My project

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My project

Postby Bogdan » November 9th, 2011, 11:15 am

Hello. Well I want to create an OS. I know there is a lot of coding and others, but can ya please tell me a good and easy to use program for this? Is visual basic good? IS THIS PROGRAM GOOD? I don't want much coding or something..i want to be easy. So could you please help me?
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Re: My project

Postby Suyo » November 9th, 2011, 11:27 am

> OS
> easy

Are you mad or something
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Re: My project

Postby Bogdan » November 9th, 2011, 11:40 am

Suyo wrote:> OS
> easy

Are you mad or something


:facepalm: I make no sense..... for short... I want to make an os, and i don't want to be hard as hell. A program that should make my job easier.
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Re: My project

Postby Buff_ » November 9th, 2011, 12:15 pm

Do you even know what an OS is? If you don't, then I seriously suggest you look it up.
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Re: My project

Postby *Emelia K. Fletcher » November 9th, 2011, 12:36 pm

1. An OS is an operating system, like WIndows 7, or Mac Leopard (or whatever the hell it was), or Ubuntu
2. You'll have to hook into the booting process, interrupt it, and shove in your booting files
3. The files are extremely hard to make, even with a program
4. It'll most likely be incompatible with everything
5. All FAQs will be invalid
6. It could potentially hang your computer, meaning you'd have to do a hard reset
7. It will use A LOT of coding, and probably a lot of binary, which is for advanced people
8. You're not going to get any programs that will make this not 'hard as hell'
9. If you ARE determined to make this, skip all 'helper' programs and just learn raw Visual Basic.


');
');





');





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Re: My project

Postby Bogdan » November 9th, 2011, 9:15 pm

I know that an OS is an operating system and it won't be easy to make one, but i saw lots of videos on facebook with Operating Systems made wtih Visual Basic.
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Re: My project

Postby Jellonator » November 10th, 2011, 2:49 am

I love how n00bs think they can do everything and end up failing at the end.

dude, don't even try to make an OS.
I've seen your games, they aren't even close to being awesome like a real game like portal.
and making an OS is like trying to make a game like portal to the power of 10.
and if you did somehow manage to get it working properly, how would you be able to run games on it?
nothing is going to be compatible with it. that means no flash, no exe, no java, no minecraft, etc.
so don't even try. i know that you are not ready for this kind of thing. at least wait until you understand how to code in binary.

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Re: My project

Postby Kimonio » February 12th, 2012, 9:14 am

OS? Pbbbbbtttt.

OS is an operating system, like Windows. Or Mac.
In other words, you need to learn the basics.

Also, you can't learn how to make it by letting a program do the work. Other people use that program too.
In other words? Your OS is just like the other OS's of people who used that program to make theirs. It's unoriginal.

Do you know what it takes to make a computer? Parts. Hard drive. Etc.

An OS needs something to work off of. This computer I'm typing on uses an OS. Windows 7.

Before you even get started on that ♥♥♥♥, you need to learn the basics. :/

Code: Select all
<html>

<head>

<css>

<body background="gradient.jpg" style="background-attachment:fixed">

</style>

</css>

<title>Clayton's Project

</title>

</head>

<h2><b><u>DIMEDIA Project: Interactive Media and it's Daily Use</u></b>

</h1>

<h2><b>What Is Interactive Media?</b></h3>

A method of communication in which the program's outputs depend on the user's inputs, and the user's inputs in turn affect the program's outputs. Interactive media engage the user and interact with him or her in a way that non-interactive media do not. Websites and video games are two common types of interactive media. Movies and most TV shows are generally not considered interactive media; however, shows that require audience participation could be considered interactive media.

<br>

<a href="http://www.investopedia.com/terms/i/interactive-media.asp#axzz1lw5Ex200"><font size="2">Source</font></a>

<br>

<h2><b>Why Is It Important?</b></h3>

Your talents can shape the future of interactive entertainment. With interactive media, your unique viewpoint and innermost ideas will bring to life the world of your imagination.

<br>

<a href="http://dimg.disneycareers.com/en/default/"><font size="2">Source</font></a>

<br>

<h2><b>What Careers Can I Take?</b></h3>

<h3><u>Designer</u></h3>

The role of the Designer,1 is to create the 'look and feel' of an interactive media product. What this actually involves can vary, depending on the size of team the Designer is part of, or the type of company they are working for. The Designer must combine creativity with an awareness of the tools and technologies that will be used to build the product, and an understanding of what these can and cannot do. Designers may be employed in permanent positions within a company, or may work on a freelance basis. Amongst freelancers, there tends to be most demand for those who are both good designers and have technical expertise, or who can combine several roles. The Designer produces visuals of user interfaces, using software such as Adobe Photoshop or Illustrator. They usually follow a design brief that may be given as verbal instructions, a written specification or 'wire–frame' diagrams.



