Tekijän Niim
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
GNU/Linux AI & Alife HOWTO
GNU/Linux AI & Alife HOWTO GNU/Linux AI & Alife HOWTO Table of Contents GNU/Linux AI & Alife HOWTO......................................................................................................................1 by John Eikenberry..................................................................................................................................1 1. Introduction..........................................................................................................................................1 2. Symbolic Systems (GOFAI)................................................................................................................1 3. Connectionism.....................................................................................................................................1 4. Evolutionary Computing......................................................................................................................1 5. Alife & Complex Systems...................................................................................................................1 6. Agents & Robotics...............................................................................................................................1 7. Statistical & Machine Learning...........................................................................................................2 8. Missing & Dead...................................................................................................................................2 1. Introduction.........................................................................................................................................2 -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
Randomized Path Planning for Redundant Manipulators Without Inverse Kinematics
Randomized Path Planning for Redundant Manipulators without Inverse Kinematics Mike Vande Weghe Dave Ferguson, Siddhartha S. Srinivasa Institute for Complex Engineered Systems Intel Research Pittsburgh Carnegie Mellon University 4720 Forbes Avenue Pittsburgh, PA 15213 Pittsburgh, PA 15213 [email protected] {dave.ferguson, siddhartha.srinivasa}@intel.com Abstract— We present a sampling-based path planning al- gorithm capable of efficiently generating solutions for high- dimensional manipulation problems involving challenging inverse kinematics and complex obstacles. Our algorithm extends the Rapidly-exploring Random Tree (RRT) algorithm to cope with goals that are specified in a subspace of the manipulator configuration space through which the search tree is being grown. Underspecified goals occur naturally in arm planning, where the final end effector position is crucial but the configuration of the rest of the arm is not. To achieve this, the algorithm bootstraps an optimal local controller based on the transpose of the Jacobian to a global RRT search. The resulting approach, known as Jacobian Transpose-directed Rapidly Exploring Random Trees (JT-RRTs), is able to combine the configuration space exploration of RRTs with a workspace goal bias to produce direct paths through complex environments extremely efficiently, without the need for any inverse kinematics. We compare our algorithm to a recently- developed competing approach and provide results from both simulation and a 7 degree-of-freedom robotic arm. I. INTRODUCTION Path planning for robotic systems operating in real envi- ronments is hard. Not only must such systems deal with the standard planning challenges of potentially high-dimensional and complex search spaces, but they must also cope with im- perfect information regarding their surroundings and perhaps Fig. -
An Embeddable, High-Performance Scripting Language and Its Applications
Lua an embeddable, high-performance scripting language and its applications Hisham Muhammad [email protected] PUC-Rio, Rio de Janeiro, Brazil IntroductionsIntroductions ● Hisham Muhammad ● PUC-Rio – University in Rio de Janeiro, Brazil ● LabLua research laboratory – founded by Roberto Ierusalimschy, Lua's chief architect ● lead developer of LuaRocks – Lua's package manager ● other open source projects: – GoboLinux, htop process monitor WhatWhat wewe willwill covercover todaytoday ● The Lua programming language – what's cool about it – how to make good uses of it ● Real-world case study – an M2M gateway and energy analytics system – making a production system highly adaptable ● Other high-profile uses of Lua – from Adobe and Angry Birds to World of Warcraft and Wikipedia Lua?Lua? ● ...is what we tend to call a "scripting language" – dynamically-typed, bytecode-compiled, garbage-collected – like Perl, Python, PHP, Ruby, JavaScript... ● What sets Lua apart? – Extremely portable: pure ANSI C – Very small: embeddable, about 180 kiB – Great for both embedded systems and for embedding into applications LuaLua isis fullyfully featuredfeatured ● All you expect from the core of a modern language – First-class functions (proper closures with lexical scoping) – Coroutines for concurrency management (also called "fibers" elsewhere) – Meta-programming mechanisms ● object-oriented ● functional programming ● procedural, "quick scripts" ToTo getget licensinglicensing outout ofof thethe wayway ● MIT License ● You are free to use it anywhere ● Free software -
