Bada an overview

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The bada architechture consistes of four layers:

Kernel:It consistes Linux Kernel or Real-time OS

Device: Core function of mobile device platform like telephony, security, graphics and event and window management

Service: Application engines and server based components. Access through API for any server assisted features .

Framework:C++ and Web frameworks that consists of an application framework

Application Model

The base application is stored on ROM and can't be removed using the Application manager .

The applications can be removed or installed if they are not Base Apps , these apps can be made using C++ or Flash .This platform supports Multi-tasking .

Initially it will sow a splash screen then initialize the Application . After that the application comes to the foreground and runs simultaneously .

The role of teacher

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The role of teacher assumes great importance as they are in the noble profession of imparting education/ knowledge to the student's .
They are in the profession of important task of moduling young minds. The position of teacher can be well assumed when we say Socrates was teacher of Pleto. Pleto was teacher of Aristotle. Aristottle was teacher of Great Alexander.
Valmiki and Drona were Gurus of the epics, Ramayana and Mahabharata.
The ideals as ststed aforesaid can only be performed by a teacher when he is a person and not just a machine delivering informations only.
To put it simply, the aim of education is to help a student grow into a 'person'.
A teacher should not be a prop to which the growing student clings. On the otherhand a teacher should be like a gardener, watering the plant, seeing that it gets enough light and soil to grow furher.
This can be performed well if the teacher assumes the position of friend than that of a corrector.
In today's parlance this is more true when children have started asserting their right to death.

A teacher should be friend, philosopher and guide specially in the era of break down of joint family system and emergence of the nuclear family. As the children are deprived of the company of grand father, grand mother, brothers and sisters, the teacher of today should fill the vacuum.

Our Economy

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Debt is soaring and that is the problem. It would be different if that spending was going into a savings and retirement account or in the case of business, into factory machinery. But it is not. The GDP growth involves spending money and borrowing the money rather than using earnings. That’s where the problem lies. And that’s where the demise of the dollar is going to occur. At some point in the near future, our country is simply going to run out of credit. It is the debt itself, out of control and getting worse that is going to cause the loss of Dollar’s spending power. The higher our consumer debt and our Govt. debt, the weaker the Dollar becomes.
Our economy is fast becoming morbidly obese and we have long abandoned the desire to slim down. We just keep buying bigger and bigger expectations. 

We just live in bubble. The loss of sound money -----money backed by tangible asset, rather than a Govt. process--------is the root imbalance that’s plaguing the Dollar.
We have gone through a strange period where several conditions were combined: Record low interest rates, an exploding budget deficit, record high consumer debt, and the housing and mortgage refinancing bubble, Americas slowest economic recovery even after recession and import is far more than export----- the trade deficit-----is a huge problem that will ultimately destroy the US Dollar  and its spending power.

Think right, win over yourself

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The message as expressed in Bhagavad-Gita (6.6) is like ‘that one is, in the final analysis, his own friend or his own enemy. If one were authentic, clear and skilful in his actions and thoughts, no one else can ever cause him any damage.’
Further, no wrong can reach him but by his own ill deeds. His welfare is in his own hands and that none but himself can rob him or repose.
The art of right reaction to matters, which would ensure one is not damaged by situations, transactions or developments, is also summed up in these immortal lines of Ella Wheeler Wilcox in her poem Worthwhile,” Tis easy enough to be pleasant,/when life flows along like a song;/ But the man worthwhile is the one who will smile/ when everything goes dead wrong.”
Retaining one’s cheer and thus his presence of mind too, is thus, is vital stage in attaining that sublime ‘Victory over one self. This is brought about by being watchful and aware of one’s instincts and impulses and thus refining them by and by (shanihi, shanihi). This is the art of transition from being reactive to proactive.
And thus by attaining ‘Victory over one self ‘one indeed can ‘never know any defeat’

demo game for cars

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Designers Are Descriptive, Programmers Are Procedural

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A designer, a programmer, and a producer walk into a cocktail bar. The barman asks, “What can I get for you?”
The designer says, “Give me something fruity, with an umbrella in. No gin though, it makes me violent.”
The programmer says, “Mix two parts vodka with one part white rum, shake it with ice. Pour it into a glass with strawberry syrup, and top up with sprite. Stick an umbrella in the top and hand it to me.”
The producer, who only came along because they needed a third person to make up the joke, sighs and says, “I’ll have what these guys are having.”

