Dod and Open Source Software TECH VIEWS
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User Manual for Software Product «1K62 Lathe Simulator»
USER MANUAL FOR SOFTWARE PRODUCT «1K62 LATHE SIMULATOR» Brief Description of the Software Product 3D simulator of a classic screw-cutting lathe machine mod. 1K62. The application simulates the performance of ordinary turning operations in an interactive mode. The capabilities of the simulation model include operations of external and facing turning, drilling and boring of holes, turning of grooves, cutting of external and internal threads. In the full version of the application, more than 70 cutting tools are available for work. The graphical user interface is made in Russian and English. Metric and inch measurement systems are supported. The required amount of video memory of the device is 350 MB. The graphical system of the application uses the components of OpenGL 3.0. Main Screen Elements The main screen of the application is represented by a 3D scene depicting a geometric model of a 1K62 lathe in an abstract spatial environment (Fig. 1). The main control elements are displayed on the screen - buttons and measuring scales of the feed limbs of the lathe. Figure 1 – Main Screen of Application On the right side of the screen are the main function buttons of the application. The first (top to bottom) button is designed to exit from application with confirmation. The second button displays on the main screen a scheme of a screw-cutting machine 1K62 with the designation of the main nodes (Fig. 2). The third button opens the control panel for the workpiece parameters (Fig. 3). In this 3D scene is displayed in the background with the ability to manipulate the camera. -
Lifecycle Management in Government-Driven Open Source Projects – Practical Framework
ISSN (print):2182-7796, ISSN (online):2182-7788, ISSN (cd-rom):2182-780X Available online at www.sciencesphere.org/ijispm Lifecycle management in government-driven open source projects – practical framework Katja Henttonen VTT Technical Research Centre of Finland Tietotie 3, 02150 Espoo Finland www.shortbio.org/[email protected] Jukka Kääriäinen VTT Technical Research Centre of Finland Kaitoväylä 1, 90530 Oulu Finland www.shortbio.org/[email protected] Jani Kylmäaho National Land Survey of Finland (NLS) Opastinsilta 12C, 00521 Helsinki Finland www.shortbio.org/[email protected] Abstract: In many parts of the world, public sector organizations are increasingly interested in collaborating across organizational (and even national) boundaries to develop software solutions under an open licence. However, without sound lifecycle management practices, the full benefits of open collaboration are not achieved and projects fail to achieve sustained success. This paper introduces a lifecycle management model and framework for government-driven open-source projects and reports about its use in a real-life case study. Our focus is on lifecycle management activities which take place between deployment and end-of-life. The framework was developed iteratively through a series of focus group discussions with representatives of public sector organizations. After the framework had been taken into use in our real-life case project, individual qualitative interviews were conducted to collect experiences on its benefits and weaknesses. According to the initial evidence, the deployment of the framework seems to have brought concrete benefits to the project, e.g. by contributing positively to community growth, software quality and inter-organizational learning. -
Computer Game Mods, Modders, Modding, and the Mod Scene
Computer Game Mods, Modders, Modding, and the Mod Scene Walt Scacchi Institute for Software Research and Center for Computer Games and Virtual Worlds University of California, Irvine 92697-3455 USA March 2010 Abstract Computer games have increasingly been the focus of user-led innovations in the form of game mods. This paper examines how different kinds of socio-technical affordances serve to organize the actions of the people who develop and share their game mods. The affordances examined include customization and tailoring mechanisms, software and content copyright licenses, game software infrastructure and development tools, career contingencies and organizational practices of mod teams, and social worlds intersecting the mod scene. Numerous examples will be used to ground this review and highlight how such affordances can organize, facilitate or constrain what can be done. Overall, this study helps to provide a deeper understanding of how a web of associated affordances collectively serve to govern what mods get made, how modding practices emerge and flourish, and how modders and the game industry serve each others' interests, though not always in equivocal terms. Introduction Computer game mods are a leading form of user-led innovation in game design and game play experience. But modded games are not standalone systems, as they require the user to have an originally acquired or authorized copy of the unmodded game. Thus, there are questions of not only who creates what and who owns such modified games, but also whether or how the practice of game modding is controlled or governed by external parties to ultimately exploit the efforts of game modders. -
