How the Docker Revolution Will Change Your Programming, Part 1 – Walter Bradley Center for Natural and Artificial Intelligence

As businesses move more and more infrastructure online due to the effects of competition (not to mention COVID-19), finding the best way to manage that infrastructure becomes more and more important. Docker enables development teams to have more reliable, repeatable, and testable systems that can be deployed at massive scale with the click of a button. In this series, we are looking under the hood at Docker, an infrastructure management tool that has rapidly grown in popularity over the last decade.

A new infrastructure element has been quietly taking over for managing server-side code deployments. Docker was first released in 2013, and has seen an exponential rise in usage for developer deployments. Over the last seven years, Docker has quietly become the de facto standard for massive-scale deployments.

If youre not familiar with it, Docker sits in a strange position in the technology toolchain. It isnt something you develop with. In fact, as a developer, you may never touch Docker. It isnt an operating system that you run things on. You still run on your normal server-side operating systems such as Linux. It isnt a hardware technology, either.

Docker is a container system. Essentially, Docker wraps up both the application and the operating system into a single bundle that can be easily deployed anywhere. When it is deployed, it runs not as the primary system for the machine but as a process within your current operating system. Thats right; you run an operating system inside your current operating system.

Docker solves two huge problems for deployments. The first is configuration management. Because Docker packages up both the operating system and the application into a single bundle, it allows for testing the app in the configuration in which it is going to run when deployed on the server. Historically, developers have faced the problem of relying on a tool that isnt available on the server or a version of something that is different on the server. With Docker, both the operating system and the application are saved together before deployment, so the developer can be sure not only of his code, but of the environment that it is running in.

The second problem is infrastructure management. Because Docker containers run as a process under the main operating system, you can run multiple containers on a single machine. This means that, instead of choosing the exact right size for each machine, you can simply provision a large machine and run several Docker containers on that machine. If you need more horsepower for one of your containers, you can simply move it to a new machine.

Additionally, Docker containers are becoming the standard for other infrastructure management tools. Amazon Web Services, which started out with its own container-like tool (Elastic Beanstalk), has been pushing Docker containers lately with their Elastic Container Service.

Kubernetes, the open-source cloud management system, can also run using containers, and is available on Google Cloud, Amazon Web Services, Linode, and many other hosting services.

You might think packaging up an entire operating system and shipping it to a server uses a lot of disk space. Sometimes, in fact, it does. However, Docker containers usually only contain the minimum necessary to run the application. In fact, some Docker applications dont need any of the operating system to run! For some programming environments (such as the Go programming language), the application and all its dependencies can be bundled together in a relatively small package that doesnt rely on any other operating system files. Thus, the container can be as small as 20MB. Other containers, which require more of the operating system or themselves contain more files, can run into the gigabyte range.

However, even with larger containers, Docker has a mechanism to limit the amount of space required by multiple containers running on the same system.

In the next installment, we will look at the technology underlying Docker and a short history of the developments that led to it. Then, we will show a few short examples of how to build and run Docker images. Finally, we will show how to build and deploy a small application using Docker.

Further reading: You can build your own chatbot. New tools have made it comparatively easy.

See the article here:
How the Docker Revolution Will Change Your Programming, Part 1 - Walter Bradley Center for Natural and Artificial Intelligence

New Microsoft program to help develop the quantum computing workforce of the future in India – Microsoft

900 faculty from top Indian institutes to be trained

New Delhi, August 24, 2020: Microsoft is creating a new program to build quantum computing skills and capabilities in the academic community in India. As part of this initiative, Microsoft Garage is organizing a Train the Trainer program in collaboration with Electronics and ICT Academies at Malaviya National Institute of Technology (MNIT), Jaipur and National Institute of Technology, Patna.

This program will train 900 faculty from Universities and Institutes across India through E & ICT Academies at Institutes of National Importance such as IIT Kanpur, IIT Guwahati, IIT Roorkee, MNIT Jaipur, NIT Patna, IIIT-D Jabalpur, and NIT Warangal, equipping academics with the required skills to start building their quantum future.

Quantum computing applies the properties of quantum physics to process information. Quantum computers will enable new discoveries in the areas of healthcare, energy, environmental systems, smart materials, and beyond. Microsoft is bringing the capabilities to develop for this quantum future, to the cloud with Azure Quantum.

Azure Quantum is an open cloud ecosystem enabling developers to access diverse quantum software, hardware, and solutions from Microsoft and its partners. It is built on Azure, a trusted, scalable and secure platform, and will continue to adapt to Microsofts rapidly evolving cloud future. Moreover, it delivers the ability to have impact today through quantum inspired solvers running on classical hardware and to explorations on classical hardware using the open source Quantum Development Kit and the Q# programming language.

The Quantum training program through the E & ICT Academies, supports an initiative by Ministry of Electronics & Information Technology (MeitY) to enhance the skills of the academicians in imparting next level technological skills for future generations. Key themes that will be covered include an introduction to quantum information, quantum concepts such as superposition and entanglement, processing of information using qubits and quantum gates, as well as an introduction to quantum machine learning and quantum programming.

Rajiv Kumar, Managing Director, Microsoft India Development Center, and Corporate Vice President, Enterprise+Devices India, said, India is renowned across the world for its science, technology, engineering, mathematics and computing (STEM+C) workforce, and a tech-capable citizenry. Through this initiative in India, we aim to develop skills in quantum at scale, which has the potential to trigger the new frontier of innovation, shaping the future of the IT industry in this part of the world.

Inaugurating the program, Ms. Reena Dayal, Director, Microsoft Garage India & Chair for IEEE Quantum SIG, said, Quantum computing holds the potential to solve some of the most pressing issues our world faces today. Through this program, we aim to equip academia in India with the requisite knowledge to develop a comprehensive Quantum learning curriculum in their institutions and help develop these skills among some of the brightest minds in the country.

The training program will be conducted virtually, from August 24 Aug 29, 2020. The program will also cover practical coding for participants using Microsoft Q# & Quantum Development Kit.

Speaking on the collaboration, Prof. Udaykumar R Yaragatti, Director, MNIT Jaipur said, The institute is committed to providing state-of-the-art technologies to students and this collaboration with Microsoft will provide further encouragement to faculty members to explore the different aspects of Quantum Computing.

Prof. Pradip K Jain, Director, NIT Patna said, The COVID situation has given an opportunity for going digital with this program. This partnership will ignite the passion in faculty members who will in turn share the knowledge with their students.

About The Microsoft Garage

The Microsoft Garage is a program that drives a culture of experimentation and innovation at Microsoft. They deliver programs and experiences to our employees, customers, and ecosystem that drive collaboration and creativity. Their motto doers, not talkers continues to be the core. The Garage attracts people who are passionate about making a difference in the world. Garage India works on Cutting Edge Technologies and actively engages with the Ecosystem in India.

