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Steve Perlman on How OnLive Will Change Gaming

OnLive's cloud gaming service moves game data in microseconds, so even low performance computers can play high-end games

6 min read

IEEE member Steve Perlman’s inventions include QuickTime, WebTV, and the Mova Contour facial capture system, which made Brad Pitt’s Benjamin Button character so lifelike that the movie won the 2009 Oscar for visual effects. Perlman’s latest creation is OnLive, a cloud gaming service due out in the United States and Canada in the fourth quarter of 2009 and elsewhere later on. Announced at the Game Developers Conference, held 23 to 27 March in San Francisco, OnLive has already generated a lot of buzz—and skepticism—about its ability to change the gaming industry. Perlman, OnLive’s CEO, spoke with Anna Bogdanowicz on 2 April 2009 about the origins of OnLive, how console makers will have to respond, and how Internet Protocol telephony—of all things—made cloud gaming possible.

IEEE Spectrum: How does OnLive work?

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Why Functional Programming Should Be the Future of Software Development

It’s hard to learn, but your code will produce fewer nasty surprises

11 min read
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A plate of spaghetti made from code
Shira Inbar
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You’d expectthe longest and most costly phase in the lifecycle of a software product to be the initial development of the system, when all those great features are first imagined and then created. In fact, the hardest part comes later, during the maintenance phase. That’s when programmers pay the price for the shortcuts they took during development.

So why did they take shortcuts? Maybe they didn’t realize that they were cutting any corners. Only when their code was deployed and exercised by a lot of users did its hidden flaws come to light. And maybe the developers were rushed. Time-to-market pressures would almost guarantee that their software will contain more bugs than it would otherwise.

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