MAGNETS on 3d printing the breaking new technology

This is magic, big news, both, or neither. It’s so exciting to see magnets behave in this bizarre and wonderful way that we think it’s hard to forecast where this will go. Shown above is a pair of magnets that have several modes of operation. They attract each other, but repel when less than a centimeter apart. However, give one a twist and the two will strongly attract.

The behavior is thanks to a new process of 3D printing magnets to manipulate where the fields occur. With the behavior just described, they would function well as a cabinet latch which has soft close and positive lock, all built into two magnets.

This comes from one of our favorite YouTube channels, [SmarterEveryDay], who just toured Polymagnet — a company that has figured out how to actually print magnetic fields.

So how the heck does it work? Well, your standard magnet has a north face on one side, and a south face on the other — creating a magnetic loop between the two. But what if you could put north and south on the same side of the magnet, and vary their position and size? It means you can control the magnetic field down to the magnetic pixel, or as Polymagnet calls them — a Maxel.

Here 3dprinted-magnets-thumbyou can see some magnetic film (which reacts visually to magnetic fields) put on top of the two parts of the demo magnet. The printed design is very similar to a mechanical mechanism. We’d explain more, but [Destin] does a great job teaching about the tech in the video found below.

Is this the dawn of magnetic mechanisms? We certainly have never seen anything like it.

The applications for this technology are endless. Controllable, permanent magnetic fields of your own design? From locking magnetic latches, to shock absorbers, component coupling, positional control… this is going to be revolutionary in product design.

 

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Chief CVP Bian Ann: Ten years of sword, with Cocos to create VR chess entertainment city!

Recently, a Cocos engine to create the VR chess game hall “Dream City” surfaced, the game based on GearVR experience, has now achieved the function of mahjong, follow-up is also said to Texas Hold’em to other diversified variety Chess game, social system will also be added.

Develop real VR commercial products based on Cocos! Who dares to do this? I think we are not familiar with the R & D team, they are CocoaChina co-organized with the “Cocos development VR hackers loose,” “Flint town” of small partners. Today, we invited the “Flint town” founder, chief CVP Bian, talk to us behind the story!

Thirteen years of gaming industry fought: from end to hand swim to the VR

“I started learning from the machine learning machine, in college when the bubble is also in the library game programming every day, or learning C language in the DOS development of the game, then purely love the game development, and later saw DirectX There is a feeling that the use of DDraw to build a full-screen window on the super cool! Also built their own game programming site, gather a vote developers engage in game programming competitions, weekly awards, their money to buy prizes. The beginning of the rise of graduation in 2003 have not thought about their own when the development of the game will really be a career, but it as a hobby, after graduation to find a website development work, but fortunately soon met a game company recruit people, So immediately defected to go to become a professional game programmers.

Bian An said, “because the company is doing 3D end-project, I was also at that time began to learn 3D engine.Learn for some time, also participated in the days of fine digital contest” game elite contest “, submitted My first 3D game, “Red child 3D Tetris”, eventually won the finalists and 2000 yuan prize. “Although after this team left Zhengzhou, but this time he has a firm understanding of their own future this road . In 2005 he and his colleagues came to Beijing to find an opportunity to join Beijing soft star technology, participated in the monopoly and many other projects. 08 by the end of a friend invited to leave the business, a year later joined the infinite time and space team to undertake self-research 3D engine team formation and research and development work in infinite time and space is five years, but this five years for his 3D engine architecture design and Tools have in-depth master.

In 2012, Bian An attention to the rise of hand tour and Cocos2d-x engine popular, began to study Cocos2d-x. As a 3D engine developers, he relied on the engine more in-depth research experience for the Cocos2d-x prepared a lot of detailed and in-depth tutorials, and developed a set of easy game development engine tools, and soon got a large number of developers sought after. So he resigned from the project after a period of work, concentrate on writing tutorials and engine tools at home, while also taking care of 3-year-old daughter. Although this day seems very Kaopu, but he felt very motivated, and very substantial. He firmly believed that his own efforts would not be in vain. Six months later, his tool was launched touch technology acquisition, he was invited to become the touch technology Cocos engine and tools director. “Think of that period of time, the pressure is quite big, but fortunately his wife support, I can eventually end up with a good result, huh, huh.”

