Tuesday, January 20, 2009

ASSERT() does not fix crashes

Windwos BSoD

A problem has been detected because coders always say, "this should never happen".

The problem seems to be caused by the use of: ASSERT()

#if DEBUG
#define ASSERT(x) assert(x)
#endif
#if RELEASE
#define ASSERT(x)
#endif

If this is the first time you have this stop error screen, restart your computer. If this screen appears again follow these steps:

Check to make sure you've bullet proof the code. If this is a new application, ask your fellow coders why you are stupid to only use asserts instead of writing the code to gracefully handle the error condition.

If problems continue, also check for other piss poor lines of code giving lazy programmers a bad name. If you need to use a Safe Mode like try{}, throw() and catch(), you're an idiot. The end user doesn't care about your error codes. Restart your computer and DEL all of your files because crashes aren't useful.

Tech information:

*** STOP: 0x00000050 (0xDEADBEEF, 0x0000001, 0xBAADF00D, 0x00000000)

*** ASSERT() - Address 1F0CED17 base at F0C17F0C, DateStamp 80fca82


first a few articles to get my point across. the following are error messages made by microsoft engineers.
Best Windows Error Ever May Rip Time-Space Continuum, Destroy Reality
Dec 6 2007

Windows Vista Error?
Jun 3 2007
and i'm pretty sure everyone on the planet (who's a nerd) has seen this great PR shot:
Blue Screen of Death Strikes Bird's Nest During Opening Ceremonies Torch Lighting
Aug 11 2008
first, a sad program just pooped out. the second one a funny accidental icon enumeration selection. and that last BSod could have been a microsoft bug. but then again, maybe not.

with what it is essentially equivalent to a kernel panic -- it pretty much rests on the lowest level of the OS where everyone can point and laugh at the main player. not the application or program.

was it a driver? or the video playback program? who else is responsible for these?
when people start to make fun of spectacular crashes on a giant projector, it's hard to remember that it's sometimes the idealistic coder that broke the application and that windows had nothing to do with it. take the following articles:
Microsoft Arcade Fail
Jan 18 2009

We Interrupt This Program With a Windows Error
Jan 1 2009

Jesus Tries to Save Your Soul But Windows Stops Him
Aug 28 2008
that isn't to say that microsoft should be absolved from all of their own problems. patch tuesdays, red ring of death and zunes freezing at new years to name a few examples.
Cause of ZUNE leapyear problem - Freescale date routine
Dec 31, 2008
now, what basically happened here was that a coder probably had a brain fart and just didn't think through of all of the permutations. it happens to every coder.
this is when i was reminded of the absolute absent mindedness of using ASSERTS();

normally, asserts and exception conditions are pretty useful for developers to announce (NOT TEST FOR) those "this should never happen" situations. to this day, i still see coders do something equivalent to the following:
my_data_block = get_some_piece_of_data();

ASSERT( my_data_block, "data block is empty" );

my_data_block->do_something_with_it();
for those who do not know what the assert() function normally does, is this:
test the first parameter and see if it is valid.
if it is OK, continue on with the next line.
if it is NOT valid, halt the program here.
sometimes, coders will have a second parameter to "provide more information" on what just happened. and sometimes, these ASSERTs are macros that get compiled out during a RELEASE build (versus a DEBUG build). in other words, they are "scrubbed out" of the code automatically when making a version of the application/program for public deployment.

here's why i can't believe people still code just like the example above. if my_data_block did not receive a valid chunk, the program will continue (in a public release build) and crash when we try to do_something_with_it... this is when you'll see one of those error message box.
like i said before, the end user doesn't really care about (let alone know what to do with) your error codes or exception messages you happen to catch. you should NEVER code like that. here's one example to code it properly:
my_data_block = get_some_piece_of_data();

ASSERT( my_data_block, "data block is empty" );

if ( my_data_block )
my_data_block->do_something_with_it();
else
tell_user_whats_going_on();
// instead of terminating the application
// all of the sudden
there are other ways to do this. but essentially, you need to make sure your code will not just die on you. any time you see an application freeze or see an error message box -- it's the mark of a n00b coder.

