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<channel>
	<title>blogameleon</title>
	<link>http://www.frogameleon.com/blog</link>
	<description>a blog of all things frogameleon</description>
	<pubDate>Sun, 04 May 2008 00:06:43 +0000</pubDate>
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		<title>First Superheavy Element Found In Nature</title>
		<link>http://www.frogameleon.com/blog/first-superheavy-element-found-in-nature</link>
		<comments>http://www.frogameleon.com/blog/first-superheavy-element-found-in-nature#comments</comments>
		<pubDate>Mon, 28 Apr 2008 15:19:49 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[general]]></category>

		<guid isPermaLink="false">http://www.frogameleon.com/blog/first-superheavy-element-found-in-nature</guid>
		<description><![CDATA[The first naturally occurring superheavy element has been found. An international team of scientists found several nuclei of unbibium in a sample of the naturally occurring heavy metal thorium. Unbibium has an atomic number of 122 and an atomic weight of 292. In general, very heavy elements tend to be unstable but scientists have long [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>The first naturally occurring superheavy element has been found. An international team of scientists found several nuclei of unbibium in a sample of the naturally occurring heavy metal thorium. Unbibium has an atomic number of 122 and an atomic weight of 292. In general, very heavy elements tend to be unstable but scientists have long predicted that even heavier nuclei would be stable. The group that found unbibium in thorium say it has a half life in excess of 100 million years and an abundance of about 10^(-12) relative to thorium, which itself is about as abundant as lead.</p></blockquote>
<p>Read the full article <a href= "http://science.slashdot.org/article.pl?sid=08/04/28/1253247&#038;from=rss" target="_blank">here</a></p>
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		</item>
		<item>
		<title>Vote for bloodr at Killer Startups.com</title>
		<link>http://www.frogameleon.com/blog/vote-for-bloodr-at-killer-startupscom</link>
		<comments>http://www.frogameleon.com/blog/vote-for-bloodr-at-killer-startupscom#comments</comments>
		<pubDate>Mon, 28 Apr 2008 10:33:26 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[actionscript]]></category>

		<guid isPermaLink="false">http://www.frogameleon.com/blog/vote-for-bloodr-at-killer-startupscom</guid>
		<description><![CDATA[A flex app lost in a sea of ajax!
Vote for bloodr here
For more bloodr details click here
]]></description>
			<content:encoded><![CDATA[<p>A flex app lost in a sea of ajax!</p>
<p>Vote for bloodr <a href="http://www.killerstartups.com/Web-App-Tools/Bloodrcom---Online-Blood-Pressure-Monitoring/">here</a></p>
<p>For more bloodr details click <a href = "http://www.frogameleon.com/blog/bloodr-awarded-adobe-site-of-the-day">here</a></p>
]]></content:encoded>
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		<item>
		<title>FlashZXSpectrum48k - Flash 9 ActionScript 3.0 Sinclair ZX Spectrum 48k emulator</title>
		<link>http://www.frogameleon.com/blog/flashzxspectrum48k-flash-9-actionscript-30-sinclair-zx-spectrum-48k-emulator</link>
		<comments>http://www.frogameleon.com/blog/flashzxspectrum48k-flash-9-actionscript-30-sinclair-zx-spectrum-48k-emulator#comments</comments>
		<pubDate>Sat, 19 Apr 2008 09:59:30 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[actionscript]]></category>

		<guid isPermaLink="false">http://www.frogameleon.com/blog/flashzxspectrum48k-flash-9-actionscript-30-sinclair-zx-spectrum-48k-emulator</guid>
		<description><![CDATA[
Nice work!
here
]]></description>
			<content:encoded><![CDATA[<p><img src='http://www.frogameleon.com/blog/wp-content/uploads/flashzxspectrum48k.jpg' alt='FlashZXSpectrum48k' /></p>
<p>Nice work!</p>
<p><a href="http://www.jorin.com/shed/zx-spectrum-48k-games/" target="_blank">here</a></p>
]]></content:encoded>
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		<item>
		<title>Developing and deploying an application on Google App Engine</title>
		<link>http://www.frogameleon.com/blog/developing-and-deploying-an-application-on-google-app-engine</link>
		<comments>http://www.frogameleon.com/blog/developing-and-deploying-an-application-on-google-app-engine#comments</comments>
		<pubDate>Wed, 09 Apr 2008 16:01:27 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Contact]]></category>

