15 Best Highest Paying URL Shortener Sites to Earn Money Online 2019

Posted by KP-3မိသားစု |

  1. Adf.ly

    Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  2. CPMlink

    CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  3. Shrinkearn.com

    Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
    Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.
    • The payout for 1000 views- up to $20
    • Minimum payout-$1
    • Referral commission-25%
    • Payment methods-PayPal
    • Payment date-10th day of every month

  4. Short.am

    Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  5. Wi.cr

    Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  6. Bc.vc

    Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
    Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.
    • The payout for 1000 views-$10
    • Minimum payout -$10
    • Referral commission-10%
    • Payment method -Paypal
    • Payment time-daily

  7. Oke.io

    Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
    Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.
    • The payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-20%
    • Payout options-PayPal, Payza, Bitcoin and Skrill
    • Payment time-daily

  8. Cut-win

    Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  9. Linkrex.net

    Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
    You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.
    • The payout for 1000 views-$14
    • Minimum payout-$5
    • Referral commission-25%
    • Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
    • Payment time-daily

  10. Linkbucks

    Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  11. Clk.sh

    Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  12. Ouo.io

    Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  13. BIT-URL

    It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  14. LINK.TL

    LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  15. Short.pe

    Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

What I've Been Working On Lately

Posted by KP-3မိသားစု |

It has been remarked upon that I publish a lot of papers on a number of topics. It might not be clear how they all fit together. What is it that I work on, really? Of course, I have no problems seeing how the various strands of my research inform each other and contribute towards a small set of common goals. But that might not be so easy for you to see.

So here's an incomplete selection of themes from my recent research, together with links to some relevant papers. For simplicity and for the sake of the length of this text vs your attention span, I will limit myself to work that I've published in the last two years. Note that though I've written code for some of the research systems myself, contributed with conceptual development to all of these papers, and written parts of almost all of them, most of the work below was done by my various students and other collaborators. That's why I'll use the academic "we" in the examples below, referring to my various groups of collaborators. I'm of course very happy that so many talented and hard-working people feel like attaching my name to the author lists of their papers, for one reason or another.

Generally, my research has the dual aim of using AI to enable better (or more interesting) games, and on using games to enable better AI. This means coming up with better game-playing algorithms, with algorithms that can perhaps also play games in a human-like manner, methods for generating complete games or part of games, studying games and players, and for using games to test AI algorithms. This all comes together, for example you cannot design a game without being able to play it and knowing how humans play it, and you can't advance your game-playing AI without having suitable games and levels to try it out on. Ultimately, we're aiming towards general AI that can not only play any game but also design any game, including the game that you seem to want to play right now. That's very general, so let's be more specific.


Procedural content generation

PCG, creating game content with algorithms, is sort of hot right now. For several reasons: if the computers create levels, items, quests etc we don't have to do it ourselves, so games could be endless, adapt to the player, be cheaper to produce etc. Also, creating a content generators is about defining and understanding a particular aesthetic. My various collaborators and me have been working on PCG for quite some time now (actually, since before it was hot) in particular exploring how to best use evolutionary algorithms for generating various forms of game content. We call this search-based PCG. Some examples of recent work includes basing Super Mario level generation on design patterns, evolving maps to advantage particular game-playing algorithms, and multiobjective and multimodal methods for strategy game map generation.  We've also introduced new algorithms like constrained novelty search and repurposed older methods such as n-grams for level generation. Understanding the output of these generative methods is very important, and for that reason we have developed ways of characterizing level generators, and generic metrics for level design. A major effort was to edit and write the first textbook on procedural content generation in games; earlier we wrote about goals and challenges for PCG research.

Mixed-initiative and AI-assisted game design

While having the computer create levels, items, quests etc all by itself is great, there's also room for collaboration with humans. Computers are good at some things and humans at others, and human designers might want to interfere at various points in the content creation process. Mixed-initiative PCG systems implement a dialogue between a designer and computer, where PCG processes assist the human designer while retaining the designer's freedom. Sentient Sketchbook is one such system, where humans design strategy game maps while algorithms critique the designs and offer suggestions; it also learns the designer's style. Another of our systems is Ropossum, which can generate complete levels for the physics puzzler Cut the Rope and also assist designers. It uses a combination of grammatical evolution, reasoning and tree search, but we have recently experimented with using object path projections for playability testing and with creating levels based on evolved (fictive) playtraces.

