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Most people who follow space stuff already know that Mars One is either a scam or simply delusional... although I suppose it's nice that other people are starting to notice this too.
I think it's important that a possible change of heart internally is seen by any of the other members. A lot of time when I read about instances where people get sucked into, say, a Nigerian money scam or worse Scientology, it often becomes a serious issues because they were first tricked into giving a little bit of money and then a little more until it's a sizable sum in total. At that point it's very hard to get out because you're mentally holding yourself prisoner there with the logic that if you quit now, you've lost that investment and you're going to look like an idiot. But, through inaction, you maintain the outward appearance of knowing what you are doing and your investment is still good -- hell, it's even growing because they need another small to medium sized payment. And down down down you go into the trap. It takes a lot to not chase your bets and to say, "I fucked up by giving them the $99 applicant fee but better quit now than waste anymore time and resources. Lesson learned."
And I think the fact that a DOCTOR (no matter what kind or what validity) says, "I paid the money, I saw they were preparing me for the biggest snuff film ever and I got out." Well, now the average person involved in this project can say, "He is right, I came to the same realization, I'm no stupider than this academic." This is why there are support groups out there for gambling problems and cults escapees. The ideafication of your exit is sometimes important than your ability to make your own decision
Has anyone studied the effect on the environment of taking all of that energy out of the wind? What if seeds and dust aren't carried as far?
This is such an unfounded concern, I'm not even sure where to start. I grew up in the prairie of Minnesota and I could only hope that the wind is reduced there. It is absolutely brutal at times and causes erosion and top soil loss. Why do you want dust carried far? What seeds are you concerned about falling too close to the parent plant? I just, this hasn't been studied because there's nothing to argue about. Like solar there's a lot of energy to be harvested. There's no way to harvest all of it, a lot of it is dissipated as friction against water and earth and I can't think of one positive purpose of that friction.
How does that affect terraforming?
How does that affect our ability to transform the planet into a more livable human environment? I can't even parse this or apply it to the topic at hand. "How does that affect X?" when X has nothing to do with the discussion just sounds like fear mongering.
What about migratory birds? Has anyone bothered to solve the problem of mass kills during migration season?
This is well documented and researched but I am constantly confused as to why "migratory birds" are the stipulated losses. It's any birds. Migratory or not. And the numbers have been scientifically estimated to be 140,000 to 328,000 per year. But we're getting smarter about designing these windmills to prevent avian death.
These questions will never be answered
Well, the first two are just too fucking vapid and inane to be answered. The latter, I've answered for you.
, I don't think, because the politics that drive wind power are the same as those that drive anthro climate change - "We're right, shut up if you disagree?"
You know, that could be said about any politics anywhere because modern politics are about inaction and hot air. Companies and scientists are trying hard to expand our energy portfolio away from fossil fuels. And that's smart whether it's biofuel algae, solar, wind or even failed corrupt initiatives like corn ethanol. In the end there are going to be regionally localized energy productions that will account for a large amount of that local populace's consumption. This will likely still be augmented by fossil fuels -- maybe as emergency or backup but I don't think we'll ever see them completely removed from the equation.
The Earth is going to be destroyed by people (on both sides of the political aisle) who refuse to take a reasoned approach to our energy crisis. The root causes of our energy shortage, climate change, starvation, hunger, crime, and disease, are all one in the same: OVERPOPULATION.
We're 7 times as numerous as the Earth can sustain. Unless and until we fix that problem, our habitable climate WILL be destroyed.
Scientifically, can you explain how you came to calculate the multiplier of "7 times as numerous as Earth can sustain?" Because the idea that the Earth can only sustain a nice round even number like a billion people raises suspicions. But it's pretty evident that nothing is going to talk sense into you, Malthus. Science and human ingenuity has gotten us past radical adjustments to population crises
Is 2015 the year of the Linux gaming system?
Could we please stop this shit? Please?
