Wednesday, August 13, 2008
Google公开数据交换格式Protocol Buffers源码
[Source: csdn.net]

Google于周一(7/7)宣布释出数据交换格式─Protocol Buffers原始码,这是Google内部用来加密网络或磁盘上大量数据的技术,Google宣称该格式比XML更胜一筹。
Google软件技术团队Kenton Varda表示,Google的任务为组织全球的数据,现在全球有上千种不同的数据格式,绝大多数的格式都是结构化的,所面临的重要挑战为如何全部将其加密,而就算像是XML这么好的格式都无法有效解决如此大规模的数据转换工作。
在Google所发表的文件中说明了Protocol Buffers在串行化结构性数据时胜过XML的优势,包括比XML更简单,程序小3~10倍,执行速度快20~100倍,比XML更清楚而且所产生的数据存取类别更容易被用来程序化。
Protocol Buffers与XML的设计概念不同,XML定义表格及数据组的架构,然而Protocol Buffers主要着重在程序逻辑。
Varda说,Protocol Buffers让使用者可以透过特定的语言定义简单的数据架构,并将其编译成可代表这些架构的类别,透过优化的程序代码以最大压缩格式分析与串行化这些讯息并完成这些类别,而且,这些类别非常容易使用。
Google自2001年开始开发Protocol Buffers供内部使用,目前释出的是Protocol Buffers 2.0版,Google表示,由于该公司打算释出的许多开放源码计划中有很多都使用了Protocol Buffers功能,因此率先释出Protocol Buffers.
黎巴嫩出现武器餐馆 客人在战壕后用餐
[Source: 环球时报]

黎巴嫩首都贝鲁特出现“武器餐馆”,战争被搬上了餐桌,菜单上净是让人望而生畏的菜品,“伪装鸡”、“火箭筒鸡”,客人需要在沙袋后面用餐。
据德国《世界报》7月10日报道,贝鲁特这家名为“面包和武器”的快餐馆用调侃的态度对待国内的政局动荡和周边战乱。“攻击菜单“上净是极具震撼性的菜品,诸如“伪装鸡”、“M16烤肉”、“德拉贡诺夫狙击步枪-牛排”。客人需要在沙袋组成的“战壕”后面用餐。
报道称,这家餐厅的橱窗上的广告牌上写着“一个三明治可以杀死你!”但这可吓不跑前来用餐的客人。27岁的店主解释道:“广告指的是三明治的分量大得可以撑死一个人。”
虽然店内摆有很多武器的塑料模型和照片,但店主称并不想宣扬暴力,“虽然很多年轻人来这里用餐,但他们并非要来学习使用武力,只是来了解武器的结构。”


.NET Urls
[Original: istar]
http://www.asp.net
描述:微软.NET webform的老巢,资料和实例代码都非常难得。
http://www.learnvisualstudio.net Learnvisualstudio(.NET学习视频)
http://www.homeandlearn.co.uk
http://www.codeproject.com
http://www.a1vbcode.com
http://www.dreamincode.net
http://www.codingforums.com
http://www.lists.thedatalist.com/index.html
http://www.codejock.com
http://www.planet-source-code.com
http://www.vbdotnetheaven.com
http://www.daniweb.com
http://www.csharp-source.net
http://www.codestudy.com
http://www.only4gurus.com/v2
http://www.gotdotnet.com
http://www.aspnetpro.com
http://www.aspxcn.com
http://www.chinaaspx.com
http://www.aspcool.com
http://chs.gotdotnet.com/quickstart/
描述:本站点是微软.NET技术的快速入门网站,我们不必再安装.NET Framework中的快速入门示例程序,直接在网上查看此示例即看。
http://www.gotdotnet.com/
描述:上面的站点是本站的一个子站点,本站点提供微软.NET官方信息,并且有大量的用户源代码、控件下载,微软.NET开发组的人员也经常在此站点发表一些指导性文章。
http://www.sourceforge.net
描述:世界上最大的Open Source项目在线网站,上面已经有.NET的各种大型Open Source项目上千件,包括SharpDevelop、NDoc、Mono等都是在此站点发布最新源代码信息。
http://www.codeproject.com
描述:很多非官方的中小型示例源代及文章,相当全面,基本上我们想要的各种方面的资料都可以在此处查找。
http://dotnetweblogs.com/FMARGUERIE/Story/4139.aspx
描述:这是一个WebLog形式的在线日志网站,定期更新,包括.NET相关的工具、混淆器、反编译器等各种信息,十分值得收藏。
http://www.aspalliance.com/aldotnet/examples/translate.aspx
描述:c#翻译为vb.net,提供一个文本框,将你的C#源代码贴进去,就可以帮你翻译成VB.NET语法。
http://www.csharphelp.com
描述:专业的C#语言在线帮助网站,主要提供C#语言方面的技术文章。专业性很强。
http://www.dotnet247.com
描述:最好的索引网站,分别按照门类及命名空间的索引,也提供了Microsoft KB知识库。
http://support.microsoft.com/
描述:微软知识库,开发的时候遇到的怪问题,可能会在这里找到答案。
http://msdn.microsoft.com/
描述:这个就不用多说了吧,虽然出了中文MSDN,但是资料还是不够全,英文的就什么都有了。
http://dev.csdn.net/
描述:中文的,资料还算丰富,可以作为国内首选。
http://www.aspxcn.com/
描述:2002-2003年的时候这个站点很不错的,不过现在好像管理不得力,有点疲软,资料更新也不过及时,论坛里人也不够热心了,因为希望它好起来,所以列出来。资料都比较老,不过有些D版的东西还可以。提供很多学习代码。
http://www.chinaspx.com/
描述:有点公司背景的网站,很健壮,资料更新及时,比较丰富。论坛解答也不错。
http://www.dotnettools.org
描述:ccboy,也就是CSDN的小气的神的站点,里面有很多关于.NET等的好东东。
http://blog.joycode.com/
描述:半官方性质的MS-MVP汇集blog,大家可以在这里接触到最新的技术,了解发展趋势,对技术的探索等等,优秀的文章。
http://www.dotnetbips.com/
描述:该站点的文章,涉及到了整个.NET,从底层的IL到语言到架构,文章很多,质量还不错。
http://www.regexplib.com/
描述: 正则表达式学习站点
http://www.123aspx.com/rotor/default.aspx
描述:不用多说,看标题就知道是关于asp.net的名称空间的
http://www.systemwebmail.com/faq/3.8.aspx
描述:邮件发送常见问题解决方法
http://panopticoncentral.net/
描述:不用多说,想了解VB.NET的朋友不可不去的站点
Google Launches Virtual World Called 'Lively'


"The Lively team wants to help people experience another dimension of the Web," said Google engineering manager Niniane Wang in a blog post. "We hope you will use the product to express yourself with and without words, and to do this in the places you already visit on the Web."
Lively feels more like a Google Talk-powered chat room with 3-D camera controls than an immersive environment like Second Life. In part that's a function of the small in-browser window that presents Lively's various rooms -- full screen graphics are inevitably more compelling.
And in part that's a function of performance. It's likely that the user experience is better with a better computer. The IBM (NYSE: IBM) ThinkPad T2500 (2GHz Core Duo) I used to visit Lively for the first time responded too slowly for the experience to be enjoyable. (Eerily, though Lively crashed Firefox 3, requiring that I restart my browser, sounds from the Lively world continued uninterrupted, even though I didn't try to log in again. As I write, there's intermittent canned laughter bubbling from my speakers.)
Entering the Lively environment requires Windows XP or Vista, Microsoft (NSDQ: MSFT) Internet Explorer or Firefox, and the Lively browser plug-in. Mac support may be a long time coming. A Google help document says that Lively is a Google Labs project that's still being tested. "We hope to support other platforms in the future, but for now you'll need a Windows system to access Lively," the help document says.
Lively rooms, created by users or already constructed, can be embedded in any Web site. Visitors to Lively can enter the various rooms to chat. They can also modify the appearance of their Lively Avatar and can add furniture to rooms.
Lively rooms can display YouTube videos on virtual TVs and display Picasa photos in virtual picture frames. They can also display Google Desktop gadgets and play music uploaded from the user's computer -- insert your copyright lawsuit here.
Google says in its help documentation that it is working with a small number of trusted testers, vendors and creative agencies on special items for Lively. The company says that it expects to enable more user content generation soon. At some point, there will almost certainly be virtual commerce and advertising.
Lively is certainly easier to use than Second Life, but it lacks the latter's programmability. For Google developers and content partners that may not be an issue -- the inaccessibility of the Lively's code infrastructure won't matter much if Lively generates lots of gadget use and ad page views.
If you like chatting and emoting online via a 3-D avatar, Lively looks like a winner. And if that sounds fatuous, you may be happier with Age of Conan, EVE Online, Shadowbane, or World of Warcraft.
首个非字母顶级域名“.中国”将正式启用

在刚刚闭幕的ICANN(互联网名称与数字地址分配机构)巴黎年会上,ICANN理事会一致通过了一项重要决议,允许使用其他语言包括中文等作为互联网顶级域字符。
决议内容包括,“.中国”将于2009年上半年率先写入全球根域名系统,成为首批新设的非拉丁语系字符顶级域之一,即中文国家代码顶级域“中国域名”将正式启用。
资深业内人士认为,“中国域名”的正式启用,意味着“中国域名”将正式融入国际互联网,作为中华文化在网络上的国家象征登上历史舞台。
简单来说,中文用户今后在浏览器地址栏不仅可以通过输入英文域名lenovo.com.cn来访问联想公司网站,还可以直接输入中国域名“联想.中国”完成这一操作。
对此,ICANN主席特拉什(Peter Dengate Thrush)评价称,这是项历史性决议,它将给互联网样式和运行模式带来巨大变化,将使互联网更为开放,使用方法更为多样化。
ICANN理事、我国互联网知名专家钱华林指出,现在中国有2亿多网民,也就意味着还有10多亿人没有上网。纯中文的“中国域名”并非只为现在的网民准备,更是为未来的数亿中国人所准备。
据介绍,“中国域名”正式进入国际互联网,是中国互联网界多年努力的成果。对中国互联网用户来说,中国域名无疑是以中文为品牌名称的企事业单位在网络上最好的品牌载体。
目前,互联网顶级域名体系只支持包括26个英文字母、连字符和阿拉伯数字0至9在内的37个字符。此项决议意味着诞生于1983年的域名系统(DNS-Domain Name System)在被英语语种“独霸”25年之后,将真正迎来包括中文在内的世界各大语种顶级域时代。
白话说学计算机图形学
[Source: google.cn]
1. 引言
什么是计算机图形学? 本文尽量避免给它做严格的定义,但是通常来说,计算机图形学是数字图象处理的逆过程,这只是一个不确切的定义,后面我们会看到,实际上,计算机图形学、数字图象处理和计算机视觉在很多地方的区别不是非常清晰的,很多概念是相通的。
计算机图形学是用计算机来画东西的学科,数字图象处理是把外界获得的图象用计算机进行处理的学科。在法国,图形图象是一门课程。
如何学习计算机图形学呢?除了计算机图形学的基础知识以外,你还需要有以下的知识,你懂的越多,当然做的越好:
* 英语:你一定要把英语学好,如果你想学习计算机图形学的话,尽量看英文的书籍和资料
* 数学:计算机图形学里面的数学用的比较多,,我们可以列举一些常用的:
高等数学,数值分析,微分几何,拓扑,概率, 插值理论,(偏)微分方程…
* 物理:如果你要进行基于物理的建模,一些物理理论是要学习的:
力学(运动学,动力学,流体力学…),光学,有限元…
* 编程语言: C或C++是计算机图形学最通用的‘普通话’,
* 数据结构: 你需要数据结构来描述你的图形对象,除了通用的链表、树等数据结构外,图形学还有自己特 殊的数据结构
* 其他类别: 有的时候你需要其他学科的知识,根据你的需要去学习吧。
上面列举的不是你必须学习的东西,而是计算机图形学可能会用到的东西,一定要记住,不要指望通过一本教材就学会计算机图形学,它比你想象的要复杂的多。
2. 图形学的问题
每个学科都有自己学科的特定问题,图形学要解决的是如何画出图来,得到需要的效果,当然这是图形学最大的一个问题。
在开始学习计算机图形学的时候,找一本简单的书看,对计算机图形学有个大概的认识,你就可以开始图形学之旅了:
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 1.4, Fourth Edition
OpenGL SuperBible (3rd Edition)
是比较好的学习计算机图形学的入门教材,在练中去学,一开始就去啃!
Foley的
Computer Graphics: Principles and Practice, Second Edition in C
不是好主意,会看的一头雾水,一本什么都讲的书的结果往往是什么都没讲清楚。
当你把OpenGL的基本内容掌握之后,你对图形学就有了大概的了解了。
那么下面你可以来学习一下计算机图形学的数据结构和算法,下面的书比较适合:
Joseph O'Rourke 的Computational Geometry in C,
书里面有C的源代码,讲述简单,清晰,适合程序员学习
总的来说,计算机图形学涉及到2大部分:建模和渲染
2.1建模
你想画一个东西,首先要有它的几何模型,那么这个几何模型从什么地方来呢?下面的书很不错的:
Gerald Farin 的Curves and Surfaces for CAGD: A Practical Guide
这本书就有一点的难度了,呵呵,要努力看啊。
这本书算是CAGD (计算机辅助几何设计)的经典图书,CAGD方面的全貌。
还有2本很好的讲述曲面的书Bezier和Nurbs的书 :
Les A. Piegl, Wayne Tiller 的The Nurbs Book
书里面有NURBS曲线、曲面的程序伪代码,很容易改成C的,书讲的通俗、易懂,但是你要有耐心看的:)
曲线与曲面的数学
这本书是法国人写的中文翻译版,里面还有Bezie本人写的序J,翻译的很不错的,看了你就掌握Bezier曲面技术了 。
//另外一些你想知道的事情:其他的造型方式-开始
里面是我认为的一些高级话题,跳过他们不影响你学习计算机图形学,但是要学好就要注意了,呵呵
还有其他的一些造型技术,比如:
隐式曲面(Implicit Surface)的造型:
就是用函数形式为F( x ,y ,z = 0的曲面进行造型,这样的造型技术适合描述动物器官一样的肉乎乎的东西,有2本书推荐大家 :
Jules Bloomenthal编辑的Introduction to Implicit Surfaces,是一本专著,讲述了Implicit Surface建模型(Modeling),面片化(Polygonization),渲染(Rendering)的问题
Luiz Velho 的 Implicit Objects Computer Graphics 也是一本专著,讲述个更新的一些进展
细分曲面(Subdivision Surface)造型 :
当用NURBS做造型的时候,曲面拼接是复杂的问题,在动画的时候,可能产生撕裂或者褶皱,Subdivision Surface用来解决这个问题
Joe Warren的Subdivision Methods for Geometric Design: A Constructive Approach就是这方面的专著
从实际物体中得到造型,现在的技术可以用三维扫描仪得到物体表面的点,然后根据这些点把物体的表面计算出来,称为重建(Reconstruction),因为这些技术之在文章中论述,所以我们省略对它的描述
//另外一些你想知道的事情:其他的造型方式-结束
下面还是一个高级话题:)
//另外一些你想知道的事情:光有造型是不够的!-开始
在你的几何模型做好之后,有一些问题需要对这个模型进一步处理,得到适合的模型,当面片很多的时候,或者模型很复杂的时候,需要对几何模型进行简化,才可以满足一些实时绘制的需要,这个技术叫做层次细节(LOD-Level of Detail)。下面的书就是讲这个的:
David Luebke编著的 Level of Detail for 3D Graphics
//另外一些你想知道的事情:光有造型是不够的!-结束
2.2渲染
有了模型,怎么把这个几何模型画出来呢?这个步骤就是渲染啦
如果你看了上面的OpenGL的书,那么你就知道一些渲染的知识了,但是别高兴的太早,OpenGL使用的是局部光照模型(Local Illumination Model),不要被这个词吓住了
Local illumination Model指的是在做渲染的时候只考虑光源和物体之间的相互作用,不考虑物体和物体之间的影响,所以OpenGL不支持阴影,一个(半)透明物体的效果..,这些需要考虑物体之间的影响才可以实现。
//另外一些你想知道的事情:OpenGL可以实现阴影-开始
OpenGL本身不支持,但是通过一些方法可以实现的:),用Google搜索一下
Shadow Volume, OpenGL就找到答案啦
//另外一些你想知道的事情:OpenGL可以实现阴影-结束
Global Illumination Model 这类模型考虑的就比较全啦。现在关于Global Illumination的技术有3大类,具体的技术就不在这里介绍了,如果想了解,可以联系我,大家一起讨论:
光线追踪(Ray Tracing)
关于Ray Tracing的好书有2本:
Andrew Glassner 的An Introduction to Ray tracing
Glasser是图形界的名人,这本书也是Ray Tracing的经典
R. Keith Morley, Peter Shirley 的Realistic Ray Tracing, Second Edition
这本书第一版是伪代码,第二版是C代码。它的结构不是很清楚,虎头蛇尾的感觉。
辐射度(Radiosity)
关于Radiosity的好书有4本:
Michael Cohen 的Radiosity and Realistic Image Synthesis , Cohen获得SIGGRAPH 1998计算机图形学成就奖,他把Radiosity变成实际可用,现在Cohen在MSR图形http://research.microsoft.com/~cohen/CohenSmallBW2.jpg
Francois X. Sillion的Radiosity and Global Illumination , Sillion是法国人,他的主要研究方向是Radiosity,这本书写的很不错的,非常清晰
Philip Dutre 的新书Advanced Global Illumination ,看起来还不错,刚拿到手,还没看,呵呵,所以不好评价
Ian Ashdown的Radiosity: A Programmer's Perspective
有源代码的书啊!! 就凭这个,得给5*****
Photon mapping
这个我也不知道怎么翻译,呵呵。这个技术出现的比较晚,一本好书!
Henrik Wann Jensen的Realistic Image Synthesis Using Photon Mapping
Henrik Wann Jensen是Photon mapping技术的发明者
3. 这些也是图形学吗? 图形和图象的区别模糊了:(
除了上面讲的‘经典’的计算机图形学,还有下面的一些东西,它们也叫计算机图形学吗?是的!!!
3.1非真实性图形学(Non-Photorealistic Graphics)
真实性不是计算机图形学的唯一要求,比如:你给我画一个卡通效果的图出来,或者我要用计算机画水彩画怎么办?或者:把图象用文字拼出来怎么做?,解决这些问题要用到非真实性图形学, 好书继续推荐!!!
Bruce Gooch, Amy Ashurst Gooch的 Non-Photorealistic Rendering
3.2体图形学(Volume Graphics)
用CT机做很多切片(比如头骨),那么能通过这些切片得到3D的头骨吗?Volume Graphics就是解决这样的问题的
Min Chen 编著的Volume Graphics
上面的2个图形学技术就和图象的界限不明显了,实际上他们是图形图象的综合
4 .还有其他的书吗?
还有一些好书啊,呵呵,好书看不完的:),继续放送:
Graphics Gems I ~ V,一大帮子人写的书,包括研究人员,程序员…
有计算机图形学的各种数据结构,编程技巧
Tomas Akenine-Moller 等人编著的Real-Time Rendering (2nd Edition)
许多最新的计算机图形学进展
David Ebert等人的Texturing & Modeling: A Procedural Approach, Third Edition
讲述如何通过程序实现纹理、山、地形等图形学要素
F. Kenton Musgrave号称分形狂(Fractal Mania)
Ken Perlin就是Perlin噪声的发明者,用过3d软件的人对Perlin Noise不会陌生的
关于图形学的特定对象,有特定的专题图书,
Evan Pipho Focus On 3D Models,对于图形学的常用模型格式,进行了讲解
Trent Polack的 Focus On 3D Terrain Programming ,讲地形的
Donald H. House 的Cloth Modeling and Animation ,讲布料的
Nik Lever的Real-time 3D Character Animation with Visual C++ ,讲角色动画的
……
还有:)
Richard Parent的 Computer Animation: Algorithms and Techniques,当然是讲动画的啦,呵呵。
David H. Eberly的3D Game Engine Design : A Practical Approach to Real-Time Computer Graphics ,有代码的啊!呵呵:)
最后,没事情的时候,看看下面的书吧
Alan H. Watt, 3D Computer Graphics (3rd Edition)
James D. Foley等人的 Computer Graphics: Principles and Practice in C (2nd Edition) ,这本圣经没事的时候再看吧,呵呵
累了:( 不说了,上面的书差不多了,还有一些shader的书,我不了解,以后会补上的:)
5.从哪里找到这些书啊?还有什么资源啊?
我保证,上面的书在www.amazon.com 都可以买到:) 别打我
那好,大部分的书在国家图书馆可以复印到,北京的兄弟有福啦,3年前的书借出来复印,1角/页,但是新书要早图书馆里复印,5~6角/页,还是比Amazon便宜啊,呵呵。
不行大家就到国外买,合买吧,还负担的起。
我对DirectX不了解,所以没有涉及关于DirectX的内容:)
环保新招:利用水下波浪发电
[Source: cri.cn]



