TECHNISCHE UNIVERSIT¨AT M¨UNCHEN Power

Total Page:16

File Type:pdf, Size:1020Kb

TECHNISCHE UNIVERSIT¨AT M¨UNCHEN Power TECHNISCHE UNIVERSITAT¨ MUNCHEN¨ Lehrstuhl f¨urRealzeit-Computersysteme Power Management for Closed-Source Interactive Games on Mobile Devices Benedikt Dietrich Vollst¨andigerAbdruck der von der Fakult¨atf¨urElektrotechnik und Informationstechnik der Technischen Universit¨atM¨unchenzur Erlangung des akademischen Grades eines Doktor-Ingenieurs (Dr.-Ing.) genehmigten Dissertation. Vorsitzender: Univ.-Prof. Dr.-Ing. habil. Gerhard Rigoll Pr¨uferder Dissertation: 1. Univ.-Prof. Dr. sc. (ETH Z¨urich)Samarjit Chakraborty 2. Prof. Preeti Ranjan Panda, Ph.D. Indian Institute of Technology Delhi, Indien Die Dissertation wurde am 25.09.2014 bei der Technischen Universit¨atM¨uncheneingereicht und durch die Fakult¨atf¨urElektrotechnik und Informationstechnik am 07.09.2015 angenom- men. Abstract On mobile devices like smartphones and tablet PCs, games account for the class of most popular, but at the same time most power hungry applications. The processor of such de- vices is one of the main contributors to the total power consumption when games are being played. A common technique to reduce the processor's power consumption is dynamic voltage and frequency scaling. Power managers of modern operating systems reduce the processor's power consumption by scaling the processing frequency and voltage merely based on the processor's current utilization and without considering the requirements of running applications. Since high frame rates are commonly attributed to a good gam- ing experience, most games process as many frames as possible resulting in a high system utilization. Traditional power managers in turn select constantly high processing frequen- cies resulting in a high power consumption. Studies have shown that frame rates above a particular point don't improve the gaming experience. Hence today's gaming platforms perform not required computations and thereby waste a significant amount of energy. In this thesis a power manager is presented that is aware of the game application, predicts its future computing requirements and efficiently selects the processor's clock frequency that guarantees the desired frame rate and at the same time provides optimal power savings. Core of this power manager is the workload prediction which is based on statis- tical relationships between processing times of past frames and the current frame. While predictors like the PID controller-based predictor have been widely studied for video de- coding applications in the past, there is only little work on workload prediction for games. We systematically evaluate workload predictors and identify that techniques such as PID controller-based workload predictors lack the robustness to accurately predict the highly dynamic game workloads and result in poor power savings and a deteriorated user expe- rience. Our results show that autoregressive model-based predictors { the most general form of linear models { provide significant power savings for all considered games (up to 32.4 % compared to Android's default power manager) while maintaining the quality perceived by the user. While many multimedia applications like video decoders are open-source and can be di- rectly instrumented to measure frame timings, which are required as input to the workload prediction, most modern games are closed-source. In this work we for the first time present a technique that does not only allow measuring the frame timings of any closed-source game, but as well can be used to identify a game's current state, e.g., if the game is view- ing a menu, the loading screen or is in the actual gaming state. This state information is leveraged to implement a state-specific power management that exploits state-specific workload characteristics and requirements and thereby further reduces the power con- sumption by up to 43.2 % compared to Android's default power manager. iii The discussed techniques have been successfully verified for modern closed-source games from different genres. We have developed measurement setups that allow detailed mea- surements of system parameters and the power consumption for three different operating systems (Linux, Windows and Android). For all platforms highly portable and widely applicable solutions have been found and significant power savings were obtained. Based on a user study we verified that developed methods don't deteriorate the gaming quality experienced by the user. By investigating the