Friday, November 2, 2012

Part Two Build your Own PC

The PC Motherboard or main board is the foundation of the system and can make or break your build. After to many failed boards of assorted brand names, I've settled on ASUS motherboards for all my systems. ASUS quality control is superior and their buss work is some of the fastest on the market. Their boards are reliable and long lasting.
For this build I will be using the ASUS Model M5A88-M.

This motherboard supports AMD® AM3+ multi-core processors with unique L3 cache and delivers better overclocking capabilities with less power consumption. It features dual-channel DDR3 memory support and accelerates data transfer rate up to 5200MT/s via HyperTransport™ 3.0 based system bus. This motherboard supports AMD® CPUs in the new 32nm manufacturing process.

AMD® 880G Chipset is designed to support up to 5200MT/s HyperTransport™ 3.0 (HT 3.0) interface speed and PCI Express™ 2.0 x16 graphics. It is optimized with AMD®’s latest AM3+ and multi-core CPUs to provide excellent system performance and overclocking capabilities.


I always use a board with four memory slots for my systems. Using two (2) (Paired)memory modules  gives you Dual Channel 128 bit bandwidth across the memory buss and alleviates bottle necks. The board will support up to 16 gigabytes of DDR3 1333 MHz RAM

CPU (Central Procession Unit)

Since 1995 I have built all my systems around the AMD line of processors. In the early years AMD CPU's had a tendency to run hot. With the right Heat sink and fan I overcame the problems and they ran very well. With the advent of 64 bit technology AMD moved to the front of the pack. They were the first out of the gate with a 64 bit processor. Helped along by Microsoft's XP 64 Operating system the first 64 bit system hit the market. While printer were slow to adopt and create 64 bit drivers Motherboard and Video Card Manufactures quickly ccame out with 64 bit drivers to suppoet the OS.

AMD's line of processors is extensive. From  Low to high (For Desktops) SEMPRON, Athlon, Phenom, FX Series. Since our motherboard is limited to the 1333 Mhz RAM, I will be using the Phenom 3.2 Gig quad core (Four (4) Physical cores) processor  Price range for the AMD processors, $65 -- $200 
NOTE: I only purchase the boxed processors. They come with a heat sink and fan and a three year warranty. Processors labeled OEM (Original Equipment Manufacturer) have only a 90 warranty do not come with the heat sink and fan.
You will have to research out what you want and how much you can afford to spend on this component.

RAM (Random Access Memory)
Memory is the final component we'll discuss today. Today DDR 3 Ram runs at speeds of 1066 Mhz or higher, making computers faster and more efficient. Of course software get more complex, so your PC my not, at time feel any faster. RAM comes from a number of Manufactures. Four I recommend are (In order of preference),

G.Skill
Kingston
Super Talent
Corsair

Windows 7 64 bit is capable of addressing all the RAM this mother board can handle (16 Gig ).  Unless you have a complelling reason to require a 32 bit platform I would go with the 64 bit Version. For this build we will be useing that and eight Gig of ram. I consider 4 gig the minimum for Windows 7 64 bit.

NEXT: Hard Disk Drive, Optical drive, Card Reader, Wireless NIC>


Thursday, November 1, 2012

Part One Build your Own PC

Building your own PC at home is not quite the feat of magic may people thing it is. In this next series of articles Richard is going show you the parts you need and how to assemble your computer and install Windows 7 or 8.

To start you are going to have to determine where you will purchase your parts. If you do not discount electronics store close by, you can purchase all the components you'll need online at www.newegg.com or www.tigerdirect.com. I have used both. I use newegg because it's a bit easier to find the parts I'm looking for and the brands I choose to work with.

The first component you need to decide on is the case. There are myriad of choices. For this series I'm going to stick to the smallest of the tower cases The Mini Tower, the most popular by far for the typical home user. While this series will focus on the mini tower case, all the instruction work for whatever size case and motherboard you choose to use.
 
I cannot stress enough the importance of a good solid case made of a heavy gauge steel. One of the best I've found  for everyday use is the In Win brand. The IN WIN Z583T.CQ350TB3L is a solid, well built, well ventilated component. The case is considered tool less because you need a minimum amount of tools (Phillips head screwdriver) to complete the assembly of your components.