IT Acronyms.Docx
List of computing and IT abbreviations /.—Slashdot 1GL—First-Generation Programming Language 1NF—First Normal Form 10B2—10BASE-2 10B5—10BASE-5 10B-F—10BASE-F 10B-FB—10BASE-FB 10B-FL—10BASE-FL 10B-FP—10BASE-FP 10B-T—10BASE-T 100B-FX—100BASE-FX 100B-T—100BASE-T 100B-TX—100BASE-TX 100BVG—100BASE-VG 286—Intel 80286 processor 2B1Q—2 Binary 1 Quaternary 2GL—Second-Generation Programming Language 2NF—Second Normal Form 3GL—Third-Generation Programming Language 3NF—Third Normal Form 386—Intel 80386 processor 1 486—Intel 80486 processor 4B5BLF—4 Byte 5 Byte Local Fiber 4GL—Fourth-Generation Programming Language 4NF—Fourth Normal Form 5GL—Fifth-Generation Programming Language 5NF—Fifth Normal Form 6NF—Sixth Normal Form 8B10BLF—8 Byte 10 Byte Local Fiber A AAT—Average Access Time AA—Anti-Aliasing AAA—Authentication Authorization, Accounting AABB—Axis Aligned Bounding Box AAC—Advanced Audio Coding AAL—ATM Adaptation Layer AALC—ATM Adaptation Layer Connection AARP—AppleTalk Address Resolution Protocol ABCL—Actor-Based Concurrent Language ABI—Application Binary Interface ABM—Asynchronous Balanced Mode ABR—Area Border Router ABR—Auto Baud-Rate detection ABR—Available Bitrate 2 ABR—Average Bitrate AC—Acoustic Coupler AC—Alternating Current ACD—Automatic Call Distributor ACE—Advanced Computing Environment ACF NCP—Advanced Communications Function—Network Control Program ACID—Atomicity Consistency Isolation Durability ACK—ACKnowledgement ACK—Amsterdam Compiler Kit ACL—Access Control List ACL—Active Current -
A Closed-Form Solution for the Inverse Kinematics of the 2N-DOF Hyper-Redundant Manipulator Based on General Spherical Joint
applied sciences Article A Closed-Form Solution for the Inverse Kinematics of the 2n-DOF Hyper-Redundant Manipulator Based on General Spherical Joint Ya’nan Lou , Pengkun Quan, Haoyu Lin, Dongbo Wei and Shichun Di * School of Mechatronics Engineering, Harbin Institute of Technology, Harbin 150001, China; [email protected] (Y.L.); [email protected] (P.Q.); [email protected] (H.L.); [email protected] (D.W.) * Correspondence: [email protected]; Tel.: +86-1390-4605-946 Abstract: This paper presents a closed-form inverse kinematics solution for the 2n-degree of freedom (DOF) hyper-redundant serial manipulator with n identical universal joints (UJs). The proposed algorithm is based on a novel concept named as general spherical joint (GSJ). In this work, these universal joints are modeled as general spherical joints through introducing a virtual revolution between two adjacent universal joints. This virtual revolution acts as the third revolute DOF of the general spherical joint. Remarkably, the proposed general spherical joint can also realize the decoupling of position and orientation just as the spherical wrist. Further, based on this, the universal joint angles can be solved if all of the positions of the general spherical joints are known. The position of a general spherical joint can be determined by using three distances between this unknown general spherical joint and another three known ones. Finally, a closed-form solution for the whole manipulator is solved by applying the inverse kinematics of single general spherical joint section using these positions. Simulations are developed to verify the validity of the proposed closed-form inverse kinematics model. -
Copyrighted Material