The idea that the big companies should be safe and stable work. But this day only persist for a year, Bian An out on their own venture to do a business tour. “For me, touch is a very good company. I contact people have a very good vision and ability, especially people are very good, they also recognized me, gave me a lot of help. I think I should try to start a business, try to make their own more mature, I hope I can have a 30-year-old entrepreneurial experience, but now think about it, I was still too impulsive. “Has been responsible for doing the engine and technology , So not sensitive to the market, coupled with too confident, did not find investment in the case of a few partners and have the dream of entrepreneurship created the “Flint town.”

By the end of 2014 investment market has actually been getting cold, the blind start their own start in a passive, basically there is no way to financial resources, can only rely on some friends and companies to take some hard money, but unfortunately, cooperation in music The rhythm of the final project because the partners unable to solve the problem of music copyright can not be successfully on-line, and the original wanted to do their own products and no money to do so, the capital behind the team is stretched more and more difficult. “In June last year, because the hand travel market feedback is not ideal, financing is also in the winter, we thought a lot, but in fact, some problems are not technology can solve, or essentially, I admit that before me Game products This is a newcomer, do not understand how to operate a market demand in line with the hand travel products, just understand the engine development can not solve the practical problems, I actually more suitable for a hand tour team CTO or for the team to find a more in line with their own situation When I realized that, I immediately decided to dismiss the team.

After the dissolution of Bian’s team left only three brothers, we still want to find the direction together, from the H5 to the video game to VR, AR. Until then a departing art colleague brought them a message: Ant has a novel idea of technology, they want a device called VR helmet to do a war game, want them to talk about whether the past Are interested in their hands before the tour DEMO “fire King Kong” revision to the VR device.

“Because 15 years just to catch up with the memory of the victory of the 70th anniversary of the war, we have a project before the colleagues in the new company to play when the leadership is seen, they feel very consistent with the current events, We can talk about them in the past, we have experienced in the eyes of the VR as the helmet, understand their needs, the feeling can try, we hit it off, so we each other under the guidance of overtime in the week Time to change the game out of a VR version, and on September 3 the same day on the line ants as platform, looks like it is still recommended above it! Bian An said with a smile.

VR game for mild: immersion is very important

After the completion of the “fire King Kong”, Bian and his team found the opportunity, “First of all, VR is the need to master the 3D engine, and we have 3D engine development background, in technology selection is very advantageous, , VR game is very small, the lack of competition, and hardware vendors in the growing trend in demand for rapid growth.We turn to VR, I think at this stage is to eliminate certain product operating experience gap, as long as the sense of experience to do a good play , They should have the opportunity, at least, at this stage can accumulate certain resources. “So they try to make a similar play hamster games” pumpkin defense “and time-based scoring system of money games” treasure house “and soon The storm technology, Nanjing Rui Yue, big friends VR and many other hardware manufacturers business cooperation intention, but also by the touch technology investment and Coca-Cola VR research and development cooperation.

“VR did not expect so soon on the fire! We had the project to fight zombie game, the results of a look at the situation, I would like to stop it .. Playing zombie games are often the preferred theme VR games, too many competing products produced within the short term , We feel that the idea should be more open, and more to see more interesting direction.Also because of the touch of financial support, we have to use Cocos to develop VR games have more confidence and motivation. Bian An specifically for this in the CSDN for all Cocos developers recorded a set of learning video, to teach him in 3D and VR on some of the development experience, and co-CocoaChina jointly organized a “Cocos development VR game hackers loose” Free development experience will be hands-on to those who are interested in Cocos programmers to help them complete within 48 hours of a VR game, and also invited to participate in TFC and Cocos Developer Conference for sharing.

