GNOME

Building Linux Applications With JavaScript 288

crankymonkey writes "The GNOME desktop environment could soon gain support for building and extending applications with JavaScript thanks to an experimental new project called Seed. Ars Technica has written a detailed tutorial about Seed with several code examples. The article demonstrates how to make a GTK+ application for Linux with JavaScript and explains how Seed could influence the future of GNOME development. In some ways, it's an evolution of the strategy that was pioneered long ago by GNU with embedded Scheme. Ars Technica concludes: 'The availability of a desktop-wide embeddable scripting language for application extension and plugin writing will enable users to add lots of rich new functionality to the environment. As this technology matures and it becomes more tightly integrated with other language frameworks such as Vala, it could change the way that GNOME programmers approach application development. JavaScript could be used as high-level glue for user interface manipulation and rapid prototyping while Vala or C are used for performance-sensitive tasks.'"
Image

Beginning iPhone Development Screenshot-sm 216

Cory Foy writes "When my wife got a Touch several months back, the first thing I wanted to do was build some applications for it. Who wouldn't want to play with a device that has accelerometers, position sensors and multi-touch gestures? But being new to the Mac world, I needed something to help guide me along. Beginning iPhone Development aims to be that guide. But does it live up to the challenge of teaching a newbie Mac and iPhone developer?" Read below for the rest of Cory's review.
Security

Solution Against Cold Boot Attack In the Making 260

Bubba writes "I just discovered this blog: Frozen Cache. It describes a concept for preventing cold boot attacks by saving the encryption key in the CPU cache. It is claimed that by disabling the CPU cache the key will remain in cache and won't be written to memory. The blog says they're working on a proof-of-concept implementation for Linux. Could this really turn out to be a working solution?" Update: 01/19 20:26 GMT by KD : Jacob Appelbaum, one of the authors of the cold boot attack paper, wrote in with this comment: "It's not a solution. It simply seeks to make it more obscure but an attacker would certainly still be able to pull off the attack. From what is on that blog, there's still a full keyschedule in memory at this time. This is how we reconstruct the key, the redundant information in memory; it's not just the 128/256 bit key itself. For older methods, they needed the actual specific key bits but we don't need them because we recreate them. Basically, the CPU is acting as a ghetto crypto co-processer. Emphasis on ghetto. It's a nice suggestion but the devil is in the details and sadly the details in this case aren't really up to snuff. It's a bogus solution."
Games

The Art of Downloadable Game Development 32

The Guardian's Games Blog looks at how the development of downloadable games has shifted over the past several years. As an example, they point to Capcom, its recent reinvention of the Mega Man franchise, and an upcoming game called Flock. Quoting: "[CEO Paddy Sinclair said], 'The first thing we realised was, it wouldn't be as easy as we thought. Luckily we're funded privately so we had the luxury of getting it wrong. It was very... educational. We learned very quickly that, no, you can't write a game in three months. We also realized we'd need a bigger team than just two or three.' 'The XBLA market has really evolved,' continues business development head, Chris Wright. 'If you look at the very early games they were simple ports — single-player, retro emulation titles, and you can kick those out very quickly. That market is disappearing. If you're going to do retro remakes you have to extend it, you have to add multiplayer. If you're going to do something new, it has to be bigger. We've got a team of 10-12 people working on this title. If you look back, it's what we would have had on PS1, and the game is probably of the same sort of size. It's not the huge budgets of a retail title, but it's not a trivial undertaking, either.'"
Programming

Can We Create Fun Games Automatically? 198

togelius writes "What makes games fun? Some (e.g. Raph Koster) claim that fun is learning — fun games are those which are easy to learn, but hard to master, with a long and smooth learning curve. I think we can create fun game rules automatically through measuring their learnability. In a recent experiment, we do this using evolutionary computation, and create some simple Pacman-like new games completely without human intervention! Perhaps this has a future in game design? The academic paper (PDF) is available as well."
GUI

Qt Becomes LGPL 828

Aequo writes "Qt, the highly polished, well documented, modern GUI toolkit owned by Nokia, will be available under the LGPL starting with version 4.5! It was previously only mainly available under the GPL and a commercial license. Selling licenses was an important part of Qt under Trolltech as it was the company's main source of income, but Trolltech is a fruit-fly compared to Nokia, who want to encourage and stimulate the use of Qt Everywhere [PDF]. This is fantastic news for all commercial developers looking to create cross-platform applications without the need to buy a $4950 multi-platform license per developer."
Security

