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Suggested Topics for Homebrew Con 2021
Suggested Topics for Homebrew Con 2021 The suggestions below have been outlined by the Seminar Subcommittee for Homebrew Con 2021. The topics suggested are not intended to be an exhaustive list, but rather a guide to potential speakers to some of the top priority topics that the committee would like to see presented on at this year’s event. Hopeful speakers are welcome to submit proposals beyond the scope of these suggestions but are encouraged to keep them in mind when planning their proposal content. Beer Styles The BJCP recognizes over 130 distinct beer styles in its beer guidelines, along with countless others not in the guidelines. Each style has a unique history and characteristics and is brewed using specific brewing processes and techniques. The seminars in this track will highlight individual beer styles and the techniques used to brew them (and why). • How styles emerge (Ex: Kolsch/Alt, Regional International Ales [Argentina, Italian, New Zealand, Brazilian, etc.]) • Compare and contrast of similar styles • Differentiating general history from beer history • Emerging styles (Ex: pastry stouts/ fruit “slushies”, Winter Warmers, etc.) • How to decide where your beer goes in a competition • Saison • Bocks (history, sub-styles, brewing requirements, etc.) • How taxes, water chemistry, wars, technology and/or climate defined beer styles • Extinct (or nearly extinct) Styles • Historic beers (Ex: Stein Bier, Fraoch, Herbal, Wiccan ales, Egyptian ales) • Lager fundamentals • Best ways to educate yourself about a style - • Beer Vocabulary and what it all means ASBC (anyone?) • Belgian Styles (in general) – challenge to brew, make it taste like it’s from Belgium • How to brew authentic English Pub Ale • Fresh Hop Beers • Mead styles (Ex: Polish, historical meads, other) • How to achieve the style you are looking for (Expectations of what you want vs. -
Issue #63, July 2000 Starting Our SIXTH Year in Publishing!
Issue #63, July 2000 Starting our SIXTH year in publishing! 64a Page 1 Wed, Jul 2000 Cover by: Bill Perry [email protected] Published by My Mac Productions 110 Burr St., Battle Creek, MI 49015-2525 Production Staff Tim Robertson • [email protected] Publisher / Creator / Owner Editor-in-Chief Adam Karneboge • [email protected] Webmaster / Contributing Editor Roger Born • [email protected] Website Edior Barbara Bell • [email protected] Director, Public Relations •Jobs & Woz • Inspiration Artwork Created by: •Mike Gorman• [email protected] •Bill Perry• [email protected] •Tim Robertson• [email protected] •Adam Karneboge• [email protected] This Publication was created with: DOCMaker v4.8.4 http://www.hsv.tis.net/~greenmtn & Adobe Acrobat 4.0 http://www.adobe.com 64a Page 2 Wed, Jul 2000 Other Tools: Adobe Photoshop 5.5, 5.0.1 ColorIt! 4.0.1 BBEdit Lite ClarisWorks 5.0 Microsoft Word 98 GraphicConverter Snapz Pro 2.0 SimpleText Netscape Communicator 4.6.1 Internet Explorer 4.5 Eudora Pro 4.0.2 FileMaker Pro 4.0v3 QuickKeys 4.0 and the TitleTrack CD Player (To keep us sane!) Website hosted by Innovative Technologies Group Inc. http://www.inno-tech.com My Mac Magazine ® 1999-2000 My Mac Productions. All Rights Reserved. 64a Page 3 Wed, Jul 2000 http://www.inno-tech.com http://www.smalldog.com http://www.megamac.com 64a Page 4 Wed, Jul 2000 Advertising in My Mac = Good Business Sense! With over 500,000 website visits a month and thousands of email subscribers, You just can't go wrong! Send email to [email protected] for information. -
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). -
Opensource Software in Mac OS X V. Zhhuta
Foss Lviv 2013 191 - Linux VM з Wordpress на Azure під’єднано до SQL-бази в приватному центрі обробки даних. Як бачимо, бізнес Microsoft вже дуже сильно зав'язаний на Open Source! Далі в доповіді будуть розглянуті подробиці інтероперабельності платформ з Linux Server, Apache Hadoop, Java, PHP, Node.JS, MongoDb, і наостанок дізнаємося про цікаві Open Source-розробки Microsoft Research. OpenSource Software in Mac OS X V. Zhhuta UK2 LImIted t/a VPS.NET, [email protected] Max OS X stem from Unix: bSD. It contains a lot of things that are common for Unix systems. Kernel, filesystem and base unix utilities as well as it's own package managers. It's not a secret that Mac OS X has a bSD kernel Darwin. The raw Mac OS X won't provide you with all power of Unix but this could be easily fixed: install package manager. There are 3 package manager: MacPorts, Fink and Homebrew. To dive in OpenSource world of mac os x we would try to install lates version of bash, bash-completion and few other utilities. Where we should start? First of all you need to install on you system dev-tools: Xcode – native development tools that contain GCC and libraries. Next step: bring a GIU – X11 into your system. Starting from Mac OS 10.8 X11 is not included in base-installation and it's need to install Xquartz(http://xquartz.macosforge.org). Now it's time to look closely to package managers MacPorts Site: www.macports.org Latest MacPorts release: 2.1.3 Number of ports: 16740 MacPorts born inside Apple in 2002. -
