It's been a while since my last post. I've been doing a lot of studying. First, I've learned Javascript. Pretty solid Internet display language but is very limited in what it can do. That's understandable, considering all the security issues surrounding the lost children who enjoy destroying other people's computers.
I placed the index on the net but unfortunately, it crashes too easily. Since it works on the desktop on multiple systems, including my arm phone, it's obvious that QT and Native Client aren't ready for prime time yet.
That's ok. I'm really busy creating the automation system anyway, so it's ok that the Urantia book takes the back burner for now. It's all the same system anyway. Whatever I do on the automation system will work for the stuff I'm doing for the book.
The problem with Native Client right now is that I can't save local computer settings. That's a biggie. HTML5, though, has an answer and I'm either going to save using what's called the 'localstorage' or be saving all the information on the virtual urantia site. Maybe that'll be the way I go anyway so I'm now studying HTML5 and seeing how they interface Native Client with Javascript and HTML so that I can save on the server. That looks like the answer that will connect people together over the Internet when they use different computers. That is, other than using a common directory kind of a thing that is used in some businesses today.
So I'm looking at how I will save information and once that's done, they'll be two steps left. P2P and 3d.
Native Client P2P will be the biggest change. Actually, it's HTML5 that will allow P2P over the Websockets interface. Point to Point.
P2P is a way for 2 computers to talk directly over the Internet. When two computers want to talk, they use what's called sockets. Up till now, the only easy way to talk over the Internet was to use servers. You are a client talking to a server. That's ok basically but because the net was built with this model, all the equipment basically has been used this way and makes it very difficult to talk directly to another computer unless you get a static address. Pull out your wallet again. Problem with that is, it's another layer the user has to jump through to talk to his camera at home or share information directly with friends without placing the stuff on some social network server.
Contrast that with the common telephone. The phone has a direct address unlike the computer which is indirectly connected to the Internet and usually the number changes constantly so there's no way to directly talk to any computer unless you figure out their computer number. Duh! Who thought this one up?
Anyway, the way I'll do it will be to save your current computer number on my server and then you can sign in to the server with a password and then you can connect to the other computer because you have it's number without needing any further use of the server. That, right now, is really complex and I won't go into that here but it is kind of ridiculous that we have to jump through complicated hoops to talk to a friend's computer. Skype did it and the P2P programs.
Anyway, the folks that set the Internet standards have begun to realize just how ridiculous that is and HTML5 has begun the process of giving us P2P. The problem is that there are large companies that do not want P2P to work. Sharing of information directly with other people means they could share copyrighted material. So these large companies are putting pressure on our legislatures to stop P2P programs. Because of it, P2P has gotten a bad rep. If we are to communicate with each other without middle men, we need P2P, plain and simple.
Using the program that I've created, you can share information directly with friends on their computers without needing servers, that's the power of P2P and I will depend on this to present your home, industry, plant or the Urantia Book virtualized from anywhere on any computer you log onto.
Most of the information, though, will exist on servers. That's a given. Sharing is the main reason we use the Internet and that won't change, ever.
Wow! This was going to be short.
I'm done.
I placed the index on the net but unfortunately, it crashes too easily. Since it works on the desktop on multiple systems, including my arm phone, it's obvious that QT and Native Client aren't ready for prime time yet.
That's ok. I'm really busy creating the automation system anyway, so it's ok that the Urantia book takes the back burner for now. It's all the same system anyway. Whatever I do on the automation system will work for the stuff I'm doing for the book.
The problem with Native Client right now is that I can't save local computer settings. That's a biggie. HTML5, though, has an answer and I'm either going to save using what's called the 'localstorage' or be saving all the information on the virtual urantia site. Maybe that'll be the way I go anyway so I'm now studying HTML5 and seeing how they interface Native Client with Javascript and HTML so that I can save on the server. That looks like the answer that will connect people together over the Internet when they use different computers. That is, other than using a common directory kind of a thing that is used in some businesses today.
So I'm looking at how I will save information and once that's done, they'll be two steps left. P2P and 3d.
Native Client P2P will be the biggest change. Actually, it's HTML5 that will allow P2P over the Websockets interface. Point to Point.
P2P is a way for 2 computers to talk directly over the Internet. When two computers want to talk, they use what's called sockets. Up till now, the only easy way to talk over the Internet was to use servers. You are a client talking to a server. That's ok basically but because the net was built with this model, all the equipment basically has been used this way and makes it very difficult to talk directly to another computer unless you get a static address. Pull out your wallet again. Problem with that is, it's another layer the user has to jump through to talk to his camera at home or share information directly with friends without placing the stuff on some social network server.
Contrast that with the common telephone. The phone has a direct address unlike the computer which is indirectly connected to the Internet and usually the number changes constantly so there's no way to directly talk to any computer unless you figure out their computer number. Duh! Who thought this one up?
Anyway, the way I'll do it will be to save your current computer number on my server and then you can sign in to the server with a password and then you can connect to the other computer because you have it's number without needing any further use of the server. That, right now, is really complex and I won't go into that here but it is kind of ridiculous that we have to jump through complicated hoops to talk to a friend's computer. Skype did it and the P2P programs.
Anyway, the folks that set the Internet standards have begun to realize just how ridiculous that is and HTML5 has begun the process of giving us P2P. The problem is that there are large companies that do not want P2P to work. Sharing of information directly with other people means they could share copyrighted material. So these large companies are putting pressure on our legislatures to stop P2P programs. Because of it, P2P has gotten a bad rep. If we are to communicate with each other without middle men, we need P2P, plain and simple.
Using the program that I've created, you can share information directly with friends on their computers without needing servers, that's the power of P2P and I will depend on this to present your home, industry, plant or the Urantia Book virtualized from anywhere on any computer you log onto.
Most of the information, though, will exist on servers. That's a given. Sharing is the main reason we use the Internet and that won't change, ever.
Wow! This was going to be short.
I'm done.
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