This case comes with a 350 Watt Power supply, adequate for your basic PC with on board Video, Sound and LAN. The prices for this case runs between $65 -- $76.

Among some of the other great brand names available are,

In Win
Cooler Master 
NZXT
Antec

One added note, many of the high end cases come without a power supplies so be aware of that when selecting your case. If you decide to go for a more powerful system a 550 watt power supply is recommended.

Next: Motherboard, Processor & RAM.

Tuesday, October 30, 2012

More Annoying Movie Stuff

I caught a double feature of Steven Seagal's Under Siege movies on TV a while back. The first movie I've always enjoyed even if it is a little unrealistic. It's the second movie, Under Siege, Dark Territory that bugs me. It's not an escape this time, it's the way the bad guy dies twice.

The drama takes place on a passenger train in the Rocky Mountains. The bad guys take over the train to use as a platform to wrest control of two secret CIA satellites, Grazer One & Two. The bad guys have set then train is on a collision course with a huge train hauling gasoline and other fuel to kill all the passengers

They plan to escape via a Huey chopper with a rope ladder at the back of the train. After Casey Rybeck (Steven Seagal) does in all the mercs and gets the hostages safe he's faced with one last bad guy, Travis Dane a computer genius (played well by Eric Bogosian), the villain who dies twice. 

Dane is hugging a laptop with a cell phone attached. He tells Casey he has no way of stopping the satellite from completing it mission, blowing the reactor under the Pentagon. Casey shoots the cell phone and laptop, then Dane falls out of the window of the train moving at about 60 MPH or 96.56 KPH. Casey and his niece climb up to the chopper, already under the control of the porter Bobby Zachs (played by Morris Chestnut). As Casey closes the chopper door, guess who comes climbing up the ladder, Travis Dane????? Casey slams the door shut, severing Danes fingers and dumping him into the inferno he created.

Now consider this. The train is doing 60 MPH, that's a mile a minute. They are traveling through rough, rocky terrain. Dane fall out the window, wounded by the bullet, Casey put into the laptop. Hitting the ground at that speed would break most of, if not all the bones in your body. You think that's the last of the bad guy.

The scene continues, leaving Dane's smashed body at least two miles back if not more. The chopper's ladder never touched the ground. How does a man with bullet in his chest, and the bones in his body smashed, climb up a ladder he can't reach on a chopper at least two mile past where he hit the ground? 

The movie is has some mild entertainment value, but the ending destroys the whole film. 

Come on Hollywood, Dane died when he hit the ground. Stop with all these sleazy endings, just for the sake of a scene for the hero to look cool, he's already saved the world

Book Progress

Second Genesis: We're stalled for the moment. Considering were to go. Ty has proposed to Mirasol. On their way back to their quarters they are attacked and Ty is injured.

Eastward Toward Eden: Shawn Mackenna, Arturo Santiago and Liam McDonald have gotten off world just ahead of those seeking their lives.

The Adam Eradication: Finishing up the edit and putting it to bed.

The Eve Beguilement: Making fantasic progress with this book.  Our work count had jumped from 70,000 to 133,683. I should finish by Mid December, end of Janurary at the latest. This may wind up as a two part book.

From the Garden Cast: After consulting with some new pages of the journals, we're moving some of material from the third book to this story. There was some confuison at to the order of events. That's cleard up now.

Monday, October 15, 2012

The Hobbit

I went on line today to check on the progress of the movie The Hobbit. Since I've had my head buried in the Tyranny Series and The MacKenna Saga I haven't been keeping up with the progress of the film. To my surprise I discovered the the book,  a favorite of mine, (I've read it at least a dozen times)is actually 3 three movies. I thought I would be going to the theater to see one movie. Leave it to Jackson to stretch it into three. I say that not as a criticism, but in the way of a compliment. Breaking the book into three movies give Peter the ability to tell the story in greater detail. I look forward to seeing Peter's work and the attention to detail only he brings to the screen. I'm sure his love for Tolkin's work will show through as it did in the Lord of the Rings series. From the online pictures of the characters the movie should be another amazing addition to Peters growing body of work.