In the analysis of various types of games, he thought of starting from the chess. “In the current VR equipment C-side is not up the big environment, do VR team is not easy to profit, ambitious words at this stage is unrealistic.You want to do some very good project, you need a lot of capital support , Which is very difficult.We should be based on market rules, first do some small, slightly some of the projects will be done in all aspects of the game is relatively complete, and then step by step development of the market.Chess game itself is not difficult to develop, But the viscosity and pay are better than the other is the VR card for the chess card experience has greatly improved, allowing the player as if in the entertainment room and other characters interact, think is still very interesting.One thing, because I was responsible for Cocos3D engine development, so we can do in the Cocos 2D board directly on the VR mode or VR room, which will be independent of other VR team, a unique point.

Since the direction of the set, we began to start the development of new games. “We have so many years of R & D experience to ensure that the development of the game technology is not much difficulty, mainly to see how the existing conditions in Cocos to experience and performance to do better.” In the entire gaming experience, players Inside the chess room, the interior decorations and televisions are interactive, and widescreen televisions can play different programs depending on your choice. There are three beautiful girls to accompany the game to play, modeling is not the same, the game you can always choose the next door into the locker room to change the beauty of the shape. Including clothing and hair.

In the turn of the player cards, you only need to use the direction of the head to pick the card you want to play, and then touch the GearVR’s touchpad on it, you can touch the bar or when there will be a very obvious mark, the whole The process is quite convenient, there is no difficult problem to get started. “We give the players a real mahjong to create a private room, try to do a great environment, the characters are also very beautiful, there are real voice, players can have a better sense of immersion when playing cards.

Of course, after the victory will have close-up view of the dance and increase the NPC’s favorability and other incentives, the increase in degree of goodwill can unlock more clothing and action.

Flint town in the production of this game also studied a lot of people usually play when a series of actions. “Although we can not do so fine in the game, but I think it is necessary to seize the chess user, then their actions to do more natural is very important.We are investigating action capture system, if easy to use, may consider the purchase of a , We hope the beauty of the action and dance can be more natural and true.

Traditional cards and chess games on the market have a wide range of user groups and mature business model, if the chess gameplay itself can attract players, then the development of chess game will certainly have a VR version of the market. Bian An said, “Our game is different from the market now on the shooting class or decryption game, chess game close to the life of middle-aged users, they are more acceptable, you can tell them that this is mahjong, not what other They wear glasses and usually play mahjong to receive the information will be the same, so they will not conflict, and the operating mode and reality in almost, and even we can use the action recognition and voice recognition and other input, These things are easy for the elders at home to receive these things.

Of course, there will be a market competition, Bian also admitted that may encounter great challenges “We are now the advantage of technology, operations, we are inferior, so we have the ability and experience through the chess team may be better . Chess and fire may also be someone to get involved in this piece, but you have to think so, they do VR card is completely re-do, the user also needs to develop and our own R & D is already very experienced, Coupled with the chess platform cooperation, the platform is the accumulation of old users, which is better than starting from scratch to do these too much, so I am full of confidence in this game!

“ChinaJoy we will display in the touch technology booth, as the current domestic CocosVR game products on behalf of, hoping to do a good job for the Pre-A financing to do some preparation, and hope that interested players will come to experience our players The product.”

When the interview ended, “Flint town,” the small partners warmly invited us to a meal, a small studio, and everyone sitting together eating their own meals. Bian An told us: “In fact,” food “is a town with VR characteristics of the restaurant!

Finally, we also wish “Flint town” getting better and better! Also look forward to more small partners to join CVP most valuable expert team

Another game changing VR technology to demonstrate in 2016

If you’ve been around the world of games and tech for a while, it’s natural to be just a little cynical about the new wave of virtual reality. It was 20 years ago that consumer-level VR last looked likely to touch down, and if you got burned by Nintendo’s ill-fated Virtual Boy or dropped a bundle on the VFX1 Headgear, then you’re likely to be looking at the new crop of VR technology with some skepticism.