theoretical limits of power savings and modeling an optimal workload predictor, we reveal the remaining gap of our approach to the theoretical optimal power manager and thereby motivate future research endeavors. In summary, the main contributions of this thesis are: i) We identified a suitable work- load prediction technique for highly variable game workloads which guarantees significant power savings while maintaining the gaming quality. ii) We present a technique which for the first time allows not only applying the developed power management scheme to closed-source games, but as well identifying the game's current state. iii) The devel- oped measurement setups provide detailed insight into the current state of the systems and their power consumption. Based on these setups, we verified the described algorithms and showed significant power savings of up to 43.2 % compared to Android's default power manager. iv) We determined the theoretical limits of power savings, revealed the gap be- tween our approach and the theoretical optimum and thereby motivate future research in the domain of game power management. iv Kurzfassung Spiele z¨ahlenauf mobilen Endger¨atenwie Smartphones und Tablet PCs zu den be- liebtesten Anwendungen, weisen allerdings auch den gr¨oßtenEnergiebedarf auf. Im Falle von Spielanwendungen wird der gr¨oßteTeil der Energie vom Prozessor verbraucht. Power Manager heutiger Betriebssysteme passen die Rechenfrequenz und Versorgungss- pannung dynamisch an die aktuellen Rechenanforderungen an, um den Energieverbrauch des Prozessors zu reduzieren. In der Regel w¨ahltder Power Manager hierzu die ben¨otigte Rechenfrequenz allein basierend auf der momentanen Auslastung des Prozessors aus, ohne die realen Anforderungen laufender Anwendungen zu ber¨ucksichtigen. Ublicherweise¨ berechnen Spiele so viele Bilder pro Sekunde wie m¨oglich, da eine hohe Bildwiederhol- rate generell mit einem guten Spielerlebnis assoziiert wird. Dies resultiert in einer hohen Systemauslastung, auf Grund welcher herk¨ommliche Power Manager durchgehend hohe Rechenfrequenzen verwenden, die wiederum in einem hohen Energieverbrauch resultieren. Studien haben hingegen gezeigt, dass sehr hohe Bildwiederholraten das Spielerlebnis nicht verbessern. Somit werden auf heutigen Spieleplattformen unn¨otigviele Bilder berechnet und Energie verschwendet. Im Rahmen dieser Arbeit wurde ein Power Manager entwickelt, der sich der laufenden Spielanwendung bewusst ist, die zuk¨unftigben¨otigteRechenzeit der Anwendung vorher- sagt und die Rechenfrequenz so skaliert, dass eine gew¨unschte Bildwiederholrate auf en- ergieeffiziente Art und Weise garantiert wird. Herz des Power Managers ist die Vorhersage k¨unftigerRechenzeitanforderungen, welche auf statistischen Abh¨angigkeiten zwischen ak- tuellen und vergangenen Rechenzeiten basiert. W¨ahrendPr¨adiktoren,wie PID Controller- basierte Pr¨adiktoren,in der Vergangenheit umfassend f¨urdie Rechenzeit-Vorhersage von Videodekodern untersucht wurden, gibt es nur wenige Arbeiten, die sich mit der Vorher- sage von Spieleanforderungen besch¨aftigen.Diese Arbeit evaluiert Rechenzeit-Pr¨adiktoren systematisch und zeigt auf, dass Techniken, wie etwa der PID Controller-basierte Pr¨adik- tor, nicht f¨urdie Vorhersage von stark variierenden Rechenzeiten von Spielen geeignet sind. Unsere Analyse zeigt weiterhin, dass Pr¨adiktoren, die auf autoregressiven Modellen basieren { die allgemeinste Form linearer Modelle { f¨uralle getesteten Spiele erhebliche Energieersparnisse von bis zu 32.4 % im Vergleich zu Android's eigenem Power Manager erzielen, ohne die Spielqualit¨atzu beeintr¨achtigen. W¨ahrendder Quelltext vieler Multimediaanwendungen, wie etwa Videodekodern, frei erh¨altlich ist und direkt instrumentiert werden kann, um die Rechenzeit einzelner Bilder zu messen, ist der Quelltext der meisten aktuellen Spieletitel nicht erh¨altlich. In dieser Arbeit wird eine Methode pr¨asentiert, die es nicht nur erlaubt, diese Rechenzeiten f¨urbe- liebige Closed-Source Spiele zu messen, sondern auch die M¨oglichkeit bietet, den aktuellen Zustand des Spiels zu ermitteln. Es wird zum Beispiel erkannt, ob das Spiel momentan v einen Ladebildschirm, ein Men¨uoder den tats¨achlichen Spielinhalt anzeigt. Dieses Wis- sen wird verwendet, um f¨urjeden Zustand eine spezifische Power Management Strategie anzuwenden und somit den Energiebedarf weiter zu senken (um bis zu 43.2 % im Vergleich zu Android's eigenem Power Manager). Beschriebene Methoden wurden erfolgreich f¨uraktuelle Closed-Source Spiele verschiedener Genres getestet. Im Zuge dessen wurden f¨urdrei verschiedene Betriebssysteme (Linux, Windows und Android) Messplattformen entwickelt, die das detaillierte Aufzeichnen von Systemeigenschaften und des Energieverbrauchs erm¨oglichen. F¨uralle Plattformen wur- den leicht portierbare, flexible L¨osungenentwickelt und erhebliche Energieersparnisse erzielt. Basierend auf einer Nutzerstudie wurde verifiziert, dass der entwickelte Power Manager keinen Einfluss auf die Spielqualit¨athat. Zus¨atzlich wurden theoretische Gren- zen analysiert, um das noch bestehende Potential an m¨oglichen Energieersparnissen zu ermitteln
