Tuesday, July 18, 2017

Methark Invest: Day Trade Index

Methark Invest Day Trade Index
10⬆ - 3⬇

Total Investment Amount
U$ 15,875.00

Total ROI
U$ 13,017.50 (82%)


Tuesday, July 11, 2017

Methark Invest open for Global Investors

Methark starts offering smart Stock market and Forex options investments together with it's business packs with the minimum investment of $50,00 USD and a great average return of 35% per week.

The company shows an average of 78% of successful deals per week, being considered a solid way for investors that want to step into the volatile world of binary options.

"Each client can access the number of investments made and their results. This crystal clear approach makes the investors feel confident...". Says Arthur - Methark's CEO.

By Methark Press

Tuesday, July 4, 2017

Virtual Reality is the Cannon Ball

It’s 2017 and it’s hard not to admit that Virtual Reality is, quite virtually, everywhere. There probably isn’t a major IT company that doesn’t have a VR team researching the technology or already creating something.

Every game industry conference is bursting with variety and diversity of VR projects ranging from modern cars virtual tours and taking off to Mars simulators to full-blown (as much as relatively short development time-frame could allow) games. Hell, I’ve seen a group of people comparable in size to Dark Souls first look line waiting to try out a VR dating simulator.

While the concept of VR gaming seems exciting and full of new opportunities at a glance, is it really the hottest place in town at the moment?

Pioneering Spirit
Well, isn’t it cool to be the first in something. VR market gives you a unique opportunity to enter (almost) unknown waters and come out basking in glory. Or, well, not quite. 

Aside from games like Raw Data and a couple others there aren’t many widely-known VR hits at the moment. This is particularly true in commercial aspect which as we well know is one of the main drivers of the industry.

There are numerous possible reasons to this. The market is still in some sort of Wild West state with rules and best practices being set on the spot (speaking of which, there’s literally a Wild West inspired VR game that lets you partake in gunfights). While this gives the developer a lot of freedom, it also means there’s lots of potential caveats on the way.
Hardware Penetration
High-end VR hardware doesn’t come free of charge. One has to pay serious money for the equipment and a console/PC upgrade if necessary. This alone sets the entrance fee pretty high and slows down the propagation rate.
Unless you’re looking at mobile VR, that is. With Google Cardboard costing only 15$ first impressions can be acquired without big investments. However, at this point mobile VR differs from desktop/console VR quite drastically and, although portable, it can’t be viewed as a cheaper replacement.
Fortunately for the market, recent reports show growing hardware sales and even faster-growing consumer services sales (which makes perfect sense, since there’s more and more content being produced for the given hardware) while financial forecasts are predicting twenty-fold growth by 2020 - so far, the picture’s looking pretty good.

Physical Limitations

Motion Sickness
A seemingly small issue that is comparable in its culling effect on the audience to game crashes, it is also dangerous since it may affect the user’s opinion towards virtual reality in general. VR stores are currently full of projects that after 2 minutes of playtime will make you wanna grab a sickness bag and bid goodbye to the new experience as whole. 

Some solutions to this problem exist (among them teleportation as opposed to traversing long distances quickly the traditional way, fewer degrees of freedom in movement controls and more) and it’s important to utilize them and do extensive testing with people that have various tolerance to motion sickness. 

If you have ever played a VR action game with full tracking for more than an hour, you know it can be compared to a gym routine. Cutting the air with the controllers and jumping around like a madman all while wearing a not-so-lightweight helmet isn’t exactly a walk in the park. Aside from getting physically tired and sweat being concentrated in places of contact of your face and the equipment, your eyes become strained. This simple fact questions the purpose of developing games aimed at longer sessions.

Asset Quality
While VR by itself is already a strong immersion catalyst, conveying proper feeling of realism is, to an extent, closely tired to graphics quality. In virtual reality, everything from level geometry to VFX and SFX is a step up from what you’re used to in traditional desktop games.

Supposedly, when you’re able to see things in a more volumetric way from different angles at a finger’s distance it means more complex meshes, higher texture resolution, maximum sound quality along with specific audio sources tuning, accurate animations and more. However, titles like Job Simulator prove that even without photo-realistic graphics, a VR game can be a major success.
Besides, it’s highly recommended to have your game maintain 90 FPS consistently and particularly when turning one’s head around which would otherwise result in motion sickness and inability to play. This, in turn, increases the efforts directed at optimization.