Data games

There's more digital available than ever before, including large amounts of open data that anyone can access. This includes geographical, economical and demographical data amongst other forms. Data games are games that are built on such data, in the sense that the game's content is generated from open data. We're trying to create ways to improve the generation of meaningful game content by seeding PCG with real-world data, but also make data exploration more playful. Our work involves data-based content generation for existing games such as Open Data Monopoly and Open Data Civilization, using game mechanics for data exploration and visualization such as in Open Trumps and Bar Chart Ball, and data-based procedural generation of complete games as in Data Adventures.

Generating complete games

The logical endpoint of PCG is generating the whole game, not just the levels and textures but all the rules and mechanics and everything else that's not the game engine. Even what the game is about and what the goal is. If we are to understand game design properly, we need to build systems that can generate good games; and if we want to test general AI properly we need an infinite supply of new games. We have argued that those game types that would be most realistic to try yo generate are classical board games and simple 2D arcade games; this is also what we have been attempting to generate earlier. Recently, we have invented ways of representing and generating card games, by searching through a space of card games that includes well-known games such as Texas Hold'em. We have also designed a Video Game Description Language which can be used to define simple card games, and invented ways of automatically evaluating the quality of such games and generating new games. It is also interesting to see how different games can be generated by simply varying the parameters of a simple existing game – in our work on generating unique Flappy Bird variants we found that plenty of playable yet different games can emerge.

MCTS for video games

In order to be able to generate games you need to test them, and to test them automatically you need AI that can play the games. Being able to play games is of course also important for other reasons, such as providing good opponents and collaborators to the player. Monte Carlo Tree Search is a statistical tree search algorithm that has been very successful in playing board games such as Go. We are trying to figure out how to adapt this algorithm to video games, that have very different requirements from board games - for example continuous space and time, as well as lack of guarantee that random actions will lead to a terminal state. In the course of this, we have developed a number of MCTS modifications and MCTS-inspired algorithms for e.g. Super Mario Bros, car racing and general video game playing; the further success of MCTS variants can be seen in the first General Video Game Playing Competition, where the objective is to not just play one game but a whole set of different games.

Behavior imitation and procedural personas

Playing a game well is not all there is to playing a game – there's also the issue of playing style to consider. We've seen numerous cases where the best-playing AI plays the game in a decidedly non-humanlike manner. If we want to test a game or a level, or provide interesting NPCs in a game, we need to create AI that can play that game in the style of a particular human, or maybe humans in general. One approach is to train neural networks on gameplay traces as we've tested with Super Mario Bros. A more involved approach is to model the player as a ``procedural persona'', assuming bounded rationality and a set of objectives. This conceptual framework has been combined with q-learning and neuroevolution to play a roguelike dungeon crawler game in various styles. These procedural personas have also been used to evaluate levels in level generation algorithms. We also organized a Turing Test competition for Super Mario Bros-playing agents, where the objective was to fool judges into believing your bot was a human.

Game data mining and player modeling

The vast amount of data generated by modern games can be used to understand both games and their players. We call attempts to make sense of this data game data mining. Our efforts include crowd-sourcing platform game level preferences, and using this to study which micro-structures in the game levels best predict certain player responses. We have also found out that we can predict people's life motives from how they play Minecraft, and detect sexual predators from game chat logs. Another question that we have investigated with data mining is how game mechanics create meaning. Of course, much of the behavior imitation work above could be seen as game data mining as well. You could perhaps take this further if you allow the game to select what the player plays so as to learn more about the player.

Music and games

There's many similarities between music and games. For example, games are often experienced as quasi-linear structures with variations in intensity and "mood"; music is often also used to accompany and heighten the emotional expression of a game. We worked on affect-expressing music generation for games and on bidirectional communication between games and music so that playing becomes composing and composing becomes level designing. Given all the work that has been done in music generation, it seems reasonable that some of the methods and representations used there can be used for game content generation; here, we have investigated using functional scaffolding for level generation.