if you see your CPU usage spike outta control - then the coder is mediocre. something got locked in an infinite loop. these are sometimes a surprise to find. but that's when testing will make you a good coder. (yes, i still see people submitting stuff in with out testing their work. we normally call them artists. but once in a while, coders do this too.)

what's an expert coder, you ask? that's someone who stopped reading this article right after my little BSoD sample at the top of this article.

courtesy of XKCD

the only time you should terminate a process is a user supplied add-on/plug-in. keep your application running. i'm always surprised to find piles of CRAP javascript code, but am extremely impressed that web browsers will ignore malformed code. too bad not all applications are designed like this.

time and time again, i see high end applications that costs $#!t loads of $ $ $ such as Maya and 3DStudio Max -- crash. the artist constantly complaining, stOOpid editor... when i am willing to bet 95% of the crash is because of a plug-in "one of our" coder wrote to extend the exporter, importer, utility, attach-this, or do-whatever to the 3D editor. if those "scripts" were validated as well as the results they generate - i bet applications would seem much more "stable" to the end users even when shotty (or absent-mindedness) programming are applied to them.

yeah, there'll be a trade off in speed - but if it comes down to the stability of the application - this is something that might need to be considered. otherwise, it's pretty much planned, "let's ruin the user's experience..."

PLEASE DO NOTE: to the independent / individual / or just starting off developer(s); i completely understand that there is a difference with a handful versus a team of 10, 20 or 100 people that might be physically impossible to code every possibility and know all the permutations with little time (or encounter the occasional brain fart). but if your project is a rockin, and you get piles of people to work on it - please take out the "temporary" assert reminders (or use an alternative "messaging" mechanism), keep your application running and put in actual functions to gracefully handle those unfortunate cases.

Monday, January 5, 2009

the Rape of Midway Games

a long time ago, in a city far far away (at least from where i'm at right now), the Chief Monkey Officers sought to bleed as much money as they can from the company before high tailing it out of town to escape the destruction they left behind in the wake of:

i have come to the realization that douche nozzles with MBAs (and marketing veeps) who goes into a company who knows nothing about that industry - only takes the job to make out like a bandit not caring about all the peons who work there.

Work Work Work

Me Not That Kind of Orc
and anyone who plays RTS games knows that you can't do $#!t with out the humble peon worker. (images courtesy of battle.net)

note: i started writing this article dec 1st, so this article may sound a bit dated. also, i thought against publishing this since it didn't seem nice to comment on the people who used to be with my former employer (i left more than a year ago -- the writing was on the wall -- and it wasn't hard to see this coming. i gave the company 5 years left instead of just one). anyways, in light of the following articles, it was time to add my 2 cents:
Midway execs get rich while company crashes
joystiq.com - Dec 23rd 2008

Midway Execs Raked In Big Bucks While Company Foundered
ign.com - Dec 23, 2008

let's take a look back at Midway Games when the sith began to take control of the senate.
David F. Zucker Named Midway's Chief Executive Officer and President
may 07 2003

Midway Games Acquires "Area 51" Developer Inevitable for $2.1 Million
October 11, 2004

Midway Games Acquires "Mortal Kombat" Developer Paradox Development
November 30, 2004

Midway Games Acquires Aussie Developer Ratbag for $5.6 Million
August 4, 2005

Midway Games Acquires U.K.-Based Pitbull Syndicate for $3.1 Million
October 4, 2005
more than $11 million so far (ongoing salaries and the cost for paradox, etc.). but first, in light of this whole financial market disaster the whole world is currently in, a snapshot of Midway's stock at the time Mr. Zucker started to the day he filed his fire sale [businessweek.com].

MWY - Midway Games historical price
March 07, 2003 to December 09 2005
a healthy 662.67% gain. nice.
(chart from Google Finance)

this is where it dawned on me, that everyone in the financial sector are also only there to take your money. more on this a little later.

continuing, there was businessweek.com interview "Sumner Redstone, Video-Game Whiz" that has a few juicy tidbits.
...the media mogul,... sat down and explained why he's such a fan of the video-game industry -- even though he has never played such a game [ Mortal Kombat ] himself.

"this company [ Midway Games ]-- which was hardly known a year ago..."