With hindsight, of course, we can see that in the mid-1990s the technology simply wasn’t up to the job of delivering on VR’s lofty promises. VR was supposed to immerse us in glorious digital worlds, enabling us to interact with technology in new ways and experience gaming at its most intense and absorbing. Instead, what it gave us was eyestrain, neck ache and motion sickness.

That was then, though, and now the new generation of VR is ready to deliver on those promises. 2016 will see the launch of three new VR systems, and this time around we’re pretty sure that the technology is indeed up to the task. Facebook’s Oculus Rift , Valve’s Steam VR, HTC’s Vive, and Sony’s PlayStation VR are able to take advantage of all the progress made in graphics technology. As well, they’ve learned from the mistakes made by previous attempts to deliver something that lives up to expectations — and that, crucially, won’t leave us feeling nauseous. But without a top-of-the-line GPU, delivering a great VR experience isn’t possible.

Graphical demands of VR are immense. On a basic level, everything needs to be drawn twice, and delivering the best VR gaming experience requires seven times the graphics processing power of traditional games.

However, it turns out that your desktop frame rate simply isn’t enough. While 60fps is more than acceptable on the desktop, for VR — in which the screen isn’t a couple of feet away but right in front of your eyes — to appear smooth requires at least 90fps. You may not consciously notice the difference, but your optic system is a lot more sensitive than you realize. Up close, it takes an uninterrupted 90fps or better to receive seamless visual input rather than a succession of flickering, headache-inducing still images.

In addition to producing two lots of high-resolution imagery at a much higher frame rate than usual, VR systems also need to ensure that latency is kept to a minimum, so that when you move your head and your field of view shifts accordingly, there’s no noticeable lag; that way lies motion sickness.

Thankfully, the big graphics hardware companies have been working with the VR manufacturers to smooth the way towards top-quality virtual reality visuals. NVIDIA technologies such as VR SLI — enabling you to assign the rendering for each eye to different GPUs — and Multi-Res Shading — which renders each part of an image at a resolution that better matches the pixel density of the warped image needed for VR — are just two ways in which it’s improving VR performance and enhancing the VR experience.

Consumers can also tell if a new PC is up to the demands of VR with the GeForce GTX VR Ready program.It recommends you have a GeForce GTX 970 or greater on PC (or a GTX 980 for notebook VR), plus the following hardware:

a head-mounted displaya PC with USB 3.0 supportCPU: Intel Core i5- 4590 equivalent or greater CPU8GB+ RAM of Memory/RAM2x USB 3.0 ports and HDMI 1.3Windows 7 SP1 or newer

Beyond all this, though, there’s another aspect of VR that doesn’t garner quite so much attention: the controllers. Traditional console controllers may be fine for traditional games, but they’re not remotely suited to the sort of sophisticated interactions that you’d expect in VR. In an environment that’s all about maintaining the illusion of reality, thumbsticks, buttons and triggers just serve to remind you that you’re in a game, and so each VR system has its own controllers — one for each hand — that replicate your hand movements in 3D, enabling you to grab and manipulate virtual objects as if they were really there.

The hardware is all in place, then, but VR also requires the games to go with it; games that not only look amazing, but which also deliver experiences that take advantage of the unique gaming opportunities of VR. Take Crytek’s The Climb, for example, in which you scale stunning and vertigo-inducing cliffs and crevasses without a rope or a safety net. Or EVE Valkyrie — due to be bundled with Oculus Rift — which puts you into the cockpit of a heavily-armed fighter for what’s promised to be the most realistic and immersive space dogfighting game on any platform.

In a similar vein, Elite: Dangerous provides a whole universe to explore, trade, and fight in, while iRacing on Oculus Rift is the closest you’ll get to driving the F1 world championship-winning McLaren MP4-30. And while you’re just as unlikely to ever get to rock out on stage in front of a stadium crowd, Rock Band VR looks set to deliver the next best thing.

For something more light-hearted, you can enjoy the visceral thrills of Surgeon Simulator or re-live the glory days of work as imagined in the year 2050, in the bizarre and tongue-in-cheek Job Simulator. And for something completely different, there’s Henry, a full virtual reality movie created by Oculus’ Story Studios and starring an adorable but lonely hedgehog celebrating his birthday.