About Microsoft

Microsoft (Nasdaq MSFT @microsoft) enables digital transformation for the era of an intelligent cloud and an intelligent edge. Its mission is to empower every person and every organization on the planet to achieve more. Microsoft set up its India operations in 1990. Today, Microsoft entities in India have over 11,000 employees, engaged in sales and marketing, research, development and customer services and support, across 11 Indian cities Ahmedabad, Bengaluru, Chennai, New Delhi, Gurugram, Noida, Hyderabad, Kochi, Kolkata, Mumbai, and Pune. Microsoft offers its global cloud services from local data centers to accelerate digital transformation across Indian startups, businesses, and government organizations.

Read the original:
New Microsoft program to help develop the quantum computing workforce of the future in India - Microsoft

How To Learn To Program In Python By Playing Videogames – Analytics India Magazine

Python is one of the most robust and used programming languages in the world, but its main advantage revolves around its simple syntax that allows learning to program in python is quite simple. There is even a tool called CodeCombat that allows us to know in depth the wonders of this language while playing a rather fun adventure.

One of the programming languages that I recommend to start learning to program is Python, since it has a super simple syntax, easy to read, multiparadigm, and cross-platform that invites to program clearly and organized.

It is good when it comes to learning to program in Python that we have clear the philosophy and principles of programming in this language, its creator Tim Peters describes it quite well in what is known as The Zen of Python an interesting manifesto that we quote below:

Knowing and understanding each of thesecommandments when programming in Python it is convenient for us to get to work and begin to know the basic principles considering that the best way to study a programming language is to practice it.

In my articles, I have extensively described the Python world, multiple applications use such as Computer Vision in healthcare and NLP in HR, etc. Hence, the information provided can be easily supplemented with excellent video tutorials and complete courses published free of charge on youtube, reference books, or the same python wiki. But I feel the need to emphasize that I consider that the best way is that you start playing CodeCombat and then on the fly you complement the learning with the above.

Finally, I encourage you to give yourself the opportunity to learn how to program in Python, you probably wont regret it.

CodeCombat is an open-source platform that allows you to learn how to program in python while playing a fun multiplayer game. The platform has a lot of characters, with which the user will have to advance through the various levels where you face difficult challenges and opponents, to meet the objectives of each level you must make uses of commands typical of the python programming language.

This great game immerses us in the world of programming from the first level, where you will have to write real code and meet objectives that will allow you to learn the basic notions of programming. As the game progresses, new statements and features will appear that will enrich your programmer skills.

CodeCombat manages to familiarize its users with the python programming language in a natural and accelerated way, as the game promotes interaction, discovery, and learning through trial-error techniques. Over time the user begins to master programming skills and also his logical thoughts develop allowing him to better analyze any problem.

It is important to note that in addition to Python with CodeCombat we will learn all the basic principles of Computer Science and other programming technologies such as JavaScript, HTML 5, CSS, jQuery, Bootstrap.

CodeCombat is an excellent free cloud platform, which is managed by a great team, which claims that Programming is doing magic. Its the ability to create things from the imagination. We launch CodeCombat so that students experience the magic on their fingers when writing code.

In its online platform, you can play at all levels of CodeCombat, in addition to that you have a lot of documentation related to python, mainly I prefer to use CodeCombat directly from the cloud platform because it has teacher roles, students and excellent user management that allow them to keep track of the progress of our students at any time, in addition, users can access the game from any browser.

Alternatively, you can also download it from Github https://github.com/codecombat/codecombat

Are you ready to play?

comments

Dean at Woxsen School of Business. He is a registered expert in Artificial intelligence, Intelligent Systems, Multi-agent Systems at the European Commission, and has been nominated for the Forbes 30 Under 30 Europe 2020 list.

Read more:
How To Learn To Program In Python By Playing Videogames - Analytics India Magazine

Phantasy Star Online programmers on breaking new ground and their Diablo-style isometric prototype – Polygon

With 2020 being the 20th anniversary of Segas Dreamcast RPG Phantasy Star Online, were looking back with a series of interviews featuring key team members who worked on the game. Over the past four weeks, weve posted chats with producer Yuji Naka, director Takao Miyoshi, composer Hideaki Kobayashi, and script writer Akinori Nishiyama/effects designer Takanori Fukazawa.

Now were digging into the nitty-gritty with a roundtable featuring three original team members lead programmer Akio Setsumasa, character programmer Yasuhiro Takahashi, and enemy programmer Masakazu Miura.

Younger gamers who have grown up with the always-on, connected nature of todays consoles wont necessarily remember the excitement, aggravation, or challenges of connecting a Dreamcast, PlayStation, or GameCube (or Saturn, if you were really ambitious) to the internet on a dial-up modem. With Phantasy Star Online, the designers and programmers at Sonic Team found themselves in uncharted territory.

For instance, there was no way to patch a console game in those days. Sonic Team had to try to get everything right before it committed the game to disc, and was only able to fix mistakes with the release of Phantasy Star Online Episode 2.

Read on for revelations of the games darkest secrets, including the infamous black screen of death.

Hello, since there are three of you, it would be great if you could introduce yourselves and describe your individual roles on Phantasy Star Online.

Akio Setsumasa: My name is Setsumasa and for Phantasy Star Online, I was in charge of system engineering-related tasks such as servers, communication, server management, and quest systems. On top of that, I also did quite a bit of game design, in terms of planning the gameplay.

Yasuhiro Takahashi: You were involved from the prototype stage, correct? Before a game is made, theres an experimental stage figuring out which game mechanics are going to work, etc. and Setsumasa was involved from that stage.

Setsumasa: Mostly, I did server management and operations. For the Blue Burst version that was released for PC, I was the director on the project.

Takahashi: I am Takahashi and I joined the project after most of the base systems were established, and I ended up working on a lot of the character aspects of the game. So, designing the protagonists, the bosses, and the enemies. I worked on the game select screen and world select screen, too.

When you say you were working on character designs, do you mean how they would function or the actual visual design?

Setsumasa: To be more specific, I worked on the enemy AI, how the characters are animated, and so forth. And how you can design your character, adjust their height or color.

Masakazu Miura: My name is Miura and I joined the project around the same time as Takahashi. I was responsible for enemy designs; both regular enemies and boss enemies. And when I say designs, I mean their AI and so forth.

Were now approaching the series 20th anniversary. You were all 20 years younger when you started working on the game. Looking back, what are your feelings about PSO, now that you have the benefit of hindsight?

Setsumasa: Were all still currently supporting Phantasy Star Online 2, and we worked on the various PSO games that came between PSO and PSO2, so it feels like 20 years crept up on us. Working on it every year, it feels like its been short and long at the same time.

Takahashi: Its hard to tell if weve changed at all.

So its not like you worked on PSO and then there was a void of 20 years. Phantasy Star Universe, Zero, Nova, Portable, etc., all filled the gap.

Setsumasa: Yeah, it feels like it crept up on us.

Miura: Its our lifes work.

