properly cached and unrolled.
AMD and Intel have decades of R&D now into out-of-order x86 execution (the x86/x64 opcodes being translated to internal micro ops), which is a major factor in their performance. Even the Power PC G5 chip devoted a good chunk of its silicon to Out-or-order execution. The 360 and PS3 CPUs - designed almost 10 years ago - traded Out of Order execution for die size and clock speed.
The specs say that the 1.6 Ghz CPUs can issue up to 2 instructions per cycle. If real world performance works out to an IPC of 1.2 to 1.6, which seems very doable, then you will see a 3x to 4x increase in the real-world rate of instructions being performed . ( 0.2 IPC @ 3.2Ghz == 0.4 IPC @ 1.6Ghz ). This doesn't take into account any efficiency gains due to the instruction set, cache, etc.
And at the same time, I would imagine it's a whole lot easier to deal with other things on the chipsets at 1,.6Ghz than at 3.2 Ghz (mature tech and all that)
It did get released in Europe by Phillips as the Vidopac G7400 / G7401 (where the markets for the videopac games was stronger)
A handful of Odyssey 3 prototypes still exist and are in the hands of collectors.
When I first watched Space:1999 season 1 in the mid-70s, one of the things they did made a big impression on me: Some of the episodes would end with something like this:
John: What the hell was that and how did we survive?
Victor: I don't know. We don't know. There's a lot of stuff in the universe that we have no idea about, and it could just as easily have killed us all. We survived due to sheer luck and not because we're anything special.
That's paraphrased of course, but compared to the tone and formula/attitude of all the other action and sci-fi on TV in that era, and it was downright subversive.
I must be getting very old. Back in the 8-bit heyday (1979-1983), Softside Magazine (for TRS-80, Apple ][ and Atari 800 users) used to have 2 submission contests that they ran in almost every issue: One line programs ( "one-liners" I think they called them) and 1K programs (program size without running = 1023 bytes or less).
The TRS-80 was probably the best machine for one-liners as a single line could be 245 or so characters long (the Atari was limited to 120 characters, but you could abbreviate some keywords, I don't recall the Apple ][ Basic line limit).
The one-liner I remember the most was a graphical version of the old "Lunar Lander" game for the TRS-80. Yes, graphical. A loop (X =0 to X= 127) created the lunar landscape, followed by a loop which updated the state machine of your ship (a single "dot" drawn with the SET and RESET commands) that factored in which keys you were holding down (PEEK of the keyboard matrix I think), and tested to see if you hit the ground with your velocity under some threshold. *THAT* single-line effort was certainly more interesting that the one presented here.
I was working 'down the street' if you will at the time, as a programmer on one of their direct competitors (Age of Empires), and it's easy to forget the circumstances we all were working under at the time.
People weren't using Templates in games for a couple of reasons - Familiarity being one, but the state of the code was new, and especially the asm outputted by compilers was often very inefficient which it was not outright BUGGY if you pushed it. Templates were still very new then.
Also, you tend to forget how slow and limited PCs were then -- Your phone today probably runs circles around not just the machines that games were run on, but the PCs used to develop them.
The System Specifications "On the Box " for Starcraft were - A Pentium 90 (or equivalent - that could be a 486-133) , 16MB of RAM and Windows 95 or NT 4.0, and a SVGA video card with 512kb or 1MB of VRAM. Think about that for a minute. These were 2d video cards, not 3D. Age had almost identical specs. A full rebuild of AoE on our Dev machines (Pentium Pro) took 15-20 minutes to make.
It was very normal to worry about saving 2 bytes, or just a few cycles of CPU time back then. So you did everything bespoke by hand, and didn't genericsize much.
And to be honest. We didn't know then what we know now. The programming practices most of my peers just do automatically today -- we hadn't developed/learned them yet. We did what we could with what we had in knowledge and tools, and shipped complete AAA games for costs in man-hours and dollars that seem ludicrously small today.
Don't get me wrong, Besides being a lot of work, It was a lot of fun too. One thing I remember was our companies putting each other on the Beta Test list for our upcoming games.