It’s exciting and innovative titles like these that VR’s going to need to set it apart from more traditional gaming platforms, and there’s plenty more in the pipeline. With original and immersive content to showcase the unique promise of the technology, it seems that VR really is ready to hit the mainstream and start pulling people into its fantastical worlds.

 

Source: VENTUREBEAT

Tagged under: TrendsNVIDIA technologies,New TechnologyTech TrendsVR systems,graphics technologyOculus RiftVR technologygamingVirtual reality

The frauds from spam clicking

Published in: Expert Column

There is systemic install fraud in the app economy, according to business intelligence platform Adjust.

In a recent post, Adjust CTO Paul Muller revealed evidence suggesting that certain ad networks have been claiming “a good part” of genuine organic installs as their own.

Working with publishers who helped the networks to offer their inventory across the app economy, Muller identified certain providers as using click spam to run and support a form of fraud currently running within the mobile advertising space. Click spam benefits publishers and networks but can leave advertisers significantly out of pocket.

I agree that install fraud is a major issue in the mobile advertising space, but there is more depth to the matter. Although fraudsters do use attribution mechanics to “click spam,” many publishers have used those same techniques for legitimate purposes and for legitimate reasons.

It is only through understanding why publishers use these techniques that we can begin to see click spamming as a symptom of the wider problems with advertising attribution. And it is crucial to make the correct diagnosis early to ensure that we don’t mistreat problems.

Pre-cached clicks: Some publishers use click-spamming for fair reasons

Before I dive into explaining the wider issues, it’s worth taking a step back and examining what click-spamming means in practical terms. It has two fundamental incarnations:

The first is the problematic practice of using bots to generate fake device IDs and corresponding clicks. This is fraud, pure and simple, and should be stamped out.The second is used for legitimate reasons — pre-cached clicks.

If you’re not familiar with pre-cached clicks, the idea is fairly simple to grasp.

Instead of tracking a user after they’ve clicked an app install ad, a pre-cached click happens before a user hits the ad — similar to a view-through attribution approach. If that person doesn’t interact with the ad, then nothing happens. If they do interact, they get taken straight to the relevant app store and their pre-cached click is cashed in.

Pre-cached clicks have proven popular among many legitimate publishers at grassroots level. And the reason for this isn’t criminality; it is due to clear problems within the attribution space.

The root of this problem is click-thru attribution. This form of attribution measures and attributes the install after the event. So when someone hits a mobile ad, it very clearly tracks who the user is and where they came from, which is great, until you look at how it works practically.

Due to limitations in the attribution space, ad that use click-through attribution don’t take users directly to the store. They have to bounce a user into the mobile web to register the click and then redirect them to the store.

In talking to publishers my company works with that run launcher apps, we found that this inconvenience typically means that publishers lose 30 percent of the installs they generated. In some instances, these go down as organic installs and the publishers simply lose their money. But in the worst circumstances, publishers can actually lose that money to other networks. In particular, the largest networks with the most amount of inventory and the prime relationships with advertisers will often claim a user as their own further down the line due to their priority in attributing the installs.

Click-through attribution (especially fingerprinting) therefore costs publishers money, both through inconvenience and by accidentally attributing installs as organic or allowing influential publishers to capture the credit for the installs.

But a pre-cached click can help smaller publishers defend themselves and save their revenue. Returning to my sources, pre-caching clicks increases revenues for publishers by 20 percent compared to similar publishers (mostly launcher apps) that are not pre-caching clicks.

By using an attribution method that ensures an ad takes a user directly to the store, and by claiming clicks ahead of time, pre-caching helps publishers defend their position almost as effectively as click-through attribution unintentionally damages it.

Transparency: The true solution

For what it’s worth, I don’t actually believe pre-caching clicks is a good practice for publishers to get into. Nor do I dispute concerns that the use of pre-cached clicks, let alone techniques such as bots, can rapidly turn fraudulent.