The bartender begins making the drinks, “OK, three Equivalent Expressions, coming up…”

There’s a fundamental difference between the kind of problems that designers and programmers spend their time solving, and as such, I think there’s a difference in their habitual approach to solving problems, and the way they structure and explain their solutions.

Designers are fundamentally interested in the properties of the end result – the visible ‘outer shell’ of the product. They don’t care about the technology inside it, beyond the observable effects (like it being fast enough, not crashing, etc). Their descriptions of the product, and how it should be, are thus all written in terms of these visible properties: which things the player experiences, when and where the player experiences them, and so on.

Programmers, by contrast, are focused on the internals of the product – they are tasked with filling in the gap between the outer shell provided by the designers, and the solid core of functionality provided by the platform. It’s like a translation process – translating high-level game concepts into low-level hardware operations – and so their explanations are in similar terms: which lower-level concepts are in use, how they are combined into large structures, and so on.

Speaking In Tongues

This mismatch in modes of thinking requires extra effort to ‘bridge the gap.’ However, it’s not symmetrical.

As we’ve said, the entire focus of a programmer is on constructing these onion-layers of high-level to low-level concepts, composing and decomposing functionality to create the desired result. Connecting concepts between different layers of abstraction is programming. So when a designer talks to a programmer in the highest-level terms, mapping those terms down to the level that the programmer is working at is employing the programmer’s core skill.

The same is not so true for designers. Taking information about the implementation, and deducing from that the visible effects and constraints upon the outer shell, is not actually a part of design. Design is making decisions about the outer shell, within the constraints imposed by the implementation; figuring out what those constraints are is something different. Good designers can do it, of course, but it’s not their core skill.

To put this in slightly more concrete terms: When a designer tells a programmer that he wants a particular enemy to shout something when he sees the player, figuring out the points in the code that will need to be modified to support that is what programming’s all about. But when a programmer tells a designer that he’s added sound hooks to the base enemy class upon selecting a new object of interest, figuring out what this will actually allow the designer to do is not what design’s all about; it’s deciding which enemies should play sounds, and which sounds, that employs their core skill.

Another example, from outside the games industry, is CSS. Of all the designers I know who’ve done work with CSS, there are a few particular parts that they always have trouble with – display, position, and float. Together, these properties are extremely powerful for producing fluid layouts – but using them the way you want requires that you stop thinking like a visual designer, and start thinking like a web page renderer layout system.

First this box will be laid out, then this one will be floated to the left inside it, then this other one will be positioned relative to it… it’s a procedural combination of pieces, compensating for the fact that CSS is lacking some useful layout concepts, like built-in support for columns. Knowledge of how to achieve things like an equal-height 3-column layout is passed around as a bit of arcane ‘magic’ that designers just learn and apply, understanding it only in as far as is necessary to use it.

So, I think that when it comes to interfacing design and programming, it would be most efficient to get the programmers to learn to ‘speak designer,’ rather than getting the designers to learn to ‘speak programmer.’ It’s a better match to their core skills, to their habitual modes of thinking.

Designing For Designers

Most established programmers already do this in direct communication, I think. When explaining a new system to the design team, you don’t tell them all the class names and algorithms used; you tell them about the features and behaviors that they will use, phrased in their terms, the terms of the end user’s experience. Sure, sometimes you slip up – be it through absent-mindedly forgetting that you’re not talking to fellow programmers, or through enthusiasm about the elegance of what you built, or whatever – but even then, the designers usually speak enough Programmer to follow along.

Where I think this happens less is in tool design.