The documentary also touched on humanitarian issues as much as it could using a secret camera. Sad stuff. Great thing to watch. Occasionally you can catch it streaming on Netflix but it seems to not be available right now.
If you look at this list, the majority of these problems are man-made. Other than a super volcano and an asteroid impact, the solution seems pretty simple. We must abandon all technology and kill all but a small percentage of the population. And those that are left must live in isolated groups. That way there will not be a world wide disease outbreak.
Yep, that's the only option. There's nothing between doing nothing and that option. It's all we have. And if anyone starts to talk about mitigation strategies, planning ahead of time or devoting a single cent of taxpayer money toward preparing for it, we are just all going to have a meltdown and throw a tantrum with teabags on our hats. Thank god we have these strawman arguments for what these ivory tower Oxford elitists are telling us to do: eliminate the human race to protect the human race. I cannot believe they would actually come to that conclusion but there it is, right in the article. Those environmentalists will have us starving in mud huts by the end of the month if we just sit by and let this academic report go unabated and without criticism!
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author David Geary
pages 615 pages
publisher Prentice Hall
The reason this book gets a nine is it accomplishes everything it sets out to do and Geary does a great job dividing up task after incremental task of setting sprite sheets and backgrounds into motion. The reason it doesn't get a ten is that I was personally disappointed with the the author devoting little time to physics and their simulations.
The book is laid out to enable its use as two kinds of resources: cover to cover and chapter specific topics. Reading this straight through, there were only a few times where it felt like I was needlessly being reminded of where I had already read about tangential topics. On the plus side if you ever want to see how Snail Bait implemented something like sound, you need only spend time on the chapter devoted to sound sprites. One mild annoyance I had with the text was that the author seems to always refer to Snail Bait as “Snail Bait” which leads to a Ralph Wiggum-like aversion to pronouns or saying “the game” instead occasionally. It might only be me but it can become tiresome to read “Snail Bait” five or six times on the same page.
You can read a sample chapter here that shows how to implement sprite behaviors.
The third chapter delves into draw and rendering graphics in the canvas as well as introducing the reader to the game loop. It spends a good amount of time explaining the use of animation frame control in a browser to keep animations running smoothly. It also begins the auditing of frame rates so that the game can respond to and display things normalized at the rate the user is experiencing them. It also touches on how parallax can be employed to show things closer up moving faster than those further back in the background. This illusion of depth has long been popular and is even finding its way into scrolling on blogs and I wish that Geary would have spent more time on this perhaps in a later chapter but offer the reader more on how to do multiple levels of depth.
The next three chapters cover the use of loading screens, sprites and their behaviors. Snail Bait uses all its graphics from an open source game (Replica Island). But if you were to design your own graphics for your game, these chapters do a great job of showing how to construct sprite sheets and how to use tools to construct metadata in the code so that the sprites are usable by the sprite artists. Using the flyweight pattern, Geary sets the stage for more complex behaviors and actions to come in the following chapters.
The next three chapters cover time, stopwatches and their effects on motions and behaviors within the game. The author starts and works from linear motion to non-linear motion and then using transducer functions to affect the time system. The game now has bouncing coins, a jumping player and Geary does a good job of showing the reader how to emulate behaviors in the code.
Naturally what follows next is collision detection and gravity. The collision detection strategies were adequate but I wish that there was more depth at least referenced in the text. This isn't a simple problem and I did like how Geary referenced back to chapter two’s profile and showed how collision detection performance as you implement and refine and optimize your algorithm. The nice thing about this book is that it often tackles problems with a general solution in the code (runner/sprite collision) and then provides the edge case solutions.
In the fourteenth chapter, the author tackles something that has long been a plague in HTML5 games: sound and music. The author doesn't sugarcoat this citing the long history of problems the vendors have had trying to support this in browsers. There’s a great explanation of how to create and handle “sound sprites” (similar to sprite sheets) so that there is only one download for background music and one download for audio sprites.