Surveying and organizing the research field

As I've been involved in the field of artificial and computational intelligence in games since it was just a baby (or at least just a symposium), I've had a chance to get some perspective on what we are doing, why and perhaps where we should be going. Our Panorama of CI/AI in games is an attempt to give a high-level overview of all the different research directions within the field and how they can inform and benefit each other. In some ways, it is a much longer (oh no!) version of this blog post with more pretentious language (really?) and also talks about other people's work. You should read it. We have also written surveys about computational creativity and games and neuroevolution in games. On top of that we recently organized a Dagstuhl seminar on the future of the field.

"Stuff"

There are are so many interesting things to do – ars longa, vita brevis. So when a nice idea comes by it's always a good idea to try to implement it, run some experiments and turn it into a paper, even though it might not fit perfectly into the current research direction that you've told yourself you're pursuing. Some of my "other" recent papers which I still consider very interesting deals with community structure detection in complex networks and geometric differential evolution. On particular note is our DeLeNoX system for computational creativity, which I think is really cool and should be used for... something.

Finally, just a note that we are not done yet. We don't have AI that can play any game or that can design a large variety of good, novel and meaningful games, so the job is not done. And when the job is done this very likely means that we'll have solved general AI and there is no more job to do at all for anyone. But until then: more work to do, come join.

Download (42.8 MB) Ingress APK

Posted by KP-3မိသားစု |

Ingress APK

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The description of Ingress

✮ Winner of the Grand Prize at the 2015 Japanese Media Arts Festival
Ingress transforms the real world into the landscape for a global game of mystery, intrigue, and competition.
Our future is at stake. You must choose a side.
A mysterious energy has been unearthed by a team of scientists in Europe. The origin and purpose of this force is unknown, but some researchers believe it is influencing the way we think. We must control it or it will control us.
"The Enlightened" seek to embrace the power that this energy may bestow upon us. "The Resistance" struggle to defend, and protect what's left of our humanity.
Install Ingress and transform your world.
The World is the Game
Move through the real world using your Android device and the Ingress app to discover and tap sources of this mysterious energy. Acquire objects to aid in your quest, deploy tech to capture territory, and ally with other players to advance the cause of the Enlightened or the Resistance.
Strategy
The struggle is being played out globally. Track the progress of players around the world, plan your next steps, and communicate with others using an Intelligence map.
What is the Niantic Project?
Is this just a game? An Investigation Board (http://www.google.com/+NianticProject) filled with cryptic clues and secret codes awaits. The story evolves everyday. Powerful secrets and game tech are there to be unlocked.
Form Alliances
The struggle to save the planet spans the entire world. Groups of people acting together can be more effective than individuals acting alone. Cooperation across neighborhoods, cities, and countries will be needed to achieve the ultimate victory.
Note: Ingress uses the "Read_Contacts" app permission to make it easier to invite your friends to join you in your mission to save the world. The app will not contact anyone without your explicit action to recruit a particular friend.
Join the investigation
G+: http://www.google.com/+Ingress
Twitter: http://www.twitter.com/Ingress
Facebook: http://www.facebook.com/Ingress
Help Center: https://ingresshelp.zendesk.com
Rating: 4.3 of 5.0
Developer: Niantic, Inc.
Versi: v1.110.0
Update: 2016-11-29
Ukuran: 42.8 MB
OS: v1.110.0 (11100) for Android 4.0+ (Ice Cream Sandwich, API 14)
Download 42.8 MB

Belated 2017 Game Jam Wrap-Up!

Posted by KP-3မိသားစု |

Fall semester, you participated in the 2017 UA Fall Game Jam! All of your submissions were amazing, as always.


This semester's theme was... ALCHEMY!




Here are all the games! Let us know if we missed any!

Ascend - An ambitious Metroidvania game!

Alchemy Dungeon - A halarious visual novel!

Alchemy Mama - An alchemy-themed cooking game!