But I do believe that by taking a step back to look at why publishers pre-cache clicks, we can reveal a more nuanced picture. Publishers are using this technique because it plugs a problem for them in the app economy that is caused, arguably inadvertently, by the ascendancy of publishers with the resources and clout to claim attribution.

They aren’t, in short, fraudsters. They are businesses that are negatively impacted by problems in attribution that are inconvenient to big businesses but which, at 30 percent of potential advertising revenues, could be harmful to a smaller company.

Therefore, we need to improve transparency in attribution across the board by:

Allowing grassroots publishers access to the attribution technology used by their larger peers (namely, view-through attribution and server-side click attribution),Making it easier to implement within their apps.

I, like all individuals working in the app economy, want to see the end of spammers, fraudsters, and criminals profiting illegally from our industry, but it is essential that, in our fight to stop them, we seek to fix the bigger problems.

This isn’t simply a battle against fraudulent installs in the end; it’s a battle against fraud across the whole ecosystem. So we must keep our eyes on the bigger picture to solve the industry’s problems.

 

Source: VENTUREBEAT

Tagged under: TrendsExpert TipsExpert AdviceAppsAdvertisersMobile WebApp StorePrecached clicksmobile advertising,Business intelligence

‘techie’ is an insult

Hurt techies complain that ‘techie’ is an insult

San Francisco’s techies are worried that the term has become so derogatory that it’s causing them pain. They would prefer “hacker” or, well, “maker.”

When words get twisted, feelings get trampled, ululations soar, and hearts descend to pitiful infernos — the flames only dampened by tears.

It’s happening all around San Francisco, Calif., and it’s very concerning. It seems that those who work in the tech community are raging. They feel they are being insulted and they want to disrupt the insults.

What is hurting them so? It’s the very word “techie.”

 

 

Continue to read at @ http://www.cnet.com/news/hurt-techies-complain-that-techie-is-an-insult/

 

CouchDB for the future

CouchDB is a storage system useful on its own. You can build many applications with the tools CouchDB gives you. But CouchDB is designed with a bigger picture in mind. Its components can be used as building blocks that solve storage problems in slightly different ways for larger and more complex systems.Whether you need a system that’s crazy fast but isn’t too concerned with reliability (think logging), or one that guarantees storage in two or more physically separated locations for reliability, but you’re willing to take a performance hit, CouchDB lets you build these systems.There are a multitude of knobs you could turn to make a system work better in one area, but you’ll affect another area when doing so. One example would be the CAP theorem discussed in the next chapter. To give you an idea of other things that affect storage systems, see Figures 2 and 3.

By reducing latency for a given system (and that is true not only for storage systems), you affect concurrency and throughput capabilities.

Figure 2. Throughput, latency, or concurrency

Figure 3. Scaling: read requests, write requests, or data

When you want to scale out, there are three distinct issues to deal with: scaling read requests, write requests, and data. Orthogonal to all three and to the items shown in Figures 2 and 3 are many more attributes like reliability or simplicity. You can draw many of these graphs that show how different features or attributes pull into different directions and thus shape the system they describe.

CouchDB is very flexible and gives you enough building blocks to create a system shaped to suit your exact problem. That’s not saying that CouchDB can be bent to solve any problem—CouchDB is no silver bullet—but in the area of data storage, it can get you a long way.

CouchDB Replication

CouchDB replication is one of these building blocks. Its fundamental function is to synchronize two or more CouchDB databases. This may sound simple, but the simplicity is key to allowing replication to solve a number of problems: reliably synchronize databases between multiple machines for redundant data storage; distribute data to a cluster of CouchDB instances that share a subset of the total number of requests that hit the cluster (load balancing); and distribute data between physically distant locations, such as one office in New York and another in Tokyo.

CouchDB replication uses the same REST API all clients use. HTTP is ubiquitous and well understood. Replication works incrementally; that is, if during replication anything goes wrong, like dropping your network connection, it will pick up where it left off the next time it runs. It also only transfers data that is needed to synchronize databases.

