By Michael L. Black Dissertation
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Gpsbabel Documentation Gpsbabel Documentation Table of Contents
GPSBabel Documentation GPSBabel Documentation Table of Contents Introduction to GPSBabel ................................................................................................... xx The Problem: Too many incompatible GPS file formats ................................................... xx The Solution ............................................................................................................ xx 1. Getting or Building GPSBabel .......................................................................................... 1 Downloading - the easy way. ....................................................................................... 1 Building from source. .................................................................................................. 1 2. Usage ........................................................................................................................... 3 Invocation ................................................................................................................. 3 Suboptions ................................................................................................................ 4 Advanced Usage ........................................................................................................ 4 Route and Track Modes .............................................................................................. 5 Working with predefined options .................................................................................. 6 Realtime tracking ...................................................................................................... -
Resurrect Your Old PC
Resurrect your old PCs Resurrect your old PC Nostalgic for your old beige boxes? Don’t let them gather dust! Proprietary OSes force users to upgrade hardware much sooner than necessary: Neil Bothwick highlights some great ways to make your pensioned-off PCs earn their keep. ardware performance is constantly improving, and it is only natural to want the best, so we upgrade our H system from time to time and leave the old ones behind, considering them obsolete. But you don’t usually need the latest and greatest, it was only a few years ago that people were running perfectly usable systems on 500MHz CPUs and drooling over the prospect that a 1GHz CPU might actually be available quite soon. I can imagine someone writing a similar article, ten years from now, about what to do with that slow, old 4GHz eight-core system that is now gathering dust. That’s what we aim to do here, show you how you can put that old hardware to good use instead of consigning it to the scrapheap. So what are we talking about when we say older computers? The sort of spec that was popular around the turn of the century. OK, while that may be true, it does make it seem like we are talking about really old hardware. A typical entry-level machine from six or seven years ago would have had something like an 800MHz processor, Pentium 3 or similar, 128MB of RAM and a 20- 30GB hard disk. The test rig used for testing most of the software we will discuss is actually slightly lower spec, it has a 700MHz Celeron processor, because that’s what I found in the pile of computer gear I never throw away in my loft, right next to my faithful old – but non-functioning – Amiga 4000. -
Retrocomputing As Preservation and Remix
Retrocomputing as Preservation and Remix Yuri Takhteyev Quinn DuPont University of Toronto University of Toronto [email protected] [email protected] Abstract This paper looks at the world of retrocomputing, a constellation of largely non-professional practices involving old computing technology. Retrocomputing includes many activities that can be seen as constituting “preservation.” At the same time, it is often transformative, producing assemblages that “remix” fragments from the past with newer elements or joining together historic components that were never combined before. While such “remix” may seem to undermine preservation, it allows for fragments of computing history to be reintegrated into a living, ongoing practice, contributing to preservation in a broader sense. The seemingly unorganized nature of retrocomputing assemblages also provides space for alternative “situated knowledges” and histories of computing, which can sometimes be quite sophisticated. Recognizing such alternative epistemologies paves the way for alternative approaches to preservation. Keywords: retrocomputing, software preservation, remix Recovering #popsource In late March of 2012 Jordan Mechner received a shipment from his father, a box full of old floppies. Among them was a 3.5 inch disk labelled: “Prince of Persia / Source Code (Apple) / ©1989 Jordan Mechner (Original).” Mechner’s announcement of this find on his blog the next day took the world of nerds by storm.1 Prince of Persia, a game that Mechner single-handedly developed in the late 1980s, revolutionized computer games when it came out due to its surprisingly realistic representation of human movement. After being ported to DOS and Apple’s Mac OS in the early 1990s the game sold 2 million copies (Pham, 2001). -
The Dialectic of Freedom 1St Edition Pdf Free Download
