Domain: imgur.com
Stories and comments across the archive that link to imgur.com.
Stories · 71
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Samsung's Galaxy S10 Fingerprint Sensor Fooled By 3D Printer (theverge.com)
A Samsung Galaxy S10 user has managed to fool the in-display fingerprint reader on his smartphone using a 3D print of his fingerprint. The Verge reports: In a post on Imgur, user darkshark outlined his project: he took a picture of his fingerprint on a wineglass, processed it in Photoshop, and made a model using 3ds Max that allowed him to extrude the lines in the picture into a 3D version. After a 13-minute print (and three attempts with some tweaks), he was able to print out a version of his fingerprint that fooled the phone's sensor.
The Galaxy S10's fingerprint sensor doesn't rely on a capacitive fingerprint scanner that's been used in other versions of the phone, using instead an ultrasonic sensor that's apparently more difficult to spoof. darkshark points out that it didn't take much to spoof his own fingerprint. A concern, he notes, is that payment and banking apps are increasingly using the authentication from a fingerprint sensor to unlock, and all he needed to get into his phone was a photograph, some software, and access to a 3D printer. "I can do this entire process in less than 3 minutes and remotely start the 3d print so that it's done by the time I get to it," he writes. -
Google Reportedly Blacklists 'Ethereum' As a Google Ad Keyword, Startup Claims (yahoo.com)
An anonymous reader quotes a report from Yahoo: Google has reportedly blacklisted keywords mentioning Ethereum (ETH) on its advertising platform Google Ads, smart contract auditing startup Decenter tweeted on Jan. 10. The official Google Ads account replied to the tweet stating that cryptocurrency exchanges targeting the United States and Japan can be advertised on the platform, and that targeting other countries could be the reason for the ad rejection.
When Decenter explained that they are a group of developers doing smart contract security audits and that they were seeing the error message when trying to use the "ethereum development services" and "ethereum security audits" keywords, Google Ads' official account answered: "Although we wouldn't be able to preemptively confirm if your keyword is eligible to trigger ads, we'd recommend that you refer to the 'Cryptocurrencies' section of our policy on Financial products and services." When Decenter asked the Ethereum community on Reddit in an open query about the alleged Google Ads policy changes, the team specified that: "Any of the keywords that contain "ethereum" in our campaigns are no longer showing ads as of January 9th and are now reporting the following error." Decenter said they have tested keywords for "ethereum smart contract audits" and "eos smart contract audits" and found that only the EOS-referenced keyword showed ads.
Google banned all cryptocurrency-related advertising of all types in June 2018. However, Google announced in September 2018 that it would change its ad policy in October, reallowing some crypto businesses to advertise on its platform. Namely, the changes allow cryptocurrency exchanges ads in the United States and Japan. -
YouTuber Admits Aspects of Viral HomePod Glitter Bomb Video Were Faked (appleinsider.com)
New submitter ArchieBunker writes: A viral video featuring a booby-trapped HomePod box that pranked package thieves with a glitter bomb has been criticized for faking some of the reactions of the would-be "thieves," who were in fact acquaintances of friends of the video's creator. The video, "Package Thief vs. Glitter Bomb Trap" by former NASA engineer Mark Rober, featured the creation of a device constructed inside a HomePod box that spread out glitter once the HomePod box was opened, with four smartphones used to film the event and subsequent reactions from all angles. Clips were shown of people claimed to be package thieves, opening the box and being covered with glitter, before throwing the contraption away.
One thief's vehicle was found to have a number of similar features to one parked near to the house of a friend of Rober, used to film some of the illicit acquisitions, suggesting it was acquired by someone who lived nearby. Another person used Google Street View and Zillow to analyze the third thief's video from inside her home, and determined the side yard and outdoor area bore a striking resemblance to the home next door to the friend's house. Posted to Imgur, the thread of evidence led to others questioning Rober on some of his later edits to the published video, including deletion of small sections and blurring out details. According to Rober, he offered to provide the box to people who were willing to place it on their doorstep, with the offer of financial compensation for successful recoveries of the package, and one "friend of a friend" volunteered to help. Rober has since confirmed that two of the five reactions used in the video were suspicious, and were subsequently removed, but insists the reactions for times when the box was stolen from his doorstep were genuine. "I'm especially gutted because so much thought, time, money, and effort went into building the device and I hope this doesn't just taint the entire effort as 'fake,'" writes Rober in text placed underneath the video. "It genuinely works (like all the other things I've built on my channel) and we've made all the code and build info public." -
Flight-Sim Maker Threatens Legal Action Over Reddit Posts Discussing DRM (arstechnica.com)
An anonymous reader quotes a report from Ars Technica: Today's controversy begins with a Reddit thread that noted FlightSimLabs' A320 add-on installing "cmdhost.exe" files in the "system32" and "SysWOW64" folders inside the Windows directory. The strange filename and location -- which seems designed to closely match those of actual Windows system files -- made some Reddit users suspicious, especially given FlightSimLabs history of undisclosed installations. FlightSimLabs responded on Facebook last Thursday by saying that the files came from third-party e-commerce service eSellerate and were designed to "reduce the number of product activation issues people were having." This system has been acknowledged in the FlightSimLabs forums in the past, and it apparently passes all major antivirus checks.