"I don't have any information that is not public. I have told David to never give me any material inside information."

on Paramount making an Area 51 movie:
"I have absented myself completely. [Because Redstone also owns a 70% stake in Viacom, he has recused himself from Viacom discussions concerning Midway to avoid conflicts of interest. ...]
redstone has absolutely no idea what it takes to make a video game. he was someone who had a big bag of money, looking for a project to see if he can get into the video game market. the chiefs smelt blood. here's where the raping begins.
Midway Games to Sell $75 Million in Convertible Notes
May 24, 2006

Video Game Publisher Midway Faces Investor Lawsuits
July 23, 2007

Midway Games CEO David Zucker Resigns
March 20, 2008

Redstone Sells Majority Stake in Midway Games
December 1, 2008
MWY - Midway Games historical price
December 09 2005 to March 31 2008
(chart from Google Finance)
note: this chart does not include the 2008 global market meltdown numbers - only to the day zucker has resigned (almost an 88% drop)

how can redstone keep tabs on a company, that was "hardly known a year ago" (NFL blitz, NBA jam, ... mortal kombat... whatever...), let alone take a no hands approach to running the company is beyond me. he hires some guy who also knows nothing about making video games, and basically "talks the company up, just to drive it into the ground". the guy also plays the moronic "increase market share by buying your smaller competitors" bull $#!t rule.

a whole bunch of peons in the studio were perplexed at the decisions to buy studios (all over the world) only to shut them down in a matter of months (and no, no technology was ever gained from buying these studios - a sequel or 1 was sometimes done... and that's it...). and instead of reappropriating resources on projects that clearly didn't show progressive results, more money was poured into sinking boat anchors. wtf.
image courtesy of ibdeditorials.com

as for the cash infusion, there was no rhyme or reason for it at the time (other than to take more money from these "investors"). did redstone benefit from the convertible notes sales to cover his enormous loses? probably not. but i don't think the company burned through all of that cash on day to day expenses either.

zucker has managed to leave the company with a lower stock value and a humongous debt. the day before he was hired, midway was trading at $3.57 (and at around $8million in debt at the end of 2002). and on the day he left: $2.01 (and a $250million debt).


the following should be in a separate article (since it's getting a little long already - but i don't want to revisit this in a future article).

back to the money people. these dirty wh*res would lie, cheat and basically steal the money that should have been given to the people who are actual making the products. i don't know what were they thinking when they basically cut all of the bonus/royalty numbers, adjusting the payout program or renege on reserves (scheduled retention bonuses) and expect the developers to stick around.

it got so bad that there was a major meeting with the team and the finance department to explain their actions. no answers were ever given to the peon workers. the money monkeys would constantly repeat "the payout equations are complicated". i would love to see who can tell me the answer first, the finance department to rotate a point around a line in 3D space or if the coders can figure out how "complex" the royalty equations really are.

i was going to go on and on about how a bunch of brand new cars (M5's M3's and other 5series vehicles) all of these execs suddenly showed up literally on the following monday right after the theft-fest meeting - all in all, the peons got the shaft.

anyways, what's left of Midway Games right now? everyone who has nothing to do with video games are gone. that's finally a good thing. but, a lot of people i knew are also no longer there. and the ones who are still there... can finally enjoy their down time after crunching for this winter's holiday season releases (maybe permanently, too). it was pretty interesting seeing how many linked-in profile updates were fired up right after this meltdown.

it sucks that matt booty got left in the path of destruction with more than a quarter billion dollar debt to figure out. but i trust him more than any of the other "CEOh-nos" to run a video game company. an actual game developer with experience. but i would actually recommend to leave this disaster and start a brand new studio. leave the legacy of the old studio to the former board of directors and past CEOs. there is no away to keep this studio running anymore except to sell off the assets and IP for the new "owner". basically, a reset like atari did is needed.

i would like to leave this post with a pretty interesting interview with Eugene Jarvis who made a lot of arcade games that many of you may have dropped hojillion quarters in.
The Making of…NARC
edge-online.com - September 16, 2008
“The company was screwed up, like their worst competitor had staffed the upper management. The guys they hired could not have done a better job of destroying everything. A guy with no knowledge about videogames says: ‘What’s wrong with this company is we need more schedules and managers’.”