Recommended publications
  • Roventure- an Endless Runner Game
    International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 08 Issue: 05 | May 2021 www.irjet.net p-ISSN: 2395-0072 Roventure- An Endless Runner Game Purva Tekade[1], Bhavika Thakre[2], Kanaka Golwalkar[3], Anshuli Nikhare[4], Darshan Surte[5] [1-5]Student, Department of Information Technology, S.B. Jain Institute of Technology, Management and Research, Nagpur, India -------------------------------------------------------------------------***------------------------------------------------------------------------ Abstract: Endless Runners feature a perpetually moving character that players should navigate around obstacles. These games might feature levels with a beginning and end, or they will ne'er finish, however the most issue may be a character that ne'er stops moving, timing, and manual dexterity. The most object of the bulk of Endless Runners is to urge as much as attainable in an exceedingly level. Several Endless Runner games frequently generate an infinite quantity of 1 level. All Endless Runners feature confirmed momentum. We explore the consequences of pace of an endless runner game on user performance, preference, enjoyment, and engagement in stationary Platform settings (while walking). Index Terms— Endless runner, Roventure, Unity3D, real time, intensive competitiveness, assets. I. Introduction is based on Runner, a single player running game platform developed and maintained by Intelligent Along with the growth of digital technology, game Computer Entertainment Laboratory, Ritsumeikan industries have entered a stage of rapid development. We University. Runner is a running game, in which the are developing a game application Roventure. player character is continuously moving forward through an endless game world. Two important ‘Roventure’ is an endless runner game application. For elements in the game are traps and coins.
    [Show full text]
  • Techniques for Improving the Performance of Software Transactional Memory
    Techniques for Improving the Performance of Software Transactional Memory Srdan Stipi´c Department of Computer Architecture Universitat Polit`ecnicade Catalunya A thesis submitted for the degree of Doctor of Philosophy in Computer Architecture July, 2014 Advisor: Adri´anCristal Co-Advisor: Osman S. Unsal Tutor: Mateo Valero Curso académico: Acta de calificación de tesis doctoral Nombre y apellidos Programa de doctorado Unidad estructural responsable del programa Resolución del Tribunal Reunido el Tribunal designado a tal efecto, el doctorando / la doctoranda expone el tema de la su tesis doctoral titulada ____________________________________________________________________________________ __________________________________________________________________________________________. Acabada la lectura y después de dar respuesta a las cuestiones formuladas por los miembros titulares del tribunal, éste otorga la calificación: NO APTO APROBADO NOTABLE SOBRESALIENTE (Nombre, apellidos y firma) (Nombre, apellidos y firma) Presidente/a Secretario/a (Nombre, apellidos y firma) (Nombre, apellidos y firma) (Nombre, apellidos y firma) Vocal Vocal Vocal ______________________, _______ de __________________ de _______________ El resultado del escrutinio de los votos emitidos por los miembros titulares del tribunal, efectuado por la Escuela de Doctorado, a instancia de la Comisión de Doctorado de la UPC, otorga la MENCIÓN CUM LAUDE: SÍ NO (Nombre, apellidos y firma) (Nombre, apellidos y firma) Presidente de la Comisión Permanente de la Escuela de Secretaria de la Comisión Permanente de la Escuela de Doctorado Doctorado Barcelona a _______ de ____________________ de __________ To my parents. Acknowledgements I am thankful to a lot of people without whom I would not have been able to complete my PhD studies. While it is not possible to make an exhaustive list of names, I would like to mention a few.