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. -
Henry Jenkins Convergence Culture Where Old and New Media
Henry Jenkins Convergence Culture Where Old and New Media Collide n New York University Press • NewYork and London Skenovano pro studijni ucely NEW YORK UNIVERSITY PRESS New York and London www.nyupress. org © 2006 by New York University All rights reserved Library of Congress Cataloging-in-Publication Data Jenkins, Henry, 1958- Convergence culture : where old and new media collide / Henry Jenkins, p. cm. Includes bibliographical references and index. ISBN-13: 978-0-8147-4281-5 (cloth : alk. paper) ISBN-10: 0-8147-4281-5 (cloth : alk. paper) 1. Mass media and culture—United States. 2. Popular culture—United States. I. Title. P94.65.U6J46 2006 302.230973—dc22 2006007358 New York University Press books are printed on acid-free paper, and their binding materials are chosen for strength and durability. Manufactured in the United States of America c 15 14 13 12 11 p 10 987654321 Skenovano pro studijni ucely Contents Acknowledgments vii Introduction: "Worship at the Altar of Convergence": A New Paradigm for Understanding Media Change 1 1 Spoiling Survivor: The Anatomy of a Knowledge Community 25 2 Buying into American Idol: How We are Being Sold on Reality TV 59 3 Searching for the Origami Unicorn: The Matrix and Transmedia Storytelling 93 4 Quentin Tarantino's Star Wars? Grassroots Creativity Meets the Media Industry 131 5 Why Heather Can Write: Media Literacy and the Harry Potter Wars 169 6 Photoshop for Democracy: The New Relationship between Politics and Popular Culture 206 Conclusion: Democratizing Television? The Politics of Participation 240 Notes 261 Glossary 279 Index 295 About the Author 308 V Skenovano pro studijni ucely Acknowledgments Writing this book has been an epic journey, helped along by many hands. -
Introduction
Introduction WHO THIS BOOK IS FOR There’s no question that you’ll get some good out of this WHY WE WROTE THIS BOOK book no matter how much of a Mac expert you are. DP: Everybody who’s ever worked Heck, even if you throw away the book, the accompany- with a Mac already knows that you ing 600 MB of spectacular software will make you discard a file by moving its icon to mighty glad you picked it up. the Trash can, that you select text by dragging across it, and that you end But we may as well admit that this book completely the day by choosing Shut Down skips over the basics of using a Macintosh. If you don’t from the Special menu.The world already know how to point and click, open windows, doesn’t need another book to define insert a disk, use a menu, and open a control panel, you scroll bar. should take a moment to play with the animated pro- JS: So when we started writing gram called either Mouse Practice or Macintosh Basics this book, we worked from one that came with your Mac. Read a manual. Read Macs For simple, overarching concept: Under Dummies, a really good beginner’s book from IDG no circumstances would we define Books (written by one of your present authors). Do scroll bar. whatever you have to do. DP: Instead, we decided to tell As a matter of fact, here are the terms we’re going to secrets: secrets about how a Mac really be tossing around without any definition: works, secrets that software program- Ô-key, Ú menu, backup copy, click, control panel, mers buried in programs but forgot to cursor, Delete key, desktop, double-click, File menu, tell the manual writer, secrets that floppy disk, folder, font, hard drive, icon, K (kilobyte), answer some of the most frequently keyboard, launch a program, MB (megabyte), menu, asked (and seldom answered) quest- ions about Macintosh computing, menu command, monitor, mouse, numeric keypad, secrets such as how to recover a file Option key, point, quit a program, Return key, spacebar, after you’ve dragged it to the Trash — scroll bar, System 7, title bar (of a window), Trash. -