The film is the first of The Hobbit Trilogy made by Oscar-winning director Sir Peter Jackson is based on J.R.R. Tolkien's famous novel. The wizard Gandalf tricks Bilbo Baggins into helping the dwarfs reclaim the Dwarf Kingdom of Erebor from the powerful dragon Smaug. Along the way the timid hobbit finds there is more to him than he imagined. By the end of the novel the dwarfs come to look at Bilbo as a leader and not just a hire burglar.

The Hobbitt and The Lord of the Rings are required by anyone wishing to understand the true are of writing. J.R.R.Tolkin was a master.

The First Film:      The Hobbit: An Unexpected Journey is due out on December 14, 2012
The Second Film: The Hobbit: The Desolation of Smaug, should be released on December 13 2013.
The Third Film:    The Hobbit: There and Back Again is slated for release July 18, 2014.

Peter, I cannot say thank you enough for all your hard work, though I know to you it a lot of fun. I also like to ad that your choice for the portrayal of Legolas and Aragorn were spot on.

Sunday, October 14, 2012

The World is Laughing (At Us)

Is that A Condom or Cash in B.O's Hand

HO, HO, HO! It's sad, but true!
The world IS laughing at our government, And maybe for some of the right reasons...

These floats were part of the annual Carnival Parade in Germanywatched by an estimated three million people in three German cities including Dusseldorf.

Translation
Obama The Redeemer

 
Looks Just Like Her

They Know Slick Willy Soooo Well

Note the Skirt. This picture speaks for itself

You can bet the pro-Obama media will never print these pictures!!

Doesn't it make you so proud that the whole world is laughing at our country? Tell all your friends..... 2012 is HERE....

Saturday, October 13, 2012

Annoying Movie Escapes

I spotted a blog entry on Nicholas Forristal website titled Car Chases in Most Movies. Nick's point on wild impossible car chases through crowded city streets where the driver never hits anyone or smashes through lines of cars and just keep going, is well taken.

I thought I'd give my view of the alligator over the transom type escapes.
(In case you're not familiar with the previous reference. It is the fine old tradition of dumping something into the story, unrelated to the plot so the Hero / Heroin/ both, can escape)

Nothing drives me crazier the some of the stupid ways screen writers and directors deal with close calls in the movies. I'm not talking about Scifi movies were you are expected to suspend your belief for the length of the movie. In those cases I can deal with the phenomenal jump, dives and chases they come up with. What I don't deal well with is a movie that takes an everyday guy in the real world and puts him in a no win situation. To amaze the viewer and thrown in a great special effects they use a totally unrealistic way of rescuing the hero from that impossible scenario.

For example, in the movie Die Hard 2, Bruce Willis' character, John McClane is locked in the cabin of a military transport plane. The bad guys shoot the windows out of the cockpit and toss half a dozen frag grenades into the cabin. In real life the hero is dead, no two ways about it. Not John McClane, he straps into the pilots ejection seat, pulls the handle and is ejected out of the plane just as it erupts in flame.

There are several problems with the the solution.
       1) Ejection seats are only found in fighter jets. Why? Because only a fighter jets has a canopy the pilot can blow away and then eject clear of the crippled aircraft. Even then the pilot or the REO can die from a broken neck if the canopy doesn't clear in time. (As With Goose in Top Gun.) All other planes you must bail out through the hatch.

        2) The cabins of all other aircraft are a solid cage. If there were an ejection seat in the cockpit of a Cargo / Transport plane and the pilot did eject he or she would be smashed against the ceiling of the cockpit. It might blast him or her through the cabin roof but their necks would break and their bodies would be ripped to shreds.

That scene in the movie smacks of desperation as in "Gee we got him here how do we get him out? Oh, I know we'll put an ejection seat in and we'll pop him out in the nick of time.".

There are plenty of movies with stupid and unrealistic escapes. Tell me the one that grips you.