Takahashi: I was involved in designing the characters, so during development we were very concerned and focused on how to make the best experience for players, because its a network game so we had to design the game in a certain way. We were wondering how we should design the game systems, and how we should put all the elements together to make a fun experience. So even for me, individually, it was a tough process in terms of development, but I learned a lot through experimentation.

Miura: For me personally, I had no idea 20 years ago what a network game was supposed to mean, and I was primarily concerned about making a game that players would enjoy. But I had no idea that PSO would become this big and that we would expand the PSO IP to the extent that it has today. So the fact that [you came all the way to Sega in Tokyo] to ask about PSO is something that makes me very happy.

Can you describe what the first meetings were like? Was it according to legend originally called Third World before changing to Phantasy Star Online?

Setsumasa: I dont remember the original title, but it wasnt Phantasy Star-themed. It was originally supposed to be a new IP with an original universe. It was scheduled to be a sci-fi RPG, but the specifics of the game world had not been decided.

For the teams first online game, why did you all decide to make a science fiction game versus a more traditional fantasy game?

Setsumasa: Hmm. It just happened to be a sci-fi game. Im not sure. [...] At the beginning there was a city the city you see in the final game that was designed first. That area showed the feeling we were going for and that we wanted to reproduce on the Dreamcast hardware. I believe it grew out from that original concept.

Is that the hub city in PSO?

Setsumasa: Yes, pretty much the same city, as it was originally conceived.

So the city naturally evolved and organically became PSO, as we know it?

Setsumasa: Initially, the programmers were working on testing the game mechanics, and the artists were off making character designs and the environments. But they were struggling to come up with those designs, so [producer Yuji] Naka suggested using the Phantasy Star universe, and the team was OK with that. Once it was decided to use the Phantasy Star universe, things really started to come together in terms of the visual aspect of the game.

Early preview builds of the game showed the Diablo influence. Youd clear out areas and hope that the enemies would drop cool items. Was the team assigned to play Diablo inside and out?

Setsumasa: Yes, I played Diablo quite a bit. There was only Diablo and Ultima at the time, for network games that we could use as references. The whole concept started with making a game like Diablo, but when showing it to the artists, they didnt think it was artistically appealing and thought it was too dark. So I knew that we couldnt just make a Diablo game. It had to be catered to our market. So we put our heads together to figure out how best to bring a Diablo-like game to Japanese consumers.

Takahashi: We played quite a bit of Diablo in the office, didnt we? I remember that we had Diablo and Ultima Online installed on the PCs in the office, and we had play sessions where we would watch people play Diablo. It was through watching Diablo and Ultima in the office that we saw the appeal of playing online and networked games.

Setsumasa: I tried to get people to play [these games] to understand the appeal, but their responses were pretty lukewarm. [laughs] So I was forced to think about how to make PSO interesting to the rest of the team, and ultimately, to the consumer. [...]

To go back even further, at the point where it was decided that we were going to make a game for the Dreamcast, we decided that network games were going to be the next big thing, so we requested the inclusion of a modem in the hardware. We knew that if the modem was an optional peripheral, nobody would play the game.

If the modem was optional, you would have had a split user base, so it was integral for everyone to have the same hardware. Diablo is played from an isometric viewpoint, but PSO is played in the third-person, which I find a lot more attractive because you can see the details of your character better. Was this a conscious decision?

Setsumasa: We did make an isometric prototype of PSO, but there wasnt enough action and excitement in the gameplay. And there are big dragons in the game, and our team talked about wanting to be able to look up at the dragons from the perspective of the protagonist, so we decided it would be better to make the game from a third-person view.

ChuChu Rocket! was Sonic Teams tech demo to test the Dreamcasts network capabilities in terms of funneling data, but PSO demanded a lot more out of the online play. What were the brainstorming sessions like? Were there lots of ideas that didnt make it into the game because of the hardware limitations?

Takahashi: We were all part of Sonic Team so we were able to gain the necessary network knowhow through ChuChu Rocket!s development. Through ChuChu Rocket! we figured out how to offer four-player online multiplayer gameplay, so we were able to use that experimental knowledge to build PSO. Its because of ChuChu Rocket! that we realized we could make a game that offers online communication between four players.

At the same time, the team also figured out how to build 3D games through their experience with Sonic Adventure. Taking these two experiences, we figured out our capabilities and limitations, and we were able to communicate this to the planning team early on. That really helped us to lay out the scope of the project from the beginning, and we had a smooth start. Although maybe its just that my memory fails me. [laughs] It may have taken us some time to convince the planning team of the limitations, but Setsumasa was in those early concept meetings, so he was able to tell the planners what we could and couldnt do. There werent really any problems. Especially since we had a prototype to refer to.

Setsumasa: There were also scope discussions about making the game so that it could be played worldwide.

Takahashi: A lot of the conceptual ideas came from Naka, [director Takao] Miyoshi, and [art director Satoshi] Sakai. But when it came to the technological aspects, it was our part of the team that was doing the grunt work. In terms of our aspirations at the time, we wanted to make an online console game that we could sell and connect people to on a worldwide basis. [to Setsumasa] Do you remember what those early conversations were like?

Setsumasa: The biggest difference between PSO and PC games was the fact that we were making an online game for the Dreamcast, so a lot of those early meetings that we held were focused a lot on how players were going to be able to communicate with each other effectively, because thats a big part of online games.

Unlike PCs, the Dreamcast didnt come with a keyboard, so we had to figure out ways for players to send each other messages. We had a few different systems. We had the Word Select Screen, where you could select between different words and phrases. We had the Symbol Chat Screen as well. We tested all of these features out, and a lot of them did make it into the game. The focal point of a lot of these early meetings was how players were going to effectively talk to each other with alternative methods to the keyboard.

Another feature we discussed from early on was how to simplify the process of getting players online. Because that was still quite complicated back then.

Miura: There was a lot of discussion about how to best bring an online game to the home console.

The Dreamcast keyboard was already out by the time PSO launched in late 2000/early 2001.

Takahashi: I believe the keyboard was already out when we released ChuChu Rocket!.

Setsumasa: Yes, it was.

Takahashi: But we couldnt assume the consumer would own a keyboard, because the Dreamcast came with only the controllers. So we had to make sure that, at the minimum, you could chat using a Dreamcast controller.

PSO has a really elegant chat system utilizing icons to communicate. Its impressive that you were able to compress so much info into such a limited space. How big was the development team overall?

Setsumasa: I think we had 10 programmers on the team. Give or take.

Takahashi: Three on servers. How many in planning? Another 10? And 15 artists? A couple people for sound. All together about 40? Does that sound right? Maybe better to check the final credits on YouTube. [laughs] But, 50 people max.

Setsumasa: No, I dont think there were 50. Its important to remember that PSO wasnt the only project we were working on at the time. So there was a lot of overlap with other projects we were working on.

Nowadays, 50 people is a modest team. You look at Call of Duty, and they have hundreds of people, if not thousands. To accomplish what you did in basically uncharted development territory with only 50 people is very impressive.