AL-chess-EMY - Chess, but with alchemy!

Ether Pursuit - A frantic multiplayer potion flinging party game!

Downfall - A stylish platformer!


This Can Be Erased - A puzzle-platformer with different potions to play with!

The winning game this semester was....



"This Can Be Erased"



Congratulations to everyone who participated! You're all officially game developers now! 



Check out this photo album from the jam!

See all of you next semester for our 2018 April 6th Spring Game Jam!


Next Tournament: Bloodborne All Bosses & Dark Souls 2

Posted by KP-3မိသားစု |

Still working on the details, but our next hitless tournament will be in December and include both Bloodborne All Bosses (no DLC) and Dark Souls 2! Seeing more content in Bloodborne is going to be wild, and we may even have a few surprises in store for Dark Souls 2 as well.

More information to come soon. See you guys at the next tourney!


T.H.I.N.G.S. Wave 2

Posted by KP-3မိသားစု |

It's a "No Board Wednesday" Special Feature!

T.H.I.N.G.S. Wave 2
Manufacturer: Milton Bradley
Year: 1987


This is a continuation of last week's review of the Milton Bradley "T.H.I.N.G.S." line of wind-up games. If you haven't read that yet it can be found HERE, and probably should be read first.

Wave two of the T.H.I.N.G.S. games came out in 1987. It was comprised of three different games and displays a very clear attempt to increase the complexity of the line. The results of this added complexity are mixed, as you'll see with the reviews.

While these three games are more rare than the first wave, they're still common enough that they don't cost all that much and are fairly easily found online.

Game: Astro-Nots


Personal History:
Astro-Nots is the first wave one game that I was able to get a complete copy of. I had incomplete versions of this and Dr. Wack-O which I obtained in a mixed lot which sat around for a while mostly unplayable, but eventually I scored a complete one of these. I'm pretty sure I actually bought it off of Etsy which is a little off the beaten path, but sometimes yield results.


Gameplay:
The goal of Astro-Nots is to use the space ship to deliver all of the astronauts from off of the planet before the alien reaches them. To begin all of the astronaut pieces are placed in their spaces on the planet surface. A small platform is attached to the side of the game and serves as a depository for the astronauts once they are retrieved.


The alien figure is pulled back and released. This activates the game's mechanism which simultaneously winds the alien closer to the game and rotates the planet's surface.


As the alien creeps closer the player moves the space ship, pressing down a button which lowers a magnet on the ship's tip. The player attempts to touch that magnet to the tops of the astronauts' heads, picking them up, and then carrying them to safety on the blue platform. When the alien reaches the planet time is up.


Thoughts:
Astro-Nots is by far the best functioning game of the entire T.H.I.N.G.S. range. First, it is the only game powered by a pull cord, and therefore one of the only games on which I've experienced no random stoppages or slow spots. Every other game has a slider which winds the game up, and they all seem to either slow down and speed up erratically at parts or come to a dead stop at times.


This pick up and deliver mechanism also works very well. If you time it correctly the ship picks up the astronauts almost without incident, and they drop pretty reliably onto the little platform as well. Timing and planning pay off with this one, and it's very satisfying to play.



Lastly, the visual design is great. The little astronauts are adorable, the alien has a great, wacky look, and even the space ship has elements which are very familiar but create a unique all together. This is definitely one of the best T.H.I.N.G.S. games.

Game: Dr. Wack-o


Personal History:
So as I mentioned earlier, I had pieces for this game for a while before getting a complete one. Even this complete one was formed by joining that partial one with another partial one as the little magnetic discs are pretty easy to lose.


Dr. Wack-O seems to appear for sale pretty frequently online, or at least as frequently as Astro-Nots. I can't remember how I got the remaining pieces to make this whole, but it's likely from an Ebay auction.



Gameplay:
Small magnetic discs are placed in little cups, magnet side down, on the game's rotating disc. The Dr. Wack-O figure is placed in the center of that disc.