Friday, December 19, 2008

angels and humanity, i mean humility


this wonderful documentary was on the history channel. (note: i'm the kind of person that would rather watch the movie than read the book.) they didn't just talked about how angels came to be and where and when they were conceived - but also how some angels were present across some of the most prevalent religions of the world and proceeded to explain how they all pretty much came from one; from Judaism to Christianity and Mohammedanism. it was the link with the heavenly and demonic angels that got me thinking.


first, just a few things from the show that i never knew before. eve (from adam and eve) was the second women created (after lilith/adamah) to be more submissive for man? the old testament was written in a period of over 800 years? angels were influenced from egyptian and greek mythology that made it's way over to scriptures found in the 3 religions above (with near identical sounding names as well). very interesting stuff.

then, the most amazing thing i got out of the show was where a lot of angels originated from. many were first written when the "old testament" was being put together, but were "cut" from the "final edit" of the hebrew bible. and then someone decided to put them together in a book called the Apocrypha - a.k.a. the "Secret Books". to which i LOL when i thought to myself about the age old question of "why do people still fight wars in the name of the LORD" - was it because "my stories are better than yours?"

w-w-wait, bear with me on this. let's take, for example, the mythos of star wars or the tolken universe and find people who want to believe in those so much that they want to eat, sleep and breath the life.
Force strong for new Jedi church
bbc.co.uk - 21 January 2008

Darkon - A LARP Documentary


"Star Trek" Fan Documentary "TREKKIES"
it is nothing short of amazing how far people will go defending their "way of life" loosing sight of the some of the basic principles of living harmoniously many of these "universes" are trying to teach.

i mean, let's take another example, this time from south park's episode: Christian Rock Hard


All right, guys, this is gonna be so easy. All we have to do to make Christian songs is take regular old songs and add Jesus stuff to them. See? All we have to do is cross out words like "baby" and "Darling" and replace them with Jesus.
spscriptorium.com
and now as an exercise, let's see how many parallelism can be drawn from the seven sins if you replaced LORD with a pronoun, a person's name or even a demon. let's use cartman now, shall we?
"For great is cartman and most worthy of praise; he is to be feared above all gods"
"Praise be to cartman."
hmm... not very friendly is he? is cartman's ego so fragile and in need of constant attention to boost his level of self awareness he requires daily offerings, daily prayers or else incur the wrath of cartman? i count at least 5 here. i guess he really doesn't want to be forgotten if anything. the LORD is nowhere and everywhere within the Matrix. oops, different article.

so, how about we bring this back to the nerds because you're still reading this.




happy holidays!

Wednesday, December 3, 2008

microsoft, the dying patient

a few months ago i wrote why Microsoft needed to kill OLPC and touched on how add-on perks gave the perception of what's a better value. it seems now, that they have succumbed to the near unlimited developer resources in the open source communities and have begun to accept them.

Microsoft: We're all 'mixed source' companies
cnet.com - October 17, 2008

Microsoft starts distributing open-source Drupal
cnet.com - October 16, 2008
i guess the nerds at redmond figured out how easy it is to become a package distributer, repository pointer or what ever you want to call it; even though there already was one for the windows platform. cygwin is one of the most important must haves on a windows box. it basically gives me all of the tools, utilities, apps -- everything including the kitchen sink that i have always had on my *nix box.

and really, providing any of the many wonderful projects out there is probably one of the most easiest thing they could have done to enhance their existing product line. the kids on the mac platform already does this too. fink seems to be the favor of choice. (dunno what happen to the whole open darwin project though.)

but it is interesting to see how long microsoft has come since their first tirade when the whole open source software movement became a huge thorn on their side. at first:
Microsoft denies Linux threat
original denial: 03.11.98
followed by a long line of dissemination of FUD statements and money funneling scheme to take ownership of the *nix kernel via patent suits through their SCO cronies.
Halloween_Documents - wiki
December 1998 - June 2004

but they will acknowledge linux during 1999 when the DOJ started looking into their monopoly in the software market and then go right back to attacking the viability of these alternative OS with the virtual limitless amount of add-on software packages.

