I find that the more likes I've put into a station, the more repetitive it can be. It also digs down and finds obscure tracks from an artist that gets more likes than others, or so it seems. I think the key is just make new stations once in a while, using one band as a jumping-off point.
Can drone-strike him, with impunity, then?
America. It just keeps getting more like a bad Harlan Ellison story.
Or a bad Tom Clancy novel.
A use for Carnival of Souls.
Pretty sure the TSA guys would be enjoying that beer with their next pat-down session rather than you actually getting it on the plane.
NewYorkCountryLawyer writes "The Obama Administration's Department of Justice, with former RIAA lawyers occupying the 2nd and 3rd highest positions in the department, has shown its colors, intervening on behalf of the RIAA in the case against a Boston University graduate student, SONY BMG Music Entertainment v. Tenenbaum, accused of file sharing when he was 17 years old. Its oversized, 39-page brief (PDF) relies upon a United States Supreme Court decision from 1919 which upheld a statutory damages award, in a case involving overpriced railway tickets, equal to 116 times the actual damages sustained, and a 2007 Circuit Court decision which held that the 1919 decision — rather than the Supreme Court's more recent decisions involving punitive damages — was applicable to an award against a Karaoke CD distributor for 44 times the actual damages. Of course none of the cited cases dealt with the ratios sought by the RIAA: 2,100 to 425,000 times the actual damages for an MP3 file. Interestingly, the Government brief asked the Judge not to rule on the issue at this time, but to wait until after a trial. Also interestingly, although the brief sought to rebut, one by one, each argument that had been made by the defendant in his brief, it totally ignored all of the authorities and arguments that had been made by the Free Software Foundation in its brief. Commentators had been fearing that the Obama/Biden administration would be tools of the RIAA; does this filing confirm those fears?"
Roland Piquepaille writes "In recent months, the concept of 'cloud computing' was all the buzz. European researchers think about another name, the World Wide Grid, which could run on top of the Internet. In an article to appear soon, ICT Results will report about the g-Eclipse project. As the scientists said, 'the g-Eclipse project aims to build an integrated workbench framework to access the power of existing Grid infrastructures. The framework will be built on top of the reliable eco-system of the Eclipse community to enable a sustainable development.' The project started in July 2006 and was successfully completed in June 2008 for a total cost of €2.5 million, including a EU contribution of €1.96 million."
NorthNitro writes "I live in a part of the world where quality technical books are not accessible from local distributors. When I order, from international distributors, I have to keep exchange rate and shipping costs in mind; so I really need to be careful with my choices when purchasing books. I am a graduate engineer (5 years experience) that focuses on analog and digital hardware design. Next year I will be starting a complicated analog design project. This design will include circuits that integrating Pico amp currents, a lot of discrete transistor circuits and high precision op-amp circuits. I don't want a cookbook; I rather want something that can provide me with solid theoretical descriptions/models of circuits. The kind of knowledge that gives you deep understanding of analog circuits design. Can anyone suggest good books and maybe where to order them from?"
GameSetWatch is running a piece discussing some of the ways in which gameplay can progress from simple to complex. The author talks about how acquiring items, new abilities, or just increasing the player's overall effectiveness can make it difficult for game designers to keep their content balanced and interesting. Quoting: "What do I mean by progression? There are at least two distinct types of progression in computer games, which I'll label player progression, and character progression (narrative progression is arguably a third). Player progression is the increasing aptitude of the player in mastering the game: whether through learning and understanding the technical rules of the game (surface play) or the implications of those rules (deep play). ... Character progression is the unlocking of additional rules of play, or altering the existing rules, by choices or actions within the game."
It was the weirdest thing to log in on the very first day (using *free* NetZero internet access no less!) and see people frozen on top of buildings. Back then, knowing about *atoyot* made you officially no longer a noobie.