THE DIALECTIC OF FREEDOM 1ST EDITION PDF, EPUB, EBOOK Maxine Greene | 9780807728970 | | | | | The Dialectic of Freedom 1st edition PDF Book She examines the ways in which the disenfranchised have historically understood and acted on their freedom—or lack of it—in dealing with perceived and real obstacles to expression and empowerment. It offers readers a critical opportunity to reflect on our continuing ideological struggles by examining popular books that have made a difference in educational discourse. Professors: Request an Exam Copy. Major works. Max Horkheimer Theodor W. The latter democratically makes everyone equally into listeners, in order to expose them in authoritarian fashion to the same programs put out by different stations. American Paradox American Quest. Instead the conscious decision of the managing directors executes as results which are more obligatory than the blindest price-mechanisms the old law of value and hence the destiny of capitalism. Forgot your password? There have been two English translations: the first by John Cumming New York: Herder and Herder , ; and a more recent translation, based on the definitive text from Horkheimer's collected works, by Edmund Jephcott Stanford: Stanford University Press, Learn how to enable JavaScript on your browser. Peter Lang. The truth that they are nothing but business is used as an ideology to legitimize the trash they intentionally produce. Archetypal literary criticism New historicism Technocriticism. The author concludes with suggestions for approaches to teaching and learning that can provoke both educators and students to take initiatives, to transcend limits, and to pursue freedom—not in solitude, but in reciprocity with others, not in privacy, but in a public space. -
Designing PCI Cards and Drivers for Power Macintosh Computers
Designing PCI Cards and Drivers for Power Macintosh Computers Revised Edition Revised 3/26/99 Technical Publications © Apple Computer, Inc. 1999 Apple Computer, Inc. Adobe, Acrobat, and PostScript are Even though Apple has reviewed this © 1995, 1996 , 1999 Apple Computer, trademarks of Adobe Systems manual, APPLE MAKES NO Inc. All rights reserved. Incorporated or its subsidiaries and WARRANTY OR REPRESENTATION, EITHER EXPRESS OR IMPLIED, WITH No part of this publication may be may be registered in certain RESPECT TO THIS MANUAL, ITS reproduced, stored in a retrieval jurisdictions. QUALITY, ACCURACY, system, or transmitted, in any form America Online is a service mark of MERCHANTABILITY, OR FITNESS or by any means, mechanical, Quantum Computer Services, Inc. FOR A PARTICULAR PURPOSE. AS A electronic, photocopying, recording, Code Warrior is a trademark of RESULT, THIS MANUAL IS SOLD “AS or otherwise, without prior written Metrowerks. IS,” AND YOU, THE PURCHASER, ARE permission of Apple Computer, Inc., CompuServe is a registered ASSUMING THE ENTIRE RISK AS TO except to make a backup copy of any trademark of CompuServe, Inc. ITS QUALITY AND ACCURACY. documentation provided on Ethernet is a registered trademark of CD-ROM. IN NO EVENT WILL APPLE BE LIABLE Xerox Corporation. The Apple logo is a trademark of FOR DIRECT, INDIRECT, SPECIAL, FrameMaker is a registered Apple Computer, Inc. INCIDENTAL, OR CONSEQUENTIAL trademark of Frame Technology Use of the “keyboard” Apple logo DAMAGES RESULTING FROM ANY Corporation. (Option-Shift-K) for commercial DEFECT OR INACCURACY IN THIS purposes without the prior written Helvetica and Palatino are registered MANUAL, even if advised of the consent of Apple may constitute trademarks of Linotype-Hell AG possibility of such damages. -
CONNX Installation Guide Version 11.5
CONNX Installation Guide Version 11.5 Table Of Contents Preface .......................................................................................................................................................... 1 About the Installation Guide .......................................................................................................................... 1 Database Terminology .................................................................................................................................. 2 Installation Overview ..................................................................................................................................... 3 CONNX Installation Checklist ....................................................................................................................... 4 Upgrade Installation Checklist ...................................................................................................................... 5 Displaying Your CONNX Version .................................................................................................................. 6 To display the CONNX version and build numbers ............................................................................... 6 How CONNX Works ...................................................................................................................................... 7 Related Topics ...................................................................................................................................... -
Tellstory a Medialogy Project About Storytelling in Handheld Games