		<guid isPermaLink="false">http://www.frogameleon.com/blog/developing-and-deploying-an-application-on-google-app-engine</guid>
		<description><![CDATA[


]]></description>
			<content:encoded><![CDATA[<p><object width="425" height="355">
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]]></content:encoded>
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		<item>
		<title>Run your web applications on Google&#8217;s infrastructure.</title>
		<link>http://www.frogameleon.com/blog/run-your-web-applications-on-googles-infrastructure</link>
		<comments>http://www.frogameleon.com/blog/run-your-web-applications-on-googles-infrastructure#comments</comments>
		<pubDate>Wed, 09 Apr 2008 15:50:16 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[general]]></category>

		<category><![CDATA[apps]]></category>

		<category><![CDATA[google]]></category>

		<category><![CDATA[python]]></category>

		<guid isPermaLink="false">http://www.frogameleon.com/blog/run-your-web-applications-on-googles-infrastructure</guid>
		<description><![CDATA[Google App Engine enables you to build web applications on the same scalable systems that power Google applications.
No assembly required.
Google App Engine provides a fully-integrated application environment.
It&#8217;s easy to scale.
Google App Engine makes it easy to build scalable applications that grow from one user to millions of users without infrastructure headaches.
It&#8217;s free to get started.
Every [...]]]></description>
			<content:encoded><![CDATA[<blockquote>Google App Engine enables you to build web applications on the same scalable systems that power Google applications.</p>
<p>No assembly required.<br />
Google App Engine provides a fully-integrated application environment.</p>
<p>It&#8217;s easy to scale.<br />
Google App Engine makes it easy to build scalable applications that grow from one user to millions of users without infrastructure headaches.</p>
<p>It&#8217;s free to get started.<br />
Every Google App Engine application can use up to 500MB of persistent storage and enough bandwidth and CPU for 5 million monthly page views.</p></blockquote>
<p>Sounds like a very good excuse to dust off those python books!</p>
<p>Read more <a href="http://code.google.com/appengine/" target="_blank">here</a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Paperworld 3D</title>
		<link>http://www.frogameleon.com/blog/paperworld-3d</link>
		<comments>http://www.frogameleon.com/blog/paperworld-3d#comments</comments>
		<pubDate>Fri, 04 Apr 2008 16:18:53 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[actionscript]]></category>

		<category><![CDATA[general]]></category>

		<category><![CDATA[3d]]></category>

		<category><![CDATA[Flash]]></category>

		<category><![CDATA[papervision]]></category>

		<category><![CDATA[paperworld]]></category>

		<guid isPermaLink="false">http://www.frogameleon.com/blog/paperworld-3d</guid>
		<description><![CDATA[PaperWorld is many things - it lets you create multi-user applications, yes, but it also gives you the tools to create large games, quickly, localise them to a particular language or region, and manage everything in your workflow - so your designers don’t need to code, and your coders don’t need to design, and anyone [...]]]></description>
			<content:encoded><![CDATA[<blockquote>PaperWorld is many things - it lets you create multi-user applications, yes, but it also gives you the tools to create large games, quickly, localise them to a particular language or region, and manage everything in your workflow - so your designers don’t need to code, and your coders don’t need to design, and anyone with a basic knowledge of xml can edit a config file and setup or edit a game quickly without having to recompile and deploy.</p>
<p>So how does it do all this?</p>
<p>The basic building block of a PaperWorld application is the module - A module is made up of a set of files (referred to as ‘components’ in PW3D) - each of which has a specific purpose.</p>
<p>By creating these files and putting them into a convenient directory you can load them when you need them as a single block - PaperWorld takes care of the heavy lifting - you just list the modules that are needed for a game and PaperWorld takes care of it all for you.</p>
<p>Each module has its own conf.xml file, which describes all the files that it contains. When you tell PaperWorld3D you want to load a particular module it loads this xml file and then loads each component of the module that’s listed, so when the module is ready all the contents of these files are available to you.</p></blockquote>
<p>Read more <a href="http://paperworld3d.com/" target="_blank">here</a></p>
<p>Or watch the video below :</p>
<p><object width="425" height="355">
<param name="movie" value="http://www.youtube.com/v/fBCs2Rk2GAg&#038;hl=en"></param>
<param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/fBCs2Rk2GAg&#038;hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object></p>
]]></content:encoded>
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		<item>
		<title>Photoshop CS4 to be 64-bit for Windows, but not Mac</title>
		<link>http://www.frogameleon.com/blog/photoshop-cs4-to-be-64-bit-for-windows-but-not-mac</link>
		<comments>http://www.frogameleon.com/blog/photoshop-cs4-to-be-64-bit-for-windows-but-not-mac#comments</comments>
		<pubDate>Thu, 03 Apr 2008 09:09:32 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[general]]></category>