Interview With an Adware Author 453

rye writes in to recommend a Sherri Davidoff interview with Matt Knox, a talented Ruby instructor and coder, who talks about his early days designing and writing adware for Direct Revenue. (Direct Revenue was sued by Eliot Spitzer in 2006 for surreptitiously installing adware on millions of computers.) "So we've progressed now from having just a Registry key entry, to having an executable, to having a randomly-named executable, to having an executable which is shuffled around a little bit on each machine, to one that's encrypted — really more just obfuscated — to an executable that doesn't even run as an executable. It runs merely as a series of threads. ... There was one further step that we were going to take but didn't end up doing, and that is we were going to get rid of threads entirely, and just use interrupt handlers. It turns out that in Windows, you can get access to the interrupt handler pretty easily. ... It amounted to a distributed code war on a 4-10 million-node network."
Software

30th Anniversary of the (No Good) Spreadsheet 407

theodp writes "PC Magazine's John C. Dvorak offers his curmudgeonly take on the 30th anniversary of the spreadsheet, which Dvorak blames for elevating once lowly bean counters to the executive suite and enabling them to make some truly horrible decisions. But even if you believe that VisiCalc was the root-of-all-evil, as Dvorak claims, your geek side still has to admire it for the programming tour-de-force that it was, implemented in 32KB memory using the look-Ma-no-multiply-or-divide instruction set of the 1MHz 8-bit 6502 processor that powered the Apple II." On the brighter side, one of my favorite things about Visicalc is the widely repeated story that it was snuck into businesses on Apple machines bought under the guise of word processors, but covertly used for accounting instead.
Perl

Call For Grant Proposals In Perl Development 137

On Elpeleg writes "The Perl Foundation is giving out grants for Perl development ranging from $500 to $3,000 in February 2009. You neither need to have a large, complex, or lengthy project nor be a Perl master or guru. You are encouraged to submit a proposal if you have a good idea and the means and ability to accomplish your Perl project. The deadline for proposal submissions is January 31, 2009."
Programming

The Evolution of Python 3 215

chromatic writes to tell us that O'Reilly has an interview with Guido van Rossum on the evolutionary process that gave us Python 3.0 and what is in store for the future. "I'd like to reiterate that at this point, it's a very personal choice to decide whether to use 3.0 or 2.6. You don't run the risk of being left behind by taking a conservative stance at this point. 2.6 will be just as well supported by the same group of core Python developers as 3.0. At the same time, we're also not sort of deemphasizing the importance and quality of 3.0. So if you are not held back by external requirements like dependencies on packages or third party software that hasn't been ported to 3.0 yet or working in an environment where everyone else is using another version. If you're learning Python for the first time, 3.0 is a great way to learn the language. There's a couple of things that trip over beginners have been removed."
Programming

More Than Coding Errors Behind Bad Software 726

An anonymous reader writes "SANS' just-released list of the Top 15 most dangerous programming errors obscures the real problem with software development today, argues InfoWeek's Alex Wolfe. In More Than Coding Mistakes At Fault In Bad Software, he lays the blame on PC developers (read: Microsoft) who kicked the time-honored waterfall model to the curb and replaced it not with object-oriented or agile development but with a 'modus operandi of cramming in as many features as possible, and then fixing problems in beta.' He argues that youthful programmers don't know about error-catching and lack a sense of history, suggesting they read Fred Brooks' 'The Mythical Man-Month,' and Gerald Weinberg's 'The Psychology of Computer Programming.'"
Programming

Git Adoption Soaring; Are There Good Migration Strategies? 346

Got To Get Me A Git writes "Distributed version control systems (DVCS) seem to be the next big thing for open source software development. Many projects have already adopted a DVCS and many others are in the process of migrating. There are a lot of major advantages to using a DVCS, but the task of migrating from one system to another appears to be a formidable challenge. The Perl Foundation's recent switch to Git took over a year to execute. The GNOME project is planning its own migration strategy right now after discovering that a significant majority of the project's developers favor Git. Perhaps some of the projects that are working on transitions from other mainstream version control systems can pool their resources and collaborate to make some standardized tools and migration best practices documentation. Does such a thing already exist? Are any folks out there in the Slashsphere working on migrating their own project or company to a DVCS? I'd appreciate some feedback from other readers about what works and what doesn't."
Image

Using Drupal Screenshot-sm 122

Michael J. Ross writes "After installing and learning the basics of the content management system Drupal, many Web developers do not know how to best proceed from there. They may realize that much of the programming potential of Drupal — and thus the earning potential of Drupal developers — is derived from the use of community-contributed modules that greatly extend Drupal's power. But there are thousands of such modules, with no objective direction as to which ones are best suited for particular tasks, and what bugs and other flaws could trip up the developer. These programmers need a thorough guide as to which modules are the most promising for the development of the most common types of Web sites. A new book, Using Drupal, aims to fill this need." Keep reading for the rest of Michael's review.
Programming