Behaviours and Outcomes in Unauthorised Fan-Made Video Game Production
Behaviours and outcomes in unauthorised fan-made video game production Kris Erickson*, Martin Kretschmer*, Olympia Mavridou**, Gregor White** CREATe, University of Glasgow ** University of Abertay Dundee What is a fan game? “A new game project, initiated by fans, which takes inspiration from a pre-existing video game… a fangame adds a significant new experience, differentiating it from minor tweaks, mods, or hacks that merely transform an existing game experience. A fangame project is judged to be motivated by love for the original game, rather than piggybacking on existing engine or source code to make a new product.” Original game may, or may not, be commercially available. Space Quest 0: Replicated Kings Quest 2 Remake Narrative fidelity Ash Grey pastiche sequel Rayman 3D adaptation Narrative innovation Digital Innovation & Copyright Intervention Legal status of Remakes: Constitute copyright infringement if they copy a substantial part of the original (which fan games do, almost by definition) – Unauthorised use may signal (unmet) demand – Unauthorised use may conflict with exploitation of original, and/or damage reputation – Fan games can involve considerable innovation: technological and narrative (i.e. may be wanted from a policy perspective in their own right) Interventions? (1) tolerated use; (2) (pre-)litigation; (3) policy change (exception/non-use) Methodological difficulties: – unknown population – highly heterogeneous practice – reporting bias / survivorship bias (illegitimate activity) – decay of records (digital memory hole) -
MOD Personal Emergency Preparedness Packet
Learn Prepare Respond... One Ashburton Place, Room 1305 Boston, MA 02108 (617)-727-7440 Voice & TTY (800)-322-2020 Voice & TTY Web: www.Mass.Gov/MOD Blog.mass.gov/mod @MassDisability MOD’s Emergency Preparedness Training Supplemental Documents Contents MOD Overview of Services ......................................................................................... 1 Text to 9-1-1 ............................................................................................................... 3 Disability Indicator Information and Form .................................................................. 4 “Show Me for Emergencies” Mobile Alert App ........................................................... 6 MEMA’s Massachusetts Alerts Mobile App ................................................................ 7 The 9-1-1 Silent Call Procedure ................................................................................... 8 Red Cross “Customizing Your Disaster Supplies” Checklist ........................................ 10 FEMA’s “Vital Records” Flyer .................................................................................... 11 Ready.Gov “Preparing Your Pets for Emergencies” Brochure ................................... 12 Mass 2-1-1 Brochure ................................................................................................. 14 Mass Options Brochure ............................................................................................ 15 REquipment Brochure.............................................................................................. -
The Internationalisation of Service Firms: the Impact of Value Creation on the Internationalisation Strategy of Firms
A Service of Leibniz-Informationszentrum econstor Wirtschaft Leibniz Information Centre Make Your Publications Visible. zbw for Economics Blagoeva, Denitsa Hazarbassanova Doctoral Thesis The Internationalisation of Service Firms: The Impact of Value Creation on the Internationalisation Strategy of Firms PhD Series, No. 35.2016 Provided in Cooperation with: Copenhagen Business School (CBS) Suggested Citation: Blagoeva, Denitsa Hazarbassanova (2016) : The Internationalisation of Service Firms: The Impact of Value Creation on the Internationalisation Strategy of Firms, PhD Series, No. 35.2016, ISBN 9788793483354, Copenhagen Business School (CBS), Frederiksberg, http://hdl.handle.net/10398/9369 This Version is available at: http://hdl.handle.net/10419/208989 