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Comment: Re:Save us, wagnerrp! (Score 2) 42

by jones_supa (#47435701) Attached to: A Peek Inside D-Wave's Quantum Computing Hardware
Maybe this photo will help to make the concept more clear. The quantum entanglement pairs are seen on the table, with the operator holding one of them. The little colored spheres represent the current state. Calculations performed by the processor can be seen on the background display. Of course this is just a radically simplified representation of the general idea.

Comment: Re:No. (Score 1) 468

I think it's simply because HiDPI systems have been waiting for themselves, and still are more or less lacking on PCs. Slapping that 1366x768 on a 15.6" screen yields 100 dpi which has been kind of a de facto standard for a basic screen. If you today buy a 15.6" laptop with 1920x1080 resolution, it will still be painful to use as the text is so small.

Comment: Re:Back in the day? (Score 1) 468

Let's also not forget that back in the days of MS-DOS there wasn't a consistent audio API and if the game developer didn't support your card, integrated or otherwise, you were SOL. The only (buggy) standard was SoundBlaster Emulation

There wasn't any "SoundBlaster Emulation" standard or anything even reminiscing an API. The games fully provided the sound drivers which always communicated directly to the hardware.

However there were third party hardware abstraction layers such as the Miles Sound System, which provided the developers bunch of sound drivers and an API to program against.

Comment: Re:No. (Score 1) 468

You're not still running 1024x768, are you?

Interestingly enough, 1024x768, while not luxurious, is still enough to do all the basic tasks. All web pages fit it fine, programming is possible, e-mail ok, word processing ok, 3D games can be played (and are fast as there are not that many pixels to render). On the other hand, tasks like photo editing and multitrack audio will be too painful. Playing HD video in its native resolution is also not possible and it will be downscaled.

+ - Ode To Sound Blaster: Are Discrete Audio Cards Still Worth The Investment?->

Submitted by MojoKid
MojoKid (1002251) writes "Back in the day (which is a scientific measurement for anyone who used to walk to school during snowstorms, uphill, both ways), integrated audio solutions had trouble earning respect. Many enthusiasts considered a sound card an essential piece to the PC building puzzle. It's been 25 years since the first Sound Blaster card was introduced, a pretty remarkable feat considering the diminished reliance on discrete audio in PCs, in general. These days, the Sound Blaster ZxR is Creative's flagship audio solution for PC power users. It boasts a signal-to-noise (SNR) of 124dB that Creative claims is 89.1 times better than your motherboard's integrated audio solution. It also features a built-in headphone amplifier, beamforming microphone, a multi-core Sound Core3D audio processor, and various proprietary audio technologies. While gaming there is no significant performance impact or benefit when going from onboard audio to the Sound Blaster ZxR. However, the Sound Blaster ZxR produced higher-quality in-game sound effects and it also produces noticeably superior audio in music and movies, provided your speakers can keep up."
Link to Original Source

+ - Microsoft CEO Satya Nadella Employee Memo: "We Will Reinvent Productivity"

Submitted by rjmarvin
rjmarvin (3001897) writes "Microsoft CEO Satya Nadella sent out a lengthy memo to employees http://sdt.bz/71478 laying out a proposed reorganization of the company, a renewed focus on devices and services and a call to action to “reinvent productivity.” The memo, entitled “Bold Ambition & Our Core,” http://www.microsoft.com/en-us... talks about transforming Microsoft from a self-described “devices and services” company to a “productivity and platform company.” Nadella also reaffirmed Microsoft’s commitment to the Xbox platform and touted CloudOS and its Enterprise Mobility Suite."

+ - Mathematicians Solve The Topological Mystery Behind The "Brazuca" Soccer Ball

Submitted by KentuckyFC
KentuckyFC (1144503) writes "In the 1970 World Cup in Mexico, teams used a new kind of ball called the Telstar made from 12 black pentagonal panels and 20 white hexagonal panels. This ball has icosahedral symmetry and its own molecular analogue in the form of C60, the famous soccer ball-shaped fullerene. In 2006, a new ball called the TeamGeist was introduced at the World Cup in Germany. This was made of 14 curved panels that together gave it tetrahedral symmetry. This also had a molecular analogue with tetrahedral symmetry among the fullerenes. Now teams at the current World Cup in Brazil are playing with yet another design: the Brazuca, a ball constructed from six panels each with a four-leaf clover shape that knit together like a jigsaw to form a sphere. This has octahedral symmetry. But here's question that has been puzzling chemists, topologists and..errr...soccer fans: is there a molecular analogue of the Brazuca? Or put another way, can fullerenes have octahedral symmetry? Now a pair of mathematicians have finally solved this problem. They've shown that fullerenes can indeed have octahedral symmetry just like the Brazuca, although in addition to hexagonal and pentagonal carbon rings, the ball-shaped molecules must also have rings of 4 and 8 carbon atoms. The next stage is to actually synthesis one of these fullerenes, perhaps something to keep chemists occupied until the 2018 World Cup in Russia."

Comment: Re:Solaris not well supported by OSS toolchain (Score 1) 180

by jones_supa (#47423031) Attached to: Ask Slashdot: Best Dedicated Low Power Embedded Dev System Choice?

Can you really not figure out that the solution to such a problem is to add more detail to your question, indicating what you've already researched?

Let's say you want to develop a 3D game that has to work in all the absolutely most crusty computers that can be found. Then you want go with OpenGL 1.x and the fixed function pipeline. Just observe all the whining that appears. How you should use shaders, and how even shader-based OpenGL 2.x is not sufficient but for some academic reasons you want at least 3.x because it has the core profiles, so that even accidentally you won't be using any legacy functionality. Even despite the fact that games like Angry Birds and Minecraft actually still support OpenGL 1 for the best compatibility.

"Lead us in a few words of silent prayer." -- Bill Peterson, former Houston Oiler football coach

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