Internal tools frequently present their concepts and functionality in implementation terms, rather than in end-user-experience terms. Designers get settings with names like ‘Collision Detection mode’ and options like ‘Discrete’ and ‘Continuous,’ which only make sense if you know about how collision detection systems work. So what happens is they learn that they need to set it to ‘Continuous’ for fast-moving objects and ‘Discrete’ for slow-moving objects, and at that point the setting has basically become equivalent to a ‘Movement class’ setting with ‘Fast’ and ‘Slow’ options, except that it includes this extra pointless translation step that needs to be learnt and applied.

It’s not hard to imagine how the tools end up like this. Many of them start out almost as testing rigs for the programmers; the tool is there to allow the programmer to quickly configure and test the system’s features and interactions, so they write it in Programmer, and when they’ve done that it’s technically possible for the designer to set it up however they need it to be, so why make further changes?

Yet while it may be technically possible for for the designers to set things up the way they’re needed, it’s not easy, which means that it requires training, takes longer, distracts the designer, and is more error-prone. These costs are often not taken fully into account. The tool has effectively been designed by a programmer, and if that’s OK, why do you have designers on your team at all?

“Well, what if someday there’s an object that is slow-moving but needs Continuous collision detection for some reason nobody can think of right now? Better to keep the flexibility, right? Also, while it might make it easier for the designer to set things up, it makes it harder for the programmer, because now they’ve got to keep remembering that ‘Fast movement mode’ means ‘Continuous collision detection.’ It’s not saved any work, it’s just moved it around.”

Firstly, bear in mind that remembering things like “Fast movement mode is implemented using continuous collision detection” is a programming core skill – just like remembering things such as “CPU Texture reads are implemented using readback-from-video-memory, which is slow, and so should be avoided.” It might be the same amount of work, but programmers have more practice at it.

Secondly, though: simplicity and flexibility aren’t mutually exclusive! Presenting designers with options “phrased in Designer” doesn’t have to mean taking away the options “phrased in Programmer.” The implementation-level options can be hidden away in ‘Advanced Settings’ sections, or in a ‘Programmer View’ mode. The designer-friendly options can be provided as presets – a quick means for designers to automatically set the implementation-level options, while still being able to keep thinking in terms of the end user experience, and without losing the flexibility of tweaking things more directly when required. These are solvable problems!

Programmers and designers have different habits for thinking about problems. When programmers create tools that designers will use, they should present those tools in ‘design language’ – the language of the end-user experience – rather than just exposing the flags and values that the implementation works with. It’s better for them to do that, than for the designers to learn how to manipulate the implementation, because figuring out how to set the implementation for a particular design goal is what the programmers are good at.

How can you avoid the pitfalls that destroy most entrepreneurs?

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Failed entrepreneurs believe that “if you build it, they will come”
They spend too much time on business support and not enough on money-making:
Entrepreneurs often waste valuable time on items related to supporting the business before they’ve figured out their money-making formula. Examples of wasteful business support items include:
  • Accounting – Selecting an accounting program to track their financials.
  • Design – Choosing a logo for business cards or a Web site.
  • Intellectual Property – Figuring out how what parts of your idea can get a copyright, trademark or patent.
While those can be important later on, you shouldn’t sweat supporting a business until you have a business capable of making money. Here are the key money-making topics Kelly says you should dig into before you work on supporting your business:
  • Lead generation – What are your sources for new customers?
  • Converting leads – How do you convert your leads into first-time customers?
Nail those money-makers first before sweating what your new logo should look like.
They run out of money and time: Most entrepreneurs fail because they run out of money or resources. Even mighty Webvan (with billions of dollars available to it) fell victim to this. They run out of money because they did a poor job at one of these three parts of financial projections:
  • You were optimistic on your revenues.
  • You underestimated your expenses.
  • You mis-projected your balances.
Obtaining cash is one good way to buy time. And if you don’t have cash, make sure you minimize your cash outlays until your money-making is kicking in. A good entrepreneur substantially minimizes cash outlays until the business is off the ground.
They lack strong execution: Entrepreneurs often fail because they execute poorly. This is not surprising since a common characteristic of entrepreneurs is that they are often more creative — which is in part why they come up with great ideas for businesses — than they are organized and detail-oriented.
They start too many things: We know an entrepreneur who has a full-time job (which he dreams of quitting) and has three Web sites running in his limited part time. He’s spreading himself too thin on the three web side-projects — one of them is showing promise (it dominates a niche market and generates $1,000 per month in revenue and growing).
It's not advisable to do such things as it will never ever give you the proper identity .

