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Comment Re:And the scientific evidence for this conclusion (Score 1) 391

> First, there is no reason to believe that we can built robots that can reproduce themselves.

What? This is exactly the technology humans are trying to reach! We're already a significant way down this path!!

> Second, there is no evidence that we or anyone else can build intelligent machines, as the original story seems to presuppose.

Nature did it. We can do it.

> Third, biological organisms are so many orders of magnitude more efficient and flexible than machines that it barely makes sense to put them into the same qualitative category "form of life".

This whole conversation is about extrapolating on the cosmic scale. If you look at the path robotics has taken in the last century it does, as pointed out, actually support the premise of this article.

> Hint: A human consumes only about 2.9 kilowatt hours per day, the equivalent of 1-2 light bulbs ...

Not relevant. Once machines are replicating and repairing themselves they'll do exactly what we do and find other sources of energy.

Frankly I agree with you that it's hard to picture Transformers inhabiting the universe, but OP did make a really good point that extrapolation isn't even in the ballpark of refuting this clown. Honestly I'm shocked he didn't come back with that XKCD cartoon.

Comment Re:How important is that at this point? (Score 2) 197

Thank you! You've given me reason to sit up and pay attention when 3 rolls around, I appreciate that.

I would recommend against showing the more diehard Photoshop fans that link, though. It won't get you anywhere because what it really needs to be is a list like this:

- GIMP has a plugin/feature for automatically generating normal maps from elevation data.

- GIMP has a perspective correction feature that is superior to Photoshops in that it...

- GIMP's 'save all layers' button saves all of the layers in your file into seperate files.

.. or something like that. In the list you gave me, points 1 through 4, and 7, are irrelevant if somebody already has Photoshop. Given its de-facto marketshare, that is likely.

5 is horribly overrated. Lots of artists can script, but few (if any) can make actual plugins or modify the source code. (Even if they do dig in to the code how do they maintain those features when a new version of GIMP comes along?) I do want to mention, though, that there's another reply to my original post that seems to have covered the scripting point. I haven't checked it out yet but given that scripting is something I do, I'm certainly interested in trying that out.

6 needs an extra line, something like: "its better than Photoshop's Batch feature because...."

10... actually this is a really good one. In fact, just before this thread started, I went and found the portable version and downloaded in. Why? Welp, if the scripting that Culture20 posted a link to turns out to be worthwhile for me, coupling that with a portable version of GIMP is *awesome*. What that means is I will be able to automate certain tasks AND keep a fresh install on my DropBox account so I can even use it off-site. This is 1 out of 9.5 (I gave partial credit to the source-code bit) and, as you can already see from other replies you've gotten, most are refutable.

I'm a little worried you might read my post and think that I'm trying to perpetuate the GIMP vs. Photoshop debate. I'm not, instead I'm trying to explain what needs to happen explanation-wise to get more Photoshop people to try GIMP out. I think there's this mentality that people should switch to GIMP and that's simply not true. If you got the professional Photoshop users to start using GIMP for certain tasks, you may find that some studios may find it worth their time to invest some development time into improving it. Given how Adobe has been dicking around with the licensing, this would be a good time to get that ball rolling. Start touting the unique features it has that shave man-hours off a project. If those features don't exist, then the team needs to start talking to people like me and finding out what else they need.

Comment Re:How important is that at this point? (Score 4, Interesting) 197

Care to run off a list of ways that "GIMP doesn't come close"? If it's really so bad, it shouldn't be that difficult to name at least a dozen or so... In actuality, I expect that enumerating the shortcomings of GIMP will not be in quantity, but in terms of a relatively small number of particularly desirable features that many may perceive as critically important in such software.

Hi, professional artist here. Your latter point, at least from my perspective, is correct. I know Photoshop really well, but since I make my living doing this work I am not biased in a way that'd prevent me from using a free tool. Let me be extra clear: It would hurt me to be fanboyishly loyal to be any particular app. I do pick up and mess with GIMP from time to time, but it has two critical omissions from Photoshop that make it unusable in my field. First, it lacks adjustment layers. Second, it lacks Smart Objects.

These are both features intended to do non-destructive editing of imagery. Let's say you have a tree with green leaves. You can create a Hue/Saturation 'adjustment layer' that will turn all the green pixels beneath it blue. If you put a picture of a different tree below that layer, its leaves would turn blue, too. If you took that tree and made it a 'smart object', you'd effectively be snapshotting that image and every operation you do causes it to regenerate itself. In other words, if you shrank a Smart Object down, then scaled it back up again, you'd get all its original detail back.

If you're creating imagery it doesn't take long for these two features to change your workflow in such a way that you gain a HUGE time savings. In fact I have created several templates to speed up the generation of images I do that I just plain cannot do in GIMP. Realistically speaking that is enough man-hours lost that I'd actually make a greater profit paying for Photoshop than I would saving the cost of the license in favor of GIMP.

With that said, I'd be *very* happy if you told me that version 3 would add these features. I'd also be very happy if somebody could tell me what GIMP does that Photoshop doesn't. It's free. if it shaves man-hours off my work, then load me up with the tips. I ain't gonna switch, but I ain't above using both.

