Reed Hedges | 17 Feb 19:43
Picon
Picon

vos-s5.3


Attached is a patch that

1. adds a file called BUILD.txt that starts to give some instructions on 
how to build vos, including a list of dependencies you can install if 
you don'nt want the scons script to try downloading and building stuff.

2. links to libpthread when testing crypto++

vostest runs successfully for me.  Pete, can you describe what the other 
programs you've started are for and how to run them?

Reed

=== added file 'BUILD.txt'
--- BUILD.txt	1970-01-01 00:00:00 +0000
+++ BUILD.txt	2009-02-17 18:13:01 +0000
@@ -0,0 +1,92 @@
+
+
+Building VOS
+============
+
+To build VOS, run the scons.py script:
+
+ ./scons.py
+
+or
(Continue reading)

Reed Hedges | 15 Jan 16:45
Picon
Picon

[Fwd: Nokia to License Qt Under LGPL]

From: Nokia, Qt Software <Nokia_Qt_Software@...>
Subject: Nokia to License Qt Under LGPL
Date: 2009-01-14 08:17:43 GMT
Dear Qt User:

Nokia is pleased to announce that with the release of Qt 4.5 you will
be able to use Qt under the Lesser General Public License (LGPL)
version 2.1 terms. When released in March 2009, Qt will be made
available under three licensing options: Commercial, LGPL and GPL.
Prior versions of Qt are not impacted by this announcement.

Nokia is committed to Qt and its continued development. By offering Qt
under LGPL version 2.1 license terms alongside today’s licensing
options Nokia hopes to:

- facilitate wider adoption of Qt across industries, desktop, web and
embedded platforms.
- establish Qt as a de facto standard for application development.
- receive more valuable feedback and increased user contributions to
ensure that Qt remains the best-in-class, cross-platform framework.
- extend Nokia’s existing platform commitment to the open source
community.

By offering a cost-free LGPL license as well as commercial and GPL
licenses to Qt, you can choose the license model that best fits your
development requirements.

Irrespective of which license model you choose:

- Qt Software is committed to continuing to provide our customers with
the same level of professional support, services and regular releases
you have come to expect of Qt Software.
- We will continue to actively develop Qt, and with a greater degree
of cooperation with the community through a new contribution model, we
hope to make Qt even more valuable to our users.

For more information on the introduction of the LGPL license and what
this means for you, please consult the Frequently Asked Questions
section on www.qtsoftware.com.

Best regards

Tom Miller
Director of Sales
Nokia, Qt Software

______________________________________________________________________
If you no longer wish to receive these emails, please reply to this
message with "Unsubscribe" in the subject line or simply click on the
following link:
http://cts.vresp.com/u?a3eb360520/6d6eec7684/6ad3c3e

______________________________________________________________________
This message was sent by Nokia, Qt Software using VerticalResponse

Nokia, Qt Software
Sandakervn 116
(P.O. Box 4332 Nydalen, NO-0402 Oslo)
Oslo, Oslo  NO-0484

Read the VerticalResponse marketing policy:
http://www.verticalresponse.com/content/pm_policy.html

_______________________________________________
vos-d mailing list
vos-d@...
http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Reed Hedges | 4 Oct 18:04
Picon
Picon

How databases hurt scalability


http://www.pbs.org/cringely/pulpit/2008/pulpit_20081003_005424.html
Reed Hedges | 24 Aug 01:49
Picon
Picon

Sorry, need another test message


Just want to make sure the list still works after changing something...

Reed

--

-- 
http://interreality.org/~reed
vos | 24 Aug 01:38
Picon

test message

This is a test message. Ignore.

(Reed)

[2fn]
reed | 23 Aug 13:23
Picon

Re: Why not? :)

Posted at: http://interreality.org/phorum/read.php?2,286,295#msg-295
reed wrote:

Looks like an interesting language, and it even has at least the start of a good library.  I think it would be
detrimental at this stage to switch implementation languages. Having a C++ base is pretty useful when it
comes to portability and integrating libraries.  But as you may know, one of the major features that Peter
is working on for the next version is infrastructure that will make it easier to have many language
bindings, IO could certainly be one of them, and we can try to think of ways of making the integration
natural and using its features to the fullest...   But I'll let Pete comment more authoritatively on that...

Reed
reed | 23 Aug 02:32
Picon

Site is back up

Posted at: http://interreality.org/phorum/read.php?2,293,293#msg-293
reed wrote:

The website and email are back now. There was some problem in rebooting after moving the server to a new location.