A core assumption CouchDB makes is that things can go wrong, like network connection troubles, and it is designed for graceful error recovery instead of assuming all will be well. The replication system’s incremental design shows that best. The ideas behind “things that can go wrong” are embodied in the Fallacies of Distributed Computing:

  1. The network is reliable.
  2. Latency is zero.
  3. Bandwidth is infinite.
  4. The network is secure.
  5. Topology doesn’t change.
  6. There is one administrator.
  7. Transport cost is zero.
  8. The network is homogeneous.

Existing tools often try to hide the fact that there is a network and that any or all of the previous conditions don’t exist for a particular system. This usually results in fatal error scenarios when something finally goes wrong. In contrast, CouchDB doesn’t try to hide the network; it just handles errors gracefully and lets you know when actions on your end are required.

Local Data Is King

CouchDB takes quite a few lessons learned from the Web, but there is one thing that could be improved about the Web: latency. Whenever you have to wait for an application to respond or a website to render, you almost always wait for a network connection that isn’t as fast as you want it at that point. Waiting a few seconds instead of milliseconds greatly affects user experience and thus user satisfaction.

What do you do when you are offline? This happens all the time—your DSL or cable provider has issues, or your iPhone, Android, or Blackberry has no bars, and no connectivity means no way to get to your data.

CouchDB can solve this scenario as well, and this is where scaling is important again. This time it is scaling down. Imagine CouchDB installed on phones and other mobile devices that can synchronize data with centrally hosted CouchDBs when they are on a network. The synchronization is not bound by user interface constraints like subsecond response times. It is easier to tune for high bandwidth and higher latency than for low bandwidth and very low latency. Mobile applications can then use the local CouchDB to fetch data, and since no remote networking is required for that, latency is low by default.

Can you really use CouchDB on a phone? Erlang, CouchDB’s implementation language has been designed to run on embedded devices magnitudes smaller and less powerful than today’s phones.

At the end, this is what the CouchDB defined.

 

 

In my point of view:

CouchDB (from their website)

  • A document database server, accessible via a RESTful JSON API. Generally, relational databases aren’t simply accessed via REST services, but require a much more complex SQL API. Often these API’s (JDBC, ODBC, etc.) are quite complex. REST is quite simple.
  • Ad-hoc and schema-free with a flat address space. Relational databases have complex, fixed schema. You define tables, columns, indexes, sequences, views and other stuff. Couch doesn’t require this level of complex, expensive, fragile advanced planning.
  • Distributed, featuring robust, incremental replication with bi-directional conflict detection and management. Some SQL commercial products offer this. Because of the SQL API and the fixed schemas, this is complex, difficult and expensive. For Couch, it appears simple and inexpensive.
  • Query-able and index-able, featuring a table oriented reporting engine that uses Javascript as a query language. So does SQL and relational databases. Nothing new here.

So. Why CouchDB?

  • REST is simpler than JDBC or ODBC.
  • No Schema is simpler than Schema.
  • Distributed in a way that appears simple and inexpensive.

Push technology

Solution 1: now sockets

http://socket.io/#home

Solution 2: pusher

http://pusher.com/
https://github.com/squeeks/Pusher-PHP
Using the best simplest technique trigger PHP and JS script to achieve the push result.

Solution 3: just the traditional techniques

You cannot push data to a browser, but what you can do is set up your webpage to poll your server every few seconds for updates. An example setup would be:

From within your website, have a javascript function that runs on a timer every few seconds (or whatever interval works best for your situation).

Start that timer on page load.

That javascript function invokes an AJAX call to a web service on your web server (more on that in a second).

On the server side you’ll need some sort of system that tracks these events and stores them somewhere such as in a database table with a timestamp. So for example when XYZ creates an account, that would be logged in this “event” table in the db.

The web service called by the AJAX call will then run a query on that table and retrieve all entries since the last time it was called. Then just update the webpage with those results.

It’s obviously not 100% “live” as there will be a small delay depending on what time interval you set in the JS timer but it’s pretty close.

Solution 4. FULL example for this kind of setup

http://css-tricks.com/chat2/