Setsumasa: It was a big team back in the day. Actually, Sonic Adventure had a lot more staff on their team. It does seem modest compared to the team on Sonic Adventure.

Especially because Sonic Adventure seems like a much more traditional game experience. Besides the cutscenes, youre basically running forward most of the time, and there werent all these networked multiplayer hurdles to overcome. Its more of a traditional game experience. PSO was entirely unique.

Setsumasa: Thats true.

What were the most challenging technical aspects of the game?

Setsumasa: As mentioned earlier, we were all on the Sonic Team, so we had a lot of experience with action games, so I was pretty confident that we could pull off the action portion of the game. It was really the network portion that concerned us. I wasnt sure how we were going to keep players online while playing an action game without major latency.

Takahashi: We spent quite a bit of time on the packets.

Setsumasa: Yeah. The digital communication of the development was the most challenging [aspect], because this was before high-speed modems. We had to use the Dreamcast modem in order to communicate, so we had to figure out how to have the least amount of lag time while playing the game.

Takahashi: We had to figure out how to reduce the number of packets that were being transmitted by the hardware in order to reduce data, and calculate how much data players were using, etc. Because if theres too much lag in the game, an action game wouldnt be fun, so we had to figure out how to minimize the amount of packets the game was broadcasting. The packets also determined the characters movements, because they had to move in ways that would minimize data transfer.

Setsumasa: So we had to figure out how to transmit the packets, [and] how to communicate as infrequently as possible while allowing for an experience that did justice to action games, so that players didnt feel a sense of incongruence when playing the game.

The characters ran at a standardized speed, and you couldnt run and shoot at the same time; you had to stop and shoot. You cant jump in the game, either. Was this a very deliberate design choice to reduce the amount of data that had to be sent back and forth?

Setsumasa: Yes, those design elements were due to the limited capacity of the packet transfers, and that was something that I made clear to the planning department at the beginning of the development. We expressed which actions were and were not possible with the intent of putting the game online.

Takahashi: These were things that we were able to implement at a later date, but initially, anywhere where there was an on/off switch, like the command for opening a door, the command could only be switched on once and couldnt be turned off. So, in the example of the door, you could open the door but not close it. The reason being that there was no guarantee that the command would be delivered through the network in time to sync with other commands. So, you could send the command to open the door, but we couldnt keep track of another person possibly closing the door, so once the door was open it had to stay open.

So, back to the point of the characters movements and design, those were limitations due to the game being on a network. And the on/off switch limitation was another example of where the game was restricted due to being an online game.

Setsumasa: So the parameters we presented to the planning team were quite granular from the start.

Its really amazing from a design standpoint, how you had none of the modern technical advancements we have today high-speed broadband, enormous memory storage and still you made it work. The gameplay never suffered from not being able to close a door. There wasnt really a reason to have to close the door; monsters didnt cross those barriers. It was a very elegant experience that people dont realize was designed out of necessity.

On a side note, when youre creating your character, you can make a big character bigger, or take the smallest character class and make the tiniest version of that. Did that expand or contract the hitbox of the character, and were there any interesting anomalies that occurred as a result? For example, if you were a tiny character, could you exploit the weakness of a large monster? Anything like that?

Miura: The visual attributes of the characters were purely cosmetic, and their abilities were identical. The reason we did this was if there were advantages to being visually different, we assumed that players would all choose the character that was most advantageous. Even the hitboxes were the same, regardless of the size of the character. We wanted players to design their characters purely on how they looked, without considering the consequences of those choices. However, there were minor issues you could call them bugs, I guess, or unintended consequences. Depending on the height of the character and the guns they held, the aim and target would differ slightly. Other than that, the characters functioned the same way.

PSO was intended as a multiplayer game, of course, but it also supports a single-player mode by allowing offline play with the same character you use online. It was nice to be able to enjoy the game without going online, but the single-player experience was more or less identical to the online experience, minus allies, which could be quite tedious. Was this your original intention? Were you aware of the limitations of playing single-player?

Setsumasa: Yes, the balance in the game was the same for multiplayer and single-player.

Takahashi: Did we adjust the parameters? I feel like I remember making a table [to adjust for single-player].

The enemies all had very predictable routines. You could run in and attack or shoot at them, and they would all come sliding toward you. So the standard practice was to get a couple of hits in, run out of the zone, and wait until they walked away again, then repeat. It was a little cheap, but there was no other way to really deal with crowds. This was really the only way to survive in single-player.

Setsumasa: Youre right. PSO was very deliberately designed for both single-player and multiplayer. When playing in multiplayer, you could clear a single stage or battle faster as a group than playing alone. But, we did make it so that if you went back into an area, you could shoot the enemy from afar. Otherwise, given the way the game was designed, you would get killed. One of the objectives for us was that the gameplay wouldnt change too drastically between modes. We tried to make a unified experience. But, we wanted to give the players some variety in how to approach the game, so we also had difficulty levels normal, hard and very hard so that players could choose the level they were comfortable with.

In creating the loot system, how did you decide how many items you would put in the game?

Setsumasa: We initially decided on the total number of items and their ranks, strengths. Then we calculated how many unique images we would need, and that was limited by the artists capacity to create the graphics. So whatever the artist was able to produce within the development cycle capped the number of items we could put in the game.

Takahashi: Come to think of it, I dont think we maxed out the GD-ROMs storage capacity. Do you remember?

Setsumasa: In terms of memory space, the graphic data didnt take up too much space. It was the sound data that took up a lot of space.

Miura: Its always the sound data. [laughs]

And you couldnt patch anything afterward, so ...

Setsumasa: No, nothing like that. It was difficult deciding on the appearance rate of the items. We wondered if we set an item to appear once every millionth play, would it ever appear if there werent enough people playing the game? We had to use our best judgment [to balance the rates at which items dropped]. After the game was released, it was a relief when we heard from people playing the game that a certain rare weapon had dropped, because there was nothing we could do if it didnt work. We just had to have faith.

Takahashi: There were rumors about certain weapons not dropping. As a programmer, I would have liked to have patched the game, but there was no system in place to send patches. There were talks of using memory cards as a way of distributing patches, but the issue was memory caps on memory cards, and the number of times it would work and where it would work, etc.

Miura: Didnt we have a download quest?

Setsumasa: Ah, yes. We did do a download quest. In PSO, you could download the script and data for a new quest onto your system, and if you completed that quest, you would get an item.

Miura: If we got a complaint from a user that a certain item wouldnt drop, we set it up so that they could download this Download Quest. By completing a quest, they could get a particular item. We couldnt patch the data or fix an issue that a player encountered, but as a means of customer support, we could deliver a particular item to them.

In regards to the rarity of the games best weapons, because the red boxes were the rare drops, what was your algorithm like to determine what the drop frequency was? Was it, like, 0.05% or something? Is there a specific item that is the rarest drop?

Setsumasa: We laid out in an Excel sheet all the items and roughly how frequently they would appear per X number of plays. We didnt do a simulation of the number of times it would take for an item to drop; we just punched out the numbers depending on how frequently we thought it would be appropriate.