While I don’t see VR entirely taking over the traditional flat screen gaming and FPS gamers transcending to some CS:GO VR, there are definitely things that VR can do which flat screen can’t.
VR projects do convey the feeling of presence and immersion exceptionally well and can be used to to try things you never have or will experience in real life, be it jumping from a rooftop, witnessing a massive whale swim by you in the middle of an ocean or decimating hostile robots piece by piece with your bare hands while catching bullets mid-air.

Methark Press
By: Arthur Mostovoy

Saturday, July 1, 2017

R.I.P Fireworks

The last version of Fireworks, the Adobe CS6 version was officially given as the last. You can go to Adobe.com and see for yourself this huge hole on the new Adobe Cloud. No Fireworks for you.

Fireworks is and always was till this date, without a doubt, the best 2D (and even pseudo-3D) vector/image creation and edition IDE. There is no match for it's user friendly interface and power tools. 

Bought from Macromedia Inc. together with Macromedia Flash and Dreamweaver by Adobe, till now Fireworks is being used from it's Macromedia 2004 MX suite to all the Adobe CS versions. The question is: Is Adobe planning to launch something better or just forcing users to get used to Photoshop and InDesign?

Basic Binary Knowledge

There is a basic knowledge that I think everyone must have in mind: Basic Binary Numbers. So, let's get to the point:

Decimal and Binary (4 bits)
0 = 0000
1 = 0001
2 = 0010
3 = 0011
4 = 0100
5 = 0101
6 = 0110
7 = 0111
8 = 1000
9 = 1001 (nice binary palindrome! Try 73)

HIT: See how even numbers ends with 0 and odd numbers with 1.

By Methark Press

Friday, June 30, 2017

Top 5 Shooter Games 2017

I like to do games but also taste the state of art of great games. Here will go with the list of my must have games to start our Games Review section. ๐ŸŽฎ
1. GTA ⭐️⭐️⭐️⭐️⭐️
From the first to the last version Grand Thief Auto shows great user's gameplay. The last versions gives you a world to play around and kind of make your own fate with amazing graphics. The life of a Gangasta.
Type: Third Person View
Publisher: Rockstar Games
Tested For: Windows and XBox 360 (Last versions)

2. FarCry ⭐️⭐️⭐️⭐️⭐️
Fancy great graphics with first person view. Do you like blood and gore plus learning about cool natural stuff, play poker to relax in a small town, hunt to live and more?
Type: First Person View
Publisher: Ubisoft
Tested For: Windows and XBox 360 (Last versions)

3. DOOM ⭐️⭐️⭐️⭐️⭐️
The greatest First - First person shooter game ever is back with it's awesome 3D engine. Like to be a marine in a dark place with a lot of strange things happening, adrenaline and to be scared sometimes?
Type: First Person View
Publisher: Atari 
Tested For: Windows and XBox 360 (Last versions)

4. Counter-Strike ⭐️⭐️⭐️⭐️⭐️
The evergreen multiplayer game for generations give us two sides: Swat or Terrorists. Great for military training. A must have to relax with friends in the office on free time.
Type: First Person View
Publisher: Valve
Tested For: Windows and XBox 360 (Last versions)

5. HalfLife ⭐️⭐️⭐️⭐️⭐️
The revolutionary physics engine of Half Life was the spark of many games around nowadays, including their new versions of Counter-Strike. The history is a trip but it keeps you playing for days to see what happens next. 
Type: First Person View
Publisher: Valve
Tested For: Windows and XBox 360 (Last versions)

Best Tools for Designers 2017

We have tools that are enduring for years on the digital design world. Their list is short now on the dearlyes of 2017 since we have new next generation emerging prototypes like Unity that looks like a Blender 3D IDE with more power of production and distribution of great 3D designs, games and apps.

Here it goes our top design and image editors for this time:

๐Ÿ–Œ Adobe Fireworks CS6
There is some rumors that some kind of new version is going to be launched by another company. But for now, it is the best 2D vector, image and animator editor ever. All in one.
OS: ๐Ÿ’ป Windows and MacOs
Paid: ๐Ÿ’ต๐Ÿ’ต๐Ÿ’ต

๐Ÿ–Œ Blender 3D
Blender is a free open source 2D/3D vector development interface used nowadays for animations, banners, games and even movies like Spider Man. Sustained by a huge community worldwide, this IDE is from far the best free application of this scope.
OS: ๐Ÿ’ป Windows, Linux and MacOs
Free: ๐Ÿ†’๐Ÿ†“