Next Geary covers the problem of multiple viewport sizes with a focus on mobile devices. Of course this is one of the biggest issues with mobile gaming today. The chapter is lengthy and deals with the many intricacies of scaling, sizing and touch events. This chapter is long but the highly detailed support of multiple platforms and resolutions is a justified discussion point.
In sixteen, the reader gets a treatment of utilizing sprites and their artists to simulate sparks and smoking holes. The book calls this chapter “particle systems” but I don’t think that’s a very good title as the code isn't actually dealing with things at the particle level. Instead this chapter focuses on using sprites to simulate those behaviors via animation. This is completely necessary on a computation inexpensive platform but it is misleading to call these particle systems.
Now that the game looks and functions appropriately, the book covers UI elements like player scores and player lives. The auditing of these metrics are covered in the code as well as warnings when the game begins to run to slowly. It also covers the ‘edge’ condition of winning in the game and the routine that is followed when the user wins the game.
The next chapter introduces the concept of a developer backdoor so that the reader can manually speed up or slow down the game while playing it or even test special cases of the runner sprite interacting with other elements. It’s a useful trick for debugging and playing around but does devote a lot of time to the specialized UI like the speed slider and other things that won’t (or rather shouldn't) be seen by a common player.
Chapter nineteen really felt out of place and very inadequate on important details. It’s a blind rush through using node.js and socket.io to implement server side high scores. The way it’s implemented would make it trivial for someone to submit a high score of MAX_INT or whatever to the server. The metrics reporting is done in a manner that (in my opinion) breaks from long established logging structure one would be familiar with. While it covers important things to record from your users in order to tweak your game, the inadequacy of discussions about shortcomings makes it feel out of place in this text. It's a topic of great depth and I have no problem with an author touching on something briefly in one chapter — this chapter does lack the warnings and caveats found in other chapters though.
Contrary to the previous chapter, the final chapter is a fast application of the entire book’s principles applied to a new game (Bodega’s Revenge). Geary gives a final run through showing how the lengthy prior discussions quickly translate to a new set of sprite sheets and game rules. If this book is ever expanded, I think it would be great to include additional chapters like this although I would pick a more distinct and popular two dimensional game format like a tower defense game or a bejeweled knockoff.
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To be fair to Zuckerberg and Facebook, the company must obey the law of any country in which it operates.
No. He came out in support of a universal maxim and then went back to his board who showed him X dollars of income they get by operating in Turkey. Just like the revenue lost when Google left mainland China. Instead of sacrificing that revenue to some other social network in Turkey run by cowards, he became a coward himself in the name of money. It is an affront to the deaths and memory of the Charlie Hebdo editors. His refusal could have worked as leverage for social change in Turkey but now it will not.
So no, your statement isn't fair to Zuckerberg and his company and the platinum backscratcher he gets to keep with "TURKEY" inscribed on it. Fuck that greedy bastard and his petty meaningless lip service.
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I own all the DVDs, a couple years ago I rewatched them. I may come off as a rabid fan at times but the background music was atrociously horrid. Also the story arc plot became overly convoluted and impossible to explain at times. That said, one of the most convoluted characters (Krycek) was my favorite. Aside from several minor valid criticisms like that, I really think it's a great platform for modern storytelling.
I do have to ask myself, at times, if there is some level of insane conspiracy theory today that we owe at least in part to those people watching X-Files when younger. I have to admit that the 9/11 inside job truthers movement claims could have been ripped from the pages of an X-Files script.
My biggest concern, of course, is whether or not it could still be fresh. With recent high quality additions to television canon, we'd have to be prepared for Chris Carter coming back at us with a 90's angle when episodes like Home really aren't as shocking anymore. The bar has been raised (thankfully).
Right now, The X-Files is going to occupy a contextual place in television history like The Twilight Zone. A revival could very well tarnish that. On the other hand, I've never felt like I really received closure on the whole story arc
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