Do you remember the rate of the absolute rarest item?

Setsumasa: I cant remember the name of it, but there was one that was super rare and only a handful of people would ever get it.

Takahashi: I think there was something in Blue Burst.

In English, we called a particular phenomenon with PSO the black screen of death, aka BSOD, which happened if you lost your network connection while you were loading into another area. Nine times out of 10, your game data would be corrupted and youd lose everything. Since player data was console-stored, not server-stored, there was no such thing as data recovery. How did you guys handle that?

Setsumasa: This was a really serious issue for us. I can only apologize. For the Dreamcast version, we released a version 2.0 shortly after the initial release. Since we couldnt patch the game, we had to release an entirely new version. And we shipped version 2.0 immediately [in part to deal with this issue]. In addition to fixing bugs, we added some content as well. I remember we did that in a really short period of time, and it was a difficult time.

Takahashi: We included the bug fixes, because that was the point, but we included new content to convince the users to buy the new version. I wonder how long it was before we had version 2.0 available?

Setsumasa: It was within six months. Also, there were a few issues with the server that we were able to circumvent from our side using backdoor fixes. I recall that those were quite difficult to fix.

Were there server issues in version 2.0?

Setsumasa: No, there were a few in the first version. And for version 2.0, we fixed the server-side things. There were similar issues with the GameCube version as well. Thats why we released Phantasy Star Online Ver. 2 for Dreamcast and Phantasy Star Online Episode 1 & 2 Plus for GameCube. Again, patches didnt exist, so this was the only way to fix bugs in the game.

Miura: It was quite serious. But those were the limitations with the technology at the time. The system was developed to use the same data for online and offline play, using the same memory card. And the memory card save data was problematic in and of itself. It was prone to critical errors under normal circumstances. I still feel bad for the inconvenience to users.

Setsumasa: The crash didnt delete the save data, just the equipment data. This was actually part of an anti-cheating mechanism that was in place so that players couldnt tamper with the equipment data. There was another game released around the same time not from our company, but a game that had a similar bug and the network crash would lead to duplicating the equipped data. So, this led to players duping the equipped items and tipping the balance of the game, basically killing the game because weapons were all collected. We decided that it would be better if the equipped data disappeared rather than increasing. Thats why the items disappeared when the game crashed, which was regretful for the player.

See the rest here:
Phantasy Star Online programmers on breaking new ground and their Diablo-style isometric prototype - Polygon

Is It Time To Rename RPG? – IT Jungle

August 24, 2020Alex Woodie

Should IBM rename RPG, and if so, what should the new name be? Its an interesting idea, and one that was recently floated by a member of the IBM i community, who submitted an official request for enhancement (RFE) on the matter. The crux of the argument is that full free-format RPG is such a dramatic departure from fixed-format RPG that it deserves a new name. But will IBM, which owns the language, go along with the change?

Report Program Generator, or RPG, debuted way back in 1959, at the dawn of the computer age, as a way to replicate punch card processing on the IBM 1401, according to the Wikipedia entry on RPG. IBMer Wilf Hey is credited with leading the development of RPG, which emerged from FARGO, or Fourteen-o-one Automatic Report Generation, the predecessor to RPG on the IBM 1401. RPG is just one of a handful of computer languages still in use that were also used with punch card machines.

In the late 1960s, IBM updated the language and released RPG II in concert with the launch of the IBM System/3 line. RPG II was used with the System/32, the System/34, and the System/36, and was also used with System/370 mainframes. It was also used with VME/K, the operating system used by International Computers Limited (ICL), a British developer of mainframes that ceased operations in 2002. There was also a clone RPG environment for DEC VAX minicomputers way back when. This was the hey-day of the procedural language, as far as its support for a broad number of platforms go, but it would still have a long life ahead on IBM systems.

The IBM 1401 Data Processing System. From the left: 1402 Card Read-Punch, 1401 Processing Unit, 1403 Printer (Source: Gobierno de los Estados Unidos).

The language name was incremented in 1978 with the release of the System/38. RPG III was a major update of the language, and it introduced many modern constructs, including IF-ENDIF blocks, DO loops, and subroutines, according to the Wikipedia entry.

When IBM launched the AS/400 in 1988 it gave RPG III a new name RPG/400 but the language itself was identical to RPG III. (Many components of the midrange server got the /400 treatment, a heritage that is reflected in many product names, including this newsletter.)

The next major update to the RPG language came in 1994 with the launch of OS/400 V2R3. As part of that launch, IBM introduced the Integrated Language Environment (ILE), which provided a more modular and consistent way of developing applications. As part of the ILE launch, IBM introduced RPG IV, which is also called ILE RPG or RPGLE. RPG was one of the ILE languages, along with compilers for COBOL, CL, C, C++, and Fortran.

RPG continues to be the most popular language for new development on IBM i, according to the 2020 IBM i Marketplace Survey.

While other development languages are supported on the IBM i platform including Java and a host of open source languages like PHP, Python, Ruby, and Node.js that are used to develop applications that run under the PASE AIX runtime RPG (that is, RPG IV) continues to be the language of choice for the vast majority of IBM i developers. According to HelpSystems 2020 IBM i Marketplace Survey, RPG is used by 88 percent of IBM i developers for new development, followed by SQL at 80 percent, CL at 53 percent, and Java at 43 percent.

IBM continued to enhance the RPG IV compiler over the years, but it didnt do anything major with it until it released IBM i 7.1 Technology Refresh 7 (TR7) in October 2013. With that release, IBM officially added full support for free-format syntax in the RPG IV compiler. There was some free-format support before, but this was the first release that allowed developer to write RPG code in an entirely free manner.

Free-format RPG freed developers from needing to adhere to columns, as fixed-format RPG required. Free-format RPG was hailed as a major breakthrough by many in the IBM i community, since it allowed developers to write RPG code the same way they write code in other languages. RPG, they said, could be considered a modern language, since it was finally liberated from its regimented punch-card past.

The change to free format RPG was so consequential that some in the IBM i community want IBM to recognize it by giving it a new name. That includes Simon Hutchinson, an IBM i programmer from Texas who called for IBM to give RPG a new name last week on his RPGPGM.com blog.

Five years ago totally free RPG was introduced, Hutchinson wrote. It is not ILE/RPG. There are no columns and I can start typing in the first column of the source member, and can continue the way to the last column too. It was something new and different from its antecedents. This is a new version of the programming language and, in my opinion, it deserves a new name.

Hutchinson favors the name RPG for i, to go along with the naming convention IBM uses for other parts of the server, such as Db2 for i (please do not call it DB2/400). Tim Rowe, IBMs architect for application development and systems management product, has talked about modern RPG as differentiated from ILE RPG.

Maybe its time to update the version number? RPG V has a certain ring to it, although the time to name it that was probably during the launch of IBM i 7.1 TR7, way back in 2013. (Theres also the delicate matter of the RPG Five, the folk-blues fusion group that includes IBMs head of RPG development, Barbara Morris, along with IT Jungles Ted Holt, Alan Seiden, Steph Rabbani, and Kath Hewitt. But its possible that the band could be convinced be share its name with the language RPG, for a certain consideration, of course.)

