By timothy from
Slashdot's it's-chilly-at-night-and-chile-all-day department:
mpicpp (3454017) writes with this update about a long-awaited project, the
Very Large Telescope:
The partial demolition of Cerro Armazones, a mountain in northern Chile's Antofagasta region, marked the start of constructing the world's largest and most powerful telescope, an instrument capable of capturing 14 times more light than existing telescopes. At 2:00 p.m. Thursday, the blasting of Cerro Armazones, 3,060 meters (11,800 feet) high, removed from the peak between 25 and 30 meters (80 and 100 feet) of its height in order to create a plain some 200 meters (655 feet) long, on which to mount the European Extremely Large Telescope, or E-ELT, a project of the European Southern Observatory. On this site will be built a structure 60 meters (200 feet) high and 80 meters (260 feet) in diameter, with mirrors of 39.3 meters (129 feet) which in 10 years will begin to explore the origins of the universe. The telescope will shed light on the 'dark ages' of the universe, when the Milky Way was only 500,000 years old, and thanks to its enormous size it could also contribute to finding extraterrestrial life by detecting whether exoplanets have oxygen in their atmospheres.Read Replies (0)
By timothy from
Slashdot's can't-sharpen-the-sea department:
An anonymous reader writes
So I, like many people, want to make my own game. Outside of MATLAB, Visual Basic, and LabVIEW I have no real programming experience. I initially started with Ruby, but after doing my homework decided that if I ever wanted to progress to a game that required some power, I would basically need to learn some form of C anyway. Further digging has led me to C#. The other parts of game design and theory I have covered: I have ~8 years of CAD modeling experience including Maya and Blender; I have a semiprofessional sound studio, an idie album on iTunes, and am adept at creating sound effects/music in a wide variety of programs; I'm familiar with the setbacks and frustration involved with game development — I beta tested DotA for 9ish years; I already have my game idea down on paper (RTS), including growth tables, unit types, unit states, story-lines, etc. I've been planning this out for a year or two; I will be doing this on my own time, by myself, and am prepared for it to take a couple years to finish. The reason for listing that stuff out, is that I want people to understand that I know what I'm getting myself in to, and I'm not trying to put out a not-so-subtle "help me make a game for free lol" type of post. With all of that said, where is a good place to start (i.e., recommended books) for learning C# for game programming? I am familiar with object oriented programming, so that's a little bit of help. I'm not necessarily looking for the syntax (that part is just memorization), but more for the methodology involved. If anyone also has any suggestions for other books or information that deal with game development, I would love to hear that too. I know enough to understand that I really don't know anything, but have a good foundation to build on.Read Replies (0)
By Roblimo from
Slashdot's biology-research-on-an-organic-shoestring department:
Modular Science is something Tim Lord spotted at last month's
O'Reilly Solid Conference in San Francisco. Its founder, Peter Sand, has a Ph.D. in Computer Science from MIT. He's scheduled to
speak at this year's OSCON, and his speaker blurb for that conference says, "He is the founder of
ManyLabs, a nonprofit focused on teaching math and science using sensors and simulations. Peter also founded Modular Science, a company working on hardware and software tools for science labs. He has given talks at Science Hack Day, Launch Edu, and multiple academic conferences, including SIGGRAPH." And now he's also been interviewed on Slashdot. Note that there are plenty of lab automation systems out there. Peter is working on one that is not only "an order of magnitude cheaper" than similar devices, but is also easy to modify and expand. It's the sort of system that would fit well not just in a college-level lab, but in a high school lab or a local makerspace.(
Alternate Video Link)
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By Soulskill from
Slashdot's less-is-more department:
An anonymous reader writes
"This article provides a technical look at the challenges in scaling chip production ever downward in the semiconductor industry. Chips based on a 22nm process are running in consumer devices around the world, and 14nm development is well underway. But as we approach 10nm, 7nm, and 5nm, the low-hanging fruit disappears, and several fundamental components need huge technological advancement to be built. Quoting: "In the near term, the leading-edge chip roadmap looks clear. Chips based on today's finFETs and planar FDSOI technologies will scale to 10nm. Then, the gate starts losing control over the channel at 7nm, prompting the need for a new transistor architecture. ... The industry faces some manufacturing challenges beyond 10nm. The biggest hurdle is lithography. To reduce patterning costs, Imec's CMOS partners hope to insert extreme ultraviolet (EUV) lithography by 7nm. But EUV has missed several market windows and remains delayed, due to issues with the power source. ... By 7nm, the industry may require both EUV and multiple patterning. 'At 7nm, we need layers down to a pitch of about 21nm,' said Adam Brand, senior director of the Transistor Technology Group at Applied Materials. 'That's already below the pitch of EUV by itself. To do a layer like the fin at 21nm, it's going to take EUV plus double patterning to round out of the gate. So clearly, the future of the industry is a combination of these technologies.'"Read Replies (0)