Division of Labor: Kits, Libraries, Servers, and Teams

BodyNote: this article was written by Daniel Reinhold. I remember several years back (about spring '96) when I first discovered the joys of the internet and was amazed at the sheer number of goodies to be plucked. This was well before BeOS Intel, so I spent alot of time downloading Windows shareware programs. After a few months, however, the excitement died down considerably when I discovered an unfortunate truth: most of those shareware programs were complete crap.

Ufetch: a Basic Web Client

BodyThe web has certainly become one of the most ubiquitous and important publishing spaces around. What defines the web, technically, is html and http. Html is the publishing format and http is the transport protocol. Let's consider http. This protocol is so simple. Some would say simplistic — it certainly has it share of detractors. While it may not be the most sophisticated protocol around, it gets the job done.

Using Scripting in Haiku

BodyWith this article I hope to explain the basics of scripting using BeOS and how it can enhance the Haiku project. To try out several examples mentioned in this article, you'll have to download a program called hey, which enables you to script BeOS applications from a Terminal. The program hey was developed by Atilla Mezei, an early BeOS developer, who unfortunately seems to have left the BeOS community. He created this tool to have a good testing tool when implementing scripting in BeOS applications.

Design goals for the Game Kit

BodyThe Framework If one is to believe the books and magazine articles, websites, and game developers one talks to these days, there seems to be a general consensus that the bare-metal, code-it-from-scratch mentality just doesn't cut it any longer when developing games. Software engineering practices long appreciated elsewhere in the software development world are finally making an appearance in the last bastion of the garage-hacking, caffeine-swilling coder. This is for a lot of reasons.