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Book Review: CoffeeScript: Accelerated JavaScript Development Screenshot-sm 100

Michael J. Ross writes "For decades, programmers have written computer code in one language, and then programmatically translated that code into another, lower-level form (typically machine code that can be run directly by a microprocessor, or some sort of bytecode that can be interpreted by a virtual machine). For instance, source code written in C or C++ is compiled and assembled into machine code. In web programming, there are emerging languages and other tools for translating code into JavaScript. For instance, Google Web Toolkit allows the programmer to create web apps in Java. The latest addition to this category is CoffeeScript, a language that can be compiled into JavaScript, and is intended to reduce source code size and clutter by incorporating some of the best operators from other Web scripting languages, particularly Ruby. It is also the topic of a new tutorial, CoffeeScript: Accelerated JavaScript Development." Read on to learn what Michael thinks of this book.

My Crowdsourced Follow-Up About Crowdsourcing 59

Slashdot regular contributor Bennett Haselton writes "In my last article, I proposed an algorithm that Facebook could use to handle abuse complaints, which would make it difficult for co-ordinated mobs to get unpopular content removed by filing complaints all at once. I offered a total of $100 for the best reader suggestions on how to improve the idea, or why they thought it wouldn't work. Read their suggestions and decide what value I got for my infotainment dollar."
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Book Review: The Art of Computer Programming. Volume 4A: Combinatorial Algorithm Screenshot-sm 176

asgard4 writes "Decades in the making, Donald Knuth presents the latest few chapters in his by now classic book series The Art of Computer Programming. The computer science pioneer's latest book on combinatorial algorithms is just the first in an as-of-yet unknown number of parts to follow. While these yet-to-be-released parts will discuss other combinatorial algorithms, such as graph and network algorithms, the focus of this book titled Volume 4A Combinatorial Algorithms Part 1 is solely on combinatorial search and pattern generation algorithms. Much like the other books in the series, this latest piece is undoubtedly an instant classic, not to be missing in any serious computer science library or book collection." Keep reading for the rest of asgard4's review.
Education

Oregon Trail — How 3 Minnesotans Forged Its Path 53

antdude writes "City Pages has a story and a visual history about the creation and development of Oregon Trail, one of the most popular educational games of all time. Quoting: 'With no monitor, the original version of Oregon Trail was played by answering prompts that printed out on a roll of paper. At 10 characters per second, the teletype spat out, "How much do you want to spend on your oxen team?" or, "Do you want to eat (1) poorly (2) moderately or (3) well?" Students typed in the numerical responses, then the program chugged through a few basic formulas and spat out the next prompt along with a status update. "Bad illness—medicine used," it might say. "Do you want to (1) hunt or (2) continue?" Hunting required the greatest stretch of the user's imagination. Instead of a point-and-shoot game, the teletype wrote back, "Type BANG."'"
Games

How To Make a Good Gaming Sequel 150

Kantor48 writes "In today's world of unimproved gaming sequels and saturated franchises, Arthur Kabrick looks at the best and worst sequels in recent history, and compares the changes they've made to the formulae of their franchises. By doing this, he comes up with a list of lessons that any game developer creating a sequel should follow, if at all possible, to ensure that the new game is a step up, rather than a step sideways or, as in some cases, a step down. The criteria include ensuring the game does not spend too much time in development, updating technology, and trying not to change the development team, as well as being wary of changing the basic formula so much that fans of the franchise are alienated."
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Hello, Android Third Edition Screenshot-sm 74

eldavojohn writes "The third edition of Hello, Android brings the book up to date on Android versions from 1.5 to 2.2 (FroYo). The book is predominantly tied to the Eclipse editing environment with several pages devoted to screen shots of the IDE. As the title suggests, this book aims to give the user the equivalent of a "Hello, world!" application in Android and succeeds in doing that but doesn't take the reader much further. From creating a sudoku application with increasing support to dabbling in OpenGL ES, the book's prime audience are people who know a little Java (with no aversion to Eclipse) and XML but absolutely no Android. You can find the source for all the examples." Keep reading for the rest of eldavojohn's review.
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Beginning Blender Screenshot-sm 68

terrywallwork writes "Lance Flavell and Apress have been busy writing another Blender 2.5 based book. Lance Flavell (known as Lancer in the Blender community) is a very knowledgeable Blender user. So I was very interested to find out about this book when Apress announced its availability. So off I went and ordered the Ebook version of the book in PDF format." Read on for the rest of Terry's review.
Book Reviews