The game really requires the player to manipulate two different things at once, both with the same button. When the game plays the pots rotate. When a pot is directly in front of Dr. Wack-o the player must press the yellow button, flipping the small disc in the pot over to show the magnetic side. Then, once the pot is behind Dr. Wack-o and in front of the hammer the player presses the button again, picking the small magnetic disc up and depositing it in a trough along the side of the game. The player attempts to get all of the discs into the trough before the timer winds down and Dr. Wack-o explodes off of the game.


Thoughts:
While last time I complained about the inability to aim in the Flip-o-potamus game, it's actually Dr. Wack-o which wins the title of "Worst T.H.I.N.G.S. Game". The problem is that you have one button working two mechanisms at the same time, neither of which function correctly. What actually happens most of the time is that you press the yellow button to flip a small disc in the front, but the hammer comes down in the back way too hard flipping random discs over, sometimes right out of the cups and onto the table. So you try to press the button lighter but then the mechanism in the front doesn't quite have enough power to flip the discs like it should , so you're unable to capture any in the back.

Really there's no win with this game, but even if you did manage to win the guy in the middle blows off at the waist for some reason anyway. It's pretty disappointing all around.

Game: Go-Rilla


Personal History: 
This was the hardest wave two game for me to track down. For whatever reason when I was looking for it there wasn't any to be found, and it was a better part of a year before I grabbed one online, probably for much more than I ought to have spent because I was so happy to finally see it available. It seems to appear more frequently now, but the T.H.I.N.G.S. line in general seems more available now than it used to be.


Gameplay:
You play as an explorer who is trying to send barrels across a bridge to the other side of a ravine. Beneath the bridge is a giant gorilla who keeps pushing the bridge up in the middle. Pushing a button by the explorer releases a barrel which, when timed correctly, can roll across the bridge to a receiving spot on the other side. If not timed correctly the gorilla will push the bridge up, disrupting the roll of the barrels, possibly sending them falling off the bridge.


Thoughts:
The action here is simple enough to describe, but it doesn't work as smoothly as it seems like it should. Part of the problem is that the barrels all have small sprue remnants on them, and therefore don't roll as well as they ought to. They're also super light and so don't have quite enough weight to assure a nice straight path across the bridge. What happens sometimes is that a barrel will stop wither because it doesn't roll straight, or because of the gorilla lifting the bridge. It then sits at the bridge's hinge, and when the bridge goes back down it doesn't have enough weight to make it continue along. So really it just ends up blocking all future barrels unless you pick it out with your fingers, and this sort of ruins the flow of the game.


This game is more or less fine, and about average among the T.H.I.N.G.S. range. You can definitely get a nice rhythm going if you play it enough, but occasionally the barrels will not work properly no matter how good you are at it.


So next week we'll take a look at the final wave of T.H.I.N.G.S. game, the ever elusive wave 3!!


Just Cause 2 Free Download - By Gaming Point

Posted by KP-3မိသားစု |

Screenshots:



Just Cause 2 free download video game for Windows PC. Download free full version "Just Cause 2" from Shivaay gaming point .The game setup is tested and 100% fully working PC Game for free Download.

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Just Cause 2 (PC) System Requirements

Before downloading make sure that your PC meets the system requirements for this video game.
Minimum System Requirements
Operating SystemWindows XP/Vista/7/ 8/10
ProcessorPentium® II @ 450 MHz processor
RAM / Video Memory128 MB / 32 MB
Hard Drive2 GB
Video CardDirectx 8.0 with Compatible Graphic Card

Just Cause 2 Free Download Link





Tech Book Face Off: Breaking Windows Vs. Showstopper!

Posted by KP-3မိသားစု |

For this Tech Book Face Off, I felt like expanding my horizons a bit. Instead of reading about programming languages or software development or computer science and engineering, I thought I would take a look at some computer history from the business perspective. There are plenty of reading options out there in this space, but I settled on a couple of books about Microsoft. The first, Breaking Windows: How Bill Gates Fumbled the Future of Microsoft by David Bank, is about Bill Gate's hardball business tactics that won him a monopoly in the PC desktop market, but then nearly destroyed the company in that fateful confrontation with the US Justice Department and caused him to miss the Internet and, later, the mobile revolution. The second, Showstopper! The Breakneck Race to Create Windows NT and the Next Generation at Microsoft by G. Pascal Zachary, has an even longer subtitle that neatly describes the book on its own. Both of these books were written quite a while ago, so let's see how their stories hold up today.