随着世界范围能源危机和环境恶化的不断加剧,人们迫切希望找到各种绿色环保的可替代能源。日前,英国的科学家发明了一种可以利用海水起伏产生的波浪来发电的独特装置。
外形似水蟒 利用水下波浪发电
这种形如海洋生物水蟒的管状发电装置是英国科学家弗朗西斯·法利和罗德·雷尼共同发明的,并为它取名“水蟒”。该装置长约182米、宽约6米,由橡胶制成。
“水蟒”工作原理非常简单:将“水蟒”安装在距离海岸1.6公里-3.2公里远、36米-91米深的水下,并系在海床上,同时使“水蟒”的橡胶管道内充满海水。这样每当有波浪经过时,弹性极强的橡胶管就会随之上下摆动,橡胶管内部就会产生一股水流脉冲。随着波浪幅度的加大,脉冲也会越来越强,并汇集在尾部的发电机中,最终产生电能,然后通过海底电缆传输出去。
可产生一兆瓦电能 缓解能源危机
英国南安普敦大学进行的试验表明,每条“水蟒”最多可以产生一兆瓦的电能,足以满足数百个家庭的日常电能需要。如果进一步的测试取得成功,首批“水蟒”将在五年内安装完毕,从而替代未来几十年需要建造的数千台风力发电装置。据该项目负责人介绍,安装地点可能选择在苏格兰和爱尔兰的西海岸,因为那里可以产生更长距离的水下海浪。
由于制作材料主要是橡胶,“水蟒”比其他波浪发电装置重量更轻、构造更简单、建造和维修成本更低。英国政府碳信托基金的研究也证实,与近海风力发电相比,“水蟒”发电的成本更低。科学家相信,这种发电装置很可能成为未来解决能源危机的答案。
Flash3D Engine
1.Papervision 3D
http://code.google.com/p/papervision3d
2.Sandy
http://www.flashsandy.org
3.Away3D
http://away3d.com
4.Alternativa 3D
http://blog.alternativaplatform.com/en/
5.five3D
http://five3d.mathieu-badimon.com/
6.z_mapping
盖茨27日引退 IT业"盖茨时代"成为历史
[Source: it.com.cn]

6月27日消息,微软创始人盖茨将于北京时间27日晚正式引退,52岁的盖茨将结束他在微软的全职工作,正式交棒。至此,全球IT业的“盖茨时代”将成为历史。这对微软意味着一个时代即将结束,但对世界却意味着多了一个身家580亿美元的全职慈善家。
盖茨引退 仍有20%时间给微软
此后,盖茨将每周只去微软上一天班,其余时间主要是当慈善家。盖茨称,目前的时间分配将倒转过来,从80%时间花在微软和20%时间花在基金会,改为20%时间花在微软,其余时间投入到慈善事业。不过他依然保留有自己的办公室,他表示,每月花2-3天在公司,另外花4-6天写东西、思考和研究各种产品项目,包括下一代Office、自然用户界面及搜索。盖茨表示,他对搜索技术非常投入,将建造世界上最好的搜索。
前微软副总裁萨姆·贾达拉透露,盖茨曾经打算到60岁离开微软,而他在50岁那年就做出了“收山”的决定,很重要的原因之一可能是他找到了合适的接班人。
下一个“盖茨”在哪里?
在盖茨引退之际,已经有人开始寻找下一个“盖茨”,下一个“盖茨”将是谁?将出现在哪里呢?
下一个盖茨将会出现在哪里?盖茨本人说,在亚洲;更多的美国人说,最有可能出在中国。
2007年4月21日,盖茨在博鳌亚洲论坛2007年年会上的演讲中提到“下一个伟大的成功将会来自亚洲”。盖茨说,微软十年前在亚洲设立了一个研发中心,工作的质量是令人惊奇的。亚洲的优秀人才将会成为科技革新方面的领军人物。“因此在美国有人问,下一个比尔盖茨会出现在哪里时,我的回答是亚洲。”
但是,据美国民意调查机构佐格比国际公司所作的一项调查显示,大多数美国人认为下一个比尔盖茨将出在中国或日本。其中认为下一个盖茨出在中国的占受调查人数的26.7%,认为出在日本的占22.4%,另外选择美国的占20.8%,选择印度的占13.0%。
索罗斯预计经济将出现漫长全球性衰退
[Source: cri.cn]
国际金融界投机大鳄——乔治·索罗斯在最近完成的《金融市场新典范》一书中指出,过去25年来已经形成了超级泡沫,现在这个泡沫即将破灭。
身为索罗斯基金管理公司的董事长,索罗斯是位知名的投机商。他曾于1992年预测英镑会贬值,1997年又预测泰铢会走软,基于这类预测而做的投资使他赚了大钱。
索罗斯也承认他的预言并不总是能应验。1987年,他在书中写道,世界必须放弃美元,建立一种新的国际货币体系,否则就可能会“发生金融动荡,出台以邻为壑的政策,导致全球性的萧条,甚至爆发战争”。他在1998年的一本书中写道,“全球资本主义体系……已经岌岌可危了。”但这次,他表示“狼是真的来了。”
“日本曾经历过的10年停滞却可能会重演”
媒体最近在华盛顿和纽约对索罗斯进行了采访,采访节录如下:
记者:你说过,这次金融危机是大萧条以来最为严重的一次。不过即便是在最不景气的时候,股市也只下跌了18%。这看起来可不像是大萧条。现在已经到了最糟糕的地步了吗?
索罗斯:我认为房价的跌幅还会加大,比现在人们预期的还要大。有人预计年底前会从衰退中走出,我认为这令人难以信服。
不过我能想象出很多可能发生的情况。一种就是极其漫长的全球性衰退,虽然不会发生上世纪30年代那样的大萧条,但日本曾经历过的10年停滞却可能会重演。
就业数据仍然非常令人满意。这一定程度上要归功于美元走软刺激了出口增长,还有就是企业的状况也非常好。事实证明美国经济结构良好。
记者:你曾经说过去25年来我们所经历的历次危机回头来看都是些“测试”,让我们相信金融体系是稳定的,鼓励我们去冒更大的风险,进而导致一场灾难性的大崩溃。这次会不会又是一次测试呢?
索罗斯:每次政府救了我们,都会让我们更加确信市场是能够自我修正的。每次出手拯救经济的时候,都需要找到一个新的引擎,新的信贷来源和新的工具,使得信贷扩张成为可能。当人们无需首付便能全部依靠贷款购买价格虚高的住房时,新开扩张恐怕也就到了无以复加的地步。
我有在金融危机时发假警报的不良纪录。第一次是在《金融炼金术》一书中,之后是在《全球资本主义的危机》中,现在我又在这本书中再次发出警报。我在三本书中都预言将有灾难发生。事不过三,这次狼是真的来了。如果我们能平安地度过危机,而免于陷入衰退,那么超级泡沫的故事就受到了严峻的挑战。这次也许仍是个假警报。
“我发家,只是因为我知道自己何时错了”
记者:你的世界观迄今为止还是错误的,但你怎么却能致富呢?
索罗斯:我发家,只是因为我知道自己何时错了。
记者:在泡沫期,你如何保持头脑冷静?
索罗斯:我头脑并不冷静,我也恐慌。面对这些事情,我和其他人的反应一样,也会狂喜或是失望。我要说的是,我基本上是因为认识到了自己的错误才撑过来的。我过去常常因为自己犯错而感到背痛。你犯错的时候,要么勇敢面对,要么逃之夭夭。当我做出决定的时候,背痛就消失了。我的决定也并不总是正确的。我有时也会不合时宜地斩仓。
欧美评出游戏史上画面最强TOP10
[Source: tom.com]
从上世纪70年代的点阵游戏,到现在绚烂多彩具备各种复杂显示效果的游戏,电子游戏已经陪伴我们走过将近40年的岁月。这其中的进步是大家有目共睹的,画面作为一款游戏比较重要的部分一直是大家关注的焦点。每次有新游戏发售,大家都会不约而同地想知道新游戏画面如何,运用了哪些先进技术。近日,欧美著名游戏杂志《Electronic Gaming Monthly》评选出了游戏史上画面最强的10个游戏(截止到08年6月1日)
1)孤岛危机 (PC)

2)潜行者(PC)

3)冲突世界 (PC)

4)使命召唤4(PC/PS3/XBOX360)

5)分裂细胞4(PC/PS3/XBOX360)

6)X3重聚 (PC)

7)上古卷轴4(PC/PS3/XBOX360)

8)神秘海域 (PS3)

9)半条命2:失落的海岸 (PC)

10)刺客信条(PC/PS3/XBOX360)

Tuesday, August 12, 2008
获取flv视频的下载地址
[Soure: zhidao.baidu.com]
--利用IE临时文件夹:
在线观看完之后,在IE临时文件夹里找。
--通过专门网站获取:
http://www.quchao.com/video/ (推荐)
支持104个国内外站点,国内比较有名的几个站点都包括在内了。
http://www.pkez.com/(多刷新几下)
支持20个国内站点和youtube。
http://flv.ftpman.com/
支持YouTube,我乐网,土豆网,六间房,优酷,偶偶,娱乐,麦克疯。
http://javimoya.com/blog/youtube_en.php(多刷新几下)
这个是国外网站,主要是针对youtube,google video,myspace等国外网站
http://keepvid.com/
这个也是国外的网站,支持youtube,google video等国外站点。
http://kej.tw/flvretriever/
台湾站点,这个主要针对youtube和google video。
http://download.leechvideo.com/
这个也是国外的网站,支持youtube,google video等国外站点。
--通过软件获取:
1.Project URL Snooper
下载地址:http://www.skycn.com/soft/8770.html
Project URL Snooper实施流媒体抓取的先后步骤比较重要,先打开此软件并启动探测,然后打开需要抓取流媒体的页面,再复制网址实施下载。在“常规选项”选项卡下,从“网络侦测选项”下拉菜单中选择其唯一的选项即可完成配置,因为是实施的网络搜索,所以还得将“搜索的目录”下的勾选取消。之后返回“搜索”选项卡,单击“侦测网络”按钮,接着打开待抓取流媒体页面,即可开始实时探测。稍等之后即可从下边的预览框中看到搜索结果。
2.维棠FLV视频下载软件
下载地址:http://www.vidown.cn/
维棠FLV视频下载软件主要针对播客网的FLV视频文件而开发,对于其他格式的视频文件的探测力度显得不够。采用了地址复制方式,并不支持在浏览过程中的实时监控探测;将待探测的播客地址复制到“视频地址”框,然后定义好下载路径,即可开始分析下载。其实跟网站解码一样。
3.网络嗅探器(影音神探)
下载地址:http://www.greendown.cn/soft/1787.html
在使用之初,网络嗅探器(影音神探)需要事先设置,主要是定义本机网卡连接,以及定义待搜索流媒体文件的格式,这样有助于更快速的搜索到需要的文件。而通常情况下,用户计算机都只有一块网卡,软件会自动识别;惟一要做的就是尽量缩小探测范围,即设置待搜索的视频文件格式。设置完成后,返回探测界面单击“开始嗅探”按钮;然后再打开所要找地址的网站,软件就会在地址列表框显示找到的地址。对于视频文件类型,网络嗅探器(影音神探)会在搜索结果中用红色字体高亮显示。需要注意的是,一定要先启动软件的探测功能,然后再打开待寻找地址的网站,这样才能成功。对于寻找到的视频地址,网络嗅探器(影音神探)提供了复制地址,需使用相应的下载软件才能实现下载
IIS7.0常见问题及解决办法
[Original: istar]
--在vs里调试正常的ajax网站,部署到IIS7中会出现脚本错误:缺少对象.
解决办法:
将应用程序池的NET Framework 版本设为2.0,"托管管道模式"改为"经典"。
--在IIS7中部署的asp网站出现http404错误。
解决办法:
将应用程序池的NET Framework 版本设为无托管代码,"托管管道模式"改为"经典"。
--在IIS7+ASP+ACCESS情况下,出现"未能完成的数据库更新操作"以及"ADODB.Stream error ‘800a0bbc’"。
解决办法:
设置数网站目录对于Everyone的读写权限,对于Authenticated Users的除特殊权限外的所有权限。
地震预报突破可能在中国
[Source: .sohu.com]