Scripts and Scaling In Online Games 61

CowboyRobot writes "Jim Waldo of Sun Microsystems has written an article titled Scaling In Games & Virtual Worlds, saying that they 'should be perfect vehicles to show the performance gains possible with multicore chips and groups of cooperating servers. Games and virtual worlds are embarrassingly parallel, in that most of what goes on in them is independent of the other things that are happening. Of the hundreds of thousands of players who are active in World of Warcraft at any one time, only a very small number will be interacting with any particular player.' A group of researchers at Cornell wrote a related piece about improving game development and performance through better scripting."
Wii

Wii Game Devs Testing Waters With Less-Casual Games 104

MTV's Multiplayer Blog has a pair of interviews with Wii game developers about how they're struggling to reach a more hardcore gaming audience. Jordan Itkowitz, lead designer for Deadly Creatures, wants to stay away from designing a typical collection of mini-games, saying, "The trick is to get those new players to step outside that easy comfort zone and try some genres and experiences that, while accessible and familiar to gamers, are still a bit foreign to anyone who's new to the culture." Dan Borth of Red Fly Studio is skeptical of the viability of hardcore games without relying on Nintendo and other major companies to "put a valiant effort in properly supporting developers to create great games."
Programming

The Power of the R Programming Language 382

BartlebyScrivener writes "The New York Times has an article on the R programming language. The Times describes it as: 'a popular programming language used by a growing number of data analysts inside corporations and academia. It is becoming their lingua franca partly because data mining has entered a golden age, whether being used to set ad prices, find new drugs more quickly or fine-tune financial models. Companies as diverse as Google, Pfizer, Merck, Bank of America, the InterContinental Hotels Group and Shell use it.'"
Games

The Future of Independent Game Development 35

The Guardian's Games Blog has an article discussing where indie game development will go in the next few years after its recent resurgence. The story follows the success of one small game studio, and suggests that the games industry will move to further embrace low-cost development. Quoting: "The likes of XBLA, ... PSN and WiiWare represent a reasonable revenue stream for publishers and developers, especially with a recession looming. However, in-house staff may not have the skills required to punch out cool, hugely intuitive budget games, with little or no management. If you look at something like Geometry Wars from Bizarre Creations, the project was started in the free time of experienced coder Stephen Cakebread, and may never have happened had he been shunted on to different, larger projects. Instead, big industry players are reaching out to the indie scene to source talent."
PC Games (Games)

Why Game Developers Should Support OS X and Linux 283

kevind23 writes "Although Mac OS X and Linux have a small (but growing) market share, Jeff from Wolfire Games argues that supporting non-Windows platforms can lead to a huge increase in game sales. Using their popular game Lugaru as an example, he shows how less-popular platforms, or more specifically, their userbase can be a powerful advertising force. This can lead to a dramatic increase in popularity and exposure, which usually means a large boost in overall sales. The short article is an interesting read, especially for those working in game development and sales."
Input Devices

Developing "Eyes-Free" Gadgets and Applications 85

The New York Times is running a story about Google engineer T. V. Raman, who lost his vision at age 14 but didn't let that stand in the way of his interest in technology. In addition to modifying a version of Google's search engine to give preference to pages that were more compliant with accessibility guidelines, Raman is now working on making cell phones easier to use without needing to look at them. "Since he cannot precisely hit a button on a touch screen, Mr. Raman created a dialer that works based on relative positions. It interprets any place where he first touches the screen as a 5, the center of a regular telephone dial pad. To dial any other number, he simply slides his finger in its direction — up and to the left for 1, down and to the right for 9, and so on. If he makes a mistake, he can erase a digit simply by shaking the phone, which can detect motion." Raman and a co-worker, Charles Chen, are also attempting to extend various phones' ability to read back scanned text to include signs that are anywhere in the phone's field of view.
Perl

Perl Migrates To the Git Version Control System 277

On Elpeleg writes "The Perl Foundation has announced they are switching their version control systems to git. According to the announcement, Perl 5 migration to git would allow the language development team to take advantage of git's extensive offline and distributed version support. Git is open source and readily available to all Perl developers. Among other advantages, the announcement notes that git simplifies commits, producing fewer administrative overheads for integrating contributions. Git's change analysis tools are also singled out for praise. The transformation from Perforce to git apparently took over a year. Sam Vilain of Catalyst IT 'spent more than a year building custom tools to transform 21 years of Perl history into the first ever unified repository of every single change to Perl.' The git repository incorporates historic snapshot releases and patch sets, which is frankly both cool and historically pleasing. Some of the patch sets were apparently recovered from old hard drives, notching up the geek satisfaction factor even more. Developers can download a copy of the current Perl 5 repository directly from the perl.org site, where the source is hosted."

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