Hardware Hacking

Submission + - Arduino: A Quick-Start Guide 1

Muad writes: BOX DATA Title: Arduino: A Quick_Start Guide Author: Maik Schmidt Pages: 263 Rating: 8/10 Reviewer: Federico Lucifredi ISBN: 9781934356661 Amazon: http://www.amazon.com/Arduino-Quick-Start-Pragmatic-Programmers/dp/1934356662/ref=sr_1_1?ie=UTF8&s=books&qid=1297643169&sr=8-1 END BOX DATA

Maik Schmidt, Arduino: A Quick-Start Guide — The Pragmatic Bookshelf, $35

Maik Schmidt is our guide in the Pragmatic Bookshelf's venture into the world of electronics. This is a compact work, like all others in the series, it goes straight to applicable examples and makes you get your hands dirty with real work. The Arduino platform has been described in many ways, but the best I have heard so far insightfully labels it "The 555 of the future," referring to the ubiquitous timer chip so many simple electronic projects make use of. If you haven't been hiding under a rock for the past few years, you have doubtlessly seen the plethora of material on the subject that's out there: even O'Reilly, which usually does not ship multiple titles on a single subject, has a variety of them. Most of these works are rather similar, the ones I prefer are Massimo Banzi's Getting Started with Arduino (O'Reilly, 2008), by one of the original developers of the platform, and the strongly related Getting started with Processing by Casey Reas and Ben Fry. These are brief books in the 100-page range, not exhaustive works, but covering the core philosophy and basic operation of the tools is sometimes the best way to jump into a new subject.

There is a lot of material on the subject, even the current issue of Make magazine has a very good roundup (and not for the first time, if I may add). So, how does Maik's work stand out in the fray? Right after a brief introduction to ease you into the Arduino environment, the book turns to interesting projects, more sophisticated than the usual fare (read: not the usual LED-blinking using pulse-width modulation that every tutorial out there walks you through). Examples of this include connecting with a Wii Nunchuk, motion sensing, networking, infrared remote control interfaces, and more. These projects are the high-note of the book, and span almost two-thirds of its length — and are significantly better than most other project material currently in print.

This is a hands-on book, theory is kept to a minimum, as you don't really need previous experience to tackle an Arduino: the platform was specifically designed to cater to artists and designers, it is meant to be approachable by users who are not EE wizards. That said, if what you are after is learning the underpinnings of low-level electronics or hardcore embedded systems programming, this book is not for you: pick up a copy of Horowitz and Hill's The Art of Electronics (possibly including the student manual), and check back with us in a year or so for the digital followup recommendation. But if you have less time on your hands, and you just want to network-enable a coffeepot or build some interactive art display, the introduction to Arduino Maik delivers is quite sufficient for your aims, and it spans material other authors have been remiss to include, like developing libraries and (Appendix C) use of serial line protocols.

Zooming in on the details, perhaps the comment can be made that it would be good if there was a single kit available including all components used in the text: perhaps Makershed or Adafruit Industries will supplement their existing kits with one comprising the full range of the author's selection. On the plus side, I must highlight the extensive illustrations, which visually represent the breadboard linkage between the Arduino and the sensor or actuator being used with extreme clarity, and are much more effective in teaching neophytes than more traditional circuit designs. Where these are not actual pictures, they were generated using the alpha release of Fritzing, a very interesting piece of software (see fritzing.org) aiming at facilitating circuit design for those of us without a background in electronics.

The landscape of Arduino publications is shifting faster than many other subjects in print, and doubtlessly Maik's status as "king of the Hill" is but temporary — however, among those books on the subject I have personally surveyed, I am pleased to say that he currently holds the championship cup.

Federico Lucifredi is the maintainer of man (1) and a Product Manager for the SUSE Linux Enterprise and openSUSE distributions.
Encryption

Why Sony Cannot Stop PS3 Pirates 378

Sam writes "A former Ubisoft exec believes that Sony will not be able to combat piracy on the PlayStation 3, which was recently hacked. Martin Walfisz, former CEO of Ubisoft subsidiary Ubisoft Massive, was a key player in developing Ubisoft's new DRM technologies. Since playing pirated games doesn't require a modchip, his argument is that Sony won't be able to easily detect hacked consoles. Sony's only possible solution is to revise the PS3 hardware itself, which would be a very costly process. Changing the hardware could possibly work for new console sales, though there would be the problem of backwards compatibility with the already-released games. Furthermore, current users would still be able to run pirated copies on current hardware." An anonymous reader adds commentary from PS3 hacker Mathieu Hervais about Sony's legal posturing.
Oracle

RIP, SunSolve 100

Kymermosst writes "Today marks the last day that SunSolve will be available. Oracle sent the final pre-deployment details today for the retirement of SunSolve and the transition to its replacement, My Oracle Support Release 5.2, which begins tomorrow. People who work with Sun's hardware and software have long used SunSolve as a central location for specifications, patches, and documentation."
PlayStation (Games)

Gran Turismo 5 To Be Released November 24th 110

UgLyPuNk writes "After many, many delays, Gran Turismo 5 has finally gotten a solid release date: November 24th. ('Tis the season for vaporware titles to emerge into the real world, it seems.)" Eurogamer posted a preview of the game back in August, saying, "It's been a whirlwind of features and car chatter, beneath which the game still looks fantastic. It may have been in development for the whole of this console generation, but the technical arms race has slowed down and GT5 still looks as good as any other racing game we've seen, and it is, to say the least, comprehensive." Joystiq has a video of the course maker and a collection of screenshots.

Comment Re:But it seems to be missing a key part (Score 2, Interesting) 291

You like the peanut remote? I hate it. The one that came with the original sony tivos was so much better. The new one has non-logically organized buttons that are difficult to find in the dark, and the channel number buttons are placed in a completely awkward position at that bottom of the remote that makes it very difficult to use in the dark.

And I can never find the power button at night either. I always end up hitting skip-back-5-seconds. Ugh.

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