深重的灾难催生了中国的地震预报工作。自1966年邢台地震之后,成千上万的地质工作者加入到地震预报的研究队伍中。虽然在这些研究者的努力下,我国有过临震预报的成功经验,但唐山大地震和本次汶川大地震的不期而至,显示出短期地震预报的艰难现状。
这是一个世界性的难题。如果把地球比喻成鸡蛋的话,地震研究者连鸡蛋壳都还没有打破,更不用说深入地壳去研究地震的源头。
尽管“地震预报极难,但并非无路可循”。做了50年的地震预报研究、满头银发的许绍燮在接受本报记者采访时说,地震是一个大尺度的现象,研究者不应该闭门造车,而应当拓宽视野、注重实践。“只有地震实践才是检验地震知识的惟一老师。”
希望和失望
根据预报时间长短,地震预报分为长期预报、中长期预报、中期预报、短期预报、短临预报和临震预报。临震预报是指几小时到1周时间内的预报,短临预报是指1周到数月的预报,短期预报是指数月到1年的预报,中期预报是指1年到5年的预报,5年到10年为中长期预报,10年以上为长期预报。
不同的预报所起的作用不同。长期预报主要是在烈度区划时起作用,中长期预报主要是对抗震加固有指导意义,中期预报对抗震加固和短临预报起作用,短期预报和短临预报对实现临震预报起到关键性的作用。真正能起到挽救生命的是临震预报,这也是公众的期望。
临震预报最为困难,但中国的确有过一次成功的大地震临震预报。
1975年2月4日发布的临震预报,使得辽宁海城100多万人撤离了他们的住宅和工作地点——仅仅在两个半小时之后,海城被7.3级强烈地震击中。
这是世界上公认的、成功预报的七级以上大震,曾经给无数地震预报工作者带来希望。但1976年紧随而来的唐山大地震则将悲伤和失望重新带给地震预报人。
许绍燮介绍说,地震有各种复杂的类型。有的在大震前有密集的前震出现,如海城地震;有的则少有或根本没有前震,如唐山大地震和本次汶川大地震。
1976年海城7.3级强震前三天,在震中区首先发生了一连串的小震,而且次数逐渐增多,震级逐渐增加,至7.3级强震前,逐步增强的小震活动却突然出现了平静。
地震工作者根据邢台地震总结出的——“小震密集-平静-大震”的规律,感到海城有可能发生强震,迅速作出临震预报。
但海城经验却无法套用到唐山和汶川。唐山主震发生之前,连1级的小震都没有预测到;而汶川8级强震之前,也没有密集的小震记录。
实际上,“小震闹大震到”的规律在华北地区也仅仅只占了10%。这给临震预报带来更多的不确定性。
地震预测失误的事件并不鲜见。上世纪90年代,美国预测帕克菲尔得地区可能会发生地震,结果始终没有发生。1995年,日本曾认为关东地区会发生地震,结果大地震却发生在阪神地区。
临震预报需要时间、地点、强度三要素齐全,有时仅仅具备一个要素还无法发布。如果误报之后贸然下达“疏散令”,难免造成经济损失、社会震荡。
相比临震预报的高难度,中期和长期的地震预报则成功率较高,我国在这方面也有不少成功经验。
在2003年年初召开的全国地震趋势会商会上,中国地震局就将乌恰和喀什地区列为6-7级地震危险区。新疆地震局于2003年年初向自治区政府报告,明确提出年内在新疆随时有发生6级地震的可能,并采取了强化监测等措施。
2003年2月,新疆伽师发生6.8级地震,距震中仅20公里的伽师县龙口村部分房屋因提前采用了木框架结构的建筑方法,抗震性能大大提高,在这次地震中无房屋倒塌和人员伤亡。
根据许绍燮的研究,本次汶川地震涉及的地区也处在南北向地震带的龙门山段,往年的中长期预报都提到南北地震带,从中长期预报来看是比较准确的,但临震预报却没有准确发出。
地震预报突破将在中国
尽管破解短临地震预测的“金钥匙”尚未被人类掌握,但中国的地震工作者对此怀有信心。
中国地震局地球物理研究所研究员陈学忠相信,“将来地震预报的突破肯定是发生在中国。”
陈学忠认为,其他国家不太关注地震预报自有其理由。例如,美国地震大多发生在西海岸山区,那里人口稀少,只要把房屋建牢,基本不会发生大规模人员伤亡;而日本虽然是地震多发区,但日本并没有花太大精力研究地震预报,而是把重点放在建立地震预警机制、牢固房屋上面,同样可以做到地震低伤亡率的效果。但中国情况不同。中国大多国土处于地震易发带,而且经济实力所限,建筑难以达到抗震所需的坚固度和低密度,尤其是在广大农村地区。地震预测研究在中国来说,是值得去做而且必须去做的事情。
“在地震预报方面,美国是中学生,日本是高中生,俄罗斯是大学生,中国就是博士后。”一生致力于地震预报研究的黄相宁对中国的预报实力很有信心。已经退休的黄相宁,还每月自费去地震局买卫星云图进行卫星云图与地震预报分析。
中国地震局已经退休的钱复业、赵玉林研究员,用天地耦合和系统辩识等整体思维指导临震预测研究,探索到了地震从孕育到发震过程中的演变规律,并通过自己研制的仪器,捕捉到了明显的特征信息,已经在多个强震的短临预则中获得了相当可信的验证结果。
北京工业大学地震研究所所长李均之、中国气象科学研究院研究员任振球、核工业部地质研究总院总工程师杜乐天、台湾中央大学刘正彦等专家都在以各自的方式进行地震预测研究。这些方法,本质上还是利用地震前兆与地震的关系来预报地震。
尽管这些前兆与地震有多大关系,尚不清楚。但是这并不意味着这些方法不是有效。
利用一些地震前各种前兆的现象,发动普通居民实施有效的观测。这个观测与国家专业人士的结合,在建国以后的地震预报工作中,形成一个庞大的“专群结合”监测网,曾对地震预报发挥了不小的作用,众多的群测点也保留至今,仍在发挥作用。
据许绍燮介绍,目前群测点基本由县一级政府的地震办公室来管理。由于这些观测点不是由国家投资建设的,有的是水库、矿厂自行购买设备观测,因此大部分群测点的监测数据不汇集到中国地震台网中心。
群众观测点对于地震前兆的监测,则主要是对宏观异常现象的观察。老百姓自己发现有什么自然异常,就向群测点反映,通过地办再逐级上报。重要的信息,也会汇集到各级政府的地震局与中国地震局。
中国地震局监测预报司具体负责个人和团体的地震短临预报意见。按照法律规定,国家对地震预报实行统一发布制度。地震短期预报和临震预报,由省、自治区、直辖市人民政府按照国务院规定的程序发布。
许绍燮认为自然异象确会具有一定的地震预测信息。但动植物和自然界的变化有多种成因,并不一定全与地震有关。他以气象预报为例说,蜻蜓低飞、地面返潮都是下雨的征兆,早期人们的预测可以此为据,但现在则要依靠卫星、雷达来预测天气,大大提高其准确率;地震预测也是同理,早期在科学条件不具备的时候,要依赖自然观测,现在有了各种专业监测设备,自然预测手段虽仍然有参考价值,但不应该作为专业队伍主要的关注方向。
地震台网布局
专业的地震监测依赖于分布在全国各地的地震台网。
所谓地震台网,可以理解为各种地震台(站)组成的网络,这些台网都有一个管理组网作用的数据处理中心。中国最大的台网中心就是位于北京的中国地震台网中心。
中国地震台网中心是中国地震局直属事业单位,承担着全国地震监测、地震中短期预测和地震速报的任务。
官方数据显示,目前我国有20多种地震监测方式,已建立了国家、省、地市三级管理的地震监测台站2000多个。“新的台站也在不断建设,这个数字正在不断的变化。”许绍燮说。
台网主要有两种类型,一种是监测地震波本身的台网,在地震发生后记录各种数据信息;另一种是前兆台网,记录震前的地壳形变、重力地磁、水文地球化学等前兆异常。
建台站的目的是为了捕捉地震信息,在积累一个一个震例之后总结经验,然后把这些经验上升为理论,以期对地震预报有所帮助。
中国有史以来最大的防震减灾工程、总投资逾22亿元人民币的中国数字地震观测网络项目,在今年4月11日通过专家组验收。这个工程通过对已有台网的数字化改造和新建各类台站,实现地震数据在数字化、网络化基础上的实时共享。
地震台网的升级改造在许绍燮看来十分必要,许多早期的基本地震台只能测到中强震,小地震就测不到。“小震是非常重要的,对认识地震的结构和动力非常重要,可以帮助我们认识大震。”
但与国际水平相比,中国数字台网建设依然不足。以强震台覆盖密度为例,日本为1323台/万平方公里,美国为53台/万平方公里,中国只有1.2台/万平方公里。
中国地震局地球物理研究所名誉所长陈运泰院士在接受媒体采访时表示,“四川阿坝一带地震台站相对比较稀疏,所以这些地方的地震即使有可能被预报,恐怕也受到台网密度的限制。”
从研究角度来说,许绍燮认为地震是个很大尺度的地质现象,对于地震的观测仅仅局部捕捉还不行。“一个省是局部,从世界范围看一个国家也是局部。”不要觉得国外和我们没关系,可能有些前兆在国外出现。
2002年11月3日阿拉斯加发生里氏8.5级大地震,三千公里外的美国黄石公园的间歇泉与小地震都活动增强了。美国学者现在也承认相距3000公里的这些现象间可以有关联。“加强国际合作和跨国境的地震观测研究很重要。”许绍燮说。
许绍燮目前还担任中国地震电磁监测试验卫星项目的首席科学家,据其透露,中国的地震监测卫星已完成需求分析研讨,卫星发射成功后,将对我国的地震预报监测产生深远影响。
制度建议
地震台网的建设,只能说为中国地震预报制度提供了必要的硬件基础,但是,要实现地震预报的突破,还需要进一步改进中国地震预测体制。
大量建设的地震台、地磁观测台,并没有实现观测数据在研究者之间的共享,没有形成很好的工作机制,造成一定程度上的数据资料浪费。
而监测和预报分离的状态自1976年唐山地震发生以来并没有得到改善,尽管几年前中国地震局预报处和监测处合二为一,成立了监测预报司,但实际上管预报处的是一个副司长,管监测是一个副司长,仍是各成体系、各司其职。
原中国地震局地震预测所研究员汪成民告诉记者,中国不是没有地震预报的知识和能力,而是缺乏很好的管理。“测地震就像治感冒和癌症一样,不能说目前不能测就放弃,最关键的是要做好管理。”
国务院地震专家委员会滕吉文建议,加强国内、国际合作。他在5月24日的一次会议上指出,现实地震预测的科学途径仍需要依靠科技进步,依靠科学家的群体,它是一个科学问题。
他认为,应当正视并改变地震预测实际上的封闭状态,广泛深入的开展国内、国际学术交流与合作,加强地震信息基础设施的建设,促成资料共享,充分利用信息时代的便利条件,建立没有围墙的、虚拟的、分布式的联合研究中心,使得从事地震预测的研究人员,地不分南北东西,人不分专营机构内外,都能使用仪器设备,获取观测资料,使用计算设施和资料,方便与同行交流。
滕吉文认为,地震预测、防震、抗震是必然的轨迹,显然地震预测和防震、抗震必须并行,即实施双轨制,才能最大限度减少人员伤亡、重大破坏和经济的损失。
与地震台网近几年的集中建设形成对比的是,从事地震预测的工作者正在减少。据陈学忠介绍,仅在十年前,地球物理所从事预报的工作者有近30人,而且都是业内比较顶级的学者。而现在该所只有两三个人负责预报——很多专家退休了,但却少有新人进入,“没有年轻人愿意来做这件事情,地震局大部分投入在建台上去了。”
戴尔.卡耐基的智慧全集
人性的弱点
1.如何使人喜欢你:
学会动人的微笑.
记住他人的名字.
正直的品格.
多为他人着想.
2.处理人际关系的基本技巧:
第一印象最重要.
获得他人的信任的方法: 自我修养, 业绩, 良好的习惯.
轻易不可批评别人.
制造奇迹的信函: 请对方帮一个忙, 不仅能使他自觉重要, 也能使你赢得友谊和合作.
人性的优点
1.如何抗拒忧虑:
万能公式: 明确最坏的情况是什么->准备着接受它->镇定地想办法去改善最坏情况.
生活在完全独立的今天.
贫穷是最大的财富.
将忧虑减半的四个步骤: 问题是什么?问题的起因?能应用的解决办法?你建议用哪一种?
2.如何改掉忧虑的习惯:
用充实将忧虑撵出你的思想.
生命短暂,不要再为小事所烦恼.
想想所担心的事情可能发生的概率可以帮助战胜忧虑.
快乐的人生
1.营造快乐的心态:
保持心平气和的方法:
给心灵留一片空白;温和的映像和声音;积极的言谈方式;
用沉默和想象进行休息;创造并珍惜和平经验的宝库.
爱你的仇人, 善待恨你的人.
珍视你所拥有的一切.
2.妥善安排你的工作和金钱:
合理支配你的金钱.
真正的节俭并非吝啬,而是经济的、有效率的节省用度.
不要入不敷出.
美好的人生
1.赢得友谊和思考的方式:
友善地对待他人.
学会倾听他人讲话.
吸引某人做某事的诀窍:
让他人面临挑战(PS: 如游戏中的关卡设计).
赢得合作的诀窍:
让他人感觉这个想法是他自己的.
2.如何纠正别人的错误:
间接地提醒他人注意他自己的错误.
顾全他人的面子,使其乐于接受你的建议;给予高尚的头衔,使之发挥高度的责任感与荣誉心.
语言的突破
1.有益说话的基本法则:
获得基本技巧的捷径:
借别人的经验鼓起勇气;时刻不忘目标;立下必成的决心;抓住一切机会练习.
如何准备讲演:
具体化;限制题材;发展预备力;使演讲富含例证(人性化,个人化,翔实化,戏剧化,视觉化);熟悉的字眼.
赋予讲演生命力:
选择自己热衷的话题;重视自己对题目的感觉;表现热热烈.
与听众共同感受自己的讲演:
根据听众的兴趣来演讲;给予真诚的赞赏;与听众一体化;让听众参与讲演;采取低姿态.
2.沟通的艺术:
发表演说的适当态度:
打破羞怯不安;切勿模仿他人;全身心投入;练习使声音有力;练习使演说自然.
改善你的词藻.
说明情况的讲演:
限制题材以适应讲演时间;依次安排意念;列举重点;陌生与熟悉相比较;使用视觉辅助.
作简短讲演以获取行动:
举出事例;说出重点,要听众做什么;说出缘由或听众可能获得的利益.
3.有效说话的挑战:
组织较长讲演:
开篇引起注意;正文支持主要意念;恰到好处的结论方式.
在日常生活中善用已学技巧.
介绍辞、颁奖辞、领奖辞的准备:
彻底准备要说的话;题-重-讲;要热诚;要真诚;彻底准备颁奖辞;答辞中表达真诚的感情.
高潮性的结尾:
总结你的观点;请求采取行动;简洁而真诚的赞扬;幽默的结尾;以名言诗句结尾;以高潮结尾.
基于flash的3D引擎: Alternativa3D
[Original: istar]
Alternativa3D 是由 Altenativa Game发布的一款由ActionScript3.0编写的Flash 3D引擎。近日,引擎的开发团队在blog中声称将在5月底把 SWC-library 开源,并且将为商业用途提供许可。下面是官方的几个demo:
1.3D互动人物头像