    [Show full text]
  • Development of a Finite Runner Mobile Game Bachelor's Thesis | Abstract
    Bachelor's Thesis Information Technology Software Business 2015 Eetu Pitkänen DEVELOPMENT OF A FINITE RUNNER MOBILE GAME BACHELOR'S THESIS | ABSTRACT TURKU UNIVERSITY OF APPLIED SCIENCES Information Technology | Software Business 2015 | 41 Tiina Ferm Eetu Pitkänen DEVELOPMENT OF A FINITE RUNNER MOBILE GAME The purpose of this thesis was to examine the process of developing a finite runner game. The game was developed for an indie game development company called FakeFish to answer their need of a product that can be easily showcased and used as a reference point of what the company is capable of in a limited amount of time. The theoretical section of the thesis focused on the game’s concept, the endless runner genre’s characteristics and history, tools used, potential publishing platforms and the challenges of publishing in the segregated markets of the east and west. The empirical section of the thesis consisted of the game’s main programmed features, ad-based monetization, the interconnectivity of the level design and difficulty as well as building to a platform. Unity was chosen as the development platform due to it having low royalty fees, a big developer community and FakeFish’s previous experience with the Unity game engine. The game’s publishing in the future will happen in the western world only as publishing in Asia is a complicated and expensive process that FakeFish is not yet ready to undergo. The publishing channel for the game is going to be Google Play and the operating system Android as these match the game’s planned monetization model and performance requirements the best.
    [Show full text]
  • Proceedings of the Linux Symposium
    Proceedings of the Linux Symposium Volume One June 27th–30th, 2007 Ottawa, Ontario Canada Contents The Price of Safety: Evaluating IOMMU Performance 9 Ben-Yehuda, Xenidis, Mostrows, Rister, Bruemmer, Van Doorn Linux on Cell Broadband Engine status update 21 Arnd Bergmann Linux Kernel Debugging on Google-sized clusters 29 M. Bligh, M. Desnoyers, & R. Schultz Ltrace Internals 41 Rodrigo Rubira Branco Evaluating effects of cache memory compression on embedded systems 53 Anderson Briglia, Allan Bezerra, Leonid Moiseichuk, & Nitin Gupta ACPI in Linux – Myths vs. Reality 65 Len Brown Cool Hand Linux – Handheld Thermal Extensions 75 Len Brown Asynchronous System Calls 81 Zach Brown Frysk 1, Kernel 0? 87 Andrew Cagney Keeping Kernel Performance from Regressions 93 T. Chen, L. Ananiev, and A. Tikhonov Breaking the Chains—Using LinuxBIOS to Liberate Embedded x86 Processors 103 J. Crouse, M. Jones, & R. Minnich GANESHA, a multi-usage with large cache NFSv4 server 113 P. Deniel, T. Leibovici, & J.-C. Lafoucrière Why Virtualization Fragmentation Sucks 125 Justin M. Forbes A New Network File System is Born: Comparison of SMB2, CIFS, and NFS 131 Steven French Supporting the Allocation of Large Contiguous Regions of Memory 141 Mel Gorman Kernel Scalability—Expanding the Horizon Beyond Fine Grain Locks 153 Corey Gough, Suresh Siddha, & Ken Chen Kdump: Smarter, Easier, Trustier 167 Vivek Goyal Using KVM to run Xen guests without Xen 179 R.A. Harper, A.N. Aliguori & M.D. Day Djprobe—Kernel probing with the smallest overhead 189 M. Hiramatsu and S. Oshima Desktop integration of Bluetooth 201 Marcel Holtmann How virtualization makes power management different 205 Yu Ke Ptrace, Utrace, Uprobes: Lightweight, Dynamic Tracing of User Apps 215 J.