The Designer will normally produce a separate visual for each type of screen within the product – for example, different sections of a CD–Rom, or the home page, first–level and lower–level pages of a web site.



As a minimum, these visuals must show the screens' layout, colour scheme, typography and any conventions for presenting images or other assets. However, they usually also specify – either through annotations or additional visuals – how interface elements should respond to interaction by the product's user.



For example, this might include specifying colour or style changes for hypertext links that are clicked or rolled over, or designing animated buttons or menus. Depending on the type of product being created, the Designer may also need to specify how, where and what sound effects or background music should be used.



Designers must prepare designs in a way that allows them to be easily implemented by Developers. This means designs must be appropriate for their intended purpose and visuals must be provided in the right format and at the correct size and resolution.



Typically the visuals will be sliced and optimised before being incorporated into the product. This task may be carried out by a Production Assistant, or it may be the responsibility of the Designer or the Developer – they usually work closely together and these roles often overlap or have blurred boundaries.



Sometimes the roles are combined, with the Designer–Developer being responsible for implementing their own designs – especially where the entire interface is animated or where a CSS–based web design approach is being used.

<br>

<br>

<b>Required Training</b>: Most interactive media Designers have Bachelor's Degrees, and some have Master's Degrees. Although there are now various specialist interactive media courses available, many Designers' qualifications are in more traditional art-related subjects. Architecture and product design are particularly useful backgrounds, as they tend to encourage the combinations of creative and technical thinking that interactive media requires – design in its broadest sense. Experience is generally valued most, however, and a good portfolio of interactive media work is essential.

<br>

<a href="http://www.skillset.org/interactive/careers/profiles/article_4747_1.asp"><font size="2">Source</font></a>

<h3><u>Developer</u></h3>

The role of the Developer is to create an interactive media product.



Sometimes this will be according to designs created by someone else (such as a Designer1 or Information Architect2); other times the Developer may design the product as well. Developers may be employed in permanent positions within a company, or may work freelance. Amongst freelancers, there tends to be most demand for those who are either extremely good specialists in one particular area (e.g. standards-compliant HTML) or who are good all-rounders, combining design and technical abilities.

<br>

Developers use authoring tools, mark-up languages and scripting languages to create the product. They may, for example, create a web page using HTML and CSS; or they may develop animated content or interfaces in Flash.



In some cases, the role does not require the use of scripting languages as some authoring tools shield the Developer from this. However, scripting ability is usually desirable and good scripters – especially those who can combine technical expertise with creative flair – are usually well placed to progress into more senior roles, such as Information Architect or Producer4.



The Developer may be responsible for preparing and optimising assets for use in the product, and will usually work closely with the Designer.



He or she is usually also responsible for the technical testing of the product to ensure it works as intended, and fixing any problems that emerge.



On web projects, he or she may also be responsible, usually alongside the Web Editor or an SEO (Search Engine Optimisation) Specialist5, for ensuring the site is search-engine optimised.



The job tends to be divided into various levels of seniority, based mostly on experience. As a general rule, the greater the seniority, the more responsibility the Developer will have for the overall product, including deciding its specifications and the technologies and approaches used to implement it.

<br>

<br>

<b>Required Training</b>: Most interactive media Developers have Bachelor’s Degrees, and some have Master’s Degrees. Although there are various interactive media courses available, many Developers’ qualifications are in more traditional – and often varied – subjects, across the arts, sciences and humanities. Most



Developers tend to learn their technical skills through self-study or short courses. Keeping skills up-to-date is often done on-the-job as and when needed, typically though reference books and web sites. There are few industry-recognised technical qualifications, so experience and demonstrable ability are valued most.

<br>

<a href="http://www.skillset.org/interactive/careers/profiles/article_4748_1.asp"><font size="2">Source</font></a>

<h3><u>Producer</u></h3>

Producers,1 are responsible for identifying and specifying an interactive media product’s high-level requirements or purpose, and ensuring that its business objectives and creative vision are understood and maintained by everyone involved in the project.



This is a senior, client-facing role that requires combinations of expertise in business, management, content, design and technical disciplines. It has a close relationship with the Project Manager2 role, but focuses on the project’s creative requirements rather than the mechanics of running it. The Producer works initially with the client to identify the product’s intended purpose, objectives and audiences and define the parameters within which it must be designed4.