2.仿Quake的demo

3.XX神庙场景

以下是自己对该技术的一些思考:
*浏览插件的不统一,阻碍了WebVR的发展以及应用普及
大多数VR的浏览都需要一个插件, 使得用户感觉非常不方便。就拿VRML来说,一些VRML文件在这个浏览器中显示正常,但在另一个浏览器中看就会缺少东西或者报错无法显示, 对浏览器的兼容性不好。
这种基于flash的Web3D方案,确实可以很好地解决上面的问题。由于视频网站的推动,现在大多 数上网的用户也都会安装flash player插件,所以基于flash的webVR大有发展前景。
* 应用领域的相关思考
alternativa的blog上提到了该技术的应用领域:第一(三)人称的3D游戏、建筑效果模拟、多用户娱乐 媒体、促销网站、广告(包括"3D-banners")、科学和教育互动项目。
而结合网上的资料,我认为基于flash的Web3D在以下领域的应用至少在近1、2年内是不太现实的:
渲染效果和网络速度的限制,在1(3)人称3D游戏上的应用就很有限--游戏的流畅性很重要;
显示效果的局限性,也同样限制了该技术用于建筑效果模拟中--建筑效果对真实度要求较高;
现在的2Dflash用于科学和教育的案例就比较少,3Dflash也应该不会有太多应用,应用也主要只在集中在线互动教学上。
该技术大de应用潜力:
3D flash小游戏,把一些2dflash小游戏搬到3d空间中,趣味性会更强;
网上商店的虚拟展示,简捷的3D商品实体远远胜过无数的文字描述和图片介绍;
广告,广告从来就是从吸引人的注意力开始的,全新的Web3D广告形式也一定能起到较好的广告效果;
普通网站的3D互动元素,任何一个网站都可以在恰当的地方引入Web3D元素,使网站的展现方式从杂糅文字与图片的平板效果中解放出来,全面提升网站的观赏性和实用性。
其它领域的应用现在我还没想到,但是随着计算机技术的发展,web3D一定会有更多的应用。
* Alternativa3D的优缺点
优点:插件统一,浏览方便,渲染效果硬件无关,通用性,很好的技术开发团队。
缺点:由于应用于web上,对传输速度的考虑,限制了文件的大小和精细度,从而限制了应用的领域。
哈勃望远镜年满18岁 记录宇宙星系狂野一面
[Source: cri.cn]
Arp 240是一对大小相似的螺旋星云—NGC 5257 和NGC 5258,这两个星系通过一个暗淡的恒星桥相互作用
身处太空的哈勃望远镜24日迎来了18岁“生日”。美国宇航局和欧洲航天局为庆祝哈勃发射升空18年,当天发布了它拍摄的59张新照片。
美国宇航局在新闻公报中说,这是迄今向公众发布数量最多的一批哈勃照片,生动记录了星系间冲撞之后形成的各种错综复杂的结构。照片的精确度之高、细节之饱满“前所未见”,人们可饱览宇宙星系的“狂野一面”。
天文学教科书描述的宇宙星系通常给人的感觉都是沉静而寂寞的,恒星在其中闪烁发光。而实际上,星系之间也会相互“挑衅”,有时候两个星系就会以碰撞并融合而收场。而且,碰撞结合后的星系变身为奇特的形状,就像“待产区”一样,会诞生许多新恒星。
天文学家介绍说,现在大约每100万个星系中才能观察到一次碰撞事件。而很久以前处在膨胀中的宇宙相对还较小时,其中的星系时常相互冲撞,像“碰碰车”一样。星系碰撞融合的时间跨度是以亿年来计算的,其中的恒星发出的光也就经历了数亿年才传播到哈勃那里,使得人类得以回溯到从前,一睹宇宙壮观场面。
哈勃自1990年4月24日由“发现”号航天飞机发射升空,一直在太空中勤勉观测,发回了无数珍贵照片,被认为是改写天文学教科书的最重要的太空观测器之一。
虽然哈勃年仅18岁,但对于太空望远镜来说,已是“高龄”,面临设备老化的困境。而且哈勃需要宇航员乘坐航天飞机上天才能维修,代价太高,因此美国宇航局一度曾决定放弃哈勃。但由于哈勃在天文学界声望极高,各国科学家强烈呼吁让哈勃在太空中再多留几年,美国宇航局不得已宣布再派人上天维修一次哈勃,飞行任务定在今年8月。
然而,年迈的哈勃终将退出历史舞台。美国、欧洲以及加拿大联合开发的下一代太空望远镜詹姆斯·韦布望远镜已定于2013年升空,接替哈勃。
俄重启征服火星计划 "猴子先遣队"将再度出征
[Source: cri.cn]
中国日报网环球在线4月21日讯,为实现人类征服火星的宿愿,俄罗斯近日宣布将送一批“猴子先遣队员”登上火星,为人类宇航员日后探索火星铺平道路。
据英国《每日电讯报》4月16日报道,科研人员将从位于俄罗斯索契的灵长类动物医学研究所的太空猴训练中心精选出40只短尾猿猴,在接受相关训练后将它们送往太空。
它们的重要使命之一是应对太空辐射。科研人员指出,太空辐射是前往火星的宇航员们所要面对的一个主要危险。该研究所所长波里斯·拉平表示,之所以选择猴子做实验是因为人类和猴子对辐射的敏感性大致相同,用猴子做实验比狗或者其他动物效果更好。
此外,科学家们将监控猴子们对更长的失重状态、孤独以及果汁和菜汤组成的特殊食谱的反应。
与此同时,相关的人体实验项目“火星-500”也将紧锣密鼓地展开。实验将模拟太阳系内飞行条件,让志愿者在莫斯科的一个模拟飞行器里待上17个月。但是科学家们指出,人类登上火星至少还需要10年时间。
据悉,俄罗斯此前已将12只短尾猿送往太空进行实验。最早在1983年,两只猴子在太空中经过5天的飞行后平安回到地球。1987年,两只猴子在太空中飞行了两周时间,其中一只后来被当作礼物送给前古巴领导人卡斯特罗。随后,俄罗斯又3次送猴子上太空进行了两周的“旅行”。但是到1996年,俄罗斯政府因资金短缺而中止了“太空猴”项目。
我国每年流失境外赌博资金超6000亿
[Source: news.sohu.com]
中新社北京四月二十日电 最新一期的澳门《九鼎》杂志刊登一篇题为《博彩全球化与内地的赌金流失》的文章。文章指出,博彩全球化已导致中国内地大量的赌金流入境外,成为影响中国国民经济正常发展的障碍。
文章援引中国公安部的统计说,每年内地通过境外赌博、网络赌博及地下六X彩等各种渠道流失到境外的赌博资金已超过六千亿元,相当于二00三年全国福利彩票、体育彩票发行总额的十五倍。
文章说,归纳起来,中国的赌资外流可以分为以下四类:
一、钱先人后。即赌客通过地下钱庄,以非法汇兑或虚假的关联交易等,将赌资先送出境外,然后人再出去赌。
二、人先钱后。即赌客先在境外借钱赌博,回内地或回国后付赌债。
三、人钱同流。即赌客带着钱出去赌博。
四、钱走人不走。即赌客呆在内地用信用卡上网赌博或在境外开在内地的地下彩票投注站下注。中国内地的资金由此源源不断流出去。
文章建议,为了防止或减少资金通过赌博严重流失,捍卫国家经济利益,除了持续开展打击境外赌博专项活动。切实加强对公司财务制度的监督。强化对党政领导干部权力的制衡外。还应加强控制国外或境外赌场以各种名目在中国内地开设的办事机构的发展。
文章说,前几年,美国的一些赌场开始在中国内地设有专事拉客的办事处。其任务就是发掘豪赌的大客,并协助客人申请签证,然后拉到境外或国外去赌。对这类活动应视为违法或非法,建议立法予以禁止。同时严控国外或境外赌场在内地办事机构与人员的发展及其业务范围。
改变操作理念 微软可穿戴式控制装置
[Source: games.tom.com]
美国专利与商标事务办公室于当地时间4月10号公布了一项由微软提交的,被命名为“可戴在手上,无须鼠标垫的计算机指点装置”的专利:
该设备有变身游戏机遥控手柄的潜力,但外形与Wii的遥控棒大相径庭。该装置可实现单手集成Wii双节棍的全部功能,也许更多。其枪柄式装置的顶部设置了四个功能键,将来这个位置也许还会出现一只模拟摇杆或轨迹球。
神奇的是,该专利所描绘的硬件界面与去年曾报道过的,由索尼设计的“手控计算机互动装置”异曲同工:
但索尼称顾客也许不愿意长时间穿戴手套式控制装置,尤其是在应付不同场合时,比如在键盘上输入字符时顾客会倾向于摘掉手套,所以索尼认为它可能更适用于娱乐用途而非计算机指令输入,比如遥控游戏机和影音装置:

微软早在2006年就提交了该专利,迄今已在该领域工作了两年之久,现在还不清楚公司是否有意将其实用化,与提供内幕消息的业内人士有联系的Teambox称该装置被内定为下一代Xbox游戏机手柄的可能性同样存在。
纏嗾䴮堯忆憦孁䴏袀蓐
[Source: cri.cn]
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巴西8岁神童震惊教育部 可能遭大学拒招
[Source: sohu.com]
据报道,巴西一名8岁男孩日前被一所私立大学法学院录取,巴西教育部大为震惊,并因此成立了调查小组。(3月10日《大河报》)报道说,这个男孩居住在巴西中部城市戈雅尼亚,成功通过了该市保利斯塔大学的入学考试,被该校的法学院录取。并且男孩还表示,入学考试的试卷由多重选择题和作文组成,对他来说“不是那么难”。
8岁男孩轻松通过大学考试,可谓名副其实的神童。但令人感到意外的是,神童不仅没有让他们兴高采烈,相反还令巴西教育部大为震惊,并因此成立了调查小组。因为根据巴西法律规定,一名学生只有在结束中学学业后才能上大学。巴西教育部部长阿达德甚至还表示,一个8岁的孩子能够通过大学入学考试是一件“让人担心”的事情。
8岁的孩子通过大学入学考试“让人担心”,让我想起新加坡的另一个神童。2007年年初,年仅6岁的新加坡混血男童艾南·塞利斯特·考雷顺利通过英国考试机构的“0”级化学考试,被列入《新加坡纪录大全》,但还是遭到新加坡本地大学拒招。南洋理工大学教授怀特说:“艾南还只是个小孩子,如果由于过早将他送入一个令他的能力和想象力受到局限的环境,而使他丧失对于科学的热情,那将是件非常可惜的事情。”
不可否认,在现实生活中,的确有那么一些智力超常的孩子。但是,科学规律告诉我们,神童有先天性的智力因素,更多的不过是发育得比常人快些而已。过早剥夺孩子的童年,只会给孩子的未来带来无法弥补的心理伤害。再加上社会的强烈关注,神童甚至会沦为满足人们好奇心的“表演工具”,结果可能适得其反。2005年,以超出分数线60分的高考成绩考进沈阳工业大学自动化专业学习的一名神童,却因“除英语及格外,其他科目成绩为零”,最终被学校“责令退学”就是明证。
事实上,最好的教育,应该是尽可能给孩子适宜的引导,最好的环境,是能顺其自然发挥孩子最大的潜能。循序渐进是教育的基本原则,如果将本该和小学生嬉闹的孩子送进大学校园,能否适应大学的生活?在周围人强烈的心理暗示下,这些心智尚不成熟的孩子,也许会自信地认为自己如何超常和聪明,说不定最终会害了他们。8岁神童使巴西教育部震惊,是不是也该让我们警醒?
FAQ about Game Dev
[Source: gameres.com]
1.用什么语言和编译器来做游戏?
1、C语言
Advantages: Good for writing small fast programs. Easy to interface with assembly language. Very standardized, so versions on other platforms are similar.
Disadvantages: Does not easily support object-oriented techniques. Syntax can be difficult and lends itself to abuse.
Portability: While the core of the language and the ANSI function calls are very portable, they are limited to control-flow, memory management, and simple file-handling. Everything else is platform-specific. Making a program that's portable between Windows and the Mac, for instance, requires that the user-interface portions be using system-specific function calls. This generally means that you need to write the user-interface code twice. There are libraries, though, that make the process a bit easier.
Resources: The classic book about C is [The C Programming Language].It's gone through several iterations and has expanded to about three times its original size, but it's still a good introduction to the language. An excellent tutorial is [The Waite Group's C Primer Plus].
2、C++
Advantages: Much better than C for organizing large programs. Supports the object-oriented paradigm nicely. Libraries of common data structures, like linked lists and grow-able arrays, can remove much of the burden of having to deal with low-level details.
Disadvantages: Extremely large and complicated. Like C, the syntax lends itself to abuse. Can be slower than C. Not many compilers implement the entire language correctly.
Portability: Better than C, but still not great. While it shares the same disadvantage as C, most of the portable user-interface libraries are implemented as collections of C++ objects.
Games Written in C++: Lots and lots. Almost all commercial games are written in C or C++.
Resources: The latest edition of The C++ Programming Language is excellent. As for tutorials, there are two camps, ones that assume you know C, and ones you don't. By far the best ground-up C++ tutorials are Who's Afraid of C++ and Who's Afraid of More C++. If you already know C, try Teach Yourself C++.
3、汇编语言
Advantages: Is, by definition, the smallest and fastest language. A talented assembly programmer can write programs that are faster than anything that can be done in other languages. You'll be the first person to be able to take advantage of the processor's latest new features, because you can use them directly.
Disadvantages: Difficult to learn, cryptic syntax, tough to do efficiently, and it takes much more code to get something done --not for the faint of heart!
Portability: Zilch. Since the language is designed for a single processor, it is not portable by definition. If you use extensions specific to a particular brand of processor, your code isn't even portable to other processors of the same type (for example, AMD 3DNOW instructions are not portable to other Pentium-class processors).
Games Written in Assembly: I don't know of any commercial games that are written entirely in assembly. Some games, however, have the most time-critical portions done in assembly.
Resources: When you're looking for documentation for an assembly language, you're basically looking for the documentation for the chip. There is some online information at [Intel], [AMD][Motorola] for their processors. As for books, [Assembly Language: Step-By-Step] is well-reviewed.
4、Pascal语言
Advantages: Easy to learn. Platform-specific implementations (Delphi) are very nice.
Disadvantages: "World class" OO successors to Pascal (Modula, Oberon) have not been successful. Language standards are not adhered to by compiler-makers. Proprietary.
Portability: Dismal. The features of the language changes from platform to platform, and there are no portability toolkits to handle platform-specific features.
Games Written in Pascal: A couple. The DirectX components for Delphi have made the playing field more level.
Resources: The find out about Delphi, check out the Inprise Delphi page.
5、Visual Basic
Advantages: Neat IDE. Easy to learn. Instantaneous compiling makes for very fast and easy prototyping. Lots and lots of add-ons available. While there are currently third-party DirectX add-ons for Visual Basic, DirectX version 7 is going to include support for Visual Basic right out of the box.
Disadvantages: Apps are large and require several large runtime DLL's to run. While form and dialog-based apps are easy to make, writing good graphical apps is more difficult. Calling Windows API functions is clunky, because VB data structures don't map nicely to C. Has OO features, but is not fully object-oriented. Proprietary.
Portability: Worse than dismal. Since Visual Basic is owned by Microsoft, you're pretty-much limited to whatever platforms they've ported it too. That means that you've got the choice of Windows, Windows, or Windows. Note that there are, however, a couple of tools that help convert VB apps to Java.
Games Written in Visual Basic: A few. There are lots of shareware games done in VB, and a couple of commercial offerings.
Resources: The [Microsoft VB page].
6、Java
Advantages: Binaries are portable to other platforms. Apps can run embedded in web pages. The included class library is reasonably standardized and extremely robust. Automatic allocation and garbage collection all but eliminates resource leaks in applications. Zillions of code examples on the web.
Disadvantages: Uses a "virtual machine" to run portable byte-code rather than native machine code, so apps are slower than true compilers. There are technologies (like "Just In Time" compilers) that greatly improve the speed of Java, but the speed will likely always lag behind true machine-code solutions. Early features like the Abstract Windowing Toolkit were not well thought-out and, while officially abandoned, have to hang around for backward compatibility. Is very high-level, which makes dealing with any low-level machine features very difficult. Sun is pretty slow in adding new "blessed" features to the language.
Portability: The best of the lot, but still not what it should be. The low-level code is very portable, but a lot of the UI and newer features are wobbly on some platforms.
Games Written in Java: Lots of little applets in web pages, but only a couple of commercial offerings. Several commercial games use Java as the internal script language.
Resources: [Sun's official Java page] has some good info. IBM also has an excellent [Java page]. The [JavaLobby] is the best place to go for news about Java.
7、创作工具
Advantages: Fast prototyping --if your game fits the motif the tool's made for, you can probably get your game running faster than any other language. In many cases, you can make a rudimentary game without writing any code. You can broadcast many authored apps on web pages with plug-ins like Shockwave and IconAuthor Player.
Disadvantages: Proprietary, so you're at the mercy of the tool-maker as to what features will be added. You've gotta really look at these tools to see if they'll do everything that your game's gonna require, because there are things that authoring tools simply can't do. Some of these tools produce frighteningly bloated apps.
Portability: Since authoring tools are proprietary, your portability is limited to whatever they offer. Some systems, like Director, can author and run on several platforms. Some tools can author on one platform but play on several. Some are single-platform beasts.
Games Written in Authoring Tools: Myst and a few other "exploration" games of the same genre. All of the Shockwave games on the web.
资料:Director、HyperCard、SuperCard、IconAuthor、Authorware。
2.游戏程式开发相关领域
游戏构架、图形图像、图形特效、游戏逻辑、游戏界面、人工智能、声音音效、网络连接、系统优化等。
3.相关书籍
Book List Link
4.OpenGL与Direct 3D
Direct 3D是基于微软的通用对象模式COM(Common Object Mode)的3D图形API。它是由微软一手树立的3D API规范,微软公司拥有该库版权,它所有的语法定义包含在微软提供的程序开发组件的帮助文件、源代码中。Direct3D是微软公司DirectX SDK集成开发包中的重要部分,适合多媒体、娱乐、即时3D动画等广泛和实用的3D图形计算。自1996年发布以来,Direct3D以其良好的硬件兼容性和友好的编程方式很快得到了广泛的认可,现在几乎所有的具有3D图形加速的主流显示卡都对Direct3D提供良好的支持。但它也有缺陷,由于是以COM接口形式提供的,所以较为复杂,稳定性差,另外,目前只在Windows平台上可用。
OpenGL是近几年发展起来的一个性能卓越的三维图形标准,它是在SGI等多家世界闻名的计算机公司的倡导下,以SGI的GL三维图形库为基础制定的一个通用共享的开放式三维图形标准。目前,包括Microsoft、SGI、IBM、DEC、SUN、HP等大公司都采用了OpenGL做为三维图形标准,许多软件厂商也纷纷以OpenGL为基础开发出自己的产品,其中比较著名的产品包括动画制作软件Soft Image和3D Studio MAX、仿真软件Open Inventor、VR软件World Tool Kit、CAM软件ProEngineer等。Microsoft公司在Windows NT和最新的Windows 95中提供了OpenGL标准及OpenGL三维图形加速卡(如北京黎明电子技术公司的AGC-3D系列三维图形加速卡)的推出,OpenGL将在微机中有广泛地应用,同时也为广大用户提供了在微机上使用以前只能在高性能图形工作站上运行的各种软件的机会。
“从易用性来说Direct 3D和OpenGL很接近,D3d是有一些小的毛病,但是不幸的是,OpenGL的问题更大。。。。所以,尽管我是OpenGL的粉丝,但是我必须说Direct3D是未来必行之路”。---John Carmarck
China's inflation at decade high
[Source: cnn.com]
China's inflation rate jumped to a new decade high of 8.7 percent in February after severe winter storms disrupted the economy and worsened food shortages, the government said Tuesday.
Devastating snowstorms in China have worsened food shortages, setting back efforts to cool rising prices.
The increase was driven by a 23 percent jump in food prices, according to the National Statistics Bureau. It was a sharp jump from January's 7.1 percent rate and exceeded forecasts by outside economists.
The announcement increased the likelihood of interest rate hikes or other government steps to cool a surge in inflation that began in mid-2007. Beijing has raised interest rates repeatedly and tried to increase food supplies to cool price rises.
Analysts were forecasting a February inflation rate close to 8 percent.
Snowstorms that began Jan. 10 and lasted in February hammered China's south, wrecking crops, paralyzing shipping and forcing some steel mills and factories to shut down. Shortages of meat and fresh vegetables caused prices to soar in snow-hit areas.
Chinese leaders worry about the political impact in a society where families spend up to half their incomes on food. They have frozen prices of gasoline, electricity and other basic goods and ordered food processors to get approval for any price hikes.
Inflation has been limited mostly to food, but data reported earlier show that pressure for across-the-board price rises is growing amid a boom that saw China's economy expand by 11.4 percent last year.
The cost of basic oil products jumped 37.5 percent jump in February while that for steel products was up 29.6 percent, the statistics bureau said Monday. Food-related raw materials rose 11 percent.
Note:inflation rate:
通货膨胀率=(现期物价水平—基期物价水平)/基期物价水平
其中基期就是选定某年的物价水平作为一个参照,这样就可以把其他各期的物价水平通过与基期水平作一对比,从而衡量现今的通货膨胀水平。其实,上面所说的只是三种衡量通货膨胀水平方法之一的消费指数折算法,但它是最常用的,此外还有GDP折算法和生产指数折算法。
20世纪70年代后,随着浮动汇率取代了固定汇率,通货膨胀对汇率变动的影响变得更为重要了。通货膨胀意味着国内物价水平的上涨,当一个经济中的大多数商品和劳务的价格连续在一段时间内普遍上涨时,就称这个经济经历着通货膨胀。由于物价是一国商品价值的货币表现,通货膨胀也就意味着该国货币代表的价值量下降。在国内外商品市场相互紧密联系的情况下,一般地,通货膨胀和国内物价上涨,会引起出口商品的减少和进口商品的增加,从而对外汇市场上的供求关系发生影响,导致该国汇率波动。同时,一国货币对内价值的下降必定影响其对外价值,削弱该国货币在国际市场上的信用地位,人们会因通货膨胀而预期该国货币的汇率将趋于疲软,把手中持有该国货币转化为其他货币,从而导致汇价下跌。按照一价定律和购买力平价理论,当一国的通货膨胀率高于另一国的通货膨胀率时,则该国货币实际所代表的价值相对另一国货币在减少,该国货币汇率就会下降。反之,则会上升。
例如,20世纪90年代之前,日元和原西德马克汇率十分坚挺的一个重要原因,就在于这两个国家的通货膨胀率一直很低。而英国和意大利的通货膨胀率经常高于其他西方国家的平均水平,故这两国货币的汇率一下处于跌势。
Windows Vista 优化全攻略(istar整理版, 长期更新)
[Source: Internet]
1、关闭UAC(用户帐户控制):
方法:Vista优化大师--安全优化--用户安全设置--禁用用户帐户控制,勾选,保存设置。或者,控制面板\用户帐户和家庭安全\用户帐户\打开或关闭用户帐户控制,去掉勾选,确定。
2.减少开机滚动条的滚动次数:
1)运行regedit进入注册表。
2)打开:HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\Memory Management\PrefetchParameters
3)右边“EnablePrefetcher”主键,把它的默认值由3改为0.
4)重启。
3、关闭休眠:
原因:休眠文件占用很大的C盘空间。
方法:用管理员身份运行cmd.exe 打开命令行窗口,然后运行:powercfg -h off,注意,C盘残留的hiberfil.sys隐藏文件可以取消隐藏后,直接删除。
4、关闭Superfetch:
原因:Superfetch是Vista系统中预先读取一部分用户经常使用的文件放入内存,可以提高某些文件的读取效率,但是内存使用率会偏高。
方法:运行services.msc,然后找到superfetch关闭即可。
5、关闭系统还原:
方法:右键点击“计算机”--属性--高级系统设置,然后。。。
6、清理C盘垃圾文件:
方法:Vista优化大师--系统清理--文件系统清理--Vista系统盘清理--系统盘内容分析。
7、更改系统文件夹路径:
方法:Vista优化大师--系统设置--系统文件夹设置。在此处,只推荐移动“收藏夹、音乐、图片、文档、下载”这几个系统文件夹,其他的暂时不要移动。
8、优化系统启动:
方法:Vista优化大师--系统设置--系统启动设置--启动加载程序。将自己不需要开机启动的去掉勾选保存即可。
9.虚拟内存:
在内存足够大的情况下,完全关闭虚拟内存并不能获得大幅的系统性能提升,至少在使用中感觉不出来。为了一些特殊软件及游戏可正常运行,建议保留一小部分虚拟内存。
那么应该设多大的虚拟内存呢?在2GB物理内存的配备下,虚拟内存设置为物理内存的1.5倍就可以了。虚拟内存不要设置在C盘中,设置在一个用来存放数据、不经常使用的盘中。
至于U盘的Readyboost,对于系统性能的提升并不是理想, 倒不如直接买内存条。
10.提高SATA硬盘读写性能:
右键单击“我的电脑”,选择属性, 点击左边树图的“设备管理器”,找到“磁盘驱动器”,展开后看到系统的硬盘型号。选中后单击鼠标右键,选择“属性”,在打开的“属性”对话框中勾选“启用磁盘上的写入缓存”和“启用高级性能”.
需要指出的是,该项仅在使用SATA硬盘时才是可选的,如果使用IDE硬盘,则该项无法选择。另外,正如图中所言,要启用该项设置需保证系统不能存在掉电的风险,比如说使用UPS等,不然,便存在数据丢失的风险。
11.将系统设为最佳性能:
1).开启“控制面板”,单击“系统和维护”,然后双击“系统”选项。
2).单击左侧功能列表上的“高级系统设置”选项,在“高级”页面中双击“性能”区域中的“设置”按钮。
3).然后单击出现对话框中的“视觉效果”选项卡,直接点选“调整为最佳性能”选项即可。
12.Tweak Indexing Service:
If you don’t mind the new search too much, just turn it off completely:
Go to my computer, right click on C: drive, go to the General tab, and uncheck Index this drive for faster searching, select Include subfolders and files.
If you want, you can just remove any extra areas of search, so you can keep your fast searching for some areas.
12、加速下载:
1)破解Vista TCP/IP线程数:
方法:Vista优化大师--网络优化--网络设置--破解Vista TCP/IP线程数,建议填写的数字在800左右.
2)让网卡轻装上阵:
原因:根据网络原理,网卡上捆绑的协议越少,越容易做到“轻装上阵”,迅雷下载的速度自然也会快出许多。
方法:打开“控制面板”,双击“网络和共享中心”,单击左侧的“管理网络连接”,右击“本地连接”,选择“属性”,再在打开窗口中取消相应的协议即可。一般来说,“QoS 数据包计划程序”和“Internet 协议版本 6(TCP/IPv6)”可以取消掉。如果只是上互联网而不访问特殊的网络,也可以去掉“链路层拓扑发现映射器I/O 驱动程序 ”和“Link-Layer Topology Discovery Responder”。如果不在局域网里共享文件,可以去除“Microsoft 网络客户端”和“Microsoft 网络的文件和打印机共享”。但是为了上网,现在“Internet 协议版本 4(TCP/IPv4)”一定不能去掉。
3)vista的Auto Tuning功能
在Windows vista中,微软为TCP/IP引入了名为“Auto Tuning”的新特性,从理论上说,“Auto Tuning”能够根据网络应用情况调整、优化,从而提高网络传输速率。但是很多时候,其并不能起到预期中的效果,尤其在网卡使用第三方驱动时,甚至会大大降低网络连接速率。不过,好在我们可以自己手工来开启。
首先,以管理员登录系统,然后按下Win+R,输入cmd启动命令行窗口,然后在命令行中输入:
netsh int tcp set global autotuninglevel=normal
当运行完成返回“确定”字样后(如图4),重启系统即可。
12.系统服务优化:
点“开始-运行”或者按Win+R键呼出运行对话框。输入“services.msc”,以下列出为禁用项目:
●Windows Time
维护在网络上的所有客户端和服务器的时间和日期同步。如果此服务被停止,时间和日期的同步将不可用。如果此服务被禁用,任何明确依赖它的服务都将不能启动。
●Tablet PC Input Service
启用 Tablet PC 笔和墨迹功能
●Windows Defender
扫描计算机以找出可能不需要的软件,设置扫描,并获取最新可能不需要软件定义。
●Telephony
提供电话服务 API (TAPI)支持,以便各程序控制本地计算机上的电话服务设备以及通过 LAN 同样运行该服务的服务器上的设备。设置ADSL连接或其它依赖电话线的网络需要此项目,用路由或不用电话线上网可禁用。
●Remote Access Connection Manager
管理从这台计算机到 Internet 或其他远程网络的拨号和虚拟专用网络(VPN)连接。如果禁用该项服务,则明确依赖该服务的任何服务都将无法启动。
●Diagnostic System Host
诊断系统主机服务启用 Windows 组件的问题检测、故障排除和解决方案。如果停止该服务,则一些诊断将不再发挥作用。如果禁用该服务,则显式依赖它的所有服务将无法启动。
●SSDP Discovery
发现了使用 SSDP 发现协议的网络设备和服务,如 UPnP 设备。同时还公告了运行在本地计算机上的 SSDP 设备和服务。如果停止此服务,基于 SSDP 的设备将不会被发现。如果禁用此服务,任何显式依赖于它的服务都将无法启动。
●Computer Browser
维护网络上计算机的更新列表,并将列表提供给计算机指定浏览。如果服务停止,列表不会被更新或维护。如果服务被禁用,任何直接依赖于此服务的服务将无法启动。网上邻居计算机列表需要此项目支持,如果不使用或习惯直接用IP防问网络上的计算机可禁用此项。
●Base Filtering Engine
基本筛选引擎(BFE)是一种管理防火墙和 Internet 协议安全(IPsec)策略以及实施用户模式筛选的服务。停止或禁用 BFE 服务将大大降低系统的安全。还将造成 IPsec 管理和防火墙应用程序产生不可预知的行为。
●IPsec Policy Agent
Internet 协议安全(IPSec)支持网络级别的对等身份验证、数据原始身份验证、数据完整性、数据机密性(加密)以及重播保护。此服务强制执行通过 IP 安全策略管理单元或命令行工具 "netsh ipsec" 创建的 IPSec 策略。停止此服务时,如果策略需要连接使用 IPSec,可能会遇到网络连接问题。同样,此服务停止时,Windows 防火墙的远程管理也不再可用。
●Windows Firewall
Windows 防火墙通过阻止未授权用户通过 Internet 或网络访问您的计算机来帮助保护计算机。
●IKE and AuthIP IPsec Keying Modules
IKEEXT 服务托管 Internet 密钥交换(IKE)和身份验证 Internet 协议(AuthIP)键控模块。这些键控模块用于 Internet 协议安全(IPSec)中的身份验证和密钥交换。停止或禁用 IKEEXT 服务将禁用与对等计算机的 IKE/AuthIP 密钥交换。通常将 IPSec 配置为使用 IKE 或 AuthIP,因此停止或禁用 IKEEXT 服务将导致 IPSec 故障并且危及系统的安全。强烈建议运行 IKEEXT 服务。
●Security Center
监视系统安全设置和配置。
●Superfetch
维护和提高一段时间内的系统性能。
●Network Connections
管理“网络和拨号连接”文件夹中对象,在其中您可以查看局域网和远程连接。使用路由上网并已设置好网络,可以禁用此项
●DHCP Client
为此计算机注册并更新 IP 地址。如果此服务停止,计算机将不能接收动态 IP 地址和 DNS 更新。如果此服务被禁用,所有明确依赖它的服务都将不能启动。
●DNS Client
DNS 客户端服务(dnscache)缓存域名系统(DNS)名称并注册该计算机的完整计算机名称。如果该服务被停止,将继续解析 DNS 名称。然而,将不缓存 DNS 名称的查询结果,且不注册计算机名称。如果该服务被禁用,则任何明确依赖于它的服务都将无法启动。
●Diagnostic Policy Service
诊断策略服务启用了 Windows 组件的问题检测、故障排除和解决方案。如果该服务被停止,诊断将不会继续正常运行。如果禁用该服务,则所有显式依赖于该服务的服务将不会启动。
●Distributed Link Tracking Client
维护某个计算机内或某个网络中的计算机的 NTFS 文件之间的链接。
●IP Helper
在 IPv4 网络上提供自动的 IPv6 连接。如果停止此服务,则在计算机连接到本地 IPv6 网络时,该计算机将只具有 IPv6 连接。
●KtmRm for Distributed Transaction Coordinator
协调 MSDTC 和核心事务管理器(KTM)之间的事务。
●Terminal Services
