Archive for May, 2007

Multimedia message

Saturday, May 26th, 2007

Multimedia messageAt my brother’s graduation.

Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo

Monday, May 21st, 2007

Here’s some Monday morning fun for ya from Wikipedia:

“Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo” is a grammatically correct sentence used as an example of how homonyms and homophones can be used to create complicated constructs.

The Machine is Us/ing Us

Friday, May 18th, 2007

ScrollBox v0.7

Monday, May 14th, 2007

I finally tracked down that bug that was disabling anchor links and some form interaction. For those that were interested, it was as I suspected. I was stopping an event before it was allowed to trigger on the clicked element. This bug has been corrected in this release.

The source is available from the project page.

New Crackdown Content!

Thursday, May 10th, 2007

Major Nelson just announced some new content for Crackdown. This game is already a prime example of just how great the XBox 360 and Xbox Live are. Over the last year, Microsoft has been trying to create a space where additional game content has value. They went though some bumpy times, releasing some basically worthless stuff at outrageous prices, but they seem to be reaching a place where they know what is reasonable to charge for and what is not. What they’re doing with Crackdown is giving out some real, valuable new content and some general game enhancements for free. At the same time, they’re releasing a some premium content that includes new weapons, vehicles, and, more importantly, game play modes and multi-player friendly mini-games.

What better, if you play with someone who has payed for the premium content, it’s enabled for you while you’re in the game. This is a great idea for everyone. It’s a great way to sell the content, since players are more likely to purchase the content if they’ve enjoyed playing it with a friend. At the same time, as the user, if (when) I purchase this content, I’ll be able to enjoy it with my friends who are less likely to shell out for it. This is of great importance to me because the content has little to no value otherwise, since I only play this game in multi-player mode, and only with people who don’t tend to purchase additional content.

Java LiveConnect part 3 : Flash Test

Thursday, May 10th, 2007

James Polanco contributed an ActionScript version of this code. Just like the Java version, aside from a small amount of boiler plate connection code and small syntactical changes, it’s the same code. Weighing in at a svelte 694 bytes and taking just 215ms to execute, this version is the clear winner.

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Java LiveConnect part 2

Thursday, May 10th, 2007

I posted recently about the idea of using a headless Java applet or Flash movie to encapsulate complex business logic. The JavaScript runtime is painfully slow compared to other runtimes. Here, I compare the performance of a Java version versus a JavaScript version of the same code.

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Java LiveConnect

Monday, May 7th, 2007

Just watched an interesting presentation on Java LiveConnect. The concept is that you embed an applet in a DHTML page that has no visual component. You can then communicate with Java objects natively within your JavaScript application.

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