RPG programmers demand their freedom!

Hutchinson went so far as to create an official RFE on the developerWorks site on August 15, which allows the community to vote on it. Several members of the community supported the idea, and noted that a new name to go along with the updated language could help to attract younger programmers to the platform. If you rename RPG to RAMPAGE youll have the coolest language with the coolest name! stated one enthusiastic member of the community. (Unfortunately, this name may forever confuse the search engine algorithms, which already think RPG stands for Role Playing Game.)

Ultimately, the RFE received 58 votes in less than a week, making it the hottest RFE on the page. Out of the 400 or so RFEs submitted so far in August across all IBM servers and systems software, Hutchinsons name-change request received the most votes.

Unfortunately, IBM did not seem receptive to the idea, and declined the RFE less than a week after it was submitted. IBM does not intend to add a new name or versioning number for free-form RPG. This RFE is being closed, the company stated on the RFE.

That doesnt necessarily mean that the idea is a bad one, or that it cant be revisited in the future. The IBM i community has been quite passionate with another RFE: release a lite version of RDi. So far, Big Blue hasnt budged on that matter, but you never know.

The (More) Modern RPG Language

What IBM Can Learn From Free-Form RPG

Lack Of Awareness Plagues Free-Form RPG

Free Format RPG Is Here with TR7, Context Checking Still to Come

Free Format RPG: Its All About the Jobs

Will Modern, Free-Form RPG Bring New Blood To The Platform?

Go here to read the rest:
Is It Time To Rename RPG? - IT Jungle

Why Businesses Should Embrace Modernizing Their Legacy Applications – TechBullion

Share

Share

Share

Email

Digital transformation is the buzzword thats on the mind of every tech professional as businesses worldwide look to modernize their tech habits on the go. Mobile, data, and big data technologies are forcing organizations across every industry to adapt, and emerging technologies like machine learning, artificial intelligence, and the internet of things, amongst others, are further causing disruption.

Businesses need rapid innovation to launch modern business models, optimize business procedures, and respond to new regulations. At the same time, business owners and employees are demanding the agility to connect to their Line of Business (LOB) systems through their mobile devices efficiently and securely, no matter how new or old these company systems are. Meet application modernization.

Legacy applications need modernization from time to time. Think about it this way; theres an excellent reason your current laptop uses the latest software instead of the same old software you used to have on your old laptop. The thing with technology is that it becomes obsolete with time, as the majority of products have a lifecycle of only five to seven years.

As legacy applications are frequent business bottlenecks, businesses worldwide are tirelessly investing in legacy applications modernization to stay ahead of the competition. Global enterprises are projected to spend $3.5 billion on IT in 2020, with more than one-third of that money going toward enterprise software and IT services. Read on to find out what is legacy application modernization and how it can benefit your business.

All platforms and programs that your business uses on an everyday basis will continue to be replaced with superior versions. As time goes by, your companys digital infrastructure will continue to be condensed into more competent tools that will better suit your companys needs. The legacy application modernization process within your company will most definitely include strategies that look at your servers, hosting, coding, platforms, software, architecture, infrastructure, storage, connections, system build, and more.

Besides that, modern-day platforms can have trouble communicating with older legacy apps, and legacy applications that were developed years ago may not be optimized to work on tablets and other devices. If you want to dive deep into the matter of how to do application modernization Prolifics has come up with this great piece covering all crucial aspects on how to proceed with the process within your company. In the following paragraphs, well focus on some of the most significant benefits that modernizing your legacy applications can provide for your organization.

Businesses that invest in modernizing their legacy application and software systems are more likely to encounter a significant reduction in costs. When you decide to move from on-premise data centers to cloud-based solutions, first and foremost, you will cut down the operational costs associated with data center utilities. The cloud-based data solutions offer way more manageable and scalable services at more affordable rates.

Companies spend 60-80% of their IT budget on maintaining legacy systems and applications. A big part of the maintaining finances is spent on managing the old codes and raising support tickets. Besides, diagnosing various issues can take up to several days when very few developers in your in-house team know the old legacy systems and applications in-depth.

Modernizing your legacy systems and applications allows you to re-architect the codes with open-source programming languages, automate the manual writing of code, remodel the existing code, and optimize the business procedures to avoid the need to hire highly skilled and expensive developers to maintain the system.

Modernized applications enable businesses to serve their clients and vendors more efficiently, and companies with modernized systems have a better chance of getting more business. Why? The new web-based modern technologies can provide superior scalability to your organization and enable you to connect with your clients in real-time.

In most cases, businesses find it challenging to create new products and features on their existing legacy systems. With modernized apps, it becomes much easier to plan for the future, design, and launch new services and features in far less time. Also, modernization means better code, better-managed databases, and more flexible applications. Online services are lucrative for end customers and can provide higher value to your services and generate more sales.

One of the vital benefits of modernizing the legacy applications and systems within your organization is improving the overall team performance and productivity. Now you will be able to move the workforce to cloud and leverage cloud computing to improve the efficiency of your companys day-to-day activities.

Modernizing your legacy applications can enhance your development teams productivity by as much as 40%, as developers get access to superior development tools and sophisticated cloud technology that improves their overall efficiency.

Additionally, different departments of your organization may have different needs. A particular division may need more storage space, while another may need faster processing needs. These modernized legacy apps and systems are more flexible and work better in variable conditions. With portable modules, you can achieve optimum results and manage your resources more efficiently.

Updating and managing the reports and logs can be a big headache with paper-based legacy applications. By modernizing your systems and applications, it will be easier to update reports and records from anywhere, at any time. Various features like increased security to advanced encryption, real-time data entry, and improved project tracking will all contribute to better customer support.

Last but not least, security is one of the most important reasons why you should seriously consider modernizing your legacy applications. Outdated legacy applications are extremely vulnerable to data breaches and malware attacks. It would be best if you didnt rely on the systems that were secure five or ten years ago. Modernize your legacy applications and systems altogether to provide better protection and security to your essential business transactions and operations.

Possessing an outdated and old IT system is not as fancy as owning a vintage car, as these decade-old systems will not be adding any more value to your business operations in the foreseeable future. Adopt legacy application modernization as it will help your enterprise in multiple ways. As a business owner, first, understand and assess your portfolio and prioritize the necessary investment. Define a strategy, know your business objectives, and find a reliable tech company that can genuinely digitize your business.

See the rest here:
Why Businesses Should Embrace Modernizing Their Legacy Applications - TechBullion

As world grapples with pandemic, schools are the epicenter – ABC News

JACKSON, Miss. -- The world is settling into a new normal for everyday life amid the coronavirus pandemic: online school classes, intermittent Zoom outages, museums that will only allow about a quarter of their usual visitors.

