This page gives guidance to Mac OS/X users on how to install and configure the grid tools and libraries, and integrate them for running GlueX offline software. The reader is assumed to have sysadmin privileges on the target Mac OS/X machine, and to be familiar with standard command-line package installation procedures for Darwin platforms. The installation proceeds in several distinct stages.
PAC-MAN 256 is the maze that never ends. But the Glitch is coming for you - Challenge your friends with local co-op multiplayer mode, up to 4 players - Waka waka on PAC-DOTS and stay ahead of the super-villain: The Glitch - Take on a new gang of revived retro-ghosts including Sue, Funky, and Spunky. Mac OS 8 is an operating system that was released by Apple Computer, Inc. On July 26, 1997. It includes the largest overhaul of the classic Mac OS experience since the release of System 7, approximately six years before. It emphasizes color more than prior versions. Released over a series of updates, Mac OS 8 represents an incremental integration of many of the technologies which had been developed from 1988 to 1996 for Apple's overly ambitious OS named Copland. Mac OS 8 helped modernize the Mac.
The Xcode software development suite includes copies of the gnu c/c++ compilers and associated libraries that have been tweaked by Apple for the Darwin platform. If you have done any software development on your Mac, you probably have already installed this. If not, there is abundant help out there on the web for how to download and install it. It is downloaded from the Apple Appstore, but costs nothing. You are required to sign up as an Apple Developer before you can download the package. You might wonder why you have to install this bundle if (see below) in a few minutes you are going to install a more complete compiler suite that includes the gfortran compiler and libraries. Part of the answer lies in the fact that by becoming an 'Apple Developer' you respect Apple licensing restrictions in the use of these compilers. Presumably that also covers you for any other versions of the compilers and libraries that you download and install later.
You are probably familiar with the well-known open source software distribution and installation tool called Fink. However the Fink repository does not include the OSG Client stack, nor anything else that you need to run GlueX software. Instead, there are two other package installers that are recommended here: apt and pacman. Users familiar with common Linux distributions will recognize apt/dpkg as the Debian equivalent of Redhat's yum/rpm. HEP researcher Taizo Kobayashi has created an equivalent to apt for Mac OSX called OSXWS (Mac OS/X WorkShop) and his colleague Keisuke Fujii maintains an up-to-date OSXWS repository for common HEP/NP software and tools. You can browse his apt package tree to see all of the releases of OS/X that his repository covers. All software installed by the apt tool goes into the /usr/osxws tree, so no software already installed on your system will be overwritten. To install OSXWS on your system, please select the package corresponding to your OS release from the list below.
Once installed, the apt tool will automatically recognize which OS/X release you are running and fetch its downloads from the appropriate branch of the dpkg tree. You might notice that binary distributions of cernlib, geant4, etc. are available for immediate installation using apt-get. You are free to install any of these that you might find useful, but this is not necessary. The GlueX grid tools will download, build, and install specific revisions of these libraries that are known to work with GlueX offline software. All that is needed in this step is the apt tool itself.
From Keisuke Fujii's web site:
gcc-4.X that comes with Apple's standard DevTools does not include 'gfortran', the GNU fortran 95 compiler. Although its source tree does include one, building gfortran from Apple's source tree requires some patching to satisfy undefined references caused by Apple's modifications that broke Language independence. Moreover, the gfortran source files are not up-to-date and require a lot of patching to be usable: I had been using the patched versions for some time but recently switched to a more recent version gcc-4.Y. In order to make gcc-4.Y coexist with Apple's gcc-4.X, I decided to configure gcc-4.Y to be installed under /usr/osxws together with other 'MacOSX WorkShop' packages.
In the previous step you installed the OSXWS apt tool on your system. Now you can use it to install a version of the gcc compiler suite that includes a version of gfortran that works on Mac OS/X. This is necessary in order to build applications from a mixture of c/c++ and fortran sources. From a terminal window, enter the following commands.
If you open a new shell, you should see the new compilers appearing first in your path. For more information about a few idiosyncrasies of the gfortran compiler on the Mac, see REMARKS.
The packages installed so far have prepared your system to build and run GlueX offline software on your local machine in an environment identical to what is present when it runs on the grid. This will be essential when you are testing your application before submitting it to run on the grid, or when you are trying to understand what went wrong with a grid job. What remains is to install the applications that you will use to access grid resources. Since you will only be a user of grid resources and not a provider, all you need to install is the Grid Client package. At the present time, the best way to install the OSG Client is using the pacman package manager, and the VDT (Virtual Data Toolkit) distribution from the University of Wisconsin. Download and install the pacman application by issuing the following commands from within a work directory under the Users tree.