TellStory A Medialogy project about storytelling in handheld games Medialogy - 10th semester Project period: 01-02-2010 to 16-06-2010 Supervisors: Tony Brooks & Kristoffer Jensen Student: David Lindholm Abstract This paper describes a project made to explore storytelling in a game on a hand-held platform. The application used in the test is a small game-like iPhone app, implemented using the iPhone SDK 3.2 and various other tools. The application tells two stories using two different storytelling tools: Non-player character (NPC) dialogue and pure text. To evaluate the impact of having a character there to tell the story versus just reading a screen of text, a small group of people were tested and interviewed. The results give some insight into what factors influence storytelling in a hand-held game, as well as the understanding of the story and storytelling preferences. ------------------------------ David Lindholm David Lindholm 2 of 55 Reader's manual The report is numbered with Arabic numerals, and the appendix is numbered using Roman numerals. When referencing other sections, both the section and page numbers will be listed. All figures and tables are numbered incrementally using Arabic numerals. When reading this report, any mentions of previous or earlier projects are to be understood as previous projects and project groups I have been involved in. Acknowledgements Parts of the test application relies on graphics that were reused from previous projects. Additionally, as there is a small amount of overlap between this project and previous works, parts of this report contain content also used in earlier reports. For those reasons, I would like to thank my former associates Razvan Enescu, Qiong Jia, and Nicolaj Hansen, for allowing me to continue the work that we started together. -
Generic Affinities, Posthumanisms and Science-Fictional Imaginings
GENERIC AFFINITIES, POSTHUMANISMS, SCIENCE-FICTIONAL IMAGININGS SPECULATIVE MATTER: GENERIC AFFINITIES, POSTHUMANISMS AND SCIENCE-FICTIONAL IMAGININGS By LAURA M. WIEBE, B.A., M.A. A Thesis Submitted to the School of Graduate Studies in Partial Fulfilment of the Requirements for the Degree of Doctor of Philosophy McMaster University © Copyright by Laura Wiebe, October 2012 McMaster University DOCTOR OF PHILOSOPHY (2012) Hamilton, Ontario (English and Cultural Studies) TITLE: Speculative Matter: Generic Affinities, Posthumanisms and Science-Fictional Imaginings AUTHOR: Laura Wiebe, B.A. (University of Waterloo), M.A. (Brock University) SUPERVISOR: Professor Anne Savage NUMBER OF PAGES: vi, 277 ii ABSTRACT Amidst the technoscientific ubiquity of the contemporary West (or global North), science fiction has come to seem the most current of genres, the narrative form best equipped to comment on and work through the social, political and ethical quandaries of rapid technoscientific development and the ways in which this development challenges conventional understandings of human identity and rationality. By this framing, the continuing popularity of stories about paranormal phenomena and supernatural entities – on mainstream television, or in print genres such as urban fantasy and paranormal romance – may seem to be a regressive reaction against the authority of and experience of living in technoscientific modernity. Nevertheless, the boundaries of science fiction, as with any genre, are relational rather than fixed, and critical engagements with Western/Northern technoscientific knowledge and practice and modern human identity and being may be found not just in science fiction “proper,” or in the scholarly field of science and technology studies, but also in the related genres of fantasy and paranormal romance. -
The Past, Present, and Future of Software Evolution
The Past, Present, and Future of Software Evolution Michael W. Godfrey Daniel M. German Software Architecture Group (SWAG) Software Engineering Group School of Computer Science Department of Computer Science University of Waterloo, CANADA University of Victoria, CANADA email: [email protected] email: [email protected] Abstract How does our system compare to that of our competitors? How easy would it be to port to MacOS? Are users still Change is an essential characteristic of software devel- angry about the spyware incident? As new features are de- opment, as software systems must respond to evolving re- vised and deployed, as new runtime platforms are envis- quirements, platforms, and other environmental pressures. aged, as new constraints on quality attributes are requested, In this paper, we discuss the concept of software evolu- so must software systems continually be adapted to their tion from several perspectives. We examine how it relates changing environment. to and differs from software maintenance. We discuss in- This paper explores the notion of software evolution. We sights about software evolution arising from Lehman’s laws start by comparing software evolution to the related idea of software evolution and the staged lifecycle model of Ben- of software maintenance and briefly explore the history of nett and Rajlich. We compare software evolution to other both terms. We discuss two well known research results of kinds of evolution, from science and social sciences, and we software evolution: Lehman’s laws of software evolution examine the forces that shape change. Finally, we discuss and the staged lifecycle model of Bennett and Rajlich. We the changing nature of software in general as it relates to also relate software evolution to biological evolution, and evolution, and we propose open challenges and future di- discuss their commonalities and differences. -