More than 800,000 people worldwide have perished from the virus and more than 23.5 million have contracted it, according to a tally by Johns Hopkins University figures experts say understate the true toll due to limited testing, missed mild cases and other factors.

Older people and those with underlying health conditions appear to be the most vulnerable. However, there's uncertainty about long-term effects and what impact millions of school children around the globe returning to classrooms might have on the virus' spread.

A significant red flag emerged in Hong Kong, where scientists say they have the first evidence of someone being reinfected with the virus that causes COVID-19. The case raises alarm bells, suggesting that surviving an infection does not provide lifelong immunity.

WORLD HEALTH ORGANIZATION

Just in time for back-to-school, the World Health Organization has updated its guidance for mask-wearing by children, notably saying those 6 to 11 years old should wear them to fight the coronavirus, but that it depends on local factors and other criteria.

Kids under 6 years old should not wear masks, WHO says, while those over 12 should wear them just like adults should, notably in cases where physical distancing cannot be ensured and in areas of high transmission rates.

The recommendations expanded upon previous WHO guidance that children under the age of 12 were not considered as likely to spread the virus as much as adults. Children in general do face less severe symptoms than adults, with the elderly the most vulnerable to severe infection.

ZOOM OUTAGES

The popular video conferencing tool, Zoom, experienced partial outages during the first day of school for thousands of students who are relying on the technology to connect with educators.

Technical issues occurred across the U.S., with the most reports on the East Coast, as well as in Europe, according to downdetector.com, which monitors self-reported outages. The disruptions lasted about 90 minutes, according to the company.

Grade schools, high schools and universities are relying on Zoom and competing technologies like Microsoft Teams to learn remotely, and reduce the chance of infection during the pandemic.

Zoom Video Communications became a familiar tool to millions of new users after the spread of COVID-19 made face-to-face meetings risky. It now has about 300 million users.

MISSISSIPPI

An entire fourth grade class in Mississippi has been quarantined after a student and more than half of a schools fourth grade teachers tested positive for coronavirus, just a few weeks after beginning the school year.

Lafayette County School District Superintendent Adam Pugh said the district notified the families of more than 200 fourth grade students at Lafayette Upper Elementary School to quarantine for two weeks.

We dont have enough staff to cover our entire fourth grade class in-person, so we had to send everybody home, to do virtual lessons, he said.

NEW YORK

Museums across New York and gyms in some parts of the state outside of New York City are being allowed to reopen as coronavirus restrictions are cautiously eased.

Under guidelines announced by Gov. Andrew Cuomo, museums must keep visitors to no more than 25% occupancy and must use timed ticketing. New York City museums that will open over the next few weeks include the Metropolitan Museum of Art on Aug. 29 and the American Museum of Natural History on Sept. 9.

Cuomo said gyms and fitness centers could open at 33% capacity starting Monday, but New York City Mayor Bill de Blasio said the citys gyms would stay closed until at least Sept. 2.

Cultural institutions and gyms across the state have been closed since March when nonessential businesses were forced to shut down to stop the virus' spread. New York was the epicenter of the U.S. outbreak during the spring but has so far succeeded in staving off a second wave of infections.

HONG KONG MAN REINFECTED

Scientists say they have the first evidence of someone being reinfected with the virus that causes COVID-19. Genetic tests revealed that a 33-year-old man returning to Hong Kong from a trip to Spain in mid-August had a different strain of the coronavirus than the one hed previously been infected with in March, said Dr. Kelvin Kai-Wang To, the microbiologist who led the work.

The man had mild symptoms the first time and none the second time; his more recent infection was detected through screening and testing at the Hong Kong airport.

It shows that some people do not have lifelong immunity to the virus if theyve already had it, To said. We dont know how many people can get reinfected. There are probably more out there.

MEXICO

Millions of Mexican school children returned to classes using a system that cobbles together online classes, instruction broadcast on television and radio programming but no in-person classes as of yet.

The Mexican government enlisted the countrys largest private television companies to dedicate channels to school programming around the clock. Education officials developed schedules giving students at each level multiple opportunities to watch their classes.

Education Secretary Esteban Moctezuma said officials decided to rely on television because it has a far greater penetration that the internet.

CONNECTICUT

A spike in coronavirus cases in Danbury, Connecticut, has led Western Connecticut State University to temporarily move all classes online and bar students from returning to residence halls for at least two weeks.

Nearly 900 students were expected to begin moving into dorms on Sunday, but school President John Clark announced the new restrictions on Saturday. About 60 students who moved in early are being told to stay on campus for the next two weeks, and commuting students must stay off campus.

Pane reported from Boise, Idaho. Associated Press journalists from around the globe contributed to this report.

Excerpt from:
As world grapples with pandemic, schools are the epicenter - ABC News

Government Employee Slams Australian Government for Censoring His ‘Blog on How COVID-19 Helped Tech Compa – Tech Times

A federal civil servant who also contributes to a blog site is stripped away from his job and career in the national public service because of a piece he wrote about the relationship of technology companies and the Novel coronavirus. Josh Krook admits that his blogpost was non-controversial.

Josh Krook was recently stripped of his title and post in the federal public service in Australia's industry department because of a blog post. According to The Guardian, the particular post mainly tackled the Novel coronavirus changing the landscape of the world and led to a reliance on technology.

The newly established blog site,Oxford Political Review, contained Krook's piece, which he submitted and published last April. Krook claims that the blogpost was uncontroversial and impartial of all technology companies.

He presented a view on how social isolation and disconnection from the outside world benefitted technological companies that mainly focuses on giving online services to connect people seamlessly. Krook did not imagine that writing about the situation the world currently faces, and its correlation to technology could cost him his job.

Krook also mentioned that his post tackled generalities and presented a view of the increasing dependence on the digital world. The post did not mention any companies, individuals, or even the Australian government or its existing rules, prohibitions, or policies.

Josh Krook also defended that his post did not conflict with his then-current status as a civil servant. Three months after his April blogpost, Krook was invited to a meeting that included his superiors.

(Photo : (Photo by Alex Wroblewski/Getty Images))WASHINGTON, DC - APRIL 10: Sen.Ted Cruz (R-TX) speaks about a graphic related to free speech at a Senate Judiciary Committee hearing on April 10, 2019 in Washington, DC. The Republican-controlled Senate Judiciary Committee is questioning whether large tech companies are biased towards conservatives.

Krook's superiors mentioned that his blog post could potentially damage the government's relationship and image with the present frontrunners in the technological industry. The blogpost he publicized would be easily found by the technology companies and will refuse to work with their country.

He was then told that his article would be fine if he did not become impartial and wrote "good things" about the companies he generalized. Later, Krook was asked to take down the article, which he did initially by contacting the blog editor.

Krook realized that what he was asked to is to go against his ethics and principles as a writer. Despite his neutral side and take on the article, he was still criticized and asked to remove the post. With this happening, Josh Krook decided to quit his job and campaigned about the form of censorship that he experienced.