Friday, October 12, 2012

Writing Better Part 16

WORD POSITION

Careful attention to how your sentences, paragraphs, and scenes end can help you build a story that stands up down to its last words. Four tips:

01) Because the end of a sentence is the power position, a sentence that has a punch to deliver should deliver it last;

02) The end of a paragraph is more important than the end of any sentence in it, so put your strongest sentence at the end of the paragraph;

03) There should be a rise in emotion or significance at the end of each chapter (in a novel… each scene in a short story). How much of a rise depends both on the type of fiction and on the tone and pace desired;

04) A story or novel can end one of two ways:

a) Forcefully, with a big climax and conclusion;

b) Quietly, almost anti-climactically.


MAKE YOUR PLOT SING


Writing the moral in your story:

01) Don’t confuse a genre theme with your book’s theme;

02) Focus on the one lesson your protagonist must learn during the book;

03) Create plot events that force the character to choose between an old and a new belief;

04) Match the magnitude of the events to the distance of the inner journey;

05) Choose events strong enough to force your character to make new choices;

06) Create suspense about each choice and each outcome. (The "right" choice may lead to a disastrous outcome.);

07) Secondary characters have their own journeys; be conscious of their effect on your plot.


ENDINGS


Don’t try to beat the reader over the head with the moral of the story. Instead, make an effort to hide the moral within the conclusion - to suggest the meaning of the novel rather than state it plainly.

SURPRISES
WHAT A STORY!


Four keys to a great story:

01) Conflict - should be clear but not simplistic, and you should be able to list the major conflicts plus who’s on each side;

02) Surprise - if the story unfolds exactly how the reader expects, it can be a disappointment (see next section for more details on surprises);

03) Focus - there should be a dominant, sympathetic character for the reader to follow throughout the story, particularly in the case of complex plots;

04) Pace - tied to the number of new plot developments per chapter.


SURPRISES


Avoid clichés, unless you intend to have a magician pull an eagle out of his hat rather than a dove.

The way surprises create tension is obvious, but tension can also come from characters being faced with moral dilemmas. (Will he do the right thing, or won’t he?)

If you want a surprising story, you need two things:

01) Red herrings;

02) Foreshadowing, but not too much.

If John is going to get the girl at the end, there should be a Stephen or a Frank (or else some fantastic opportunity) that could take her from him. These are red herrings, the hand that distracts while the magician’s assistant replaces the dove with the eagle.

Now, if you want your magician to replace the dove with, say, a roc or a dragon, you have to foreshadow this surprise - possibly by introducing the intermediate step of exchanging the dove for an eagle. That way it’s not such a huge leap for the reader to believe in his skills. But if the roc is screaming backstage or the dragon is breathing fire through the curtains (too much foreshadowing), the surprise is lost.

In addition to building tension, surprises can also further characterization, create curiosity, or point up the plot. Just be sure any surprises, foreshadowing, and unexpected plot twists are explained by the last page.

A story with no surprises also has two requirements:

01) Set up, or clearly point to, a conclusion which arouses our interest;

02) Create complex characters.

Either way, surprise or no surprise, the reader has to believe in the character’s ability to perform the actions attributed to him. That’s why character complexity is important, but it is crucial in a story with no surprises.


REWRITING THE STORY
REVISION


When deciding what to revise, you can ask someone else’s opinion or make the decisions yourself, but either way the following questions should be answered as exhaustively as possible:

01) Whose story is this? Have I made it clear which character(s) the reader should be most concerned about?;

02) How are the major characters different by the end? Has there been a change in his situation, character, or knowledge of life? If not, put some in, and write them down clearly;

03) Are the changes meaningful? What does it say about life, about people, about your particular setting?;

04) Trace the events that cause each change - write them down and study them. Does it seem that these events are sufficient to produce this change? If not, add scenes which accomplish this;

05) Are these events all necessary to produce this change? If not, cut some scenes;

06) Are these events plausible as a producer of these changes, or as occurring to these people? If not, make major plot changes;

07) Do these events plus changes add up to the meaning you intended your story to convey?


THE FOUR STEPS OF MANUSCRIPT CPR


01) Get out the highlighter - mark all the material that still speaks to you, then cut it out and throw the rest away;

02) Is it really love - keep anything which still evokes the original impetus of the story;

03) Regroup the seeds - consolidate previously unrelated material into one story;

04) Expand, then contract - expanding a thin story is more difficult than thinning out an overweight one, so incorporate all your research and notes into your first draft.