Microsoft rooting for Linux?
12 Mar 1999
next, the interoperability initiative is launched to lure developers back to the windows platform. as well as deals made in lieu of disclosing what patents were supposedly violated.
Microsoft makes Linux pact with Novell
November 2, 2006
and now, it seems they went and skipped the depression stage and right into acceptance by freely distributing software that was once shunned
and called too complex not but a few months earlier:
Microsoft: Open source is too complex
August 07, 2006
anyways, these behaviors show nearly all five stages in the psychology of a dying patient to the tee:
  • Denial
  • Anger
  • Bargaining
  • Depression
  • Acceptance
does this mean they are dying? well, if another one of my past article, never gonna buy Microsoft hardware again, is any indication, far from it. they have a gazillion dollars to ride this out.
when i say i the command line interface, i really mean all of the tools, utilities, applications, scripts and executables that many, if not all, had their start from the important initiatives of the GNU project.

Saturday, November 29, 2008

game makers likes to nickel and dime you too

on one of my previous article, i was originally going to title it "pooping out games - now with ad supplements". but the topic warranted a whole separate article.

Sony, Double Fusion sign in-game ad deal
joystiq.com - July 10 2008

EA, Massive extend in-game ad deal through next two years

joystiq.com - Mar 18th 2008

Study: in-game advertiser says 82% of you don't mind in-game ads

joystiq.com - Jun 18th 2008
now, i'm not saying that the concept is bad. but if the game is going to be designed with ad's first, games second... (and i'm talking about the console market) then you shouldn't be in the video game business. in fact, i hope you go out of business. and i'm calling out the 82% acceptance study bull-$#!t - or they are not telling the whole story.

anyways, let's start with why advertising in video games is something we even need to think about.
Devs Need To Watch Advergaming, Corporate Training
gamasutra.com - October 29, 2008
"the games industry is worth over $40 billion worldwide"... "advertising is a $270 billion industry in the US"...
those are indeed impressive numbers. but i'm sure you've seen the myriad of negative posts, comments and replies about ads in games that all boils down to - if there are ads in the game, the game better be for free or waaaay less than the full sticker price. the fact that many consumers will not see a price break while the publishers will reap on both ends is causing a rift with gamers. the developers (not to be confused with the executive douche bags who happends to work at a video game company) also sees this and feels for the gamers.
Don't like in-game ads? Mercenaries 2 lets you blow that sh*t up
destructoid.com - July 21 2008
now, going back to the billions of dollars Gamasutra article, the speaker went on to say: "Get Involved -- Before Proctor And Gamble Forces You To" -- that has got to be one of the dumbest FUD scare tactic line i have ever heard. i say, go ahead, let P&G do it. it is going to be no different than what burger king has done back in 2006. it was beneficial for BK and i bet the parents loved it when the games were sold for less than the price of a whopper combo.
Eat Like a King. Play Like a King
xbox.com

Over 2 million BK games served
gamespot.com - Dec 20, 2006

Burger King profits up 40% thanks to video games
videogamer.com - Jan 31, 2007
so why does everyone (who isn't a gamer) want to shove ads down your gaming thumbs? i mean, i understand that product placement is a tried and true method of advertising. but do it for the right reasons - or else, the gamer will be thinking they just shelled out $60 bucks for a game that came with nag-ware; ad-ware; ad-banner; ad-supported; fill-in-the-blank-with-more-ads-shoved-down-my-throat-and-ruin-my-escape-from-reality-when-all-i-wanted-to-do-was-frag-my-friends-and-chain-saw-grubs-in-half-and-call-in-air-strikes all day.

was that last line annoying to read? good, because that's what your damn ads would feel like if i played your games. now, back to the douche bag execs who wants to nickel and dime you:
Microsoft contemplating for-pay Avatar accessories
joystiq.com - Aug 1 2008

Free-to-play Battlefield Heroes delayed

arstechnica.com - July 30 2008

EA's future plans for Spore: hope you like expansions

arstechnica.com - July 30 2008

EA would 'love' to charge for Spore parts ... I bet they bloody would

destructoid.com - July 29 2008
now, as for spore's expansion, i don't mind as long as the price is right for the new features. but if it's only for incremental features (such as madden football year after year) - then it better be for $20 or less. better yet - free or less than $10 DLC.
Activision: if we can't run a game into the ground, we don't want it
arstechnica.com - November 06, 2008