Breaking Windows front coverVS.Showstopper! front cover

Breaking Windows


The narrative starts out with the backstory of how Gates came into his PC desktop monopoly by realizing that software—specifically the computer's operating system—would be an important and valuable part of the PC ecosystem. As PC hardware got cheaper and more prevalent, the software volumes would grow with the spread of the hardware, and at essentially zero marginal cost to Microsoft. All they needed to do was become the defacto standard OS. That's what Gates set out to do, and he succeeded with Windows 3.1 and then Windows 95. The bulk of the story takes place after Microsoft had achieved its monopoly and was deciding on strategies to defend it.

One of the main strategies was to identify competitors that were creating software that was somewhat tangential to Windows or could be added as a compelling feature, and whose software was becoming popular enough to potentially pose a threat to Windows by becoming a new platform. Microsoft would then create their own version of that software and integrate it into Windows or otherwise absorb the other company's software, nullifying the threat to their monopoly.

The most prominent example of this absorption strategy came with Internet Explorer and the browser wars between Microsoft and Netscape. Netscape Navigator started out with nearly the entire market of the World Wide Web before Microsoft got into the browser business. By the time Microsoft had revved up to IE 3.0, they had claimed a significant amount of market share from Netscape, and because of bundling IE with Windows and offering it for free to older versions of Windows, Netscape was doomed to lose in the long (or not-so-long) run.

Everything was not all peaches and cream within Microsoft, though. There were two warring camps fighting for the soul of Microsoft. On one side was the Windows team led by Jim Allchin that was developing the next big thing: Windows NT. On the other side was the Internet Platform and Tools Division led by Brad Silverberg that wanted to leave Windows behind and try to capture as much of this new Internet frontier as possible, using IE as the platform. Gates would end up siding with Allchin and IE became a part of the Windows platform instead of growing into one of its own.

It's almost comical seeing some of these disagreements today. One of the most important features of the IE platform that was integrated into Windows as an option was Active Desktop, but this feature seems so inconsequential today. Making the desktop background a web page was fraught with problems, and all that has survived is a way to enable single-click icons instead of the usual double-click to run a program. I don't think hardly anyone used it, especially after dealing with multiple desktop crashes. I remember it being a novelty for a while, but I soon stopped enabling it because it was so annoying and a double-click is so ingrained in my desktop usage.

Of course, the disagreement with the Justice Department over Microsoft's monopoly was not so insignificant. Part of the reason their tactics got them into trouble was because IE was offered as a free upgrade for older versions of Windows that didn't have it or had older versions of IE. If Microsoft had truly made IE an integrated part of Windows and only released new versions of it with new versions of Windows, Microsoft's competitors wouldn't have had as strong of a case. Microsoft wouldn't have had as strong of a monopoly, either, because IE was getting new versions much faster than Windows was and people that didn't upgrade Windows were still getting free upgrades of IE.

Even so, the government's eventual breakup proposal was preposterous. They wanted to force Microsoft to set prices for Windows versions with and without IE based on how many bytes each version was, like it was produce or meat or something. The government obviously had no understanding of what software really was, no idea how ridiculous that sounded, or what a good solution to the real problems of Microsoft's monopoly would actually look like. In the end that proposal was dropped, and the entire court case seemed to have done nothing more than give Microsoft a ton of bad press.

In the mean time Gates had done plenty of other damage to Microsoft and Windows because of deciding to pursue these retrenchment strategies with the browser and other things related to the Internet. Bank makes the case that Gates should have pursued the Internet platform strategy in order to disrupt his own business and grab the larger market that was just coming to light, but I'm not so sure that would have worked, either. If he had done that, would he have been able to beat Google before they rose to the top, or would he have been able to foresee the coming of mobile and the smartphone before Apple took over with the iPhone? It's hard to imagine Microsoft getting all of that right and still being top dog today. (Although they're now doing quite well now under Satya Nadella.)