WEILDING THE SCALPEL


There are four good reasons to cut:

01) Redundancy - people don’t like to be told something multiple times; expending time and effort reading while learning nothing new is irritating. The author loses authority as a storyteller if he doesn’t seem to trust his own words to make his point the first time;

02) Over-explanation - redundancy is saying something more than once; over-explanation is saying something unnecessary in the first place. It insults the reader’s intelligence;

03) For pace - words not repeated for emphasis or which add no new info are just padding… they slow the pace. Never write, "She said angrily" when you can use an exclamation point; never write, "He asked" when you can use a question mark;

04) For literary effect - deliberately omit connections to let the readers figure them out for themselves. Surprise is thus greater, and reader involvement is deepened by focusing on the climactic or revelatory moments in your story.

Two final caveats:

01) Do not apply these guidelines to dialog. Dialog characterizes as much by form as by content (though, of course, if your character is terse, keep dialog to a minimum too.)

(PERSONAL NOTE: I would add that if you already have a scene showing something crucial to the story you should avoid explaining it in dialog, and vice versa.)

02) Some very successful books are badly padded - case in point, Tom Clancy.


TEN STEPS TO PLANNING YOUR SECOND DRAFT


02) Set the total count - the number of words required to tell your story the way you want. The optimum word count is around 70,000 words;

03) Count chapters - for maximum readability, chapters should be approximately 2,500 words each, which translates to around 28 chapters;

04) Separate scenes - short scenes have a fast pace, long scenes are slower. Starting a story slowly, with long scenes, then shortening the scenes to increase the pace will increase tension. Optimally, the bulk of the story should have 3 scenes per chapter;

05) List your scenes - prepare a written list of all scenes in your current manuscript, comparing each to the traditional markers of good scene construction. (PERSONAL NOTE: This can be done on index cards, which can then be placed on a wall as a storyboard, to be rearranged as needed.);

06) Add and subtract - reorder your scenes as necessary to comply with the story you want to tell and the pace you want to achieve. Cut anything that no longer fits;

07) Eliminate repetition - don’t repeat yourself. (See how annoying it is?);

08) Consolidate - combine scenes and characters whenever possible to enrich your story’s texture;

09) Build bridges - create bridge scenes as necessary to advance your story. (PERSONAL NOTE: As it is only necessary to show what is essential to making the point clear in the end, be sure all your bridge scenes work to that end.);

10) Count to three - keep the classic three act structure in mind. The first third of the story should be devoted to character development and exposition, to bring the fictional world to life. Roughly 50% should be the conflict section - plot driven, heavy on action, and faster paced, building to the climax. The remaining 15 to 20% of the pages should be for the final resolution - but remember, once the monster dies the move’s over; don’t create an anti-climax by drawing out the end.


If you found these articles helpful, please tell your friends, and check out the short stories on Dwayne's AUTHOR PAGE, ( http://www.smashwords.com/books/search/Dwayne%20Bearup/10all )of which were written with this helpful little book nearby.

01) Start with 250 - that’s the ideal word count for the story summary (which is the first step in an outline.) Multiple twists or sub-plots can require as many as 500 words, but any more than that and you’re summarizing the plot, not the story. (Stories are simple: boy meets girl, Russian family survives the revolution, etc. Plot is what an outline relates.);

Thursday, October 11, 2012

Writing Better Part 15

STORY ELEMENT PROPORTIONS

More important scenes should be longer than less important scenes.

Scenes that build tension should increase in importance - and length - as the story progresses, but don’t forget to also increase intensity.

The climax should be long enough to balance the scenes leading up to it.

Don’t let minor characters take over the story by describing them in too much detail. Also, describe objects only if they have a plot function. (For instance, only tell your readers, "He sat in the green wingback chair" if the green wingback chair is somehow integral to the plot. If not, just say, "He sat down.")

 
STOP! LOOK! THINK AGAIN!


01) Stop - after 3 or 4 paragraphs, to catch your thought processes before they’ve hardened too much to be flexible;

02) Look - in specific detail at what you’ve decided about four crucial areas:

a) Point-of-view character;

b) Person - 1st or 3rd;

c) Distance (with 3rd person) - close, middle or far:

i) Close - sees thoughts as they develop;

ii) Middle - combination of thoughts and actions;

iii) Far - thoughts must be deduced from actions.

d) Tone - comic, heroic, factual, lyrical, deadpan, tragic, farcical, etc. (Once readers have a sense of the story’s tone, they will expect the rest of the tale to comply with that tone.)