Index abld build 36 AVRecorder 270 with C 40 abld freeze 226 IDE 32 abort() 74, 400, 402 MFC 214 abstract base class 46 Base Class Library (BCL) Mutex 388–391 active objects 31, 94–99, 237 C classes 53, 79, 85, 87 381 battery 10, 14, 43 C Wrappers 339–340 Active Template Library Bazaar 392–393 CActive 95, 97 (ATL) 134 BCL. See Base Class Library CActiveScheduler Adapter pattern 384 Binary Runtime Environment Add() 95–96 Alerts API 166 for Wireless Start() 141 AllFiles 130, 349, 355 (BREW) 253–254 CAknAppUi 155 Alloc() 64 Blackberry 11, 17–18 calendar 186, 251 ALLOC panic 45–46, 399 bld.inf 35, 36, 38, callbacks 147, 324, 381 AllocL() 64 115–116, 186, camera 165, 185, 253 All-Tcb 117 211, 292, 293, 316 Cancel() 98 Android 11, 12, 17–18, bldmake 36, 211 capabilities 228, 348–355 244–253, Bluetooth 127, 138 Android 369–371 369–371 Boost 107, 197 trusted applications ANSI C++ standardCOPYRIGHTED 386 BREW. See Binary MATERIAL Runtime 362–363 APIs 68–71, 103–131 Environment for untrusted applications applications, portable Wireless 363–364 375–396 CAPABILITY 37, 355 ARM RealView Compilation capitalization guidelines Tools (RVCT) 34, C 21, 28, 40, 103–131, 50–51 112 214 Carbide.c++ 32, 38, 72, ATL See Active Template C++ 21, 28, 31, 50, 59, 147, 211, 214, Library 61–66, 103–131, 368–369 auto_ptr 85, 143, 144 CArray 58 391–392 abstract base class 46 CArrayFixFlat 58 412 INDEX CArrayFixSeg 58 Common Language Runtime DLL. See dynamic link CArrayVarSeg 58 (CLR) 236 library CArrayXSeg 58 compilers 34, 39–40, Document Object Model catch 72 318–322 (DOM) 184 CBase 53, 54, 82, Component Object Model DOM. -
Investigating Steganography in Source Engine Based Video Games
A NEW VILLAIN: INVESTIGATING STEGANOGRAPHY IN SOURCE ENGINE BASED VIDEO GAMES Christopher Hale Lei Chen Qingzhong Liu Department of Computer Science Department of Computer Science Department of Computer Science Sam Houston State University Sam Houston State University Sam Houston State University Huntsville, Texas Huntsville, Texas Huntsville, Texas [email protected] [email protected] [email protected] Abstract—In an ever expanding field such as computer and individuals and security professionals. This paper outlines digital forensics, new threats to data privacy and legality are several of these threats and how they can be used to transmit presented daily. As such, new methods for hiding and securing illegal data and conduct potentially illegal activities. It also data need to be created. Using steganography to hide data within demonstrates how investigators can respond to these threats in video game files presents a solution to this problem. In response order to combat this emerging phenomenon in computer to this new method of data obfuscation, investigators need methods to recover specific data as it may be used to perform crime. illegal activities. This paper demonstrates the widespread impact This paper is organized as follows. In Section II we of this activity and shows how this problem is present in the real introduce the Source Engine, one of the most popular game world. Our research also details methods to perform both of these tasks: hiding and recovery data from video game files that engines, Steam, a powerful game integration and management utilize the Source gaming engine. tool, and Hammer, an excellent tool for creating virtual environment in video games. -
Archive and Compressed [Edit]
Archive and compressed [edit] Main article: List of archive formats • .?Q? – files compressed by the SQ program • 7z – 7-Zip compressed file • AAC – Advanced Audio Coding • ace – ACE compressed file • ALZ – ALZip compressed file • APK – Applications installable on Android • AT3 – Sony's UMD Data compression • .bke – BackupEarth.com Data compression • ARC • ARJ – ARJ compressed file • BA – Scifer Archive (.ba), Scifer External Archive Type • big – Special file compression format used by Electronic Arts for compressing the data for many of EA's games • BIK (.bik) – Bink Video file. A video compression system developed by RAD Game Tools • BKF (.bkf) – Microsoft backup created by NTBACKUP.EXE • bzip2 – (.bz2) • bld - Skyscraper Simulator Building • c4 – JEDMICS image files, a DOD system • cab – Microsoft Cabinet • cals – JEDMICS image files, a DOD system • cpt/sea – Compact Pro (Macintosh) • DAA – Closed-format, Windows-only compressed disk image • deb – Debian Linux install package • DMG – an Apple compressed/encrypted format • DDZ – a file which can only be used by the "daydreamer engine" created by "fever-dreamer", a program similar to RAGS, it's mainly used to make somewhat short games. • DPE – Package of AVE documents made with Aquafadas digital publishing tools. • EEA – An encrypted CAB, ostensibly for protecting email attachments • .egg – Alzip Egg Edition compressed file • EGT (.egt) – EGT Universal Document also used to create compressed cabinet files replaces .ecab • ECAB (.ECAB, .ezip) – EGT Compressed Folder used in advanced systems to compress entire system folders, replaced by EGT Universal Document • ESS (.ess) – EGT SmartSense File, detects files compressed using the EGT compression system. • GHO (.gho, .ghs) – Norton Ghost • gzip (.gz) – Compressed file • IPG (.ipg) – Format in which Apple Inc. -
The Linux Gamers' HOWTO