Kotick: Vivendi Titles Dropped Due To Lack Of Sequel Potential
gamasutra.com - November 6, 2008

Blizzard: We're Not "Milking" StarCraft
edge-online.com - October 13, 2008
yeah, that last one (starcraft) came at a time when everyone was wearing their sequels haters-pants on. but, and i am such a blizzard fan-boy, hope that all races will have some sort of playable campaign mode so you are not stuck with just one side of the story. it would make the game... well... sort of boring if you, say, only had to play the marine campaign mode to begin with. anyways, back to the player-haters:
Activision no longer cares about games it can't milk to death
destructoid.com - November 06, 2008
"Something tells me that if the videogames market has another crash like the famous one of 1983, Activision will have a big hand in its arrival. "
ok, now that was just uncalled for. the gaming crash of '83 was because of too many games in the market. and i mean, crap games. if you're saying diablo, starcraft and warcraft are going to cause a gaming crashing -- you're on crack. oh, wait -- those are blizzard's games. um... call of duty 6, uh... i guess, um... oh! there's guitar hero... on crack.

huh..., there aren't that many if you ask me. it seems you would have the power to pick and choose which games to buy and which to ignore. a far cry from flooding the market with a whole heap of random and $#!t games. and now, with download-able games -- there will never be another game glut crash when stores will refuse to stock games because of the limited shelf space. if anything, this will help propel games that are worthy of your precious gaming time to receive your attention instead of the shovel-ware garbage.

Sunday, November 9, 2008

iPodTouch + QuickPWN = Me Happy

well, it all started when my brother, mikey, got me an iPodTouch for christmas '07. the first thing i did was jailbreak it. no music, no videos, no pictures (even to this day). i just wanted the small form factor with wireless capabilities and touch screen ability.

it's the greatest toy i have ever had the pleasure to poke around in. so why did i want to jailbreak it in the first place? it was like: "damn, why did the iphone get the maps proggy and the iPodTouch didn't?" this was my single most wanted feature. i mean, take a look and compare what came on these two devices when they were first released.
i can understand that the iphone would have extra buttons for the phone, sms and (i guess) the camera. but what really miffed me was, "what? you get the stock thingie, weather and note pad too?" and when i had learned how to add them on (and this was way before the 2.0 firmware was out) i figured, this is how they should have released the iPod Touch.

now, i never had the need to upgrade the firmware on my toy for the longest time. but when i accidentally deleted an iTunes folder from my root (user) directory - i got my iPodTouch stuck in a restart loop. oops. lesson learned. but i still have an itchy trigger "rm -r" finger...

anyways, i have a whole heap of stuff backed up except for the iTunes folder for my root user, obviously, and instructions on how to restore and jailbreak my toy. so on to the internet i go. long story short, i ran into this utility called QuickPWN and wow. it was the easiest thing i have ever used.

first, let's make some fun of these guys.

on sept 12 (maybe around 8am according to the comment section) QuickPWN releases a post with instructions on how to use their utility that's kinda long winded. but what really baked my noodle were these 2 sentences at the very top of the article:

View this guide to learn how to jailbreak your iPod Touch 2.1.

[step] 1. Before you do anything, make sure you have a jailbroken iPod Touch.
O.K. wait... what?

my brain just went on a restart loop. good thing they plastered "DO NOT USE THIS" all over the page... so i chuckled. but then i was wondering where do i go to find this "OTHER POST"...

looking around, i see a list of labels on the side of the page. following the cookie trail, i find the second post. this was posted also on sept 12 (and seems like 11:30am this time) and basically the instructions was this:
run QuickPWN.exe ... and follow the on-screen instructions.
heh. O.K. let's see where this goes. after i had grabbed all kinds of firmware files and restoring my iPodTouch to one of them, i download the QuickPWN utility and run it. wow. yeah, i know i said that before. but this was so quick and painless, that it deserved a second wow.