This will often involve leading workshops and meetings, or conducting interviews, frequently with people at all levels in the client organisation. The Producer then develops conceptual ideas to determine broadly what the product will be.



This is often done in collaboration with other members of the project team, typically through brainstorming sessions. He or she must decide which technologies, tools, formats and creative or technical approaches would be most appropriate to use5, and must document the project requirements in the form of a brief for use by the Information Architect, Designer6 or Developer7.



During design and development of the product, the Producer is responsible for overseeing other team members and specialists, and for ensuring their work is of the required standard and is suitable for its intended purpose.



He or she may also be responsible for overseeing usability testing and ensuring any issues that arise are communicated back to the Information Architect, Designer and Developer. The Producer will usually maintain close contact with the Client throughout the project, although sometimes a separate Account Manager8 or Project Manager may act as the main point of contact.

<br>

<br>

<b>Required Training</b>: There are very few specialist qualifications for interactive media Producers, but most will have at least a Bachelor’s Degree and many will have a Master’s Degree.



A good academic foundation is generally useful but most Producers will have picked up the necessary skills through experience. This tends to be valued more highly than specific qualifications, and being able to provide case studies of previous interactive media work is essential.

<br>

<a href="http://www.skillset.org/interactive/careers/profiles/article_4751_1.asp"><font size="2">Source</font></a>

<h3><u>Production Assistant</u></h3>

Working in Interactive media requires a unique set of skills. Practitioners typically need combinations of creative and technical skills and ideally also knowledge relating to content and business.



It is also essential to have the right attitudes – successful interactive media practitioners are flexible, adaptable, self-motivated and able to work under their own initiative, with an entrepreneurial attitude and a willingness to continue learning and managing their professional development.

Production Assistants are responsible for preparing and optimising graphics and other assets for use in the product. They may undertake some design themselves, usually working under creative direction from the Designer.



They need to be aware of the inter-relations between content, design and technology; as well as understanding the overall project life-cycle and where their work fits into it.



It is crucial that they inform relevant members of the team promptly, when anticipating any difficulties in carrying out their work that might jeopardize achieving project deadlines.



They may also be responsible for preparing text content for use in the product, for example by tidying it up, sanitising it, and ensuring it is in the correct file format.



They need to be aware of the principles and methods of version control as they might be asked to make backup copies of the work at appropriate intervals and store them securely.



Production Assistants may also undertake technical duties, such as marking up text into HTML, or coding scripts, usually under direction from the Developer. They may also carry out technical testing, providing bug reports and helping to troubleshoot technical issues.



They will occasionally work as well with a Web Editor to upload content to a web site and assist in its general maintenance.

<br>

<br>

<b>Required Training</b>: Production Assistants are responsible for preparing and optimising graphics and other assets for use in the product. They may undertake some design themselves, usually working under creative direction from the Designer.



They need to be aware of the inter-relations between content, design and technology; as well as understanding the overall project life-cycle and where their work fits into it.



It is crucial that they inform relevant members of the team promptly, when anticipating any difficulties in carrying out their work that might jeopardize achieving project deadlines.



They may also be responsible for preparing text content for use in the product, for example by tidying it up, sanitising it, and ensuring it is in the correct file format.



They need to be aware of the principles and methods of version control as they might be asked to make backup copies of the work at appropriate intervals and store them securely.



Production Assistants may also undertake technical duties, such as marking up text into HTML, or coding scripts, usually under direction from the Developer. They may also carry out technical testing, providing bug reports and helping to troubleshoot technical issues.



They will occasionally work as well with a Web Editor to upload content to a web site and assist in its general maintenance.

<br>

<a href="http://www.skillset.org/interactive/careers/profiles/article_4752_1.asp"><font size="2">Source</font></a>

<h3><u>Studio Manager</u></h3>

The role of Studio Manager is to ensure the smooth running of an interactive media studio, managing the team, overseeing the work and liaising with other departments within the company. It may also first involve actually setting up the studio and recruiting staff.



The role can overlap with those of Producer1 and Project Manager2, and sometimes also with senior Designers3. Studio Managers are almost always employed in full–time permanent positions.

 The Studio Manager runs the interactive media studio, typically as a department within a larger company or agency. Broadly, it is the Studio Manager's job to ensure the studio has adequate resources to carry out its work and, conversely, that the work it takes on is realistic and manageable within the available resources. He or she must manage and oversee people, equipment, workflow and quality assurance.