(Photo : Unsplash)

The wordcensorshipis mainly associated with the 'free press' or freedom of the press movements that aim to remove the liberty of a journalist or a news agency in delivering the news.

Censorship is done in lots of elements found on the mass media, and some are not threats to freedom. Censorship can be used toblursuggestive and 'R'-rated images or clips and inappropriate curse words that are uttered. These censorship types help protect the young and innocent audience from the vulgar objects in the media.

However,censorshipto the "free press," which are protected by some state policies and the constitution is a direct suppression and attack against the liberty of delivering various types of information to the public. Censorship in the press has caused several news agencies and journalists harm in doing their jobs.

The suppression is a form of controlling the press and shaping the audience's opinions and views using powerful mediums.

2018 TECHTIMES.com All rights reserved. Do not reproduce without permission.

See the rest here:

Government Employee Slams Australian Government for Censoring His 'Blog on How COVID-19 Helped Tech Compa - Tech Times

Pai: FCC Not Generally in Business of Censorship – Multichannel News

FCC chairman Ajit Pai has told a member of the House that the agency is generally not in the business of dictating what viewers can and can't see.

Pai was responding to a letter from Rep. Nydia Velzquez (D-N.Y.), who was concerned about a TV show, La Comey, airing on Mega TV in Puerto Rico and containing what she called "a pattern of xenophobic and racist remarks."

Velzquez said the show was making direct attacks on the immigrant community and racist remarks and asked the FCC to "review the practices employed by this television show," adding: "I believe the FCC must ensure that any programs requiring FCC licenses do not unfairly target minorities or any protected classes under the law."

The show has drawn criticism before and there are renewed calls for its cancellation.

Related: FCC's Pai Says Free Speech is Under Siege

Pai responded that, under the protections of the First Amendment and Section 326 of the Communications Act, and with the exception in limited circumstance related obscene, indecent, or profane programming, broadcasters have discretion to determine what content to air on their stations, even if that programming could be objectionable to some viewers.

He said that means that the FCC is generally prohibited from censoring content or dictating to licensees what the stations can or cannot air.

Pai pointed out that viewers can reach out to the station or licensee directly with their issues.

View original post here:

Pai: FCC Not Generally in Business of Censorship - Multichannel News

Inside the Beltway: Censoring the GOP convention is part of the media plan – Washington Times

The major broadcast and cable networks were mighty friendly to Democratic presidential candidate Joseph R. Biden and the splashy national convention which provided his debut in the political arena last week.

Here is the question that follows: Will media coverage of the Republican National Convention be as generous, or will the networks end up censoring President Trump and his campaign message, or compromising the coverage itself?

The liberal media is already rustling with possibilities.

America is experiencing asymmetric lying because President Trumps campaign is much more dishonest, more frequently, than Joe Bidens campaign. News outlets have to acknowledge this truth imbalance, CNN media analyst Brian Stelter warns in a tweet.

Should TV networks air the Republican National Convention in full? he asked, suggesting that broadcasters consider cutting away if they believe the Republicans are offering disinformation to the voting public.

A network decision to stop covering the GOP gathering because of perceived disinformation could be a real moment of truth in the media business.

This week is a test for those in the television news business: Are they still trying to deliver news, which means letting their audience actually witness important events for themselves (albeit with analysis and commentary from the networks)? Or are they in the well-only-show-what-liberals-want-us-to-show business? Last week, CNN and MSNBC let their audiences see roughly 90% of the Democratic video show that stood in for this years national convention, without any meaningful interruptions, writes Rich Noyes, research director for the Media Research Center.

If those organizations are still in the news business, thats exactly how much of the Republican Convention youll see on those networks, too, he says.

The conservative press watchdog found ABC, CBS and NBC showed viewers very large percentages of the Democratic fare. Mr. Noyes now wonders whether they will treat the Republican National Convention equally.

By Thursday night, well see whos left in the news business, and whos abandoned it for the political advertising business, Mr. Noyes says.

6,000 MILES

Let us pause and consider the Question of the Day for Joe Biden, posed daily by Donald J. Trump for President, the presidents official campaign entity. And here it is:

Last week during your convention, President Trump traveled more than 6,600 miles to speak to voters in states across the nation, which is more miles than you have traveled in total since March 7. During the Republican National Convention this week, do you have any plans to leave your basement and actually meet voters?

This inquiry was made on Monday just as the Republican National Convention got rolling.

AOC HAS A SAY

Its not a campaign video, but it could be. Rep. Alexandria Ocasio-Cortez has released an 18-minute, on-camera showcase of her beauty routine, published online Monday by Vogue magazine which has yet to do a feature on first lady Melania Trump, a former fashion model with global credentials.

The video, meanwhile, has already racked up more than 1 million views on YouTube.

The reason why I think its so important to share these things is that, first of all, femininity has power, and in politics there is so much criticism and nitpicking about how women and femme people present ourselves, the New York Democrat explained.

Femme designates a distinctly feminine style that can be adopted by people of any sexual orientation, according to Merriam-Webster dictionary.

Just being a woman is quite politicized in Washington. Theres this really false idea that if you care about makeup or if your interests are in beauty and fashion, that thats somehow frivolous. But I actually think these are some of the most substantive decisions that we make and we make them every morning, the lawmaker said.

She also revealed her color of choice for a bold lip is Stilas Stay All Day Liquid Lipstick in Beso, a bright red.

One of the things that I had realized is that when youre always running around, sometimes the best way to really look put together is a bold lip. I will wear a red lip when I want confidence, she notes.

If Im going to spend an hour in the morning doing my glamour, its not going to be because Im afraid of what some Republican photo is going to look like. Its because I feel like it, Ms. Ocasio-Cortez said.

NOW THERES A THOUGHT

The Republican National Convention will be a four-day celebration of President Trump and a visceral four-day condemnation of Democratic nominee Joe Biden and his party, says Fox News, in a handy and succinct description of the weeks big event.

And what does this say about Mr. Trump?

It will be his greatest performance ever, declares Lucianne Goldberg, founder of the news aggregation site Lucianne.com.

POLL DU JOUR

55% of U.S. adults plan to get a coronavirus vaccine shot when it becomes available; 54% of Republicans, 54% of independents and 66% of Democrats agree.

58% of Whites, 49% of Hispanics and 41% of Blacks, plus 59% of men and 51% of women also agree.

26% overall do not plan to get the vaccine shot; 37% of Republicans, 26% of independents and 15% of Democrats agree.

24% of Whites, 29% of Hispanics and 34% of Blacks, plus 23% of men and 29% of women also agree.

20% overall dont know whether they will get the shot; 18% of Republicans, 20% of independents and 19% of Democrats agree.

18% of Whites, 23% of Hispanics and 25% of Blacks, plus 18% of men and 21% of women also agree.

Source: A Fox News poll of 1,000 registered U.S. voters conducted Aug. 9-12 and released Thursday.

Helpful information to [emailprotected]

Excerpt from:

Inside the Beltway: Censoring the GOP convention is part of the media plan - Washington Times