After this, you can source the setup script from any directory and pacman is ready to go. Pacman is written in python, so there is nothing to compile.
Create a directory in a location of your choice where you will install the OSG Client toolkit, which you might name something like 'osg-client', then cd to that directory and issue the following commands. Pacman will ask for permission to approve things a few times, to which you should answer yes (y).
A log of the installation process that streams to the screen is also saved to a file, so there is no need to read every message as it prints. Let it proceed to the end, then review the log that is saved in the file vdt-install.log. Complete the installation with the following commands.
In the future, all you will need to do is to source the setup script and the OSG client tools will be placed in your path, together with any dynamic libraries on which they depend. Before you can use the tools, you must install the list of approved certificate authorities (CA's) that the OSG uses to authenticate its resources. The following command installs the latest snap-shot of the approved CA list.
The following command will make it possible for you to submit grid jobs directly from your Mac, and monitor their progress.
If you want to be able to submit grid jobs from this machine, you should make sure that the command 'hostname' returns a fully-qualified internet ip name for your host. Sometimes Mac's have stunted addresses like 'myMac.local'. If you don't want to change this, or if your Mac is a laptop and the IP address changes on a regular basis, you can just set the environment variable CONDOR_HOSTNAME to the FQDN of the host and the toolkit will use that instead of `hostname`.
Pac-In-Time | |
---|---|
Developer(s) | Kalisto Entertainment |
Publisher(s) | Namco |
Composer(s) | Frédéric Motte |
Series | Pac-Man |
Platform(s) | Super Nintendo Entertainment System, Game Boy, MS-DOS, Mac OS |
Release | SNES/GB
|
Genre(s) | Platform |
Mode(s) | Single-player |
Pac-In-Time[a] is a video game developed by Kalisto and published by Namco, featuring the popular arcade character Pac-Man. It was released in 1995 for MS-DOS, Macintosh, Super Nintendo Entertainment System and Game Boy.
This game was an offshoot from the normal variety of Pac-Man games, in that it does not confine Pac-Man to a maze-like board. Rather, the player controls Pac-Man through various side-scrolling levels, obtaining many different items along the way; the plot does take elements from the earlier Pac-Man games, such as the objective to collect a certain number of pellets before exiting a level. The game allows the player to access completed levels via passwords that are given every five levels.
The game is a rebranded version of a 1993 game, Fury of the Furries, also developed by Kalisto. The PC, Macintosh and Game Boy versions are almost identical to the original, while the Super NES game, despite using the same basic gameplay mechanics, is an entirely new game using a different game engine and aesthetic.
In Pac-In-Time, players control Pac-Man in his mission to return to the present day after his nemesis, the Ghost Witch, cast a spell that transported him to his youth in 1975, five years before his debut appearance.[1] The game spans the course of five different worlds with 10 levels each.[1] Levels are designed around solving puzzles and backtracking to previous sections, taking place in environments such as mountains, villages, and castles.[1] The objective of each level is to collect all of the pellets, or 'Pac-Dots', found throughout to open up an exit door.[1] Each level contains around 30 Pac-Dots each, with a counter displayed at the bottom-left of the screen that indicates how many remain.[1] Enemies and obstacles are found throughout that will cause Pac-Man to lose a portion of his life-bar when touched.[1] The Ghosts also appear and will give chase to Pac-Man; he can defeat them by eating a Power Pellet, which will cause them to turn blue and edible.[1][2]
Pac-Man can collect four different items to aid him in his quest, each having different effects when used.[1] These items can be found by jumping through colored hoops in levels; Pac-Man can hold all four of them at once, but can only use one at a time.[1] Jumping through the hoop a second time will remove the item from the player's inventory.[1] These items are the rope, which can latch onto ceilings and can allow Pac-Man to swing himself to higher places, and can also be used to push objects; the fireball, which allows Pac-Man to spit deadly fireballs at enemies; the hammer, which allows Pac-Man to smash objects; and the swim shoes, which grant Pac-Man the ability to swim underwater.[1] Pac-Man can also replenish his health by eating fruit found throughout levels, and can also find items such as 1-ups in treasure chests, which can be opened by finding a key.[1] In the final level, Pac-Man will face off against the Ghost Witch, and defeating her will allow him to be sent back to the present.[1]