i am so liking this this stuff! proceeding to install the bare minimum must have packages:
  • bsd system
  • openssh
  • sshd
all in all, there seems to be a few things replaced (since i last jailbroke): Cydia is the new Installer. and Boss* has everything else. BossTool, only used once, and BossPrefs, a nice one stop shop to turn things on and off. but i'd like to still keep SysInfo - it's still the best process viewer and killer.

finally, some updated instructions on stuff i can't live with out:
How to Block Ads on Your (Jailbroken) iPhone
Oct 8 2008

Setting up lighttpd web server on 2.0
Aug 7 2008
after installing the lighttpd web server, make a folder:
/private/var/mobile/Site
your lighttpd "home" folder
and think of this as your "everything" folder. i upload all of my media, docs and whatever into the "Site" folder. and i will also make it my download dumping ground. here's why this is my up/down folder.

if you installed MPlayer:
point /private/var/media
to /private/var/mobile/Site/media
if you installed dTunes (DO NOT [ chmod 777 Downloads ] like dTunes will say - this will be fixed with chown below):
point /private/var/mobile/Library/Downloads
to /private/var/mobile/Site/Downloads
or point to /private/var/mobile/Site/media as well to make things simpler
make sure to [ chown -R mobile.mobile Site ] to keep things kosher.

everything is neatly stored in my "Site" folder and this is what i use for quick backup and (r)syncing scripts.

love it!

now, for your mac owners who don't need all of this brain busting instructions and only need to have the freedom of moving your music from one computer to another, mikey has recommended using Senuti.
senuti (which, cleverly, is Itunes backwards), is
freeware. works like a charm.
-- mikey
i

Friday, October 31, 2008

pooping out games

Wonderman looks like she's trying to drop a mean duce. but it's not as bad as how EA pretty much decided to destroy a fairly popular title by announcing this:

DICE currently working on 5 Battlefield games
June 24 2008

EA Has Five Battlefields In the Oven
June 24 2008
no matter what kind of resources you have to pull this off, the thought of -- "omg, there's going to be 5 games of this?" just makes me want to say: f#ck it. i only want one good game. not 5 mediocre ones.

and if you're gonna $#!t out games year after year - don't be surprised when the public respond with - "didn't that come out last year?"

a title needs to have time between sequels. a lot of gamers are getting to know what studios are producing the fun time-suck games versus the"alternate year" studios. which in my opinion tarnishes the "franchise". [ infinity ward vs. treyarch ]

now, i can't tell you a single person i know who bought consecutive years of the madden games. and if there's someone out there who did, you're a tool. so what about these announcements:
EA craves sequels for Dead Space, Army of Two, and Battlefield: Bad Company
EA: Dead Space, Army of Two, Bad Company sequels in the works
EA Considering Sequels to Dead Space, Army of Two

oct 23 2008 - three games - three links
as long as it's every other year - then i don't mind. but if you're going to shovel it down our face every year - people are gonna start ignoring the marketing blitz. while paying more attention to these kinds of headlines:
EA Laying Off 600 As Revenue, Losses Rise, Citing Weakening Retail
Oct 31 2008

EA promises its games won't be 'crappy' anymore
Aug 5 2008

EA: Investors don't give a sh*t about quality

July 22 2008

Lawsuit flags EA for illegal procedure on football monopoly

June 12 2008
so you poop out "crappy" games because you are only interested in increasing shareholder value? not caring about the ramifications for the long term? (and it really isn't that long: only 18-24 months cycles - for a title.) and trying to squeeze something out in every 12 month (again, of the same project) -- just to see customer loyalty destroyed at the end of the fiscal year? good going f#ck bags.

oh, you want new buyers? thanks for caring. we're the ones who recommends games to your new potential buyers.

if you have nothing new, nothing exciting and not worth paying full price for -- then why do you wonder people are not buying your games. you'd be lucky if someone waits until it hits the bargain bin.

stick to new/multiple titles. don't grind on the same title until it literally turns in to dust. over exposure is a sure way to turn people off. sequels aren't a bad thing (can't wait for diablo3 & starcraft2). but i guess that's not stopping articles (like this one) from flying off the shelf (even though we are all pretty much talking about the same thing):
Insomniac loves sequels, so it should MARRY them
oct 23 2008

Why Are Gamers Cynical Of Sequels?
oct 24 2008

ps. yes, i know the DC characters here have nothing to do with this article, but they were too easy to pass up to make d!ck and f@rt jokes with...