允许用户以交互方式连接到远程计算机。远程桌面和终端服务器依赖此服务。若要防止远程使用此计算机,请清除“系统”属性控制面板项目的“远程”选项卡上的复选框。
●TCP/IP NetBIOS Helper
提供 TCP/IP (NetBT) 服务上的 NetBIOS 和网络上客户端的 NetBIOS 名称解析的支持,从而使用户能够共享文件、打印和登录到网络。如果此服务被停用,这些功能可能不可用。如果此服务被禁用,任何依赖它的服务将无法启动。
●Shell Hardware Detection
为自动播放硬件事件提供通知。
●Software Licensing
启用 Windows 和 Windows 应用程序的数字许可证的下载、安装和实施。如果禁用该服务,操作系统和许可的应用程序可能以缩减功能模式运行。“在窗口之间切换”功能需要此服务项的支持。
●Windows Search
为文件、电子邮件以及其他内容(通过可扩展性 API)提供内容索引和属性缓存。该服务响应文件和电子邮件通知,从而对已修改的内容编制索引。如果该服务已停止或被禁用,资源管理器将无法显示项目的虚拟文件夹视图,在资源管理器中搜索将回退为速度较慢的逐项搜索。
●Print Spooler
将文件加载到内存供稍后打印。使用打印机的用户不要禁用。
●Network List Service
识别计算机已连接的网络,收集和存储这些网络的属性,并在更改这些属性时通知应用程序。
●Network Location Awareness
收集和存储网络的配置信息,并在此信息被修改时向程序发出通知。如果停止此服务,则配置信息可能不可用;如果禁用此服务,则显式依赖此服务的所有服务都将无法启动。
●Workstation]
使用 SMB 协议创建并维护客户端网络与远程服务器之间的连接。如果此服务已停止,这些连接将无法使用。如果此服务已禁用,任何明确依赖它的服务将无法启动。
●Portable Device Enumerator Service
为可移动大容量存储设备强制组策略。使应用程序(例如 Windows Media Player 和图像导入向导)能够使用可移动大容量存储设备传输和同步内容。
●Offline Files
脱机文件服务在脱机文件缓存中执行维护活动,响应用户登录和注销事件,实现公共 API 的内部部分,并将相关的事件分配给关心脱机文件活动和缓存更改的用户。
●WebClient
使基于 Windows 的程序能创建、访问和修改基于 Internet 的文件。如果此服务被停止,这些功能将不可用。如果此服务被禁用,任何依赖它的服务将无法启动。
●Server
支持此计算机通过网络的文件、打印、和命名管道共享。如果服务停止,这些功能不可用。如果服务被禁用,任何直接依赖于此服务的服务将无法启动。
●Windows Media Center Service Launcher
如果在 Windows Media Center 中启用了电视,则在开机时启动 Windows Media Center 计划程序和 Windows Media Center 接收程序服务。
●Function Discovery Provider Host
功能发现提供程序的主机进程。
●Windows Error Reporting Service
允许在程序停止运行或停止响应时报告错误,并允许提供现有解决方案。还允许为诊断和修复服务生成日志。如果此服务被停止,则错误报告将无法正确运行,而且可能不显示诊断服务和修复的结果。
●说明:Task Scheduler不能关闭,他依赖于Windows Event Log,关闭Windows Event Log,Task Scheduler即无法启动,但此服务与XP内的不同,Vista的中文输入法管理依赖Task Scheduler服务,所以如果使用中文输入法就不要关闭Task Scheduler和Windows Event Log两项服务。
人类探测器首次拍到火星山崩照片
[source: cri.cn]
新华网华盛顿3月3日电(记者张忠霞)美国宇航局3日宣布,正在绕火星轨道上运行的“火星勘测轨道飞行器”,成功拍摄到火星北极附近区域山崩的照片。这是迄今人类探测器首次记录到火星上发生山崩。
美国宇航局官方网站上公布的照片显示,冰块类似物、尘埃以及大块物质从高耸的斜坡上翻滚而下,在坡底处激起巨大的云团。据估计,云团直径约180米,高约190米。
美宇航局在一份声明中说,这张照片是“火星勘测轨道飞行器”携带的高清晰度照相机于2月19日拍摄到的。美国亚利桑那大学的多巴·斯皮特尔第一个发现照片上出现山崩情景。她说,能记录到火星上如此动态的过程很了不起,因为“我们看到的火星,很多场景数百万年一成不变”。
美宇航局介绍说,拍到火星山崩照片完全是意外收获。火星上目前正值早春,探测器上的照相机近期一直在对火星的几处位置进行重复拍摄,以记录火星上的季节变换。照相机在拍摄火星北极附近一处沙丘时,无意间拍到了旁边斜坡上发生的山崩。
外企撤离中国与世界工厂的重新布局
[source: xinhuanet.com]
韩资企业密集撤退、港台企业开始逃离珠三角……,围绕着外资企业撤离中国市场的报道近期不断升温,从而也引发了人们对外企投资中国未来前景的种种猜想。其实,部分外企的撤离只是中国外资版图上的一种局部或者暂时的异动,所折射出的恰恰是中国引资质量不断提高的现实背景和国外资本在中国可能加速优化的乐观预期。
外企撤离:成本推动下的必然
资料表明,2007年广东省有244家外商投资企业撤离。同时有调查显示,在目前珠三角8万家港台企业中,有37.3%计划搬离。无独有偶,在北方目前已经有103家韩资企业“无故撤离”山东。
资本的本性是逐利,就如同当初外商资本蜂拥而入来到中国主要是利用我国的成本优势而获利那样,当中国市场成本发生变化进而侵蚀到外企的利润时,选择撤离就成为了外资最原始的商业冲动。
——劳动力成本。从今年1月1日开始实施的《劳动合同法》不仅提高了企业职工的工资标准,而且也强制性规定了职工应当享受的福利标准。由于在华外资企业大多是劳动密集型的加工厂,其新增成本可想而知。
——税收成本。今年开始实施的“两税合一”新政废止了外资企业享受的优惠税率(平均为13%),而转为与内资企业一样的平均税率(30%左右),由此压缩了外企的利润空间。与此同时,出口退税由原来的17%下调到了目前的13%,而且今年5月将会再次下调到5%。由于约50%的外资企业产品返销母公司或者出口海外,出口退税的减少直接削减了其利润所得。
——人民币升值成本。人民币自汇改以来的累计升幅已经达13.31%。2007年全年升幅6.9%,2008年以来的升幅也已超过了2%。在人民币快速升值的行情下,许多外企不得不提前以产品涨价来进行对冲,其市场议价能力受到抑制。
——扩张成本。一方面,作为原来地方政府吸引外资最核心的武器——土地受到了宏观层面的硬性约束,工业用地由此受到了扼制;另一方面,环保要求成为了考核企业的重要指标。对于那些依靠来料加工的外企而言,扩大再生产所可能承受的风险大大增强。
外企选择:数量到质量的转换
以前,资本短缺的中国很长时期引进外资都是以廉价的生产要素(土地、劳动力)为筹码,甚至不惜以牺牲环境资源为代价。尽管这种“以市场换资本”的方式让外企纷至沓来并驱动了工业化的扩张,但也让中国尝到了耕地锐减、空气污染等透支未来之苦。基于中国产业结构的优化和可持续发展能力的提高,中国引进外资的政策出现了根本性调整,即从数量为主转向质量为主。根据中国商务部最新公布的《外商投资产业指导目录》,外企将不再被鼓励进入传统制造业和出口导向型领域。
政策的转向势必引起外企在中国市场的重新调整布局:第一,产业选择转移到制造业高端环节和创新领域,如电器电子、半导体、计算机设备等将受到外资的青睐,同时外企对高新技术、节能环保等产业投资将大幅增加。第二,活动重心将从特殊经济区域转移到更广泛的经济地带,即受制于东部沿海要素资源的约束和其他地区商业环境的改良,绝大多数外企将在中国完成自身产业的重新分工,将研发中心留在东部地区,而将生产加工环节转移到成本较低的中西部。第三,资本扩张以并购方式完成,跨国公司对外投资的80%都是通过并购方式实现的,但目前外国公司在中国每年的并购合同额只占中国同期所有外商投资的2.5%。不过,大量的国有企业重组和民营企业的扩张为外企进入中国市场和扩充资本提供了充沛的空间,因此,未来外企在中国不再以绿地投资投资建厂为主。
显然,完成以上三个方面的自我改造并非一般意义的外资所能为,只有那些资本与技术力量雄厚的跨国企业才能跟上中国政府的节拍。从这个意义上讲,中国引进外资企业数量的减少或者说部分外企撤离,正好是政策杠杆和外资选择互动的结果。
外企扩张:日益改良的中国机遇
从目前来看,流出中国的外企最后主要进入了印度、印度尼西亚等亚洲国家。不过,外企资本的这种切换方式并不足以说明中国市场已经失去了吸引力。
值得强调的是,随着中国投资审批程序的简化和政府职能的转变,外企投资中国的政务环境将得到根本性改变,外企在中国生存的制度环境也在改善。据最新消息,中国政府已经允许符合条件的外商投资公司发行A股,并在发行A股的基础上发行以人民币计价的公司债券。此举为外企在中国更大规模地融资提供了顺畅的渠道。
世界银行在《中国利用外资的前景和战略研究》报告中指出,未来5年中国将占流入发展中国家FDI的30%左右。按照产业转移理论,跨国公司产业转移一般遵循先制造业后服务业,然后是研发中心的递进过程。目前,外企进入中国完成了第一阶段,已经进入了第二阶段。预计在服务业领域,中国市场有更大的投资机遇:
——金融服务业。一方面,伴随着外资对中国银行股权投资上限25%的突破,外资参股中国银行业的规模将得到空前扩张;与此同时,在中国银监会多次降低农村银行准入门槛的前提下,农村市场向外资敞开了大门。
——旅游服务业。据世界旅游组织预计,未来几年中国旅游业将保持年均10%以上的增长速度,到2020年中国将成为世界上第一大旅游目的地。如此庞大的旅游市场,势必对外资产生强大的吸引力。
——教育服务业。据中国社会调查所公布的“中国居民消费调查报告”预计,2010年中国英语培训的市场总值将会达到300亿元。在服务业逐步开放投资空间的前提下,教育培训等领域将成为境外风险资本、私人股本竞技的新市场。
——服务贸易业。资料表明,从现在至2010年,包括工程承包、设计咨询、技术转让和物流运输在内的中国服务贸易业将保持年均20%以上的增长态势,特别是伴随着制造业与物流业的融合,物流供应链越来越成为一个炙手可热的产业,稀缺的物流网络资源将引起外企的关注.
The 101 best PC games ever
[source: computerandvideogames.com]
101. Blood
YEAR 1997: The Duke 3D clone that could... And absolutely did. Fantastically imaginative maps, a bizarre steampunk vibe and the best level set onboard a moving train ever. If the sequel hadn't been such an unremitting disaster, the Blood franchise could have lived forever. Toast those zombies! Pitchfork them in the head!
100. Starsiege: Tribes
YEAR 1998: It cared not a jot for the single-player, but for truly original green-hill ski fun and remarkably canny foresight into the teamplay required in the online shooters of tomorrow (well, today), Tribes is worthy of its place in this list. Vengeance delivered story, but the original provided that true jetpack glory. We miss you Tribes. Come back soon.
99. Need For Speed: Most Wanted
YEAR 2005: Finally emerging into the sunlight after the night-time races of Underground, Most Wanted was a brilliant blend of arcade racing, the obligatory 'pimp my ride' car customisation and car chases that put Smokey And The Bandit to shame. And dropping a giant donut onto a pursuing police car was so satisfying.
98. The Chronicles of Riddick: Escape From Butcher Bay
YEAR 2004: Escape From Butcher Bay is one of the best console-to-PC conversions ever. Vin Diesel was superb as the enigmatic see-in-the-dark Riddick, while the well-crafted story saw you exploring the universe's worst prison, chatting and swapping items with other inmates and enjoying first-person hand-to-hand combat that actually worked. Weapons could be anything from a guard's pistol to an improvised 'shiv' such as a shard of glass, and the stealth element allowed you to sneak up on enemies and push them into rock grinders or snap their necks like twigs. Also featured one of the best end-of-game levels ever. Shine on.
97. N
YEAR 2005: Fun and free Flash platform game featuring simple graphics and chucklesome ragdoll physics. Control a stick-figure ninja, as he jumps, slides and bounces around the levels, avoiding mines, missiles, electric fences and other nasties - fail and you'll usually end up as a pile of detached bloody limbs. Includes replays and online high scores. Unmissable.
96. Worms
YEAR 1995: "Incoming!" The original - and still the best - version of the seminal multiplayer tactical battle game from Yorkshire-based Team 17. Four teams of four worms take turns to fire a twisted assortment of weapons, including the Dragon punch, Uzi and Bazooka, to wipe out each other. Simple, addictive, hilarious and still great today.
95. NetHack
YEAR 1992: In NetHack, you play a @, fighting through dungeons with your trusty d(og). NetHack was ASCII adventuring - based on the 1980 game Rogue - at its finest, with gobsmackingly deep gameplay for a game you can find on your keyboard. You could win favour with gods, research dozens of scrolls and potions, even train your pet. Version 3.4.3 was released last year, and these days, you can use a graphical interface. If you're scared of capital 'D's, you big baby.
94. Hidden & Dangerous 2
YEAR 2003: "Bugged, but brilliant" was our assessment of this hardcore WWII tactical shooter back in issue 136. Created by Illusion Softworks (makers of gangster hit Mafia), H&D2's huge variety of unscripted levels - from stealth missions in the Burmese jungle to full-on assaults in the African desert - keeps it in our 101 best games list.
93. Hitman: Blood Money
YEAR 2006: One of the PC's great underachievers, the Hitman franchise finally spawned a classic. Easy to pick-up-and-play, with great level design, including a hugely-populated Mardi Gras. However, it was the accidental deaths that proved a stroke of genius, allowing you to drop targets into shark pools or set them on fire with barbecue fuel.
92. Grand Prix Legends
YEAR 1998: The Steve McQueen of racing titles, Grand Prix Legends captured the romantic feel of the 1967 season, complete with staunchly authentic detail such as the rocket-on-wheels cars and handlebar moustaches. Incredibly hardcore, but packed full of adrenalin rushes from a time when safety was a secondary concern for the organisers of the World Championship.
91. Splinter Cell
YEAR 2003: The Splinter Cell series, coupled with the Thief series, is one of the crowning jewels of the stealth genre. While later titles have brought even greater things to the table, the first was a genuine leap forward for PC gaming. Plus, with its 24-style narrative, gripping plot, Bond-beating gadgets and undeniably cool acrobatic moves, it's still brilliant fun to play today.
90. Silent Hunter III
YEAR 2005: "We all live in a WWII submarine," sing the jolly submerged Nazis, just before a depth charge condemns them to a watery grave. Silent Hunter IV is the kind of game that only the PC could champion - join the crew of a U-Boat in a tense and hardcore simulation. Das Boot-iful.
89. Sid Meier's Pirates!
YEAR 2004: An update of strategy king Sid Meier's 1987 classic Pirates!, this is a buccaneering adventure taking elements of role-playing, trading, naval warfare, stealth and even rhythm action romantic dalliances to create a charming whole. Wonderfully engaging and accessible with great humour, this is pure buried treasure. Thar be gold!
88. Supreme Commander
YEAR 2007: Big stompy mech robots destroying shit with lasers. Always good in our book - and Supreme Commander (created by Chris Taylor, the bloke behind Total Annihilation - see no.72) gives you the ultimate all-powerful walking turret to destroy your foes in this ambitious RTS. Humongous battlefields, tons of units and tech trees, exciting skirmishes and cracking multiplayer.
87. Grim Fandango
YEAR 1998: What's most memorable about Grim Fandango? The humour? The still-unique voodoo-tiki art direction? or the fact that is was so hard that most people snapped in excess of 500 pencils before even getting to their car? Not hard like the obtuse nonsense that went on in the riddles of Discworld and the like. No, Grim Fandango had great logic. Which only made you feel even more stupid when you finally cheated. Which you did.
86. Cave Story
YEAR 2005: A Japanese freeware action-adventure platformer in the vein of Super Metroid or Castlevania with lovely old-school graphics, great level design and neat weapons. Escape from a complex underground cave network, while helping the cute rabbit-like inhabitants. Cave Story could easily be mistaken for a lost classic from the 16-bit era.
85. Rollercoaster Tycoon 3
YEAR 2004: Peter Molyneux created Theme Park. Chris Sawyer created Rollercoaster Tycoon. David Braben then drew the spiritual strings of both together in a neat bow to create Rollercoaster Tycoon 3. A game your kid-sister would play, it also had the depth required to capture your bitter heart too. The real-life manager of Alton Towers must be a happy man indeed.
84. Descent
YEAR 1995: "Which way up am I? Is this the ceiling? Maybe I'll just rotate around a bit... Argh! It's one of the rocket-y ones!" All these experiences and more were part of the Descent play experience - a 360-degree shooter of panoramic robot-induced terror. And occasionally nausea. Its like shall not be seen again...
83. Soldier of Fortune II
YEAR 2002: Notorious for its 'Ghoul II' technology that allowed for the gory blasting off of body parts, Soldier Of Fortune II was a brilliantly brutal shooter - especially in multiplayer. Whether real-life 'military consultant' and star John Mullins had ever crouched down and attacked a headless corpse with a knife while giggling is still unknown...
82. Indiana Jones and the Fate of Atlantis
YEAR 1992: Everyone bangs on about story-telling these days, but so often it boils down to a witty line or a third act reversal where aliens turn out to be quite nice after all. The Fate Of Atlantis did so much for gaming so far before its time that no bugger seems to realise. Like Half-Life, it had a game introduction you played through before the game kicked off; like the best roleplayers, it had different story strands to follow; and like Half-Life 2, it had a female sidekick you felt genuinely in cahoots with. Plus, it had Nazis. What's not to like?
81. The Movies
YEAR 2005: It should have entertained so many more. The sheer joy of creating your own dumb cinematic masterpieces in The Movies has never been rivalled before or since. Single-player was a sideshow, admittedly, but with the mindblowing Stunts And Effects expansion in tow, your efforts, if not consummately professional, were never short of hilarious.
80. Clive Barker's Undying
YEAR 2001: Your favourite haunted house level extended over an entire game and punctuated by some of the creepiest sound effects rendered on CD, Undying was a relentless and brilliantly scripted affair. A first-person Alone In The Dark whose dank brilliance demanded a sequel, but instead got diddly squat.
79. F.E.A.R.
YEAR 2005: Spooky girl + paranormal special forces x slo-mo bullet effects/corridors = shitted trousers. F.E.A.R. is developer Monolith's most recent jaunt into the old ultra-violence, and managed to combine ridiculous gunplay with creeping unease and a handful of shocking moments. Japanese horror-movie-influenced and really rather proud of it.
78. Team Fortress Classic
YEAR 1999: It looked like Half-Life and sounded like Half-Life, yet had a taste and smell all of its own. Namely: 'teamy', 'tactic-ful' and 'absolutely raving bonkers'. With classes that fitted your personality in zodiac fashion, it's the little mod that could, would and then bloody well did. Roll on Team Fortress 2!
77. Frontier: Elite II
YEAR 1993: The enormity of space is oft-commented on, but has never been felt quite as acutely as it was here. Its progenitor may have cleaved its mark more firmly onto history, but with an increased roleplay feel to its trading, piracy, Viper-baiting and slave-shifting, as a mag we prefer Frontier. Plus: less silly 'ship in letterbox' docking procedures.
76. No One Lives Forever 2
YEAR 2002: Immaculately designed, bravely pioneering and with a cracking script: the demise of NOLF ranks as one of the highest tragedies in gaming. Seamlessly merging its '60s setting with its gameplay and putting as much emphasis on dainty footwork and stealth as on blasting - Cate Archer is sorely missed.
75. Final Fantasy VII
YEAR 1998: Yes, it's a console port, but Final Fantasy VII remains a touchstone in role-playing games. Featuring the biggest tear-jerk moment, an epic story, great settings, excellent turn-based combat and an unforgettable soundtrack, the FF franchise has rumbled on, but VII is the one you'll be making your grudging grandkids play.
74. The Longest Journey
YEAR 1999: A breathtaking and absorbing trek through a world where fantasy and sci-fi combine. The Longest Journey was a traditional pointand- click through and through, but was also a deliberate foray into adult adventuring where easy laughs were not a priority, but narrative was. Buyer beware: this product does contain traces of penis.
73. Uplink
YEAR 2001: There's no feeling like being somewhere you really shouldn't, and the excitement of evading the online fuzz was neatly captured by Introversion in Uplink. Gifting you the absolute buzz of fast-paced computer hacking without hazardous FBI interest, it may not look like much, but it can and will rock your geeky little world.
72. Total Annihilation
YEAR 1997: Command & Conquer brought strategy to the masses, but it was Chris Taylor and Cavedog who took the RTS mechanic, distilled it, put in some ballistic physics and 3D-lollapalooza and created sheer tactical gold. Supreme Commander has since followed in its wake, but Total Annihilation's legacy will live longer in the memory.
71. Fahrenhiet
YEAR 2005: "Well that's right, that's right, that's right, that's right, I really love you Fahrenheit!" sang Mud in 1974, with spooky foresight. From the artistic brainwaves of David Cage came a cinematic treatment of a game that bent itself around your actions, told its story the way you played it, and was so grown-up that it contained scenes that went way beyond second base. Playing as multiple characters that you honestly gave a shit about, and with a story that perhaps went that little bit too mad - but was at least a stunning and unpredictable beast - its spiritual follow-up Heavy Rain simply can't come soon enough.
70. Warhammer 40K: Dawn of War
YEAR 2004: Back in the early days,Warhammer was all about theartistry of turning a hundred metal men into a vibrant army of inch-high warriors, so it's no surprise that this RTS outing was a gorgeous affair. Preferring fast surging warfare to plodding army building, it's an RTS of unique blood-splattered joy.