Pac-In-Time was designed by Kalisto Entertainment, a French video game studio headed by business entrepreneur Nicolas Gaume. Assisting production was Namco Hometek, the North American console game division of Japanese company Namco.[3] Namco Hometek also served as the publisher for the game. Pac-In-Time is a reskin and rebranding of Kalisto's older game Fury of the Furries, a puzzle platformer originally released for Macintosh and MS-DOS in 1994.[4] Namco licensed the game's engine from Mindscape, the parent company of Kalisto.[4] Namco, who had attempted to get a foothold into the European game market on multiple occasions, decided to make the game a Pac-Man platformer due to the character's worldwide appeal.[5]
Pac-In-Time was developed for the Super Nintendo Entertainment System (SNES), Game Boy, Mac OS, and MS-DOS. While the Game Boy and computer versions are simply Fury of the Furries with a Pac-Man skin, the SNES version is an entirely new game with altered levels and themes, while still keeping the same mechanics and concepts intact. The Japanese Super Famicom version was changed to be harder than its international counterparts, adding instant-death traps and generally making levels more difficult and challenging.[5]Pac-In-Time is billed as a follow-up to Pac-Man 2: The New Adventures, which was released earlier in 1994.[6]
Pac-In-Time was first released on January 3, 1995 for the Super Nintendo Entertainment System and Game Boy.[7] The Macintosh and MS-DOS versions were published a month later. The magazine Sega Visions announced a Sega Genesis version of the game slated for an October 1995 release, however this version was never published.[8] A Game Gear version was also cancelled, designed by Gil Espeche;[4] this version has since been dumped online by the video game preservation group SMS Power in 2005.[4]
Publication | Score |
---|---|
EGM | 7.75/5[3] |
Famitsu | 24/40[7] |
GamePro | 4.5/5[9] |
Next Generation | [10] |
Total! Germany | 3/6[11] |
VideoGames | 8/10[12] |
Pac-In-Time was met with a generally favorable reception from publications, and is seen as a unique and innovative title in the Pac-Man series. GamePro magazine commented that it helps represent the character's legacy, and that it was an interesting take on the franchise.[9] The Super Famicom version sold 21,265 copies in its first week on the market.[13]
The game's visuals and presentation were praised by several. Electronic Gaming Monthly liked Pac-Man's cute design and for the game itself having a distinctly-cute style, while also praising the graphics themselves for being bright and colorful, which GamePro agreed with.[9] Reviewing the Game Boy version, Famitsu and Total! Germany said that the graphics had a very cartoony look, but were average for the system.[7][11] Critics also praised the game's controls and items;[3][10]GamePro in particular said that together they 'breathed new life into a classic character.'[9]GamePro and VideoGames both enjoyed the rope item for being fun to use.[9][12]Electronic Gaming Monthly liked the music but said it became repetitive after a while.[3]
The gameplay was well-received, particularly for its usage of puzzle-solving. GamePro described it as a 'fun, fast-paced adventure'.[9]Electronic Gaming Monthly said that it 'has the makings of a great game' through its pick-up-and-play approach and for the game being generally fun to play.[3]Next Generation and VideoGames agreed, both of whom enjoyed the level design for its usage of puzzle-solving.[10][12]Famitsu liked the gameplay for being entertaining and the stages for being wide-open and fun to explore, although said that the puzzle-solving can become repetitive after a while.[7] By contrast, Next Generation felt that the level design became repetitive and lack in variety between them, which they stated was the game's only weakness.[10] Most critics felt that the game became too difficult later on,[10][7][9] with Electronic Gaming Monthly in particular disliking the learning curve for being overly-high.[3]Total! Germany praised the Game Boy version for its creativity and design, but claimed that its difficulty would put off younger players and only recommended the game towards more dedicated platform fans.[11]Video Games magazine said that Pac-In-Time was a significant step-up in quality compared to the series' previous platform outings, writing: 'Pac-Man fans will dig the characters and the familiar theme music at the opening of each stage, but Pac-In-Time really has little to do with the maze game that launched a thousand maze games. However, unlike Pac-Land - a previous attempt to blend the Pac-Man universe with a platform-game scenario - this one is a pleasantly addictive romp that knows just how to tease players into coming back for more.'[12]