    [Show full text]
  • Infinite Runner Market Research
    INFINITE RUNNER MARKET RESEARCH BY FINLEY CHAPMAN • I have been tasked with doing market research on video games that fall under the infinite runner genre and are suitable for people aged 7+ • To do this I have compiled some of the most popular games in this genre that are available on the Google play store. • I’ve also made sure that all the games have been rated as appropriate for those aged seven and over • Game 1: Temple run NOTES ABOUT TEMPLE RUN • It’s one of the most famous games in the genre. • It is an extremely popular game, with over 100 million downloads on the Google play store. • It has generally good reviews (an average of 4.3 stars out of 5) The game takes place in a jungle which further adds to the game’s explorer theme. This makes the game immersive because it is a place where you would expect to find an explorer in real life. This also makes it stereotypical of it’s theme. The game features tribal drums as part Players play as an Indiana of its soundtrack. This builds up the Jones like explorer tension and gets faster when the apes character who has to out behind you catch up. Because of this run a pack of apes, who the music makes the game feel even are after a statue that the more immersive. player has stolen. This obviously gives the game It has a simple control scheme,this an explorer theme, it also makes the game pretty accessable to adds a sense of urgency inexperienced players.
    [Show full text]
  • There Are No Limits to Learning! Academic and High School
    Brick and Click Libraries An Academic Library Symposium Northwest Missouri State University Friday, November 5, 2010 Managing Editors: Frank Baudino Connie Jo Ury Sarah G. Park Co-Editor: Carolyn Johnson Vicki Wainscott Pat Wyatt Technical Editor: Kathy Ferguson Cover Design: Sean Callahan Northwest Missouri State University Maryville, Missouri Brick & Click Libraries Team Director of Libraries: Leslie Galbreath Co-Coordinators: Carolyn Johnson and Kathy Ferguson Executive Secretary & Check-in Assistant: Beverly Ruckman Proposal Reviewers: Frank Baudino, Sara Duff, Kathy Ferguson, Hong Gyu Han, Lisa Jennings, Carolyn Johnson, Sarah G. Park, Connie Jo Ury, Vicki Wainscott and Pat Wyatt Technology Coordinators: Sarah G. Park and Hong Gyu Han Union & Food Coordinator: Pat Wyatt Web Page Editors: Lori Mardis, Sarah G. Park and Vicki Wainscott Graphic Designer: Sean Callahan Table of Contents Quick & Dirty Library Promotions That Really Work! 1 Eric Jennings, Reference & Instruction Librarian Kathryn Tvaruzka, Education Reference Librarian University of Wisconsin Leveraging Technology, Improving Service: Streamlining Student Billing Procedures 2 Colleen S. Harris, Head of Access Services University of Tennessee – Chattanooga Powerful Partnerships & Great Opportunities: Promoting Archival Resources and Optimizing Outreach to Public and K12 Community 8 Lea Worcester, Public Services Librarian Evelyn Barker, Instruction & Information Literacy Librarian University of Texas at Arlington Mobile Patrons: Better Services on the Go 12 Vincci Kwong,
    [Show full text]
  • Executive Branch Third Quarterly Report
    OFFICE OF THE PRESIDENT AND VICE PRESIDENT JONATHAN NEZ | PRESIDENT MYRON LIZER |VICE PRESIDENT EXECUTIVE BRANCH THIRD QUARTERLY REPORT SUMMER COUNCIL SESSION JULY 2021 NAVAJO NATION OFFICE OF THE PRESIDENT AND VICE PRESIDENT SUMMER COUNCIL SESSION 2021 TABLE OF CONTENTS PAGE NO. I. Department of Diné Education 2 II. Department of Human Resources 32 III. Diné Uranium Remediation Advisory Commission 39 IV. Division of Community Development 42 V. Division of Economic Development 58 VI. Division of General Services 78 VII. Division of Public Safety 82 VIII. NavaJo Department of Health 94 IX. NavaJo Division of Social Services 108 X. NavaJo Division of Transportation 116 XI. NavaJo Gaming Regulatory Office 120 XII. NavaJo Nation Department of Justice 125 XIII. NavaJo Nation Division of Natural Resources 130 XIV. NavaJo Nation Environmental Protection Agency 156 XV. NavaJo Nation Telecommunications Regulatory Commission 161 XVI. NavaJo Nation Veterans Administration 164 XVII. NavaJo Nation Washington Office 166 XVIII. NavaJo-Hopi Land Commission Office 173 XIX. Office of Hearing and Appeals 185 XX. Office of Management and Budget 187 XXI. Office of Miss NavaJo Nation 190 XXII. Office of NavaJo Public Defender 195 XXIII. Office of NavaJo Tax Commission 198 XXIV. Office of The Controller 201 1 Department of Diné Education SUMMER COUNCIL SESSION 2021 I. MAJOR ACCOMPLISHMENTS II. CHALLENGES III. OUTREACH AND COMMUNICATION 2 DODE hosted a live forum regarding the state of education on the Navajo Nation amid the ongoing COVID-19 pandemic with Navajo Nation school leaders and health experts the evening of June 17, 2021. The panel took questions and concerns from the audience as well as points brainstormed by DODE staff that parents may have about sending their children back to school for in-person instruction.