Sunday, October 19, 2008

evil telcos - double charge

this post is a side bar to the main P2P article.

network caps. please note that there is a difference between bandwidth size limits and bandwidth rate limits. how are these different? i watch A LOT of internet videos (video length contributes to the file size downloaded) and i don't like waiting through the "buffering..." messages (how fast can the video stream be downloaded).

the speed at which the file can be downloaded is dependent on how fast your ISP will plow the files to your home. in fact, when looking into or recommending an ISP to others - i look for the fewest "buffering" message moments. some ISPs do not seem to get this. (yes, speed is also dependent on how fast the source server is - but we are talking about the ISP services to your home. major internet video broadcast networks makes use of CDNs - content distributed networks. and some even distribute their shows on torrent networks. but it all comes down to how tight the pipes gets closed when the ISP's rips you off.)

now i understand that they should be charging more for people with a faster network pipe (which they already do). they have T-1, T-3, OC-3, OC-12, OC-48 and OC-192 dedicated lines. and they come with (most of the time) unlimited transfer sizes. remember, it's a dedicated line. (and i say most of the time because, for example, it seems to be regional for academic institutions. who knows why - maybe some crazy legislation is why. see my previous article.)

in a nuttshell, the evil-telcos want to double charge you for the same product and services. here's what i mean. a T-1, for example, is a 1.544 megabits per second pipe. a T-3 is 43.232 Mbps, which has 28 times the capacity of the T-1. or in other words, it would take 28 times longer to push the same amount of data on a T-1 than on the T-3. (by the way, a T-3 is just 28 T-1's bundled together. and yeah yeah yeah, packet data [payload] versus packet header [overhead] bliz blaz.) but, keep this simple math in mind as we continue.


we see they no longer wish to honor the services they said they will provide when they have no problem charging you money every month for it. here's where the double charges come in:

"there was also buzz that Comcast might try to charge customers $15 for every 10GB they went over the limit."

HA! nickle and dime, i tells ya! although this is just a rumor, i'll bet the air you're breathing that this will happen.

ok, back to the double charge and the basic math i mentioned earlier. most DSL and cable modem provider charge you a certain amount of dollars for a certain bandwidth rate.
AT&T DSL price quote as of Oct 19 2008
priceup streamdown stream
$14.99384 Kbps768 Kbps
$25.00384 Kbps1.5 Mbps
$30.00512 Kbps3.0 Mbps
$35.00768 Kbps6.0 Mbps
note: i could have posted some cable modem, fiber and DSL prices here from the P2P unfriendly bastards that are all over the newsfeeds. but, this is just an example of the price scam i want to bring up. and you can do your own math with the ISP you're using to see for yourself. oh wait, where's the $10 package AT&T said they are offering? i would put the link here but it doesn't seem to be up anymore. evil and greedy f#ck bags. note: AT&T was required by the FCC to offer the low cost service as an agreement for the bellsouth merger. and what do you know, "at" bellsouth, you can find the information on how to get the cheap offereing.

let's say that you want to download a few files that totals to 250 GB - maybe it's every Linux Distro ISO and all of the source codes that were used to make it. let's see how long it would take to download it.
time to download 250GB
ratedayshoursminssecs
768 Kbps3284322.67
1.5 Mbps16134055.77
3.0 Mbps865027.88
6.0 Mbps442513.94
note: 1GB = 2^30 bytes which is then multiplied by 250 and again by 8 to get the number of bits we are looking to download. yeah yeah yeah packet headers, retransmission & delay windows. just consider them all part of the total 250 GB downloaded.

so, on the slowest tier, it would take the whole month for you to download all of that. good for you! you physically can't download it fast enough to even hit the limit. but if you went and upgraded to the faster rate, not only will pay more for it, but will download it faster and faster and hit the "limit" quicker than the month would end. so you would be charged extra in order to keep using the internet feed you already paid for - or spend the rest of the month unable to access the internet. told you the telco's want to DP you in the @$$.