๐Ÿ–Œ Adobe Cloud
Photoshop, Flash, Dreamweaver and a great sort of media editors makes Adobe Cloud a good All-in-one design tool kit. 
OS: ๐Ÿ’ป Windows and MacOs
Paid: ๐Ÿ’ต๐Ÿ’ต๐Ÿ’ต๐Ÿ’ต๐Ÿ’ต

๐Ÿ–Œ Gimp
The free version of Photoshop to edit and enhance images and photographs. Saves and open image files of almost any kind.
OS: ๐Ÿ’ป Windows, Linux and MacOs
Free: ๐Ÿ†’๐Ÿ†“

๐Ÿ–Œ Inkscape
This is the best free 2D vector editor application available. Loses a lot for it's paid version CorelDraw.
OS: ๐Ÿ’ป Windows, Linux and MacOs
Free: ๐Ÿ†“

๐Ÿ–Œ CorewDraw
The second best paid 2D vector design application after the power of Fireworks.
OS: ๐Ÿ’ป Windows and MacOs
Paid: ๐Ÿ’ต๐Ÿ’ต๐Ÿ’ต๐Ÿ’ต๐Ÿ’ต

Thursday, June 29, 2017

AI is predicted to overcome Humans in 2030

Things like you saw in the movie Me Robot are not far to come true. Robots doing all kind of things we Humans do, but faster, reliable and better.

Most of those AI - Artificial Intelligence projects are now getting educated with everything the real and virtual world can provide and some of them, interacting with us every day and we don't even realize. Examples? Products from Google, Microsoft, Apple and so on. 

Let's be clear that Methark also use it's own resources and statistics but we are also based on public info to fill up our AI projects. Therefore, this article is not saying that AI is bad or good, as the companies above were just quoted due their power over information and resources. Plus, everybody knows about this.

The picture can be positive, causing an evolution of our kind with the new technology of devices and robots capable to understand you better than yourself. The bad picture we can see in Hollywood movies. All depends of who is going to be ruling the show.

What do you think?

By: Methark Press

Tuesday, April 11, 2017

Handheld Linux Computers with Raspberry PI

This tutorial will teach you how to create your own handheld linux terminal with built in screen, QWERTY thumb keyboard and battery. It has four passive USB ports for expansion and extra connectivity. It's super portable and is about the size of a Nintendo DS (if slightly thicker).

I initially made it because I thought it'd be cool to fit down into such a small form-factor, but it also has some interesting purposes. It's basically a full handheld linux system that can do almost everything a normal sized computer can do. It's not going to destroy any benchmark tests, so it's best suited to command line stuff. Since this is the case, it's actually a pretty good tool for learning the command line interface as well as basic scripting. The keyboard has all the special characters you need which is really handy.

Almost all the design choices here are made entirely out of necessity for space. If I had a chance to make a custom keyboard and case, it'd be alot sleeker. Considering it's a bunch of off the shelf stuff, I think it turned out pretty nicely.

- Front view
- Opened flat
- Closed
- Size comparison against 11inch Macbook Air

- Raspberry Pi A+ (700MHz, 256MB RAM)
- 4 Port USB hub (make sure it's compatible with the Ras Pi)
- 500mAh+ battery with JST connector
- Adafruit PiTFT - 2.8" Raspberry Pi Touchscreen
- Adafruit Powerboost 500 Charger
- 2x 2.5inch plastic hard drive enclosures (perfect size for a case)
- Wireless 2.4GHz Mini thumb backlit keyboard
- Power switch with JST connectors
- Piano hinge (thickness depends on your case)
- 16GB micro sd card (larger the better)
- Micro USB male component
- Some spare wires

- Soldering iron / solder
- Desolder pump
- A fine-ass file
- Power drill
- Small hacksaw blade
- Solder wick/tape (optional)
- Wire cutters / strippers
- Needle nose plyers (optional)
- Hot glue gun (optional)
- Insulating tape
- Helping hands stand (optional)
We're going to get the software side of things sorted first before we start hacking up the hardware.

Step 1. Ok, first things first. Since this RasPi uses the PiTFT display, you're limited to using Raspbian because (I think) it's the only distro that supports the displays drivers. Go to this page on Adafruit's site [https://learn.adafruit.com/adafruit-pitft-28รข€¦] to download their custom Raspbian image which already contains the drivers. Follow the instructions, write it to your Micro SD and boot up your Pi.

It's worth noting that this custom distro only boots up properly when the PiTFT is attached.

Step 2. When you boot up your Pi, make sure that you have the receiver dongle for the wireless 2.4GHz mini keyboard connected. It should automatically recognize it without any additional tinkering required. If you plan on using a mini wired keyboard that should work fine too.