The Linux Gamers’ HOWTO Peter Jay Salzman Frédéric Delanoy Copyright © 2001, 2002 Peter Jay Salzman Copyright © 2003, 2004 Peter Jay SalzmanFrédéric Delanoy 2004-11-13 v.1.0.6 Abstract The same questions get asked repeatedly on Linux related mailing lists and news groups. Many of them arise because people don’t know as much as they should about how things "work" on Linux, at least, as far as games go. Gaming can be a tough pursuit; it requires knowledge from an incredibly vast range of topics from compilers to libraries to system administration to networking to XFree86 administration ... you get the picture. Every aspect of your computer plays a role in gaming. It’s a demanding topic, but this fact is shadowed by the primary goal of gaming: to have fun and blow off some steam. This document is a stepping stone to get the most common problems resolved and to give people the knowledge to begin thinking intelligently about what is going on with their games. Just as with anything else on Linux, you need to know a little more about what’s going on behind the scenes with your system to be able to keep your games healthy or to diagnose and fix them when they’re not. 1. Administra If you have ideas, corrections or questions relating to this HOWTO, please email me. By receiving feedback on this howto (even if I don’t have the time to answer), you make me feel like I’m doing something useful. In turn, it motivates me to write more and add to this document. -
Amended Final Draft
Independent or Indie? Creative Autonomy and Cultural Capital in Independent Video Game Production Martin Graham Smith A thesis submitted in fulfilment of the requirements of the Manchester Metropolitan University for the degree of Master of Arts (By Research) Manchester Institute for Research and Innovation in Art and Design (MIRIAD) May 2016 ABSTRACT The use of the word ‘indie’ in relation to video games has shifted from referring to games made independently of a large publisher to being a more nebulous term that is harder to define but that is clearly used at times to refer to games other than those made without the financial assistance of publishers. This thesis seeKs to contribute to the ongoing debate in academic writing on video games as to the meaning of the phrase ‘indie games’. The thesis combines textual and institutional analysis to contextualise the modern indie game by investigating the history of independent video game production in the UK and USA from the 1970s to the modern day, with reference to how changes in technology have shaped independent video game production over time. Alternative models of production that existed before the indie games of the mid-2000s onwards are an under researched area, and this thesis argues that a number of independent counter trends to dominant industry practices set precedents for many of the features of later indie games, in terms of content, style, distribution methods, and models of production. The thesis also contains a case study into the publisher-funded indie games of Jenova Chen and Thatgamecompany which investigates the conflicting definitions of indie in academic writing on video games and other forms of media, arguing that as with indie in cinema, indie in games functions as a form of cultural capital for the audience and developers. -
Pipenightdreams Osgcal-Doc Mumudvb Mpg123-Alsa Tbb
pipenightdreams osgcal-doc mumudvb mpg123-alsa tbb-examples libgammu4-dbg gcc-4.1-doc snort-rules-default davical cutmp3 libevolution5.0-cil aspell-am python-gobject-doc openoffice.org-l10n-mn libc6-xen xserver-xorg trophy-data t38modem pioneers-console libnb-platform10-java libgtkglext1-ruby libboost-wave1.39-dev drgenius bfbtester libchromexvmcpro1 isdnutils-xtools ubuntuone-client openoffice.org2-math openoffice.org-l10n-lt lsb-cxx-ia32 kdeartwork-emoticons-kde4 wmpuzzle trafshow python-plplot lx-gdb link-monitor-applet libscm-dev liblog-agent-logger-perl libccrtp-doc libclass-throwable-perl kde-i18n-csb jack-jconv hamradio-menus coinor-libvol-doc msx-emulator bitbake nabi language-pack-gnome-zh libpaperg popularity-contest xracer-tools xfont-nexus opendrim-lmp-baseserver libvorbisfile-ruby liblinebreak-doc libgfcui-2.0-0c2a-dbg libblacs-mpi-dev dict-freedict-spa-eng blender-ogrexml aspell-da x11-apps openoffice.org-l10n-lv openoffice.org-l10n-nl pnmtopng libodbcinstq1 libhsqldb-java-doc libmono-addins-gui0.2-cil sg3-utils linux-backports-modules-alsa-2.6.31-19-generic yorick-yeti-gsl python-pymssql plasma-widget-cpuload mcpp gpsim-lcd cl-csv libhtml-clean-perl asterisk-dbg apt-dater-dbg libgnome-mag1-dev language-pack-gnome-yo python-crypto svn-autoreleasedeb sugar-terminal-activity mii-diag maria-doc libplexus-component-api-java-doc libhugs-hgl-bundled libchipcard-libgwenhywfar47-plugins libghc6-random-dev freefem3d ezmlm cakephp-scripts aspell-ar ara-byte not+sparc openoffice.org-l10n-nn linux-backports-modules-karmic-generic-pae