    [Show full text]
  • Student Resume Book
    Class of 2019 STUDENT RESUME BOOK [email protected] CLASS OF 2019 PROFILE 46 48% WOMEN CLASS SIZE PRIOR COMPANIES Feldsted & Scolney 2 Amazon.com, Inc Fincare Small Finance Bank American Airlines Group General Electric Co AVERAGE YEARS American Family Insurance Mu Sigma, Inc PRIOR WORK Bank of New York, Qualtrics LLC EXPERIENCE Melloncorp Quantiphi Inc Brookhurst Insurance Skyline Technologies Services TechLoss Consulting & CEB Inc Restoration, Inc Cecil College ThoughtWorks, Inc Darwin Labs US Army Economists, Inc UCSD Guardian United Health Group, Inc PRIOR DEGREE Welch Consulting, Ltd CONCENTRATIONS ZS Associates Inc & BACKGROUND* MATH & STATISTICS 82.61% ENGINEERING 32.61% ECONOMICS 30.43% COMPUTER SCIENCE & IT 19.57% SOCIAL SCIENCES 13.04% HUMANITIES 10.87% BUSINESS 8.70% OTHER SCIENCES 8.70% *many students had multiple majors or OTHER 8.70% specializations; for example, of the 82.61% of students with a math and/or statistics DATA SCIENCE 2.17% background, most had an additional major or concentration and therefore are represented in additional categories. 0 20 40 60 80 100 Class of 2019 SAURABH ANNADATE ALICIA BURRIS ALEX BURZINSKI TED CARLSON IVAN CHEN ANGELA CHEN CARSON CHEN HARISH CHOCKALINGAM SABARISH CHOCKALINGAM TONY COLUCCI JD COOK SOPHIE DU JAMES FAN MICHAEL FEDELL JOYCE FENG NATHAN FRANKLIN TIAN FU ELLIOT GARDNER MAX HOLIBER NAOMI KADUWELA MATT KEHOE JOE KUPRESANIN MICHEL LEROY JONATHAN LEWYCKYJ Class of 2019 HENRY PARK KAREN QIAN FINN QIAO RACHEL ROSENBERG SHREYAS SABNIS SURABHI SETH TOVA SIMONSON MOLLY SROUR
    [Show full text]
  • Unicraft: Exploring the Impact of Asynchronous Multiplayer Game Elements in Gamification
    UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification FEATHERSTONE, Mark <http://orcid.org/0000-0001-6701-6056> and HABGOOD, Jacob <http://orcid.org/0000-0003-4531-0507> Available from Sheffield Hallam University Research Archive (SHURA) at: http://shura.shu.ac.uk/21261/ This document is the author deposited version. You are advised to consult the publisher's version if you wish to cite from it. Published version FEATHERSTONE, Mark and HABGOOD, Jacob (2018). UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification. International Journal of Human-Computer Studies. Copyright and re-use policy See http://shura.shu.ac.uk/information.html Sheffield Hallam University Research Archive http://shura.shu.ac.uk UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification Mark Featherstone, PGCE, BSc [email protected] Sheffield Hallam University Sheffield, UK Corresponding author Bio: after many years working as a games developer, I now run the games development undergraduate course as a senior lecturer at Sheffield Hallam University. While working as a commercial game developer I helped create video games on PC and Xbox for companies such as Gremlin, Rage Games, Infogrammes, NCSoft and more recently as an independent game developer at Moonpod. My research focus is in the area of games based learning and the use of video game design principles in education. I'm also the Technical Director at Steel Minions Games Studio, which provides work-based simulation for game development students. Dr. Jacob Habgood, PhD, BSc, PGCTLHE [email protected] Sheffield Hallam University Sheffield, UK Bio: I teach games development at Sheffield Hallam University and manage the university's PlayStation teaching facility.