69. S.T.A.L.K.E.R.: Shadow of Chernobyl
YEAR 2007: A diamond in the rough this one. Unpolished and unremittingly Eastern
European, yet wondrously scary and beautifully envisaged. Trekking around the Chernobyl fallout zone is a truly haunting experience, while the roving dynamic AI pulls all manner of surprises out of its hat. Pretty much worth the wait...
68. Trackmania: United
YEAR 2007: A racing game, a track construction kit, a virtual racing community - TrackMania: United is as mad as a box of frogs (no offence to French developers Nadeo), and a game likely to induce lucid speed-licked dreams in the most placid of participants. It may cause retinal damage, but the optometrists haven't caught on yet, so our secret remains safe.
67. Garry's Mod
YEAR 2006: What began as a way to make the G-Man appear to take Alyx roughly from behind has now bloomed into a Great Egg Race meets Scrapheap Challenge box of delights. Completely sandbox, completely stupid and quite possibly the most romantic entanglement you and your brain will ever have, this is one mod that has truly transcended its, erm, 'source' material.
66. SimCity 2000
YEAR 1993: OK, so technically the most fun you got from SimCity was turning on the riots, fires and alien invasion and watching your carefully crafted creation burn, but the management bits were damn good too. Plus, there was the added bonus that your new-found knowledge of city planning could be used to pass your geography GCSE. A classic of addictive gameplay from Maxis.
65. SWAT 4
YEAR 2005: After the abortive Urban Justice sank without a trace, it looked like the noble SWAT series was done for - until this top-notch instalment saved the day. Developers Irrational certainly didn't spare any grit as you led your five-man team through a series of challenging and at times unsettling scenarios. Decent multiplayer and a robust level editor completed the resurrection.
64. X3 Reunion
YEAR 2005: The learning curve may have been a little steep on the third game in the X series, but no-one ever said space life was going to be easy. What's more, once you mastered the umpteen controls required, this game really did offer everything you could ever wish for in a space sim. It demanded a lot, but gave a lot too.
63. Prince of Persia: The Sands of Time
YEAR 2003: There he was, our once pyjama-clad Prince all grown up and muscly. A time-shifting, acrobatic, death-defying warrior - who was simultaneously crap with women and a bit of a ponce. Fight mechanics improved with two further POP iterations, but nothing came close to rivalling the inherent loveliness contained within The Sands Of Time.
62. Dungeon Keeper
YEAR 1997: One of the most loved titles to emerge from the late, great Bullfrog Productions, this fantastically wicked game turned us all into cackling dungeon keepers, prodders, pokers and fiddlers. Its robust design and rather British sense of humour ensure that it remains relentless good fun even today. Sim evil at its very best.
61. Planescape: Torment
YEAR 1999: A firm favourite of RPGers everywhere, Planescape: Torment is still loved, still discussed and still sadly lamented. It was one of the first (and only) games to really capture the grimy weirdness of the Forgotten Realms world - pregnant walls, floating skulls, towers built around giants, the lot. Players valiantly ploughed through the swathes of text in the game, proving that gamers will read anything and everything just as long as it's suitably interesting. Indeed, with its memorable characters, great dialogue and engaging plot, Planescape: Torment is the ultimate proof that games can be a powerful storytelling medium.
60. Age of Empires
YEAR 1997: Another pillar supporting the giant mouse-shaped roof of the pantheon of strategy gaming, Microsoft's Age Of Empires is a true PC icon. The series has inspired a hundred copycat franchises, but few could touch this historical strategy classic. With sequels and expansion packs still rolling out, the series is an essential part of the PC gaming landscape.
59. StarCraft
YEAR 1998: With official patches still appearing from time to time, Blizzard's ongoing support for this sci-fi classic shows exactly how recognised the game is as an almighty icon of strategy gaming. Still played in RTS tournaments, still sublimely designed, still immaculately balanced. If the RTS genre were the Catholic church, StarCraft would be placed among the highest of saints - but only if it ever dies.
58. TIE Fighter
YEAR 1994: Sod Luke Skywalker, the prissy do-gooder - what every Star Wars fan really wanted was to get behind the controls of a TIE Fighter and kill that stupid farmboy Biggs. Well-crafted missions, secret missions on behalf of the Emperor and the best 'swoosh!' sound effects in spaceships... Oh happy, evil days.
57. Guild Wars
YEAR 2005: NCsoft's magnificent Guild Wars stuck two fingers up at the run-of-the-mill MMO templates, by opting for exciting, immediate and, just as importantly, free online action. It proved to be an extremely smart move on the developer's part, as it's still hiding behind metaphorical large rocks, then pouncing on grind-weary MMOers and enlisting them for the Guild Wars cause.
56. Neverwinter Nights
YEAR 2002: After the successes of Baldur's Gate I and II, the 3D Neverwinter Nights was one of the most anticipated RPGs of all time. When it came out, the new engine proved hugely versatile, and the ease with which players could create mods and run their own DMing sessions has proved more enduring than the game itself. True single-player wonders would have to wait for expansions and downloads, but this remains a monumental game.
55. Thief: Deadly Shadows
YEAR 2004: Sadly kept at an arm's length from outright brilliance by Xbox considerations, Garrett's third outing in tea-leafing contained some of the best stealth money can buy. With a semi-persistent city allowing for a slice of freeform pilfering, plus the 'OMG scariest level eva', Deadly Shadows was and is a taffing marvel.
54. Tomb Raider
YEAR 1996: Lara's first and, for some, best adventure saw the nature-hating archaeologist embarking on a globe-trotting journey to push ancient levers on four different continents. Introducing the most recognisable game character of all time, and having the sense to have her bosom defy gravity, the jumpy, shooty bits were fairly ace too.
53. Medal of Honor: Allied Assault
YEAR 2002: Allied Assault's Normandy landing mission remains one of the finest FPS levels ever. Lifelike yet cinematic, the mission defined this exhilarating shooter. Despite its inherent reliance on scripted action, you genuinely felt part of a fighting unit that was in constant peril. The solo bits and ending were complete shit though.
52. EverQuest
YEAR 1999: EverQuest was the first MMO to hit the big time and propelled the genre towards the mainstream. Its then groundbreaking persistent world Norrath allowed a massive 24,000 people to batter goblins online at any one time. Had EverQuest not grabbed the attention of the planet, there may never have been a World Of Warcraft. Just imagine...
51. The Sims 2
YEAR 2004: The little burbly morons that we, in all honesty, love having to hate are nevertheless wrapped up inside a jaw-droppingly well-designed game. At one end brilliantly geared to a dollhouse mentality beloved by the mainstream, and at the other allowing us to watch them catch fire and die - small wonder it sells bucketloads. Expect Spore, (next from Sims creator Will Wright) to be near the head of this list come its release...
50. CARMAGEDDON II: CARPOCALYPSE NOW
YEAR 1998: While it may have been much the same as its predecessor, it was still impossible to ignore the sheer unadulterated entertainment value of Carmageddon II's unsubtle yet irresistible mix of high-speed driving, car-trashing and pedestrian-ramming. Politically incorrect in the extreme, it was also bloody good fun.
49. STAR WARS: JEDI KNIGHT- DARK FORCES II
YEAR 1997: This shooter remains one of the finest examples of how to make a Star Wars FPS. Set in the aftermath of the second trilogy, you reprised your role as bearded pseud Kyle Katarn and battled an evil Sith lord in a Force power-packed intergalactic romp of blasting and lightsaber duelling. Genius!
48. SYNDICATE
YEAR 1993: One of Bullfrog's finest ever creations, you played as the director of a massively powerful global corporation who were hell-bent on annihilating your competitors and setting pedestrians on fire. Controlling four drug-fuelled soldiers in isometric battles, the action/strategy mix was a precursor to the likes of Command & Conquer and Commandos.
47. BEYOND GOOD & EVIL
YEAR 2003: An unfairly overlooked adventure, Beyond Good & Evil is a jaunt of startling depth and character, in which you play photo-journalist Jade (who you fancy), who's accompanied by her piggy uncle (who you don't). Recruited to expose an alien conspiracy, its delightful puzzling and oddly Rastafarian rhino mechanics made it nigh-on unforgettable.
46. BLACK & WHITE
YEAR 2001: A flawed masterpiece it may be, but Black & White remains one of the most innovative and ambitious games of the new millennium. Playing as a god within a mystical world and aided by a giant creature you had to nurture from childhood to adulthood, you were charged with becoming the world's most powerful deity by any means at your disposal, be they good or evil. With your every action causing a reaction, both your creature and the world around you physically changed to represent your alignment, while the open-ended gameplay meant endless hours of freeform fun and villager torment.
45. ALIENS VS PREDATOR 2
YEAR 2001: A game of wondrous chills, this fright-fest made use of stunningly understated lighting and sound to generate genuine terror. Playing as a human (amazing!), a Predator (really good!) and an Alien (a bit confusing!), it also made for some of the tensest multiplayer action ever seen on PC. It's also the best film-licensed game money can buy.
44. COMMANDOS 2: MEN OF COURAGE
YEAR 2001: This superb sequel remains one of the most taxing and entertaining strategy games of times past. Controlling a squad of four elite soldiers, you used their unique skills of sabotage and clothes-nicking to solve vexing puzzles while stealthing your way behind the sumptuous-looking enemy lines of Nazi Germany.
43. X-COM: UFO DEFENCE
YEAR 1994: Long before the likes of Total War combined strategic maps with 3D battlefields came this superb tactical romp, in which you battled invading aliens. Split into two sections - a tactical map for troop movement and resource gathering, alongside a turn-based 3D battlefield - X-Com: UFO Defence was simply light years ahead of its time.
42. COMMAND & CONQUER
YEAR 1995: While not quite the first RTS, Conquer & Conquer was the game that turned the genre into a global phenomenon. Suddenly, turn-based gaming was a thing of the past as gamers across the world experienced the joys of real-time warfare. Packed with cool and imaginative hardware - most notably the still unsurpassed Mammoth tank - and driven forward by superbly acted FMVs and one the best RTS soundtracks ever, C&C heralded a new dawn in PC gaming and would go on to influence such classics as Company Of Heroes and the Total War series. Now that's what we call a legacy.
41. QUAKE
YEAR 1996: Having changed the world of PC gaming forever with the all-conquering likes of Wolfenstein 3D and Doom, id Software then went and made it three hit series in a row with this stunning medieval-fantasy- meets-sci-fi blaster. A dearth of story was made up for with giant electrosloths, eerie murk and brutal multiplayer.
40. DUKE NUKEM 3D
YEAR 1996: A woman shouldn't be alone in a bar like this. She's interested, that's for sure. No matter how fast you strafe around her, she's facing you. Your hopes raised, you try to catch her attention with a dollar bill. "Shake it, baby," you growl, before renting a porn movie and going home alone.
39. WARCRAFT III: REIGN OF CHAOS
YEAR 2002: Two years before the freakish popularity of World Of Warcraft, there was the only slightly less freakish popularity of Warcraft III. Ushering in the Night Elf and Undead races, it fleshed out the world and packed it with more of that compulsive Blizzard gameplay.
38. MICROSOFT FLIGHT SIM 2007
YEAR 2006: Think non-combat flight sims are tedious? Then shut up. Microsoft have this genre sewn up, and even if MFS07 is, ahem, 'Vista Preferred', it still hurls more fun, technology and innovation into the genre than ever, with missions that even include spies. Still think it's for dads, eh? Even with spies?
37. SAM & MAX HIT THE ROAD
YEAR 1993: The new games are great, but they wouldn't have been made if the LucasArts original hadn't earned an immortal sheen. The comic-book roots were clear - every click was a joke, and sophisticated enough to not even feel like it was trying that hard. The 'Bigfoot' storyline wasn't quite as memorable as that of Monkey Island, but some of its scenes will live forever: the Cone of Tragedy, Gator Golf, bungee jumping from the noses of Mt Rushmore... And did you know the world's largest ball of twine is actually in Wisconsin? Well it is. That's a true story.
36. PSYCHONAUTS
YEAR 2005: Psychonauts was Tim 'Grim Fandango' Schafer's first departure from point-and-click games, and he managed to fill the world of platform puzzling with his rich comic imagination. Artistically beautiful without the modern cop-out of being state-of-the-art, Psychonauts has some of the most innovative level design around.
35. IL-2 STURMOVIK: 1946
YEAR 2006: When IL-2 Sturmovik was first released, it was already a great flight sim - perhaps the greatest. Since then, its creator Oleg Maddox has continued to update and expand IL-2 until it's damn near perfect. The new 1946 version is 100% refined pure flight-action goodness. Proof that history (not to mention flight sims) can be fun.
34. PRO EVOLUTION SOCCER 6
YEAR 2006: With goals creating the kind of rush previously reserved for non-prescription drugs, Konami's latest arcadey kickabout is still the pinnacle of the genre, however much FIFA is catching up. As in real football, however, violent disputes and foul language tend to follow it wherever it goes.
33. BATTLEFIELD 1942
YEAR 2002: Get in tank, shoot something, get out of tank, run around, shoot something. That's the pleasure of Battlefield 1942, and why it's more instant fun than the strategically superior sequels. It not only invented a whole genre from scratch (Codename Eagle aside), but also made crashing into a hillside in a freshly taken-off plane seem hilarious.
32. GTR 2
YEAR 2006: While not for the novice (first-timers probably won't get round the first corner), SimBin's hardcore racer is quite simply the finest racing simulation on Earth. With force-feedback that's so realistic it gave our managing editor travel sickness, slick hi-res graphics and obsessively accurate recreations of famous tracks and exotic machinery, GTR2 is quite simply petrol-soaked delirium.
31. ULTIMA VII: THE BLACK GATE
YEAR 1992: Boasting the first true free-roaming world, Ultima VII still hasn't been topped. It satirised Scientology, let you fish, mine and have sex; it also lay the foundations of the MMO, but you got to make a permanent impact on your world. Best of all, it's still playable via Exult (exult.sourceforge.net).
30. FAR CRY
YEAR 2004: Far Cry: punishing, intelligent, beautiful and shackled to a
hero with a distinctly odd sense of fashion. Developers Crytek may pour scorn on their Trigen creations these days, but for long-range, heart-stopping combat and remarkable outdoor level design, their tropical shooter remains a ground-breaking FPS experience. It's also, however, extremely bloody bastard-difficult to complete.
29. WING COMMANDER IV: THE PRICE OF FREEDOM
YEAR 1995: Beyond the orgy of million-dollar FMVs (this time abandoning blue screen for real sets) and the dumb thrill of having Luke Skywalker play your hero, WC4 offered high-impact space battles, the likes of which are curiously uncommon in this day and age. Come back soon, Wing Commander. Please!
28. VAMPIRE: THE MASQUERADE - BLOODLINES
YEAR 2004: Troubled development, bugged-filled release and the closure of the development company. That would spell the end of most games, but not Bloodlines. It was so stupidly good anyway that the fans resurrected it themselves. Three years and 2.4 versions later, we still don't know which 'sister' we'd rather sleep with.
27. MAFIA
YEAR 2002: Describe Mafia as a Grand Theft Auto clone and you honestly should be sleeping with the fishes. This superb mobster game boasted a fantastic storyline that saw you rising to inevitable Don-hood, along with a considered approach to car theft, gunfights that felt real and a gut-wrench of a final scene. We're in desperate need of a sequel.