Studio Managers are often partly responsible for recruiting staff and freelancers and providing any induction they may need. They must ensure that roles, skills and procedures are optimised and used to best effect, to maximise the efficiency of the studio and the quality of its services. They must also make sure the technical infrastructure works correctly, and arrange for maintenance, upgrades, repairs and replacement of consumables etc. as necessary. As well as having overall responsibility for the studio, Studio Managers will often be involved with individual projects, typically alongside a Project Manager. At the outset, they may need to help estimate project costs, and validate requirements and timescales. During the project, they monitor the work to ensure it meets the requirements and is delivered on time, within budget and at the required quality. In some contexts, the Studio Manager may take a more hands–on role and may be involved with art direction and design decisions.



When an interactive media studio is being set up for the first time, the Studio Manager will need to work out exactly what people and equipment will be needed, and then source them. They must identify roles and skills and be responsible for recruiting a suitably qualified team. They must specify hardware, software and other equipment and arrange for its purchase and installation. The Studio Manager will also be responsible for devising processes and procedures, such as workflow, version control, back up and archiving, brand guidelines and technical or quality standards.



Studio Managers are key to the smooth flow of projects through the interactive department or agency. They must ensure individuals' workloads are reasonable and achievable. Measurement and monitoring of the current workload of the studio is integral to delivering projects on time, on budget and to an agreed quality level.

<br>

<br>

<b>Required Training</b>: Specific qualifications aren't necessarily required for the role, though many Studio Managers are likely to have at least a Bachelor's Degree. Previous experience of management is desirable, and a demonstrable track record of at least two years in interactive media production is usually expected.

<br>

<a href="http://www.skillset.org/interactive/careers/profiles/article_2795_1.asp"><font size="2">Source</font></a>

<h3><u>Project Manager</u></h3>

The role of Project Manager is to plan, schedule and co-ordinate interactive media development projects, ensuring they run smoothly, on time and within budget.



This role often overlaps with that of Producer1, but focuses on the mechanics of running the project rather than its creative requirements.



The two roles are often combined, however. The Project Manager usually works closely with the Producer and the Account Manager2.



Project Managers are usually employed in full-time permanent positions, but they are often also used on a freelance basis for individual projects.

 The Project Manager is responsible for the successful planning and execution of a project. He or she decides what work needs to be done, who will do what, and when it must be finished.



The project is usually divided into a number of stages that are often dependent on each other; the Project Manager must work out a schedule and ensure that the right people are available when needed so that each stage is completed on time and does not hold up any of the others.



A large part of the job involves identifying risks and assumptions that might adversely affect the project, and working out ways to ensure they do not – for example, by making contingency plans and by being rigorous in ensuring specifications and deliverables are properly documented.



The Project Manager is usually not directly involved in carrying out the actual work that produces the deliverables, but is responsible for overseeing the team and ensuring that activities are carried out correctly and on-time.



He or she may need to brief and manage specialists, ensure open communication between team members and resolve interpersonal conflicts.



The Project Manager may also need to liaise with the client, provide progress reports to them throughout the project, and deal with any problems or issues that crop up.



Before a project starts, the Project Manager will usually be involved either in calculating the cost of achieving the deliverables, or in working out what can be delivered within a specified budget, often to feed into a proposal or pitch to a prospective client.

<br>

<br>

<b>Required Training</b>: Most Project Managers will have at least a Bachelor’s Degree, usually in a management or business area, although any subject that demonstrates analytical capability is often acceptable.



There are also professional project management qualifications available and some Master’s Degree courses in project management for interactive media are beginning to emerge (for example, London Metropolitan University’s MA Digital Media Management, University of Brighton’s MSc Digital TV Management and Production). Previous experience of project management is almost always essential, however.

<br>

<a href="http://www.skillset.org/interactive/careers/profiles/article_4754_1.asp"><font size="2">Source</font></a>









<h6>Project and coding &copy; of Clayton Matthew Heard. Cited sources property of their respected owner. Do not plagerize.</h10>

</html>

This was a class assignment. I took it 10 steps farther than the rest.
See all that? Started with HTML. Added a bit of CSS. Might go on to add Flash and Javascript.

Do you think I made all that in a snap?
No.

I spent months practicing, adding, deleting, etc.

Just because you know one thing doesn't mean you know them all.

If I'm right, an OS is like a program. You need to know C++ and Python before you even go into development. You have to make sure it's compatible with other OSes. You have to make sure it won't blow things up.

Do you think that ♥♥♥♥ is easy?

No. :/


You can't rely on the program is what I'm trying to say. If you want to make one, get off your lazy ♥♥♥ and code it from scratch. :/


@the above posts: There is an easier way to reply than being an ♥♥♥♥♥♥♥ to the user. Mainly @jellonator
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Re: My project

Postby Suyo » February 12th, 2012, 10:01 am

Nice bump.
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