The "controversy" over these files might well have died down after that response. But then FlightSimLabs' Simon Kelsey sent a message to the moderators of the flightsim subreddit, gently reminding them of "Reddit's obligation as a publisher... to ensure that any libelous content is taken down as soon as you become aware of it." While ostensibly welcoming "robust fair comment and opinion," the message also warns that "ANY suggestion that our current or future products pose any threat to users is absolutely false and libelous." That warning extends to the company's previous password-extractor controversy, with Kelsey writing, "ANY suggestion that any user's data was compromised during the events of February is entirely false and therefore libelous." "I would hate for lawyers to have to get involved in this, and I trust that you will take appropriate steps to ensure that no such libel is posted," Kelsey concludes. A follow-up message from Kelsey reiterated the same points and noted that FlightSimLabs has reported specific comments and demanded they be removed as libelous. -
Imgur Launches Video
The online image sharing community Imgur is launching video after years of hosting still images and GIFs on its platform. "This is a monumental shift for our future, and it furthers our commitment to becoming the world's greatest community powered entertainment destination," the company said in its blog post. The Verge reports: Roy Sehgal, Imgur COO, tells The Verge that the company is "breaking the sound barrier to make Imgur an even better community-powered entertainment experience." Videos play everywhere you can use Imgur (on both mobile and desktop), but so far, only iOS users are able to upload them. The feature is expected to come soon to other platforms. Imgur has also told TechCrunch that it plans to add video editing tools in the future. Videos will thankfully have sound off by default but you can click or tap to play the audio. You can search for videos with the hashtag #unmuted. Like GIFs, videos on the Imgur platform are meant to be short and have a limit of 30 seconds. And Imgur is likely going to use the opportunity to insert video ads to help make the service more profitable. -
Facebook Silently Enables Facial Recognition Abilities For Users Outside EU, Canada (neowin.net)
Facebook is now informing users around the world that it's rolling out facial recognition features. Users in the European Union and Canada will not be notified because laws restrict this type of activity in those areas. Neowin reports: With the new tools, you'll be able to find photos that you're in but haven't been tagged in; they'll help you protect yourself against strangers using your photo; and Facebook will be able to tell people with visual impairments who's in their photos and videos. By default, Facebook warns that this feature is enabled but can be switched off at any time; additionally, the firm says it may add new capabilities at any time. In its initial statement, Facebook said the following about the impersonation protections it was introducing: "We want people to feel confident when they post pictures of themselves on Facebook so we'll soon begin using face recognition technology to let people know when someone else uploads a photo of them as their profile picture. We're doing this to prevent people from impersonating others on Facebook." -
Don't Pirate Or We'll Mess With Your Connected Thermostats, Warns East Coast ISP (engadget.com)
Internet service provider Armstrong Zoom has roughly a million subscribers in the Northeastern part of the U.S. and is keen to punish those it believes are using file-sharing services. According to Engadget, "the ISP's response to allegedly naughty customers is bandwidth throttling, which is when an ISP intentionally slows down your internet service based on what you're doing online. Armstrong Zoom's warning letter openly threatens its suspected file-sharing customers about its ability to use or control their webcams and connected thermostats." From the report: The East Coast company stated: "Please be advised that this may affect other services which you may have connected to your internet service, such as the ability to control your thermostat remotely or video monitoring services." All U.S. states served by Armstrong Zoom will be experiencing temperatures around or under freezing over the weekend and into the near future. Bandwidth throttling for customers in those areas who have connected thermostats could mean the difference between sickness and health, or even life and death. Seems like an extreme punishment for any allegedly downloaded Game of Thrones cam rips. -
YouTube's Search Autofill Surfaced Disturbing Child Sex Results (buzzfeed.com)