26. COUNTER-STRIKE: SOURCE
YEAR 2004: It's the most popular online shooter ever, and the second place isn't even close. I mean, we know how to strafe around de_dust better than we know the route between the sofa and the bed in our own homes. Even if the recent introduction of market forces has rankled some players, the continued amount of love being pumped into the game from users and developers alike is remarkable. Will we ever tire of playing those same maps again and again, and being shot in the head from a mile off by someone whose skill infinitely outstrips our own? It's sadly doubtful.
25. Diablo II
YEAR 2000: The dungeon crawler par excellence, Diablo II is for many still untopped in the realms of fantasy hack-and-slash. There's no denying the repetitive gameplay, but the devil of Diablo was in the intricate character stats - the bigger, better weapons and the endless quest for self-improvement. Add random generation, high production values and the marvel that was battle.net and you get a game that may never be surpassed.
24. Call Of Duty
YEAR 2003: More Nazis? Oh go on then... From developers split from the MOH: Allied Assault team came another title to raise the WWII shooter bar into the stratosphere. From aerial insertion into France to a dread-filled river crossing before the smoking ruins of Stalingrad, the tension rarely relented - and when it did you'd usually been killed.
23. Baldur's Gate II: Shadows Of Amn
YEAR 2000: From the RPG masters at BioWare, BGII truly felt as if you were living an adventure through a real world. Romance, deceit, your own stronghold digs and weighty decision-making were just as important as stabbing vampires in the heart. There was so much detail that it just boggled the mind.
22. Star Wars: Knights Of The Old Republic
YEAR 2003: Here's what happens when RPG heroes BioWare raid George Lucas's cupboard: the best Star Wars game ever. Set thousands of years before Luke Skywalker was even a twinkle in Anakin's evil eyes, KOTOR was a sprawling RPG with fantastic characters (assassin droid HK-47 was unmissable) and genuinely intriguing missions. Persuade an escaped droid to return to the mourning widow who'd taken to humping him as a replacement for her dead husband, or tell her to stop being mental? The choice is yours! With a third act twist better than all the prequels combined, it was a meatbag-delighting work of art.
21. Fallout
YEAR 1997: A candidate for 'brownest game ever' (along with Quake I and II), Fallout was also an intricately written jaunt through sex, violence, drug addiction and hulking green mutants in a world where the bomb has dropped. Gripping storyline, strong characters and even a few Monty Python references if you looked hard enough...
20. Eve Online
YEAR 2003: Deep down, every MMO feels the same - grind, level, repeat, move on. But not EVE - the first high-gloss persistent game world to truly live beyond the minds of its creators. With player corporations constantly battling it out both via diplomacy and the occasional space fracas, it's more like the real world than any MMO. Plus it's teh pretty.
19. Quake III: Arena
YEAR 1999: id Software's greatest multiplayer frag-a-thon, yet to be matched in its sheer frenetic speed. Unreal Tournament's varied environments and alt-fire modes made many new fans, but to the hardcore shooter fraternity, nothing matched Quake III's unforgiving and brutal gameplay. Rule the railgun and rule the universe.
18. Operation Flashpoint
YEAR 2001: War isn't about pretty explosions, nor is it about regenerating health: it's about patience and getting killed from a very, very long way away. Like a grumpy-faced single-player Battlefield holding a tank manual, Flashpoint has trapped countless gamers in its cruel embrace. A legendary title.
17. Company Of Heroes
YEAR 2006: An epic WWII strategy game with incredible graphics, realistic physics and superb AI soldiers that find cover wherever they are in the dynamically destructive environments, Company Of Heroes is a rock-solid classic. When you've finally finished slaughtering the Nazi war machine in the story-driven single-player campaign, the multiplayer skirmish mode should keep you entrenched at your PC for months.
16. Max Payne 2: The Fall Of Max Payne
YEAR 2003: From the rewound whip sound bringing you back into real-time to the effortlessly cool film noir stylings and soundtrack, destruction has never been quite as satisfying as it was with Payne. A thrill-packed funhouse of violence and inventive design, it even contained a glimpse of Mona Sax's bare behind.
15. World of Warcraft
YEAR 2004: So, according to official figures, you've got almost eight-and-a-half-million players paying £8.99 per month. So that's, let's see, 77 million quid a month. Cripes! Luckily, the experience justifies the global obsession, as WOW is beautiful, addictive and a genuinely wholesome experience (in game terms, if not life terms). It's also the first MMO to funnel in players from the true mainstream - a remarkable feat.
14. Football Manager 2007
YEAR 2006: It may not have the eye-sizzling graphics of other titles, but few could deny a high-league placing for the addictive footy management series begun by the Collyers in 1992. Previously known as Championship Manager, FM is the closest most of us will get to being Jose Mourinho (thank god).
13. The Elder Scrolls IV: Oblivion
YEAR 2006: Held below Morrowind after a populist revolt in the PC ZONE offices due to qualms with the levelling system and an enduring love for its predecessor, Oblivion is nevertheless an outright triumph. Beautiful, bold and endlessly inventive, it's one of the greatest fantasy RPGs of all time. From its first moments, it makes you kiss goodbye to
any other waking thought.
12. Unreal Tournament 2004
YEAR 2004: Featuring an arsenal of alt-fire weaponry (the Flak Cannon remains peerless), nimble vehicles, innovative multiplayer modes and excellent AI bots, UT2004 is a violently colourful gib-splattering FPS classic and Epic's most complete shooter experience - at least until UT3 lands on terra firma.
11. Grand Theft Auto: Vice City
YEAR 2003: "It should be San Andreas!" "Bollocks - how about the original GTA?" "F*** off. The first 3D Grand Theft Auto is the most genre-defining." The GTA series caused more trials and tribulations than any other in our top 101 discussions, but we eventually settled on GTA: Vice City as our choice of free-roaming adult playground. Vice City enjoyed some hilarious missions (trying to photograph a congressman in congress with porn star Candy Suxxx, for instance), a cast of Hollywood legends (Dennis Hopper and Ray Liotta), plus an unforgettable 1980s setting and soundtrack. Plus it wasn't too big, it wasn't too small: it was just right.
10. The Secret Of Monkey Island
YEAR 1990: They don't make 'em like this any more. You see, Monkey Island was funny. Be it the hilarious insult swordfighting or Threepwood screaming "Elaine!" Graduate-style as his beloved was about to marry the evil LeChuck, barely a single gag fell flat. The puzzles were great too. None of this 'find rusty key put in rusty lock' rubbish. Add in a cast of unforgettable characters (not least Stan the dodgy owner of a used-ship dealership), and an ending that involved a heavily shaken can of grog, and you get a game whose innate lovability will last forever. Plus Guybrush could hold his breath for ten whole minutes: now that's impressive.
09. Battlefield 2
YEAR 2005: Are you an online FPS? "Sir, yes sir!" Are you a frag-infested representation of modern warfare packed with infantry and vehicular combat? "Sir, yes sir!" Do you have boot-and-shoot, instantly playable (well, sometimes instantly playable) 64-player online wars between gruff military types? "Sir, yes sir!" Well, that's nice. Seeing as you've taken the precedent set by BF1942, then added decent tactics and squad-play - and on a good server are the pinnacle of drive, crash and shoot gameplay - you're in the PCZ elite list. "Sir! Thank you Sir!" Good, now go and jump around on an assault course or something...
08. Doom
YEAR 1993: The opening chapter was free to download, and immediately it changed everything. It was single-minded, it was obsessed with keycards, it wouldn't let you look up and down. And yet it was absolutely bloody terrifying: the growl of a pinky, the distant flare of an imp readying a fireball. Doom provided the foundations of the shooter genre we know and love today, from its use of atmospheric sound and lighting all the way through to the omnipresent cult of the exploding barrel. As iconic today as ever it was, its success and its legions of fans have made it pretty much synonymous with the concept of PC gaming. Hooray for hell.
07. System Shock 2
YEAR 1999: "Where am I? Why are the crew's innards smeared into cryptic sentences over the walls? What's that alarm saying? Compartment? Depressurising? Evacuate? Shit, what do I do now?" System Shock 2 was packed with desperate moments like this. Masterfully designed, perfectly paced, fundamentally terrifying and, in Shodan, boasting the most ingeniously portrayed arch-villain ever to occupy a hard drive. System Shock 2 is the ultimate in abject, lidless terror. If you've never played it, then dear god track down an (unforgivably rare) copy of the game. You'll thank us. After a fashion...
06. Rome: Total War
YEAR 2004: From the mists they emerge, marching like one beating drum in columns of red and gold. Arrows streak down from the darkening sky. Siege towers roll towards crumbling walls, their creaking wheels thunderclaps of doom. Then, you fancy a cup of char, press escape and put the kettle on. Rome: Total War contains an inordinate amount of goodness - to label it as a mere military RTS would be an outright crime.
History, technology, entertainment, unreliable drunken generals in your northern territories and heaps of bloody death make it the greatest PC game ever crafted in the British Isles. There's no strategically minded game studio that can currently match The Creative Assembly; Medieval II: Total War is good, but the grip of Rome will last as long as the civilisation it's based on. or at least until the next game comes along.
05. Half-Life
YEAR 1998: Half-Life was infused with genius. Even if you were grumpy enough to dismiss the superb level design and robust combat, Valve created an unprecedented sense of immersion. Starting with that monorail ride, the lack of cut-scenes and indirect style of exposition made you feel like part of the storyline in a fashion that was both effective and understated. The illusion of intelligence was just as cunning; hearing the marines talking about what to do, seeing them do it, then getting flushed out by a grenade was superb, and created a feeling that was never quite equalled in the sequel. Just one thing; forget about the last level in Xen. Someone had been playing Crash Bandicoot and got carried away.
04. The Elder Scrolls III: Morrowind
YEAR 2002: Ooh, aren't we controversial? Yes, but constant bickering among the PCZ team has left the Vvardenfell lobby victorious. The argument runs thusly: Morrowind is a better game than Oblivion, if only for the things that Bethesda sacrificed in their pursuit of making the latter that bit more action-orientated. Consider that moment three hours into the game when you realise you've covered only a minute fraction of the map - the sheer scope of Morrowind's world is breathtaking even by today's standards. It focused on creating a rich, deep back-story for every faction and race, and its lore and fantastically varied environments were more enjoyable to delve into than Oblivion's.
You were also more attached to your character and his role in the story. More practically, the taxi-like Silt Striders were infinitely better for RPG gameplay than the adventure-impeding Fast Travel feature, while the levelling system made you feel like you were actually getting progressively stronger and pushing further into the game's wilderness. The absence of voice-acting allowed characters to move beyond the somewhat restrictive vocal talents of Oblivion's actors. In retrospect, the combat was pretty crap, but hell, we stuck with it regardless, and if that's not a measure of this game's brilliance we don't know what is.
03. Civilization IV
YEAR 2005: Looking deep inside the code of Civ IV would be the gaming equivalent of climbing inside the Total Perspective Vortex from The Hitchhiker's Guide - so vast, complex and limitless in potential that your mind would be mulched instantly. Thankfully then, Sid Meier saw fit to nestle a beauteous interface over his creation - letting it feel like you'd got raw history ticking away beneath it all, but keeping it manageable and non-terrifying.
From the very first selection of a decent place to settle to the point at which you first dropped the nuke (and all the pointy-sword squabbling in between), Civilization was
so captivating that bedtime was always pushed into the wee small hours. You couldn't help but give human qualities to your AI opponents, analysing their movements and trying to see through their meaningless platitudes and offers of bananas in exchange for plutonium.
There was just no other game that provided such feelings of glory or impending doom - all through one simple 'end turn' key-press to boot. And with Civ IV, well that's the iteration that just nailed everything: multiplayer, looks, religion, music, modding, engine, Leonard Nimoy... Everything.
02. Half-Life 2
YEAR 2004: We gamers have become steeped in Half-Life - its engine, its Counter Strike bedfellow, its sci-fi lore, its physics, its characters spreadeagled in humorous Garry's Mod poses, and the unexpected desktop disturbance that was Steam. Because of all this white noise, the fuzzy appendages of a game installed on countless hard drives worldwide, it's easy to forget just what made Half-Life 2 (and its offspring Episode One) so damn special.
For a start, it was one of very few games that developed true emotional attachment to its characters, through dialogue, remarkable facial animation and even the odd hug and kiss. Better yet, it allowed you to play a role in some 3D action set-pieces that wouldn't be out of place in the very best of Spielberg or Cameron; to be a part of a stunningly realised future-scape not a million miles away from the mind of George orwell. It's fair to say that elements of HL2 were slightly too in love with its own physics system; it's also fair to say the squad bits at the end were clunky - but these are flies in a jar of ointment the length and breadth of the North Sea. Valve's creation is, was and remains a vital stepping stone between the games we all love and the games our children will be playing in years to come...
01. Deus Ex
YEAR 2000: Yes, Deus Ex. The greatest step the PC has ever made towards total immersion in plot, character and interactivity. A game that truly made you feel like star of the show - the fulcrum in a global conspiracy upon whom everything hinged. It was a page-turning interactive thriller, fulfilling every action-hero daydream present in the big book of male insecurities.
Hacking into mainframes without being detected, becoming a oneman killing machine as well as a creature of shadows and stealth, and turning on your cruel masters in support of the little man. Who wouldn't want to be the hero?
Deus Ex's plot was always in flux - it delighted in putting you on the spot. Do you put the bloody icing on the cake of your defection by filling Manderley with bullets, or do you walk out the bigger man? Do you protect your brother in his seedy hotel room as Men In Black start banging on the door, or do you start running? In your Half-Lifes and Dooms, the bottom line was that you were playing a game. In Deus Ex, on the other hand, you were breathing a narrative that felt as if both it, and you, truly mattered.
There was some pure trickery too, points at which the game would pull the cybernetic rug from beneath you. Who can forget being shot like a dog on the street before waking up in the evil Majestic 12 base - and slowly realising you were beneath the familiar halls of UNATCO? All this is nothing compared to the freedom Deus Ex forced on you: to use your own brain, think outside the box. Stranded on top of a building with next to no ammo and an enemy to one and all? Why not attempt to cushion your fall with cardboard boxes, jump down four stories, break your legs and crawl away at a painfully slow pace?
With its role-playing depth, its feeling of character ownership and countless ways to approach offing your foes, the fact we were never given a worthwhile sequel is among the greatest of gaming crimes. For sheer immersion, for so brilliantly disguising linearity, for convincing us that we were the centre of our own little universe and for giving us orange when we wanted lemon-lime, it's number one. We wear our sunglasses at night, and probably always will.