getting the most out of your workers

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The real secret to getting the most out of your workers is...get a notepad and pen so you get this all down....be nice! Did we need a book to tell us this? Maybe we did. We have all worked for companies in which the boss or manager was anything but nice. We've all worked for bosses who were raving lunatics. And maybe you are a raving lunatic and your employees absolutely hate you. I have worked for my share. One who couldn't speak a sentence without dropping the "F bomb." Another who was such an ego-maniac that she had to remind employees, almost daily, about the value of her stock holdings. Another who was so tense and humorless that the entire office became infected with misery.

Sound like you?

Take a deep breath. Tracy has some advice. First of all, smile! "When you see someone for the first time each day, smile at that person." Seems obvious, but how many managers don't do it (maybe even you)? Ask questions. "How's everything going? How are you feeling?" And really be interested in the answer. Listen. And don't interrupt when your people are talking to you. Be polite to your staff. Treat them "as if they are talented, intelligent and accomplished." (If they're not all those things, why haven't you fired them?)

If you need some reeducation to start acting the part of a manager who motivates others, Tracy has a basic but valuable outline on how to maximize your talent. Among his principles:

   1. Be Clear: How many managers have you known who give ambiguous direction (or none at all)? Often this is because they have no idea what to do themselves and are hoping their staff can figure it out. This isn't fair. If you're the boss, it's up to you to set expectations without any ambiguity.
   2. Be Competent: You have to lead by example. If you're using your staff to cover up your own incompetence, it's obvious to everyone and no one will respect you.
   3. Be Focused: If you're scattered as a manager, you reflect your disarray on others -- that's very demotivating. People should know what's important to you, because you live it.
   4. Have Integrity: Your reputation is your currency to get things done. Damage it and risk losing the allegiance of your people.

Animations and Gaming: Know-how of the Technology

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India is fast going up the animation-outsourcing ladder. Though a recent entrant in the global animation scene, demand for India’s production services is growing at a fast pace. With global entertainment majors like Walt Disney, Imax, Warner Brothers and Sony signing up huge contracts with Indian animation companies, local animation design studios are gradually establishing their credentials overseas and building their skill sets in this high potential global market.

The boom is not only seen in the animation industry. The growth of the mobile industry has lead to a rise in demand in the gaming industry as well. India being a very competent nation with technology has an edge over others in terms of the time involved in game development. Games developed in India have been successful internationally and therefore, are enhancing India’s image as a country with the technical and infrastructure capabilities to provide gaming-related services that meet international standards
With the growing business in animation and gaming an emerging trend that can be seen in the market currently is that a number of Indian companies adopting a co-production business model from an outsourcing model. Shift to the new business model would prove fruitful for the industry as co-production model would drive motivation of industry players and compel them to perform bigger and better business. Going forward, India is expected to position itself as number one in the animation market riding high on its talent potential and quality work it offers the global market.
----NASSCOM Report

The future is really bright in Animations and Gaming .
Before joining any Institute think twice , does they give training upon the latest technology ? Do they teach Game Development or Mobile Applications ? What Technology they are working on ?Do they know how to create a game , then that's on which platform ? PC ? Mobile? I-Phones ? Social Network ? Which Engile They are using to run a game ? How can they create a game character if they are providing training on game designing , as Maya is not at all used to create gaming characters , then how they can teach game designing ?Did they do any project on games ? What's their track record on games ?
In India , there are lot institute who do give training on Multimedia , not even Animation is their cup of tea , but they do give ads that they do give training on Animations , Before joining any Institute for Animations just check the following :