		<category><![CDATA[64 bit]]></category>

		<category><![CDATA[adobe]]></category>

		<category><![CDATA[mac]]></category>

		<category><![CDATA[photoshop]]></category>

		<category><![CDATA[windows]]></category>

		<guid isPermaLink="false">http://www.frogameleon.com/blog/photoshop-cs4-to-be-64-bit-for-windows-but-not-mac</guid>
		<description><![CDATA[Adobe’s flagship product, Photoshop, will become a 64-bit application in the next major revision to the company’s bundle of creative pro applications, Creative Suite 4. However, the 64-bit version will only be available to Windows users because of a change Apple made at its Worldwide Developers Conference (WWDC) in 2007.
The good news is that Adobe [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>Adobe’s flagship product, Photoshop, will become a 64-bit application in the next major revision to the company’s bundle of creative pro applications, Creative Suite 4. However, the 64-bit version will only be available to Windows users because of a change Apple made at its Worldwide Developers Conference (WWDC) in 2007.</p>
<p>The good news is that Adobe will make a 64-bit version for the Mac in the future.</p>
<p>“We can reassure people that literally from the day we found out Carbon 64-bit was cancelled, we have been figuring out what we need to do to get there,” John Nack, senior product manager for Adobe Photoshop, told Macworld.</p>
<p>At WWDC 2007 Apple discontinued its Carbon 64-bit program, which left company’s like Adobe without an avenue to make its current codebase 64-bit. What Adobe has to do now is transition all of the old Photoshop code to Apple’s native Cocoa programming language, where it can then be made 64-bit.</p>
<p>“If you want to go 64-bit on the Mac, you have to port to Cocoa and that’s not a trivial task,” said Nack.</p>
<p>Adobe said that they have been working on the Carbon 64-bit version of Photoshop for some time and had planned on releasing a version for Creative Suite 4 (CS4). However, with the changes at WWDC 2007, that is not going to happen.</p>
<p>“Our feeling has been to deliver 64-bit on both platforms for this release,” said Nack. “We could hold back the Windows 64-bit version until we could catch up on the Mac, but that didn’t seem fair to those customers.”</p>
<p>If one good thing can come out of the delay, Nack says Adobe will gain valuable experience in writing 64-bit applications, albeit for Windows.</p></blockquote>
<p>Read more <a href="http://www.macworld.com/article/132810/2008/04/photoshop64.html" target="_blank">here</a></p>
]]></content:encoded>
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		<item>
		<title>Adobe AIR for Linux Alpha</title>
		<link>http://www.frogameleon.com/blog/adobe-air-for-linux-alpha</link>
		<comments>http://www.frogameleon.com/blog/adobe-air-for-linux-alpha#comments</comments>
		<pubDate>Mon, 31 Mar 2008 09:54:53 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[actionscript]]></category>