Blender 3D 2.49 44

terrywallwork writes "A while back I received an email from the people at Packt publishing telling me of a new book they had just put out, and since any email the mentions the possibility of being able to read new Blender books instantly gets my attention, I clicked the link and was presented with a web page detailing a book called Blender 3D 2.49 - Architecture, Buildings and Scenery. This was confusing as I remember having reviewed a book with almost the same title and identical cover picture. So I went to my reviews and checked and sure enough I found a review with the same book cover and almost the same title. So I deleted the email and just put it down to an automated email snafu. Unfortunately I should not have been so quick with the delete button as it turned out to be an updated version of the previous book they put out." Read on to see what Terry thinks of this book.
Education

In Praise of Procrastination 118

Ponca City writes "Every year, millions of Americans pay needless penalties because they don't file their taxes on time, forgo huge amounts of money in matching 401(k) contributions because they never get around to signing up for a retirement plan, and risk blindness from glaucoma because they don't use their eyedrops regularly. James Surowiecki writes that procrastination is a basic human impulse, a peculiar irrationality stemming from our relationship to time — in particular, from a tendency that economists call 'hyperbolic discounting,' the ability to make rational choices when they're thinking about the future, but, as a future event gets closer, short-term considerations overwhelm their long-term goals. Game theorist Thomas Schelling proposes that we think of ourselves a collection of competing selves, jostling, contending, and bargaining for control, where one represents your short-term interests (having fun, putting off work, and so on), while another represents your long-term goals. Philosopher Mark Kingwell puts it in existential terms: 'Procrastination most often arises from a sense that there is too much to do, and hence no single aspect of the to-do worth doing. Underneath this rather antic form of action-as-inaction is the much more unsettling question whether anything is worth doing at all.'"
Books

Land of Lisp 330

vsedach writes "Remember the 1980s and BASIC, when programming was simple, brains flew through space, and everyone ate lasers? Computer magazines came with code listings, and classics like David Ahl's BASIC Computer Games offered a fun and easy way to get started in computer programming. Conrad Barski remembers, and with Land of Lisp, he's set out to demystify programming in the 21st century." Keep reading for the rest of Vladimir's review.
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Diablo 3 Hands-On Screenshot-sm 216

At this year's Blizzcon, we got to try out a section of Diablo 3 that was pulled directly from the single-player storyline and playable with all classes. A large number of skills and abilities were playable, and the skill rune system has been implemented, a feature that was lacking for last year's demo build. We also got to spend some time trying out the newly announced PvP system — Battle Arenas. Read on for a walk-through of Diablo 3 as we've seen it so far. In short: it's shaping up to be an excellent game, and a worthy successor to Diablo 2. Read on for more.
Books

OpenGL SuperBible 5th ed. 98

asgard4 writes "OpenGL SuperBible in its fifth edition is almost a complete rewrite. The authors threw out the discussion of old-style, fixed-function programming and replaced it with an introduction to OpenGL that is exclusively focused on using shaders from the very beginning. All the things that got deprecated with the advent of OpenGL 3 got removed, making it a more relevant and up-to-date book than the previous editions. The OpenGL SuperBible still strives to be the 'world's best introduction to OpenGL' according to the authors. Let's see if it can keep that promise." Read on for the rest of Martin's review.
Games

Julian Love, Lead Technical Artist for Diablo 3 102

At Blizzcon this past weekend, we got a chance to speak with Julian Love, lead technical artist for Diablo 3. We discussed skill runes — items that modify the form and function of your character's spells and abilities — as well as the newly announced PvP Battle Arenas, the Demon Hunter class (and why it took so long to create), the future beta test and the importance of getting the game in front of players to collect feedback. Read on for our discussion about Diablo 3.
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Review: Civilization V Screenshot-sm 399

