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you can structure the relationship so that the artist is doing art and the scientists are doing science, and there is very little overlap between the two.... That will maximize your results. The biggest drawbacks in the business have been when tools were employed that made the artists jump through a lot of hoops to get the integration of the music into the game. Or, when the programmers were asked to evaluate music that they didn't know about. Or, to determine where music was to go in the game when they didn't feel capable of doing that. A sensitivity to what is appropriate helps. I would also say, you can't do this with everybody, but if you're working with someone who has a rep, you can do very well. One of the best ways to really kick ass, is to let that person do their thing. Give them some small amount of guidance and don't worry too hard if you're not working yourself to the bone coming up with a perfect exact spec for them. It's different with engineering. It's different with programming and game design. You need a hard spec for that. But a certain amount of looseness and oppiness given to the musicians might give you a remarkable payoff. Take a risk. It might not be perfect, but you don't want to be the same as everybody else. Is that good advice Not bad. I'm curious about the use of tools. In the video and lm business there are lots of tools to sync and play back music along with the onscreen action. Is there anything similar for integrating music with game sequences It is a missing art. The tool is missing. There are two or three of them that aren't accessible to anybody for one reason or another. I hope to have a meeting in about three days when I'm in Portland (picking up the Rolls), I'm going to skip over to Seattle to talk to some folks about building such a tool. I call the art music integration. I'd like to get a team together and create an integrator. LucasArts has a really good one called IMuse. But it is a proprietary system and they only use it inhouse. There is a system that kind of does it in Direct Music. I've only met a couple of people who have managed to conquer it. For a musician to use something like that, it has to be click and drag. You have to be able to do it when you're drunk [laughs]... I think you've hit on one of the other problems, so many of these companies like LucasArts are using proprietary game engines they've developed. For this approach to work, it seems you'd need a tool to tie in to a mainstream game engine. Other than Macromedia Director, is there anything like that in the development world
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where ck = cell reference arrival time ak = actual arrival time T = Inter-arrival time between cells at the PCR (inverse of PCR) Cells that arrive earlier than their expected time cause cell clumping (positive one-point CDV values), while cells that arrive later than their expected time cause gaps to occur in the cell stream (negative one-point CDV values). The two-point CDV is the difference between the absolute transfer delay (CTD) of a cell between two measurement points in the network and a reference cell transfer delay between these same two measurement points.
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Inexpensive multimeters can measure up to 250 milliamps (0.25 amp) of AC current directly, as shown in Figure 7.20, top. To make the measurement, make sure the multimeter switches and leads are in the correct positions. Then disconnect the hot conductor from the load and insert the multimeter leads between the conductor and the load. The trick employed in high-current ammeters can be used to measure AC currents greater than 0.25 amp. Figure 7.20, middle, shows a shunt inserted in the current-carrying conductor. A shunt is a low-ohm precision resistor that generates a voltage drop in accordance with Ohm s Law. Shunts are speci ed by the ratio of voltage drop across to the maximum current through the shunt. For example, a 50 mV per 100 A shunt is intended for currents of up to 100 amps and produces 50 millivolts across its terminals at full current. From Ohm s Law, we calculate the resistance of this shunt to be: R = V/I = 0.050 volt/100 amps = 0.0005 ohm More expensive multimeters usually contain internal shunts allowing direct current AC measurements of up to 10 amps. If your multimeter does not have this capability, or if you wish to measure currents greater than 10 A, you can purchase a 100 millivolts per 100 amps, 50 millivolts per 200 amps, or other shunt for less than the cost of another ammeter. You can then use your multimeter on a millivolts setting to read amps owing through the shunt. If you have money to spare, a more expensive, but less accurate, special-purpose AC meter employs a clamp that is placed around the hot conductor (Figure 7.20, bottom). The magnetic eld around the conductor induces a current in the clamp. The current is then read as in any other type of test meter. The advantage of the clamp-on meter is the ability to read current without disconnecting or cutting the conductor. A limitation is the requirement of physically separating the hot and neutral conductors. If both hot and neutral conductors are enclosed by the clamp, the opposing currents cancel so the meter reads zero. A second disadvantage of the clamp-on meter is lack of sensitivity. While direct, in-line meters can measure microamps, the clamp-on meter is useful only down to milliamps.