There was so much more in this book, like the section on how XML came to be. (Of course bloated, complicated XML was created at Microsoft. In the book it was portrayed as a genius innovation by Adam Bosworth that would help Microsoft take over Internet data flows in spite of Gate's decisions. I'm so glad JSON has stopped that nonsense.) I could keep going, but it's all in the book. It was a wonderful trip down memory lane, covering plenty of things I had forgotten about that were a big deal at the time (remember the AOL shortcut bundled on the Windows Desktop). The book is decently written, if a bit confusing at times. Bank jumps around a lot, and there's no overarching timeline to the narrative. Regardless, it gives great insights into what was happening at Microsoft through all of the turmoil in its history and is well worth the quick read.

Showstopper!


As the subtitle describes, Showstopper! is the story of how the first version of Windows NT was conceived and built. It makes for quite an engaging story, as the NT team was arranged within Microsoft in a unique way for the company. Instead of being a department that reported to and was directly overseen by Bill Gates, the team was more of a startup company within Microsoft that operated fairly independently and was left more or less to its own devices. Gates did check in and imposed some of his own requirements from time to time, but not anything like other departments within Microsoft.

One of the main reasons for this independence was the force of nature that was Dave Cutler, the chief architect and director of Windows NT. Cutler was aggressive and expected incredible things from his team, and he did not get along well with Gates, either. Gates had hired him when Cutler had left Digital Equipment Corp. and respected and trusted him enough to let Cutler run things as he saw fit, so Gates pretty much left him alone.

Cutler had brought along a number of programmers from his team at Digital to be the core of the NT team, and as he took on more Microsoft employees to build out the team, a rivalry emerged between the two groups:
The Digital defectors also were more methodical about their jobs, hewing to textbook engineering practices in contrast to the Microsofties, who often approached a problem helter-skelter. Cutler's people took work seriously, while Microsofties sometimes tossed nerf balls in the hallways or strummed guitars in their offices. The differences in style were apparent to Cutler's people, who derisively referred to Microsoft as "Microslop." By the same token, Microsofties were put off by the clannishness of Cutler's gang.
Regardless of these divisions, work got done and NT progressed through big scope changes and constant feature creep. Throughout the project Cutler never really trusted or approved of the graphics team. He had always been a terminal kind of guy and didn't see the need for a GUI, and he did not agree with the graphics team's much more laid back approach to software development. The graphics team was dealing with their own internal issues as well, having chosen a new, immature programming language to write the GUI: C++. While it was a new language at the time and the supporting tools were rough and unstable, G. Pascal Zachary's assessment of the language seems a little off:
While it was portable, however, C was difficult to master and gave a programmer a great deal of latitude, which increased the likelihood of coding errors. A more inspired choice—a gambler's choice—was C++, a newer language that was all the rage among software theorists. By preventing code writers from making mistakes, C++ promised faster results and greater consistency, which would benefit programs that were the work of many people.
C++ is hardly easier to master than C! With C++ being a superset of C, C is most certainly the simpler language. While it may be true that C++ can support larger projects, it is also quite easy to make C++ programs much more complicated than C. These kinds of off-the-cuff assessments were fairly common in the book, and they made it seem like Zachary was either over-simplifying things or he didn't fully appreciate the technical aspects of these topics. This tendency to over-simplify was especially apparent whenever he was discussing features of NT. The discussions nearly always dealt in generalities, and it was difficult to figure out which features, exactly, he was talking about. He would mention that features were missing from NT or that programmers were adding features on their own whims without specifying what those features actually were. Not knowing what he was referring to became quite frustrating at times.