Reed
reed | 21 Aug 20:29
Picon

Re: property "shader"

Posted at: http://interreality.org/phorum/read.php?2,291,292#msg-292
reed wrote:

Can you explain a bit more what you mean?  Do you mean to apply the "shader program" concept to any VOS
property? And if that shader happens to be a GPU program, then run it on the GPU?  I'd represent the shader as a
Vobject, and point it at any other property as its input and outputs. Then you can use the UI to arrange and
hook them up, chain them, etc.  

I asked you about something related a while ago but forget the specific context: could we use VOS as an
interface between the CPU world and the GPU world, by moving property data back and forth as it changed, and
more generally, by using VOS messages to send events/signals back and forth?

Reed
Peter Amstutz | 19 Aug 03:29
Picon

property "shader"

Just got back from SIGGRAPH a couple days ago.

This year's unofficial technical theme was "the year of general  
purpose computing on GPUs (GPGPUs)".  This got me thinking about how  
the CPU controlling the GPU is  like a server and client  
communicating over a network.  Just like giving the user a high  
quality, low latency experience means moving computation to the  
client, getting better graphics performance means moving computation  
to the GPU.  What is interesting is that the programming model for  
GPUs is relatively standardized, and is based on functional  
programming principals that avoid side effects (which is what makes  
massive parallelism possible.)  They define transformations of some  
input data to some output data.

So my idea is that in VOS, one could associate a property value with  
a "property shader" which defined a transformation of that data.   
This could include typical graphics functions (vertex shaders,  
fragment shaders) but also be applied further up the graphics  
pipeline, for example to interpolate the world position of a moving  
character based on the last know position and some time step, or  
render effects like speech bubbles.  The latter case is interesting  
because it splits up the event into a semantic part (the text message  
being communicating) and a presentation part (the shader that draws it).

The interesting thing about GPUs that I didn't realize until last  
week is that they have been abstracted behind a virtual machine  
model; this means moving shader programs around the network in source  
or bytecode form is realistic since it will be compiled to the native  
architecture on the fly.  The upcoming OpenCL ("Open Compute Library"  
or "Open Computing Language") is interesting since it's an attempt to  
standardize the CPU/GPU interface backed by the Khronos group (the  
same people that maintain the OpenGL spec.)

All that said, VOS is pretty far away from actually trying out these  
ideas, but I wanted to throw the idea out there.

[ Peter Amstutz ][ tetron@... ] 
[peter.amstutz@...]
[Lead Programmer][Interreality Project][Virtual Reality for the  
Internet]
[ VOS: Next Generation Internet Communication][ http:// 
interreality.org ]
[ http://interreality.org/~tetron ][ pgpkey:  pgpkeys.mit.edu   
18C21DF7 ]
Picon

vos-d@...

Improve your manhood with these wonderful male enhancing products.
_______________________________________________
vos-d mailing list
vos-d@...
http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
Malx | 14 Aug 20:53
Picon

Why not? :)

Posted at: http://interreality.org/phorum/read.php?2,286,286#msg-286
Malx wrote:

Hello!

I have seen this project a while ago and still it hard to grasp :)
Sorry if I miss the point.

Do you know the language:
http://www.iolanguage.com/
http://www.quag.geek.nz/io/getting-started/

 It is very small and easily embeddable language. It is Object oriented but very simple. It has no classes,
but only objects (same as JS). And instead of methods it has messages ( File.open() is actually "send
message 'open(param)' to object File). All things there are objects - numbers, base library, key words -
they are just ordinary objects.

 So why I mention it?

 Why not to build VOS on top of existing language implementation? :)))

 Instead of scripting bindings - you get whole language for scripting.
 Instead of recreating object environment - you just use existing one.
 Instead of hard way of creating all object in C++ you could use most of scripting language and implement base
library objects in C/C++ and embed them as IO objects.
This will help newcomers a lot - just write scripts to make content.

http://www.quag.geek.nz/io/visual/
 (could you draw something like this for VOS? ;)

 It will simplify thing alot.

 If you think that it is not possible in internet environment I will not agree. Simple example - if you try to
reference non existing object that will not end you program. It will load that object from file instead and
program just continues. Same way it could import remote object from external server or deliver a message
to it (this part needs to be done :) ).

 Malx

Gmane