    [Show full text]
  • Level 1: Run for Your Life Free
    FREE LEVEL 1: RUN FOR YOUR LIFE PDF Stephen Waller | 32 pages | 08 Feb 2009 | Pearson Education Limited | 9781405869706 | English | Harlow, United Kingdom Level 1: Run For Your Life Book and CD Pack : Stephen Waller : Cookies are used to provide, analyse and improve our services; provide chat tools; and show you relevant content on advertising. You can learn more about our use of cookies here. Are you happy to accept all cookies? Accept all Manage Cookies Cookie Preferences We use cookies and similar tools, including those used by approved third parties collectively, "cookies" for the purposes described below. You can learn more about how we plus approved third parties use cookies and how to change your settings by visiting the Cookies notice. The choices you make here will apply to your interaction with this service on this device. Essential We use cookies to provide our servicesfor example, to keep track of items stored in your shopping basket, Level 1: Run For Your Life fraudulent activity, improve the security of our services, keep track of your specific preferences e. These cookies are necessary to provide our site and services and therefore cannot be disabled. For example, we use cookies to conduct research and diagnostics to improve our content, products and services, and to measure and analyse the performance of our services. Show less Show more Advertising ON OFF We use cookies to serve you certain types of adsincluding ads relevant to your interests on Book Depository and to work with approved third parties in the process of delivering ad content, including ads relevant to your interests, to measure the effectiveness of their ads, and to perform services on behalf of Book Depository.
    [Show full text]
  • All About Tablets What Is a Tablet?
    All About Tablets What is a tablet? A tablet is any portable device with a touch screen that allows for mobile computing. It differs from a Smart Phone in that it does not have phone functionality. Otherwise, it can be nearly identical. An eReader is a type of tablet designed primarily for reading eBooks, and may or may not have the same advanced functionalities as a tablet. Things you can do with a tablet Most tablets have: Internet web browsing Calendar/Clock Email mp3/Music Playing Camera (Picture/Video) Some Androids and iPads allow for a keyboard/mouse to be connected, for easier use. Some also have a 3g (or 4g) antenna built-in, which allows for cell phone data access to the internet in areas where there is no WiFi available (this requires a subscription to use). Things you CAN’T do with a tablet Tablets cannot run or install traditional programs, like what a computer uses. Tablets only run “apps”. You cannot install a program or game unless it is available as an app. Not all tablets have apps. Some third-party tablets (that are neither Androids nor iPads) do not have an “App Store”, and only run the apps they come with. Tablets cannot connect to a printer. Some advanced printers allow for printing from Android or iPads, but not many do. Even if it has a USB port, you cannot just plug a USB device into a tablet unless the tablet supports it. Types of Tablets/Operating Systems Apple iOS: Used by all Apple devices, including iPhone, iPad, and even iPod Android OS: The most commonly used OS.
    [Show full text]
  • Minecraft Ios Mods
    Minecraft Ios Mods Minecraft Ios Mods CLICK HERE TO ACCESS MINECRAFT GENERATOR minecraft hack title command minecraft all the mods 3 hacked client minecraft free editions best ranged nuker hack client minecraft Minecraft PE 1. Our cheat is fully undetected. 15 - Mods 1. minecraftpe] Minecraft PE Toolbox is a modification for Minecraft PE that allows you to give yourself items, potion effects, change gamemode, set health, time, weather, enchant items, spawn, remove or set health of all entities of a certain type, and much more! minecraft pe 1.14 2 free download If you want to know how to make a modded server in Minecraft 1.12.2, this is the video for you. It will show you exactly how to get a modded Minecraft server... A: The Server needs to have the mod available, some mods are client version, meaning they can do nothing in joining Servers or playing Multiplayer, a good example is the Shaders mod, or Optifine. If you have any other Questions, feel free to ask. cheats for minecraft pe 2017 Minecraft bedrock edition free download Is activated it will due as follows: To affect download time, applets can be executed in the form of a jar virus. In gilbert you want to Uninstall any app, right click on the Game and click on Uninstall. minecraft free download android 16.09 As promised, here are the FREE PRINTABLES for a Minecraft Party. I made the labels so that they can be wrapped around the center of a 2"x2"x2" box. At the time, I couldn't find translucent boxes at a reasonable price-- which is why I had to cut and paste since the boxes that I used are not perfect cubes.
    [Show full text]