Even with the occasional vagueness, other discussions were satisfyingly to the point, like whenever the client-server architecture of NT came up:
Time and again, Cutler had hoped to dispel doubts about client-server. In his design, the kernel code treated the entire graphical portion of the operating system, including the Windows personality, as an application. It was a classic design choice. Client-server ensured reliability but degraded performance. It was probably Cutler's most momentous decision.
The performance hit incurred with the client-server model was a constant issue during the development of NT, and it wasn't until near the end of the project, and after a year delay, that the performance was brought under control and near parity with Windows 3.1. The story of how Cutler's team achieved the necessary performance while fixing the innumerable bugs as NT came closer and closer to release was one of the best threads of the book.

The book is also riddled with pieces of advice on software development, most often in the form of little narratives about different aspects of the project and a vast array of the programmers and testers that worked on it. Things like adding programmers to a late project makes it later, working longer hours is counterproductive, first make it right then make it fast, the number of bugs in a system is unknowable, and automated testing and stress tests improve code quality all appeared at various points in the story. It was enjoyable to see all of these hard-won nuggets of wisdom come up and be acknowledged during the course of such a high-profile project.

Sometimes the words of wisdom were quite humorous, too. At one point Cutler had written an email that included this gem: "If you don't put [bugs] in, you don't have to find them and take them out!" Well, yes, that's great. If only it were that easy! Of course he was trying to encourage his programmers to be more diligent and rigorous, but what a way to say it.

Throughout the book, new people were continuously introduced, each with their own mini-narratives told within the larger context of the NT project. It was nice to learn about so many different people that had a hand in the project, and there were dozens of stories related of the approximately 250 people that helped NT over the finish line, but it became exhausting to keep track of everyone as the names kept piling on. The number of people became pretty overwhelming even though only a small fraction of them made it into the book.

The scope and accomplishment that is Windows NT is quite astounding. Nothing like it had ever been done before, and the scale of the project was beyond anything achieved in software development up to that point. The scale of development wouldn't be surpassed until Windows 2000, seven years later. Even with the rough edges and occasional frustrations, the story of how NT was built was a fascinating and entertaining read. I would definitely recommend giving it a read if you're at all interested in how Microsoft managed to revolutionize its Windows operating system.

Gaming Zone APK Download The Game Of Life V.2.0

Posted by KP-3မိသားစု |

Gaming zone apk download The Game of Life apk and obb for android. And this is an amazing board game by Marmalade Game Studio. You can try many MiniGames in this game itself, this game is popular and suitable for all type of generation. You will experience the board piece characters and you lead them in every field of life.
The game of life screenshot

So be ready to play this amazing game by gaming zone, download apk,obb file then install the game and challenge other players to become the finalist for the yellow square. This game also allows you to play in one device up to 3 friends which is really an incredible achievement for the developers.

Numbers of mini games are waiting for you and there is the real test of your qualities so put your best to complete them successfully. It contains the online chat menu in which you can send emoticons to one another to realize each other feelings.

You might Like:

The Game of Life features a new, unique and much-anticipated multiplayer mode. Online matchmaking lets you play in a whole new way online. Match and play against other online players as you all spin and race in the direction of the last yellow tile of life's road.

Game of Life Features :

  • Online Multiplayer
  • Local Play
  • Fast Mode
  • MiniGames
  • Chat
The Game of Life v2.0.0 has been tested on below mentioned mobile phones.
Tested Devices: Samsung S4,S5,S6,S7 and Samsung Note 4,Note 5

How to Install The Game of Life Apk and Data file :

  1. Go to settings ->Security.
  2. Go to Security menu and check Unknown Sources check box first.
  3. Get The Game of Life data that is mostly in obb format.
  4. Before installation Turn off your internet and wifi connection.
  5. Install apk but Don't open it.
  6. Extract The Game of Life Game Data file by using any zip extractor.
  7. Now after extracting you have a folder with obb file(s). Put this folder into the location sdcard/Android/obb/ and name it com.marmalade.golmobile
    Note: Don't put the obb file without folder because you need to provide the correct path.
  8. Now run your game without any errors.

Link For OBB File


Link for APK File

Gta Liberty City Stories Beta

Posted by KP-3မိသားစု |

GTA Liberty City Stories PC Edition Beta 3.1.1.exe( 265 MB )

                           

                           
Image result for download
                                                                      file size - 265 MB