		<category><![CDATA[general]]></category>

		<guid isPermaLink="false">http://www.frogameleon.com/blog/adobe-air-for-linux-alpha</guid>
		<description><![CDATA[Our main goal for this release is to begin to get the base features in place so you can share your early feedback and begin testing your Adobe AIR applications. This alpha is not feature complete. For a list of the specific features included in this alpha release, please see the release notes.
Important: This prerelease [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>Our main goal for this release is to begin to get the base features in place so you can share your early feedback and begin testing your Adobe AIR applications. This alpha is not feature complete. For a list of the specific features included in this alpha release, please see the release notes.</p>
<p>Important: This prerelease of Adobe AIR for Linux is alpha-quality and is not feature complete. If you are looking for Adobe AIR for Macintosh or Windows, please go to Adobe.com.</p></blockquote>
<p>Read more <a href="http://labs.adobe.com/downloads/air_linux.html" target="_blank">here</a></p>
]]></content:encoded>
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		<title>Rubik&#8217;s Cube Proof Cut To 25 Moves</title>
		<link>http://www.frogameleon.com/blog/rubiks-cube-proof-cut-to-25-moves</link>
		<comments>http://www.frogameleon.com/blog/rubiks-cube-proof-cut-to-25-moves#comments</comments>
		<pubDate>Fri, 28 Mar 2008 00:58:24 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[general]]></category>

		<guid isPermaLink="false">http://www.frogameleon.com/blog/rubiks-cube-proof-cut-to-25-moves</guid>
		<description><![CDATA[A scrambled Rubik&#8217;s cube can be solved in just 25 moves, regardless of the starting configuration. Tomas Rokicki, a Stanford-trained mathematician, has proven the new limit (down from 26 which was proved last year) using a neat piece of computer science. Rather than study individual moves, he&#8217;s used the symmetry of the cube to study [...]]]></description>
			<content:encoded><![CDATA[<blockquote>A scrambled Rubik&#8217;s cube can be solved in just 25 moves, regardless of the starting configuration. Tomas Rokicki, a Stanford-trained mathematician, has proven the new limit (down from 26 which was proved last year) using a neat piece of computer science. Rather than study individual moves, he&#8217;s used the symmetry of the cube to study its transformations in sets. This allows him to separate the &#8216;cube space&#8217; into 2 billion sets each containing 20 billion elements. He then shows that a large number of these sets are essentially equivalent to other sets and so can be ignored. Even then, to crunch through the remaining sets, he needed a workstation with 8GB of memory and around 1500 hours of time on a Q6600 CPU running at 1.6GHz. Next up, 24 moves.</p></blockquote>
<p>Read more <a href="http://science.slashdot.org/article.pl?sid=08/03/26/2237221&#038;from=rss" target="_blank">here</a></p>
]]></content:encoded>
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		<title>Adobe clarifies statement on iPhone Flash player</title>
		<link>http://www.frogameleon.com/blog/adobe-clarifies-statement-on-iphone-flash-player</link>
		<comments>http://www.frogameleon.com/blog/adobe-clarifies-statement-on-iphone-flash-player#comments</comments>
		<pubDate>Thu, 20 Mar 2008 12:25:59 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Contact]]></category>

		<category><![CDATA[Flash]]></category>

		<category><![CDATA[iphone]]></category>

		<category><![CDATA[mobile]]></category>

		<category><![CDATA[sdk]]></category>

		<guid isPermaLink="false">http://www.frogameleon.com/blog/adobe-clarifies-statement-on-iphone-flash-player</guid>
		<description><![CDATA[Despite Adobe&#8217;s positive-sounding statement yesterday, CEO Shantanu Narayen clarified that he meant Flash on the iPhone would require more than just the iPhone SDK to pull off successfully. Since Flash requires a very close relationship with Safari – something Apple is normally very hesitant to allow – Narayen says it would need to work closely [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>Despite Adobe&#8217;s positive-sounding statement yesterday, CEO Shantanu Narayen clarified that he meant Flash on the iPhone would require more than just the iPhone SDK to pull off successfully. Since Flash requires a very close relationship with Safari – something Apple is normally very hesitant to allow – Narayen says it would need to work closely with Apple to develop a satisfactory implementation of Flash for the iPhone, according to CNET.<br />
Apple CEO Steve Jobs has panned both official releases of Flash: Flash Lite for mobile devices and its standard computer equivalent. According to Jobs, Flash Lite is too feature limited, while the standard Flash player is too robust for the multimedia device.</p></blockquote>
<p>Read more <a href="http://www.macnn.com/articles/08/03/19/adobe.flash.on.iphone/" target = "_blank">here</a></p>
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