Standard-Nutzungsbedingungen: Terms of use: Die Dokumente auf EconStor dürfen zu eigenen wissenschaftlichen Documents in EconStor may be saved and copied for your Zwecken und zum Privatgebrauch gespeichert und kopiert werden. personal and scholarly purposes. Sie dürfen die Dokumente nicht für öffentliche oder kommerzielle You are not to copy documents for public or commercial Zwecke vervielfältigen, öffentlich ausstellen, öffentlich zugänglich purposes, to exhibit the documents publicly, to make them machen, vertreiben oder anderweitig nutzen. publicly available on the internet, or to distribute or otherwise use the documents in public. Sofern die Verfasser die Dokumente unter Open-Content-Lizenzen (insbesondere CC-Lizenzen) zur Verfügung gestellt haben sollten, If the documents have -
Among Us Hack Mod Menu Always Imposter¶*(LIL)
pY5(Y! Among Us Hack 2021 - Among Us Hack Mod Menu Always Imposter$M5PA!@#FrÕstPanz3r$$ [( Updated : August 17,2021)]→ ( fPOWTSO ) Among Us Hack Mod Menu Among Us Hack Mod Menu. Among Us Mod Menu. Mod Details: Always Imposter. All Skins Unlocked. All Pets Unlocked. All Hats Unlocked. No Ads. Custom Move Speed. Click on the button below to begin the download process. Among Us Hack | Mod Menu, Imposter, Free Skins, Pets, Hats Always Impostor Hack. Wallhack. Speedhack. No kill cooldown. Unlimited emergency meetings. Anti-kick (you can't get kicked) Anti-ban (you won't get VAC banned) Unlock ALL skins. Unlock ALL pets. Among Us Hacks , Cheats and Mods - Download Win every single game with the Among Us Hacks. By using this cheating tools you ensure your win 100% of the time. You can stop emergency meetings by other players and reset the kill cooldown in order to finish off any crewmates that get suspicious of your activities. There are many more powerful features that will give you a great advantage over ... Among Us Hacks | Cheats: Imposter ESP, Radar and More! Among Us Hacks Cheats ESP: Find Imposter and Instant Kill Others Among Us was released in 2018 and it is kind of a small indie-game which is finding imposter among players and surviving to win. In this game, conversation and politics are crucial to deceive other gamers and to get each own game goal. *NEW* How to HACK Among Us PC - FAST & EASY Tutorial … Among Us PC Hack Features Wallhack See Imposters See Ghosts Infinite Vision Chat Cooldown Time Ban Bypass Speed Hack Infinite Range Kill Through Walls Enable Task Kill Other Imposters Hide Lobby Radar hack etc. -
FOSS Philosophy 6 the FOSS Development Method 7
1 Published by the United Nations Development Programme’s Asia-Pacific Development Information Programme (UNDP-APDIP) Kuala Lumpur, Malaysia www.apdip.net Email: [email protected] © UNDP-APDIP 2004 The material in this book may be reproduced, republished and incorporated into further works provided acknowledgement is given to UNDP-APDIP. For full details on the license governing this publication, please see the relevant Annex. ISBN: 983-3094-00-7 Design, layout and cover illustrations by: Rezonanze www.rezonanze.com PREFACE 6 INTRODUCTION 6 What is Free/Open Source Software? 6 The FOSS philosophy 6 The FOSS development method 7 What is the history of FOSS? 8 A Brief History of Free/Open Source Software Movement 8 WHY FOSS? 10 Is FOSS free? 10 How large are the savings from FOSS? 10 Direct Cost Savings - An Example 11 What are the benefits of using FOSS? 12 Security 13 Reliability/Stability 14 Open standards and vendor independence 14 Reduced reliance on imports 15 Developing local software capacity 15 Piracy, IPR, and the WTO 16 Localization 16 What are the shortcomings of FOSS? 17 Lack of business applications 17 Interoperability with proprietary systems 17 Documentation and “polish” 18 FOSS SUCCESS STORIES 19 What are governments doing with FOSS? 19 Europe 19 Americas 20 Brazil 21 Asia Pacific 22 Other Regions 24 What are some successful FOSS projects? 25 BIND (DNS Server) 25 Apache (Web Server) 25 Sendmail (Email Server) 25 OpenSSH (Secure Network Administration Tool) 26 Open Office (Office Productivity Suite) 26 LINUX 27 What is Linux? -
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. -
Table of Contents