Turn-based strategy is an underrepresented genre of video games. Perhaps it's because they aren't as flashy, or aren't as embedded in the public consciousness as the more popular types of games. Or maybe because it's so damn hard to build them right. The first Civilization game came out 19 years ago. (Feel old? Sorry.) Despite changes in design leadership over the years, Sid Meier and the Firaxis crew realized that they had a solid foundation, and poured their efforts into refining everything that worked, and revamping everything that didn't. Civilization V reflects not just a few years of direct development after the launch of Civ 4, but also nearly two decades of continually evolving game design. Read on for the rest of my thoughts.
Education

Teaching Game Development To Fine Arts Students? 172

jkavalier writes "I've been asked to prepare a short course (50 hours) of video game development to Fine Arts students. That means people with little-to-no technical skills, and hopefully, highly creative individuals. By the end of it, I would like to have finished 1-3 very basic minigames. I'm considering Unity 3D, Processing, and even Scratch. How would you approach teaching such a course? What do you think is the best tool/engine/environment for such a task?"
Patents

Why Software Patents Are a Joke — Literally 311

eburnette writes "A former Sun/Oracle employee explains how developers created patents in an unofficial contest to see who could get the goofiest patent through the system. James Gosling said, '... we got sued, and lost. The penalty was huge. Nearly put us out of business. We survived, but to help protect us from future suits we went on a patenting binge. Even though we had a basic distaste for patents, the game is what it is, and patents are essential in modern corporations, if only as a defensive measure. There was even an unofficial competition to see who could get the goofiest patent through the system. My entry wasn't nearly the goofiest.' Now Oracle is using patents from the same folks as the basis for its lawsuit against Google."
Role Playing (Games)

Dragon Age 2 Announced 183

Today BioWare announced a sequel to Dragon Age: Origins, titled Dragon Age 2. They've opened an official site for the game, which shares some vague details and concept art, and promises a trailer in mid-August. The story will apparently span an entire decade and involve a new hero, but it will be located in the same world as the original game. The site says there will be "dynamic new combat mechanics," though the same three basic classes will be available. More information should be forthcoming in this month's issue of Game Informer.
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Review: Red Dead Redemption Screenshot-sm 148

Western-themed shooters are not a particularly well-explored video game genre. When the first details of Red Dead Redemption began leaking out, there was skepticism that an open world in such a setting could rival the depth of the Grand Theft Auto series. One of Rockstar San Diego's biggest challenges was building a world that looked and felt like the cultural and historical image we have of the Wild West. It's a task with more constraints than in many similar games — futuristic sci-fi settings, stylized interpretations of modern places, or Tolkien-esque fantasy all allow nearly unbounded creativity — yet no less in scope. In Red Dead Redemption, Rockstar achieved this, building a world that is huge and unknown, yet still deeply familiar. Read on for the rest of my thoughts.
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Programming Clojure Screenshot-sm 109

eldavojohn writes "Programming Clojure by Stuart Halloway was very near to the perfect book for me. It covers many things common to many Lisp languages while highlighting in moderate detail the things that make Clojure unique and worthy of some attention. The book spends a large amount of time dealing with the intricacies of interfacing fluidly with Java (down to a package rewrite inside a large project). This fits me perfectly as a Java programmer, and I now feel ready to experiment with peppering functional language capabilities into an object oriented language. The book also strives to show how to simplify multithreading through functional programming, which is good because I find multithreading in Java a serious headache that few are good at. Programming Clojure, released in May 2009, is currently the only book out there devoted to Clojure, and the introduction is written by the language's creator, Rich Hickey, who says, 'What is so thrilling about Stuart's book is the extent to which he "gets" Clojure.' The book earns its place on the Pragmatic Bookshelf by guiding the user through rewriting a part of Ant into a new build tool called Lancet — adding to the project what you just learned about Clojure at the end of each chapter." Keep reading for the rest of eldavojohn's review.

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