Blogs : Latest entries
|
|
| < Previous page |
|
I just finished my talk at JavaZone 2008 about bytecode manipulation. You can download the presentation's PDF file from: http://uwyn.com/download/bytecode_real_world.pdf This is the abstract: Bytecode Manipulation in the Real World Bytecode manipulation has become increasingly popular over the last years. It is used by JPA implementations, application servers, AOP libraries, web frameworks, monitoring systems, profilers, clustering solutions, scripting languages, workflow engines, and much more. In fact, most of today's applications will most probably rely on byte code manipulation, often even without realizing. Application developers however seem to be overly careful and often frown upon bytecode manipulation as an arcane art that is risky and difficult to understand. This presentation will show you that it's easier than you think. We'll go over concise examples that illustrate the concepts. Distinct patterns, coming from different domains, will give you ideas about adopting byte code manipulation for your own products. You'll learn arguments to reassure skeptics and see how the manipulation can plugged into your tool chain. We'll finish off with tips and tricks to write maintainable code with the ASM library. After this session you'll see byte code manipulation as another tool in your arsenal and you'll have a good picture of how to start using it yourself. Outline:
|
||||||||||||||||||||||||
|
I bought this game after having read all the bad reviews out there. However, it seemed to me that most criticisms boiled down to the reviewers being unable to handle the controls or being unwilling to take a little bit of time to get used to them. The graphics that I saw, the description of the features, the game play, and the storyline all attracted me, so I got the game a week ago. I just finished it and I have to say that I rarely have had so much fun with a game. It's entirely different from any other next gen title out there in that it generally allows you to take your time and think things through. You can combine many real world objects to create bombs, set cars on fire, create gasoline trails, glue molotov cocktails to enemies, etc. The right approach often gets you through a tough spot without have to resort close combat. I've seen videos of players just storming into scenes and having an impossible time getting through them because they didn't properly look at the possibilities beforehand. This game stems from the great line of adventure games of old, yet it take everything into this new generation by give you a great free-roaming world with kick ass physics. Sure, there are frustrating sections that take a lot of practice and skill to succeed (like the car chases), but if you don't like this kind of game play ... just skip it. With its DVD menu system, Alone In The Dark let's you play what you want and doesn't force you, what a novel idea! Personally, I found these sections thrilling since after some practice you get through them and really feel a sense of accomplishment. What more to say. The inventory system is awesome and not frustrating thanks to the shortcuts that you can setup. The switch between first person and third person isn't gratuitous and instead serve very different purposes and allow you to fully appreciate the game. The fighting system where you control the weapon with the right analog stick is just awesome. It's like having a mini Wii controller on the 360's game pad. Additionally, it allows you grab objects and move them around you in three-dimensional space to solve puzzles. This is once more very innovative and refreshing. Finally, it seems to me that Alone in the Dark is a work of art and that it's simple not appreciated by the mainstream press. This is nothing new and often happens to visionaries. I for one hope that Eden Studios will continue along this path and surprise me with other games in the future. We need studios that dare to step outside the beaten path and execute this in such a masterful way as Alone in the Dark. Thanks a lot for this game! Scores
|
||||||||||||||||||||||||
|
Today one of the Belgian patent information centers got back to me to discuss the state of Channel Intelligence's European patent application. They confirm that the patent is indeed still under examination and that means that it has not even been sent to the local patent offices of each individual country where this patent would apply. The patent has been under examination for over 7 years and Channel Intelligence has been gradually trying to adapt some of the claims to get it past the examinator. The fact that it is taking this long is a good sign since it means that the patent office never consider it to be into an acceptable state and it already went through several iterations. Also, since this is clearly a software patent, the representative of this Belgian information center confirmed that it will be almost impossible for this patent application to be approved in Europe. He suggested that I put a comprehensive dossier together with all prior art and detailed explanations about how they invalidate the novelty and inventiveness of the patent. This seems to correspond with what's written in article 115 of the European Patent Convention. The examinator however has no obligation to take this into consideration. At his sole discretion he can decide to use or ignore the information that is sent to him. However, that's not all. In the very unlikely event that this patent might be accepted in Europe, there's still a 9 month period after the acceptance date where an official protest can be filed. This doesn't have to be done through a lawyer and can simply be coordinated with a local patent office. Such actions however can't be ignored and will have to be examined in detail by the global European Patent Office. I thus plan on creating this dossier and also publish it on my blog. Anybody that feels strongly against this patent will then be able to use this information to send his or her own letter to the patent office. If we coordinate this correctly, they might not be able to ignore the pressure. Thanks a lot everyone for all your support. I'm amazed at how friendly and helpful everyone has been so far. |
||||||||||||||||||||||||
|
posted by Geert Bevin in Channel Intelligence vs. Uwyn on Jul 24, 2008 8:47 PM : 8 comments [permalink]
|
||||||||||||||||||||||||
|
Since the European patent that Channel Intelligence tries to sue us with doesn't seem to be granted yet. I'm now looking for prior art to stop the patent from being awarded. This could make this lawsuit go simply go away for everyone they targeted in Europe. Below is a list of what I already found with the help of friends. If you have other suggestions, please add them as comments. Also, I'd appreciate it if people could help me to read over the patent and validate the applicability of this prior art. I might have missed something.
|
||||||||||||||||||||||||
|
posted by Geert Bevin in Channel Intelligence vs. Uwyn on Jul 23, 2008 11:28 AM : 15 comments [permalink]
|
||||||||||||||||||||||||
|
The official complaint from Channel Intelligence states the US patent number but it only vaguely mentions that they 'own the foreign equivalents'. I thus decided to search for them, and I found this: http://register1.epoline.org/espacenet/regviewer. It turns out that the equivalent European patent is still under examination. I've contacted the Belgian patent office to see what the local status is and they're getting back to me shortly. With the abundance of prior art, it might actually be easy to stop the patent from being granted in Europe now. Apparently it's much more effective to intervene during the examination process than it is to contest the patent once it's granted. |
||||||||||||||||||||||||
|
posted by Geert Bevin in Channel Intelligence vs. Uwyn on Jul 23, 2008 9:50 AM : 9 comments [permalink]
|
||||||||||||||||||||||||
| < Previous page |



This is a first for me, I don't usually review games. I like Alone in the Dark so much thought, that I felt like talking about it.