03) Think again - about the choices you’ve made in that particular scene.

 
FICTIONAL TONE

Tone is the overall mood of a piece of writing, derived from word choice, distance, detail selection and authorial attitude toward the characters. It can also be thought of as the author’s view of his material. Three tips on tone:

01) Establish it early;

02) Keep it consistent;

03) Don’t let it overwhelm the story.


ONE, TWO, THREE… PUSH!


You need to push your prose in order to attain certain kinds of extravagant tones for your fiction. Visual details greatly enhance prose by allowing readers to "see" the story unfolding. Rather than writing, "A funny-looking baby," push the description - "A bald baby with an enormous mouth."

This technique works especially well with comedy, and for this reason you must avoid pushing too hard with serious fiction, lest your prose sound pompous. In serious fiction, details are pushed to imply truths which go beyond the specific events of the book. It works best in serious fiction where the author wants a resonant, sweeping tone. In short:

01) Start with a small exaggeration, then push the details beyond the literal. In humorous fiction, don’t be afraid to go over the top - as long as it’s descriptive, it will work;

02) In serious fiction, look for details which, when exaggerated, could make the link between the story’s specifics and universal themes.


SUSPENSE

There are three "sizes of" suspense, which should be presented in waves, like a roller coaster:

01) Small - a mild tingling of curiosity;

02) Medium - turns up the heat, either by adding mortal danger or by somehow getting the reader to identify personally with the lead character’s troubles;

03) Large - in which the author gets the reader questioning the motives of the lead character.

The above is especially true of mysteries, but can also be applied to other genres.

Wednesday, October 10, 2012

Writing Better Part 14

STORY ELEMENTS
CRAFTING SCENES


The most interesting fictional characters are those that get themselves into real jams by doing things. The most interesting scenes are those that show the character discovering how to fix the mess, and allow the reader to participate in the process of discovery. The scene is the essential structural element of stories and novels, and is defined as, "A dramatic unit of action that features a character or characters speaking/acting/interacting, and that is delineated by a shift in time or place, or the entrance or exit of a character." A good scene will do at least one of three things:

01) Enrich character;

After a strong start from first person point of view, pull back and give descriptive details regarding the setting, as well as some background. Naming specifics is more attention getting than being vague. If a character walks into a room full of knick-knacks, don’t write, "She walked into a room full of knick-knacks." Instead, write, "The profusion of pewter and ceramic figurines set on shelves covering every square inch of wall space overwhelmed her."

As you set your scenes with specifics, don’t neglect the senses beyond sight. Smell is the most often overlooked sensory detail, but it speaks most directly to our emotions and recollections.

And don’t let your scenes be static. In describing smells, write, "The breeze carries…," rather than, "It smells like…." Let verbs do some of the work of scene setting for you, using action rather than exposition to paint scenes.


HOW TO DRAMATIZE A SCENE


01) Use lots of dialog;

02) Create dialog which characterizes people and relationships;

03) Interrupt dialog with gestures and small actions;

04) Set the scene for visualization.

The more important the scene to the plot, the more readers will want to witness it directly, and the more it should be dramatized.

DETAILS


Explanations stand still; stories need to move. Give each scene a single focus, and create a context for each emotion.


CREATING CONFLICT


To have a story, you have to have conflict, and really great conflicts begin with powerful antagonists. If you want to beef up the conflict, beef up the opposing force.

Three guidelines:

01) In act one, get your protagonist up a tree;

02) In act two, throw rocks at him;

03) In act three, get him down.

But if you want it to really work, make it a tall tree, get him out there on skinny, cracking branches, and throw bigger and sharper rocks harder and faster.


COMPELLING STORY ELEMENTS


What makes a story compelling depends on the intended audience. When writing for "Penthouse Letters", sex sells; for "Seventeen", think boy bands and preparing for college. Having some ideas on the audience before starting your story will go a long way toward guiding it in the right direction.