High-Performance Play: the Making of Machinima
High-Performance Play: The Making of Machinima Henry Lowood Stanford University <DRAFT. Do not cite or distribute. To appear in: Videogames and Art: Intersections and Interactions, Andy Clarke and Grethe Mitchell (eds.), Intellect Books (UK), 2005. Please contact author, [email protected], for permission.> Abstract: Machinima is the making of animated movies in real time through the use of computer game technology. The projects that launched machinima embedded gameplay in practices of performance, spectatorship, subversion, modification, and community. This article is concerned primarily with the earliest machinima projects. In this phase, DOOM and especially Quake movie makers created practices of game performance and high-performance technology that yielded a new medium for linear storytelling and artistic expression. My aim is not to answer the question, “are games art?”, but to suggest that game-based performance practices will influence work in artistic and narrative media. Biography: Henry Lowood is Curator for History of Science & Technology Collections at Stanford University and co-Principal Investigator for the How They Got Game Project in the Stanford Humanities Laboratory. A historian of science and technology, he teaches Stanford’s annual course on the history of computer game design. With the collaboration of the Internet Archive and the Academy of Machinima Arts and Sciences, he is currently working on a project to develop The Machinima Archive, a permanent repository to document the history of Machinima moviemaking. A body of research on the social and cultural impacts of interactive entertainment is gradually replacing the dismissal of computer games and videogames as mindless amusement for young boys. There are many good reasons for taking computer games1 seriously. -
ED369393.Pdf
DOCUMENT RESUME ED 369 393 IR 054 782 TITLE EPIEgram: The Newsletterof Systemic Change, 1992-1993. INSTITUTION Educational Products InformationExchange Inst., Hampton Bays, NY. PUB DATE 93 NOTE 146p.; For the 1991-1992 issue,see ED 353 959. AVAILABLE FROMSterling Harbor Press, P.O. Box28, Greenport, NY 11944 ($65.00/year). PUB TYPE Collected Works Serials(022) Book/Product Reviews (072) JOURNAL GIT EPIEgram: The Newsletterof Systemic Change; v19n1-9 1992-93 EDRS PRICE MF01/PC06 Plus Postage. DESCRIPTORS Computer Networks; Computer Software Evaluation; *Courseware; Educational Change; Educational Innovation; Educational Resources; '*Educational Technology; Elementary Secondary Education; Ethics; Hypermedia; Information Networks; Multimedia Instruction; Research and Development IDENTIFIERS Information Age; Information Infrastructure ABSTRACT The EPIEgram newsletter contains information about educational materials and technology for elementary secondary education. In addition to the continuing feature, "The Educational Software Selector" (TESS), the nine issues contain articles on evaluating educational technology; school reform; publishing; multimedia; hypermedia; the information superhighway; the national information infrastructure; educational ethics; and computer networks. (JLB) Reproductions supplied by EDRS are the best that can be made * from the original document. * ******************;.********************************************** U.S. DEPARTMENT OF EDUCATION Office of Educationar Researcn and Improvement EDUCATIONAL RESOURCES INFORMATION CENTER IERICI C TOM document has been reproduced as received I rom tne person or organization originating it C Minor changes nave peen made to improve reCor0OUCLOO Qualify Points of view or opirnons stated in thi5d0Co men) CO not necessarity represent official OEM position or O0r.cy EPIEgram: The Newsletter of Systemic Change, 1992-1993 (Nc "PERMISSION TO REPRODUCE THIS r.11; P.Pr1"1 MT1 MATERIAL HAS BEEN GRANTED BY J. -
VIDEO GAME SUBCULTURES Playing at the Periphery of Mainstream Culture Edited by Marco Benoît Carbone & Paolo Ruffino