A Brief History of Software Engineering Niklaus Wirth ([email protected]) (25.2.2008)
1 A Brief History of Software Engineering Niklaus Wirth ([email protected]) (25.2.2008) Abstract We present a personal perspective of the Art of Programming. We start with its state around 1960 and follow its development to the present day. The term Software Engineering became known after a conference in 1968, when the difficulties and pitfalls of designing complex systems were frankly discussed. A search for solutions began. It concentrated on better methodologies and tools. The most prominent were programming languages reflecting the procedural, modular, and then object-oriented styles. Software engineering is intimately tied to their emergence and improvement. Also of significance were efforts of systematizing, even automating program documentation and testing. Ultimately, analytic verification and correctness proofs were supposed to replace testing. More recently, the rapid growth of computing power made it possible to apply computing to ever more complicated tasks. This trend dramatically increased the demands on software engineers. Programs and systems became complex and almost impossible to fully understand. The sinking cost and the abundance of computing resources inevitably reduced the care for good design. Quality seemed extravagant, a loser in the race for profit. But we should be concerned about the resulting deterioration in quality. Our limitations are no longer given by slow hardware, but by our own intellectual capability. From experience we know that most programs could be significantly improved, made more reliable, economical and comfortable to use. The 1960s and the Origin of Software Engineering It is unfortunate that people dealing with computers often have little interest in the history of their subject. -
Fedora 14 User Guide
Fedora 14 User Guide Using Fedora 14 for common desktop computing tasks Fedora Documentation Project User Guide Fedora 14 User Guide Using Fedora 14 for common desktop computing tasks Edition 1.0 Author Fedora Documentation Project [email protected] Copyright © 2010 Red Hat, Inc. and others. The text of and illustrations in this document are licensed by Red Hat under a Creative Commons Attribution–Share Alike 3.0 Unported license ("CC-BY-SA"). An explanation of CC-BY-SA is available at http://creativecommons.org/licenses/by-sa/3.0/. The original authors of this document, and Red Hat, designate the Fedora Project as the "Attribution Party" for purposes of CC-BY-SA. In accordance with CC-BY-SA, if you distribute this document or an adaptation of it, you must provide the URL for the original version. Red Hat, as the licensor of this document, waives the right to enforce, and agrees not to assert, Section 4d of CC-BY-SA to the fullest extent permitted by applicable law. Red Hat, Red Hat Enterprise Linux, the Shadowman logo, JBoss, MetaMatrix, Fedora, the Infinity Logo, and RHCE are trademarks of Red Hat, Inc., registered in the United States and other countries. For guidelines on the permitted uses of the Fedora trademarks, refer to https://fedoraproject.org/wiki/ Legal:Trademark_guidelines. Linux® is the registered trademark of Linus Torvalds in the United States and other countries. Java® is a registered trademark of Oracle and/or its affiliates. XFS® is a trademark of Silicon Graphics International Corp. or its subsidiaries in the United States and/or other countries. -
Le Jeu Vidéo Sur Youtube : Historique De La Captation Et De La Diffusion Du Jeu Vidéo
Université de Montréal Le jeu vidéo sur YouTube : historique de la captation et de la diffusion du jeu vidéo par Francis Lavigne Département d’histoire de l’art et d’études cinématographiques Faculté des arts et des sciences Mémoire présenté en vue de l’obtention du grade de M.A. en études cinématographiques option études du jeu vidéo Août 2017 © Francis Lavigne, 2017 Résumé Ce mémoire s’intéresse à la captation audiovisuelle et aux pratiques de commentaires sur le jeu vidéo. Tout d’abord, nous remettons en contexte l’émergence de ce type de production à l’aide d’une analyse historique de divers formats de diffusion (à la télévision, à l’aide de vidéocassettes, dans les suppléments de magazines et sur Internet). Ensuite, nous détaillons les limites et affordances de la plateforme participative YouTube. Puis, nous rattachons les commentaires de jeux vidéo aux concepts de boniment, de performance et de double performance. Enfin, nous analysons quatre genres de vidéos présents sur YouTube : les machinimas, les speedruns, les longplays et les let’s plays. Mots-clés Jeu vidéo, machinima, longplay, let’s play, speedrun, YouTube, boniment, commentaire, double performance i Abstract This research is aimed to understand the audiovisual recording and commentary practices of video games. First of all, we do a contextualisation of these types of production through a historical analysis of the way theses videos were diffused (from televised shows, to VHS, magazines’ bonuses, and on the Internet). After, we detail the limits and affordances of the YouTube sharing platform. Then, we create links between the commentary of video game and the concepts of film lecturer, performance and double performance.