Does the course contain Classical Animations ? They do give training on 2D Animations on Lightbox ? They do give training on Animation Methods Like :
Clay Animation
Cel-Shaded Animation
CG Animation with Actual Human Anatomy Model ?
Mouth Positions
Lip Synchronization
3D Animation (Including Modeling, Texturing, Rigging, Animations, Lighting, Formations, Dynamics )
Film Formats

The above are a simple basic criteria to be a part of Animation Industry .Animation is used not only in Films , but they are used in Medical, Difence , Police, Media, News, Law, Education , Interactive Sector's , Mobiles .Does the institute provide all the informations ? Do they promote the student's on International event's ? What's the pay package you are getting after doing the course from other institutes ?Student's from other institute's are getting low-end salary as they don't know the technicalities and they are not at all trained-up for Industry related Techniques .
Have look at the online tutorial regarding how to do animations at : http://www.virtualinfocom.org/online_tutorial.html , you can have a basic idea on how to create character's and how to do animations .


Regarding Game Development only we virtualinfocom gives training on real game development , we do have track record's for the last 10 years on game design and game development training and we are the first indian company who started Mobile Application Training in India .The most beautiful course and updated technology is with us as we are into the production of games and mobile apps . You can have a look at our news at different media and search engine's .

virtualinfocom (VIC), incorporated as digital design institute since 2000. For last several years we have produced more than 5,780 hardcore skilled designers most of them are working with some of the most renowned animation studios, multimediahouses, e-learning companies, national dailies, game development companies, mobile apps, web design firms etc.

At virtualinfocom VIC, we innovate design study by giving an apt environment i.e. full of daily regular sessions, project works, assignments, environmental study, group discussions, celebrating design events, contest and excursion trips. Unified method of teaching also include, updating students through various workshops, symposiums design shows.
We also have received continuous and beaming inspiration from the solid experience of our directors who are always a driving force to inspire the team of trainers & co-ordinater staff. Currently we have 7 centers based in Kolkata, Jaipur, Alahabad ,UK, Nigeria.

What makes virtualinfocom (VIC) different?
Well, our training module is 100% hands on, industry oriented. That is why, our curriculum has been designed with future requirements of industry in mind and that's not all. We regularly update and revise our module not only to keep abreast of latest changes happening in the industry but also to provide our participants with the latest and up-to-date skill inputs. Our course is a unique fusion of theory and practical industrial requirement, which gives our students an advantage anywhere in the world. So, if you have got the inherent belief in yourself and wish to reach the top in the field of creative animation, game development, Mobile Apps and web design, do rely on us.

How Will a student get Benefit?
You'll build a foundation in design concepts, learn through hands-on projects, get critiques from experienced designers, build portfolio projects to show prospective employers, and add credentials to your resume. And, you'll earn a certificate from probably the only Professional institute in Digital art and visual communication.

Why Study at VIC( virtualinfocom )?
Only VIC gives you a platform to execute your creative visualization. With expert faculty and facilities, VIC nurtures your ideas and portrays them on a commercial canvas. Apart from the application learning we also teach you the complete art of visual communication, and allows you to fly with your aesthetic. That's VIC.

We are going to give a basic idea on the Game Development :
Depending on the Type of Play Games can be defined as :

Action Games
A few of them are:
a) FPS: FPS stands for First Person Shooter. It places you in the boots of the main character of the game.
The FPS genre can be further sub-divided into the following:
1. Stealth: These games are based on the ability to sneak around without being seen by opponents. They are different from traditional FPSes because they place more emphasis on sneaking around rather than on an all-guns-blazing approach.
2. Old School: These feature the run-and-gun type of game play. Action in such games is fast paced, with tons of enemies.
3. Tactical: These games place emphasis on tactics, strategy & teamwork. In many ways, these are the exact opposite of the run-and-gun type of games.
4. Military/War: These are military games, based on the art of war. Examples are- The Medal Of Honour series and Call of Duty. As the player, you are placed in various war missions, which may not enable you to single-handedly save the world, but are nonetheless important in the ultimate outcome of the war.
5. Survival Horror: These is a relatively new sub-genre in FPS gaming. Here, the player is placed in a scary situation. Usually involving ghosts or monsters; the sole objective of the game is survival. Naturally, the basic game play consists of running and gunning, but puzzle-solving elements are also usually built into the game.

b) TPS: TPS stands for Third-Person shooter.
c) Platform: This genre consists of games where the player has to move around on, or jump to and from, a number of platforms.