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Adapted from Short Courses [www.shortcourses.com/index.htm] by Dennis P. Curtin
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Finding the zero-input response of an RL circuit proceeds in an fashion analogous to method used to nd the zero-input response for an RC circuit. However, this time we take the initial condition to be the initial current rather than the initial voltage. The circuit we wish to solve is shown in Fig. 6-12. Using v=L for the inductor and v = Ri For the resistor, we apply KVL to a loop about the circuit shown in Fig. 6-12. This gives the differential equation L Hence di R = dt i L Integrating gives us the transient current in the RL circuit. We nd it to be i(t) = i(0)e (R/L)t (6.24) di + Ri = 0 dt di dt
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10.6.2 AAL 3/4
void (*set_new_handler(void (* newhand)( )))( )
List of Actions
The chapters in Part 1 provided a starting point for your exploration of database technol ogy and your understanding of the database development process. You broadly learned about database characteristics, DBMS features, the goals of database development, and the phases of the database development process. This chapter narrows your focus to the relational data model. Relational DBMSs dominate the market for business DBMSs. You will undoubtedly use relational DBMSs throughout your career as an information systems professional. This chapter provides background so that you may become profi cient in designing databases and developing applications for relational databases in later chapters. To effectively use a relational database, you need two kinds of knowledge. First, you need to understand the structure and contents of the database tables. Understanding the connections among tables is especially critical because many database retrievals involve multiple tables. To help you understand relational databases, this chapter presents the basic terminology, the integrity rules, and a notation to visualize connections among tables. Second, you need to understand the operators of relational algebra as they are the building blocks of most commercial query languages. Understanding the operators will improve your knowledge of query languages such as SQL. To help you understand the meaning of each operator, this chapter provides a visual representation of each operator and several convenient summaries.
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We discussed customer care in detail earlier in this chapter. It is crucial to alert the help desk and to put special mechanisms in place for expediting any problems users encounter. A sour experience during the pilot program, even among friendly users, could end up poisoning the entire application delivery project. On the other hand, if users receive fast and competent responses to issues that arise, they are more likely to start an early, strong, favorable buzz about the new technology. A good technique is to have a triage process in which the help desk can quickly categorize a pilot call from a normal production call and route it appropriately. After a call is identified and routed to the first tier of support, it should go directly to the pilot implementation team. This is an excellent method for keeping the team in tune with the users and making continuous, incremental improvements to the pilot environment.
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A steering committee is a body of middle or senior managers or executives that meets from time to time to discuss high-level and long-term issues in the organization. An IT steering committee will typically discuss the future states of the organization and how the IT organization will meet the organization s needs. A steering committee will typically consist of senior-level IT managers as well as key customers or constituents. This provider-customer dialogue will help to ensure that IT as the organization s technology service arm will fully understand the future vision of the business and be able to support future business activities, in terms of both capacity and the ability to support new activities that do not yet exist. NOTE The role of the IT steering committee also serves as the body for assessing results of recent initiatives and major projects, to gain a high-level understanding of past performance in order to shape future activities. The committee also needs to consider industry trends and practices, risks as defined by internal risk assessments, and current IT capabilities. The role of the IT steering committee is depicted in Figure 2-2. The steering committee needs to meet regularly, consider strategic issues, and make decisions that translate into actions, tasks, and projects in IT and elsewhere.
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As the output shows, both threads compute the proper sum of 15. Let s examine this program in detail. The program creates three classes. The first is SumArray. It defines the method SumIt( ), which sums an integer array. The second class is MyThread, which uses a static object called sa that is of type SumArray. Thus, only one object of SumArray is shared by all objects of type MyThread. This object is used to obtain the sum of an integer array. Notice that SumArray stores the running total in a field called sum. Thus, if two threads use SumIt( ) concurrently, both will be attempting to use sum to hold the running total. Because this will cause errors, access to SumIt( ) must be synchronized. Finally, the class Sync creates two threads and has them compute the sum of an integer array. Inside SumIt( ), the lock statement prevents simultaneous use of the method by different threads. Notice that lock uses lockOn as the object being synchronized. This is a private object that is used solely for synchronization. Sleep( ) is called to purposely allow a task-switch to occur, if one can but it can t in this case. Because the code within SumIt( ) is locked, it can be used by only one thread at a time. Thus, when the second child thread begins execution, it does not enter SumIt( ) until after the first child thread is done with it. This ensures the correct result is produced. To understand the effects of lock fully, try removing it from the body of SumIt( ). After doing this, SumIt( ) is no longer synchronized, and any number of threads can use it concurrently on the same object. The problem with this is that the running total is stored in sum, which will be changed by each thread that calls SumIt( ). Thus, when two threads call SumIt( ) at the same time on the same object, incorrect results are produced because sum reflects the summation of both threads, mixed together. For example, here is sample output from the program after lock has been removed from SumIt( ):
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