Several users are reporting that they found YouTube autocompleting search queries starting with 'how to have' with disturbing suggestions, including 's*x with your kids' over the weekend. From a report: A YouTube spokesperson told BuzzFeed News that the matter is still under investigation. "Earlier today our teams were alerted to this awful autocomplete result and we worked to quickly remove it," the company said. "We are investigating this matter to determine what was behind the appearance of this autocompletion." We tried the same query on YouTube less than an hour before publication of this story, and we found "how to have s*x in school," and "how to have s*x with kids" were still surfacing in the results. -
Imgur Confirms Email Addresses, Passwords Stolen In 2014 Hack (zdnet.com)
An anonymous reader quotes a report from ZDNet: Imgur, one of the world's most visited websites, has confirmed a hack dating back to 2014. The company confirmed to ZDNet that hackers stole 1.7 million email addresses and passwords, scrambled with the SHA-256 algorithm, which has been passed over in recent years in favor of stronger password scramblers. Imgur said the breach didn't include personal information because the site has "never asked" for real names, addresses, or phone numbers. The stolen accounts represent a fraction of Imgur's 150 million monthly users. The hack went unnoticed for four years until the stolen data was sent to Troy Hunt, who runs data breach notification service Have I Been Pwned. Hunt informed the company on Thursday, a US national holiday observing Thanksgiving, when most businesses are closed. A day later, the company started resetting the passwords of affected accounts, and published a public disclosure alerting users of the breach. -
postmarketOS Pursues A Linux-Based, LTS OS For Android Phones (liliputing.com)
An anonymous reader quotes Liliputing: Buy an iPhone and you might get 4-5 years of official software updates. Android phones typically get 1-3 years of updates... if they get any updates at all. But there are ways to breathe new life into some older Android phones. If you can unlock the bootloader, you may be able to install a custom ROM like LineageOS and get unofficial software updates for a few more years. The folks behind postmarketOS want to go even further: they're developing a Linux-based alternative to Android with the goal of providing up to 10 years of support for old smartphones...
Right now postmarketOS is a touch-friendly operating system based on Alpine Linux that runs on a handful of devices including the Samsung Galaxy Nexus, Google Nexus 4, 5, and 7 (2012), and several other Samsung, HTC, LG, Motorola, and Sony smartphones. There are also ports for some non-Android phones such as the Nokia N900 and work-in-progress builds for the BlackBerry Bolt Touch 9900 and Jolla Phone. Note that when I say the operating system runs on those devices, I basically mean it boots. Some phones only have network access via a USB cable, for instance. None of the devices can actually be used to make phone calls. But here's the cool thing: the developers are hoping to create a single kernel that works with all supported devices, which means that postmarketOS would work a lot like a desktop operating system, allowing you to install the same OS on any smartphone with the proper hardware.
One postmarketOS developer complains that Android's architecture "is based on forking (one might as well say copy-pasting) the entire code-base for each and every device and Android version. And then working on that independent, basically instantly incompatible version. Especially adding device-specific drivers plays an important role... Here is the solution: Bend an existing Linux distribution to run on smartphones. Apply all necessary changes as small patches and upstream them, where it makes sense." -
postmarketOS Pursues A Linux-Based, LTS OS For Android Phones (liliputing.com)
An anonymous reader quotes Liliputing: Buy an iPhone and you might get 4-5 years of official software updates. Android phones typically get 1-3 years of updates... if they get any updates at all. But there are ways to breathe new life into some older Android phones. If you can unlock the bootloader, you may be able to install a custom ROM like LineageOS and get unofficial software updates for a few more years. The folks behind postmarketOS want to go even further: they're developing a Linux-based alternative to Android with the goal of providing up to 10 years of support for old smartphones...
Right now postmarketOS is a touch-friendly operating system based on Alpine Linux that runs on a handful of devices including the Samsung Galaxy Nexus, Google Nexus 4, 5, and 7 (2012), and several other Samsung, HTC, LG, Motorola, and Sony smartphones. There are also ports for some non-Android phones such as the Nokia N900 and work-in-progress builds for the BlackBerry Bolt Touch 9900 and Jolla Phone. Note that when I say the operating system runs on those devices, I basically mean it boots. Some phones only have network access via a USB cable, for instance. None of the devices can actually be used to make phone calls. But here's the cool thing: the developers are hoping to create a single kernel that works with all supported devices, which means that postmarketOS would work a lot like a desktop operating system, allowing you to install the same OS on any smartphone with the proper hardware.