Table of Contents Preface . ix 1. Open Source Licensing, Contract, and Copyright Law . 1 Basic Principles of Copyright Law 1 Contract and Copyright 3 Open Source Software Licensing 4 Issues with Copyrights and Patents 7 The Open Source Definition 8 Warranties 11 2. The MIT, BSD, Apache, and Academic Free Licenses . 14 The MIT (or X) License 14 The BSD License 15 The Apache License, v1.1 and v2.0 17 The Academic Free License 24 Application and Philosophy 30 3. The GPL, LGPL, and Mozilla Licenses . 34 GNU General Public License 35 GNU Lesser General Public License 49 The Mozilla Public License 1.1 (MPL 1.1) 62 Application and Philosophy 81 4. Qt, Artistic, and Creative Commons Licenses . 85 The Q Public License 85 Artistic License (Perl) 90 Creative Commons Licenses 98 vii 5. Non-Open Source Licenses . 114 Classic Proprietary License 114 Sun Community Source License 120 Microsoft Shared Source Initiative 144 6. Legal Impacts of Open Source and Free Software Licensing . 147 Entering Contracts 148 Statutory Developments Related to Software Contracts 150 The Self-Enforcing Nature of Open Source and Free Software Licenses 151 The Global Scope of Open Source and Free Software Licensing 153 The “Negative Effects” of Open Source and Free Software Licensing 154 Community Enforcement of Open Source and Free Software Licenses 158 Compatible and Incompatible Licensing: Multiple and Cross Licensing 159 7. Software Development Using Open Source and Free Software Licenses . 164 Models of Open Source and Free Software Development 164 Forking 171 Choosing an Open Source or Free Software License 174 Drafting Open Source Licenses 176 Appendix: Creative Commons Attribution-NoDerivs License . -
GNU Coreutils Core GNU Utilities for Version 9.0, 20 September 2021
GNU Coreutils Core GNU utilities for version 9.0, 20 September 2021 David MacKenzie et al. This manual documents version 9.0 of the GNU core utilities, including the standard pro- grams for text and file manipulation. Copyright c 1994{2021 Free Software Foundation, Inc. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.3 or any later version published by the Free Software Foundation; with no Invariant Sections, with no Front-Cover Texts, and with no Back-Cover Texts. A copy of the license is included in the section entitled \GNU Free Documentation License". i Short Contents 1 Introduction :::::::::::::::::::::::::::::::::::::::::: 1 2 Common options :::::::::::::::::::::::::::::::::::::: 2 3 Output of entire files :::::::::::::::::::::::::::::::::: 12 4 Formatting file contents ::::::::::::::::::::::::::::::: 22 5 Output of parts of files :::::::::::::::::::::::::::::::: 29 6 Summarizing files :::::::::::::::::::::::::::::::::::: 41 7 Operating on sorted files ::::::::::::::::::::::::::::::: 47 8 Operating on fields ::::::::::::::::::::::::::::::::::: 70 9 Operating on characters ::::::::::::::::::::::::::::::: 80 10 Directory listing:::::::::::::::::::::::::::::::::::::: 87 11 Basic operations::::::::::::::::::::::::::::::::::::: 102 12 Special file types :::::::::::::::::::::::::::::::::::: 125 13 Changing file attributes::::::::::::::::::::::::::::::: 135 14 File space usage ::::::::::::::::::::::::::::::::::::: 143 15 Printing text ::::::::::::::::::::::::::::::::::::::: -
Community Source 1 Community Source
Community source 1 Community source Community Source is a term that has different meanings based on context and the community where it is used. Community Source as a Type of Open Source Community Colleges and universities have used the term Community Source to refer to a type of community coordination mechanism that builds on the practices of open source communities. The software of these collective efforts are distributed via an approved Open Source Initiative (OSI) license. Examples include the Sakai Project, Kuali Foundation, and Open Source Portfolio. Copyright for the software is often held by an independent foundation (organized as a 501c3 corporation in the United States) modeled on the contributor agreements, licensing, and distribution practices of the Apache Foundation. An important distinctive characteristic of community source as opposed to plain open source is that the community includes some organizations or institutions that are committing their resources to the community, in the form of human resources or other financial elements. In this way, the open source project will have both more solid support, rather than purely volunteer efforts as found in other open source communities, and will possibly be shaped by the strategic requirements of the institution committing the resource. Brad Wheeler has noted that Community Source can be understood as a hybrid model of a community like "The Pub between the Cathedral and the Bazaar” where higher education can really solve its [application] software challenges. References below provide more details regarding the use of community source as a practice in higher education. The Community Source Model in Higher Education (Excerpt from Wheeler, 2007 in References) The Community Source Model is a hybrid model that blends elements of directed development, in the classic sense of an organization employing staff and resources to work on a project, and the openness of traditional open-source projects like Apache.