ISSN 2280-7705 www.gamejournal.it Published by LUDICA Issue 03, 2014 – volume 1: JOURNAL (PEER-REVIEWED) VIDEO GAME SUBCULTURES Playing at the periphery of mainstream culture Edited by Marco Benoît Carbone & Paolo Ruffino GAME JOURNAL – Peer Reviewed Section Issue 03 – 2014 GAME Journal A PROJECT BY SUPERVISING EDITORS Antioco Floris (Università di Cagliari), Roy Menarini (Università di Bologna), Peppino Ortoleva (Università di Torino), Leonardo Quaresima (Università di Udine). EDITORS WITH THE PATRONAGE OF Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Indiana University), Adam Gallimore (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), Dipartimento di Storia, Beni Culturali e Territorio Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano), Marco Teti (Università di Ferrara). PARTNERS ADVISORY BOARD Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College of the Arts), Jay David Bolter (Georgia Institute of Technology), Gordon C. Calleja (IT University of Copenaghen), Gianni Canova (IULM, Milano), Antonio Catolfi (Università per Stranieri di Perugia), Mia Consalvo (Ohio University), Patrick Coppock (Università di Modena e Reggio Emilia), Ruggero Eugeni (Università Cattolica del Sacro Cuore, Milano), Roy Menarini (Università di Bologna), Enrico Menduni (Università di -
1. Install Homebrew 2. Install Cmake 3. Build and Run the Opengl Program
NYU Tandon School of Engineering CS6533/CS4533 Zebin Xu [email protected] Compiling OpenGL Programs on macOS or Linux using CMake This tutorial explains how to compile OpenGL programs on macOS using CMake – a cross-platform tool for managing the build process of software using a compiler- independent method. On macOS, OpenGL and GLUT are preinstalled; GLEW is not needed as we will use the core profile of OpenGL 3.2 later when we use shaders; Xcode is not required unless you prefer programming in an IDE. At the end we also discuss how to compile on Linux. Contents/Steps: 1. Install Homebrew 2. Install CMake via Homebrew 3. Build and run the OpenGL program 3.1 Build via the command line by generating Unix Makefiles (without Xcode) 3.2 Build via the Xcode IDE by generating an Xcode project (so that you can write your code in Xcode if you have it installed) 4. Compilation on Linux 5. Notes 1. Install Homebrew Homebrew is a pacKage manager for macOS. If you have installed Homebrew before, sKip this step. To install Homebrew, simply paste the command from https://brew.sh into your terminal and run. Once you have installed Homebrew, type “brew” in your terminal to checK if it’s installed. We will use Homebrew to install CMake. 2. Install CMaKe I strongly suggest installing CMake via Homebrew as it will also picK up any related missing pacKages during installation (such as installing a needed command line tool for Xcode even if you don’t have Xcode). If you have installed CMake, just sKip this step. -
Op E N So U R C E Yea R B O O K 2 0
OPEN SOURCE YEARBOOK 2016 ..... ........ .... ... .. .... .. .. ... .. OPENSOURCE.COM Opensource.com publishes stories about creating, adopting, and sharing open source solutions. Visit Opensource.com to learn more about how the open source way is improving technologies, education, business, government, health, law, entertainment, humanitarian efforts, and more. Submit a story idea: https://opensource.com/story Email us: [email protected] Chat with us in Freenode IRC: #opensource.com . OPEN SOURCE YEARBOOK 2016 . OPENSOURCE.COM 3 ...... ........ .. .. .. ... .... AUTOGRAPHS . ... .. .... .. .. ... .. ........ ...... ........ .. .. .. ... .... AUTOGRAPHS . ... .. .... .. .. ... .. ........ OPENSOURCE.COM...... ........ .. .. .. ... .... ........ WRITE FOR US ..... .. .. .. ... .... 7 big reasons to contribute to Opensource.com: Career benefits: “I probably would not have gotten my most recent job if it had not been for my articles on 1 Opensource.com.” Raise awareness: “The platform and publicity that is available through Opensource.com is extremely 2 valuable.” Grow your network: “I met a lot of interesting people after that, boosted my blog stats immediately, and 3 even got some business offers!” Contribute back to open source communities: “Writing for Opensource.com has allowed me to give 4 back to a community of users and developers from whom I have truly benefited for many years.” Receive free, professional editing services: “The team helps me, through feedback, on improving my 5 writing skills.” We’re loveable: “I love the Opensource.com team. I have known some of them for years and they are 6 good people.” 7 Writing for us is easy: “I couldn't have been more pleased with my writing experience.” Email us to learn more or to share your feedback about writing for us: https://opensource.com/story Visit our Participate page to more about joining in the Opensource.com community: https://opensource.com/participate Find our editorial team, moderators, authors, and readers on Freenode IRC at #opensource.com: https://opensource.com/irc .