You'll notice that the standard font used in the command line is a bit derpy, so we're going to change that up since the screen realestate is so important. Type the following and press enter:

sudo dpkg-reconfigure console-setup
This will bring up a menu which allows you to change the font and the size. Have a play around to see what you like. When you're finished reboot the Pi by typing:

sudo reboot
Step 3. That's it! Now you have a usable Linux base system that you can experiment with how you like.

Step 1. Slice that Pi! Ok, once you've gotten all the hardware working correctly, you'll need to remove all the extraneous components that we don't absolutely need. That means basically removing everything including:

- GPIO pins
- HDMI port
- USB port
- Audio/Mic port
- 2x camera module ports

This isn't really that hard to do, you just need to be really careful and take your time. Not everything will be easy to desolder from the board, and often I resorted to using the mini hacksaw blade + the sharp wire cutters to literally hack it apart. As long as you don't break any of the other components or scratch the board surface, you should be good. You now have a super slim Raspberry Pi that's around 5-6mm thick! [http://i.imgur.com/8pifHrR.jpg]

Step 2. Remove and shorten the GPIO pins on the PiTFT. One thing to note, if you can get the unassembled version of the PiTFT that will save tonnes of time and possible headache. The solder on these boards seem like they need a pretty hot soldering iron to melt, so bare that in mind too. Again, it's not particularly difficult, it just takes a long-ass time.

Step 3. Solder the PiTFT directly to the A+. You can use the GPIO pins you took off either of the other boards if you like. I originally tried doing it with a load of small wires, but that turned out to be pretty tricky. I ended up using the metal pins from a bunch of unused LEDs I had lying around.

This is super fiddly work, and I found the best way was to solder the pins directly to the Pi, then once attached, straighten and trim them until they were uniform. Then hopefully you can slot the PiTFT ontop and solder it in place. I inserted a piece of thin plastic in between the boards so they wouldn't short each other. The reason for doing it this way is that you end up with a ridiculously small all in one package of the Pi+Display which is about 1cm thick. [http://i.imgur.com/di5cvwy.jpg]

Step 4. Power up the Pi and cross your fingers. If it boots up and the screen turns on that's good. If not, I'd first check the connector which joins the display to the PiTFT board and see if it is in all the way. If it is, check your handywork on the GPIO pins.

Step 5. Chop up your USB hub. You need to remove it from it's plastic casing, desolder each of the USB ports, remove any LEDs or anything that doesn't 100% need to be on the board and then strip the main USB wire that the supplies power and data info. These things seem to be ridiculously fragile and badly made (I went through 4 fucking hubs!) so be careful.

Step 6. Prep your case. Depending on what kind of enclosure you want to use, this is probably the time to get it ready. Here are the things I did:

- Cut holes out for the screen/keyboard - Drill holes and attach the hinge - Chop out some holes for the USB ports (the hacksaw blade is very handy here) - Drill a hole in the side for the USB wires that connect the top and bottom case halves. - Cut hole in the side for the switch

I did all my cutting with a sharp craft knife. Measure everything a few times so you know you've got it right and take your time whilst cutting. If you make mistakes, you could always cover over them with vinyl tape or something. [http://i.imgur.com/vNrVjmK.jpg]

Step 7. Wire up the powerboost, battery and switch. I used a standard type of switch that you can buy for RC cars. It was bigger than expected so I had to chop it down. Also the JST connectors can be a bit bulky so I hacked up the female sockets and soldered the wires directly to the powerboost.

I added the micro usb plug to a wire so I could connect the Pi directly to the powerboost. Unfortunately I didn't have enough room or spare parts to wire up the charging port, but I can still charge the battery manually no problem.

If your battery and switch work correctly, when you switch it on, a blue LED will come on for the powerboost.

Step 8. Cram everything into the case, plug in the micro USB to the Pi and switch on the power. If everything goes well, it should boot up. You now have a handheld linux terminal!

If I was to make this again, I would do a few things differently. First I'd probably add a slightly larger screen like this one from Tindie [https://www.tindie.com/products/hwlevel/40-ips-screen-for-raspberry-pi/]. I'd also figure out an easier way to add charging ports directly onto the case so that I wouldn't have to open it up to charge the batteries in both halves.

I'm thinking about how I could use this way of creating inexpensive hardware to make a touchscreen open source phone (using the Adafruit Fona), or perhaps a mini tablet or something.

Hope you enjoyed and if you end up making your own version, I'd love to see it.