Strategy
The strategy genre can be further sub-divided into:
a) Puzzle: Puzzle games involve solving puzzles, which could involve logic, pattern recognition, and strategy.
b) RPG: RPG stands for Role-Playing Game. They generally involve long, intricate plots with an emphasis on character development.
c) Real-time Strategy Games: As the name implies, the action in such games takes place in real-time—that is, the state of the game is constantly changing.
d) Board Games: Board games are simply digitized versions of classic board games.
e) Sims: ‘Sim’ is short for ‘simulator’.

Adventure
Today, most adventure games are a mix of a number of genres. For examples, Prince Of Persia: the sands of time is a mix of action & adventure elements, with a third person view.
Simulators
This genre is sub divided into:
a) Flight Simulators: Flight simulators, obviously, try and re-create aircraft and their controls. Microsoft Flight Simulator is an excellent example.
b) Racing Simulators: Racing simulators are based on accurately re-creating racing environments. This category includes not only car races, but virtually any kind of race, take boating, for instance.

c) Combat Simulators: These take the realistic elements of simulators & adapt them into a combat style game.
d) Sports Simulators: The objective here is very simple- to recreate the playing condition of a particular sport in the most realistic way.

MMOG
MMOG stands for massively multiplayer online game. Online gaming has really taken of at present, with broadband internet becoming a reality for a large number of people.

The most popular MMOG are::
a) MMORPGs: MMORPGs (Massively Multiplayer Online Role Playing Games) are the most popular types of MMOGs. They follow the client server model, where the gamers running the client’s software is represented in the online world they inhabit via an avatar.

b) MMOFPS: this is a massively multiplayer version of the traditional FPS.

c) MMORTS: The third & probably least popular category of MMOGs is the MMORTS, where RTS stands for Real Time Strategy.
Technology Used to create Games

Z-Brush
Poser
Manual Drawing and Classical Animations.
FPS
Convey
Character Build-up
Pencil
Anatomy
3Ds Max
Lightwave
Piximate
Flash with Hard Core Action Script
Blender
Moho
Alice 99
C++
Object C
Cocoa
Qt
Open GL
Direct X
XNA
Python
JavaScript & RMI
JiniScript etc

The next generation technology is with Social Networking and Mobile Tech and we do give training on how to create game's on social network as well as mobiles and other device's like PS and X-Box .
Before taking any step just think do the other institutes gives training on social games? Do they teach X-Box Programming , Do they teach on how to build a Game Engine ?
Do they give training on OpenGL , Qt, XNA ?
If they claim's that they do train on Social game's just ask them what's the technology behind that , and do they teach on that or not .Will you learn how to develop a First Person Shooting game ? Then which engine you are using ? From a point of view of a student , you don't know the technology , so just cross chk it on the web what's the technology available on game development .Are you really ready for the Social Network games ? Then what could be your career path ?
Which are the companies who does social games ? We know the fact's , for more clarifications you call to our 24 X 7 Support desk on career's regarding games. +91 9830082617

Virtualinfocom provides Industry Oriented course on game development and Mobile Tech as they do have 79+ Tie-ups with different game development companies , they course is up-todate with latest technology and up-standard faculty stuff .The faculty here are from the production unit of virtualinfocom it-self , they do know what's the real life problem in game development as well as how to train a student.

Following are some of the game character's created by us , ask any other institutes , how to create these type of character's for gaming (N.B: These image's are sole property of virtualinfocom , so don't try to copy them), these are made by virtualinfocom student's .
 

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