One postmarketOS developer complains that Android's architecture "is based on forking (one might as well say copy-pasting) the entire code-base for each and every device and Android version. And then working on that independent, basically instantly incompatible version. Especially adding device-specific drivers plays an important role... Here is the solution: Bend an existing Linux distribution to run on smartphones. Apply all necessary changes as small patches and upstream them, where it makes sense." -
CEO of Defunct Silicon Valley Startup Indicted For Allegedly Tricking Employees Into Working For Free (theregister.co.uk)
The founder and CEO of a shuttered Silicon Valley startup has been indicted for tricking employees into working without pay and for lying about his credentials and financing. From a report: In an indictment unsealed this week, Isaac Choi, founder and CEO of failed Silicon Valley job search startup WrkRiot, was charged with five counts of wire fraud for allegedly defrauding former employees. Problems at the upstart surfaced in August when Penny Kim, former head of marketing for the company, published an account of her experience at an unnamed biz. She said the unspecified outfit failed to pay her and forged wire transfer confirmations to make it appear it had transferred owed funds. After it emerged that Kim was talking about WrkRiot, the company threatened legal action. By the end of August, when former CTO Al Brown acknowledged being the person referred to as "Charlie" in Kim's post and corroborated her claims, WrkRiot had shut down its website and Facebook page. -
Ask Slashdot: How Would You Handle A Bogus Copyright Infringement Notice?
Very long-time Slashdot reader Andy Smith writes: Yesterday I received an email from my ISP telling me that I had illegally downloaded an animated film called Cubo and the Two Strings. I'd never heard of the film and hadn't downloaded it. The accusation came from a government-approved group called Get It Right From a Genuine Site. I contacted that group and was directed to their FAQ. Worryingly, there's no way to correct a false report. The entire FAQ is written from the position that either you, or someone on your network, definitely downloaded what you're accused of downloading.
Their advice to avoid any problems with your ISP is simply to not download anything illegally again. But if they can get it wrong once, then surely they can get it wrong again. How widespread is this problem? What safeguards are in place to ensure that people aren't falsely accused? Why has the government allowed this scheme to operate without the accused having some right to defend themselves?
After advising users to check their wifi password -- and confront all the network's users about whether they've downloaded Cubo and the Two Strings -- the site concludes simply that "If there is no further activity identified for an IP address associated with your account, you will NOT receive further Educational Emails." Six weeks ago the U.K. government reported that "The campaign has now reached 21% of the population and, whilst piracy levels remain constant, it has decreased significantly among those exposed to the campaign."
Have any other Slashdot users experienced problems with bogus copyright infringement notifications? And if so, how did you handle it? -
'Counter-Strike' Gets Invaded By An Unblockable Chat-Bot (kotaku.com)
An anonymous reader writes: "At least one intruder is taking advantage of a Counter-Strike: Global Offensive exploit to flood lobbies (even private ones) with text from chat bots that can't be kicked," writes Engadget. The attack "allegedly comes from one person," according to Kotaku, which reports that "It's a similar exploit to one found a few weeks ago, where typing messages into a lobby allowed users to rank up and down as they chose." The chat bot's text includes various complaints about Counter-Strike which it claims motivated the attack, including cheaters, hackers and "bugs that break the game," and it urges a one-day boycott "to proof [sic] them that we care about the game and want them to fix it." -
DRM Company Denuvo Forgets To Secure Its Server, Leaks Two Years Of Emails (torrentfreak.com)
Denuvo "left several private directories on its website open to the public," TorrentFreak wrote Sunday, calling it "an embarrassing blunder" for the digital rights management company. "Members of the cracking community are downloading and scrutinizing the contents," the site reports, with one of the finds being an 11-megabyte text file which apparently contains every message sent through Denuvo's web site since 2014. An anonymous reader writes: There's a message from Google's security team, one from Capcom Japan, and "dozens of emails from angry pirates, each looking to vent their anger," according to TorrentFreak. Ars Technica reports that there's also a 2015 message from Microsoft about "an upcoming initiative," as well as messages several game studios, and even one from the producers of Mavis Beacon Teaches Typing. "Combing the log file brings up countless spam messages, along with complaints, confused 'why won't this game work' queries from apparent pirates, and even threats (an example: 'for what you did to arkham knight I will find you and I will kill you and all of your loved ones, this I promise you CEO of this SHIT drm')."
"Since Denuvo's contact page does not contain a link to a private e-mail address -- only a contact form and a phone number to the company's Austrian headquarters -- the form appears to also have been used by many game developers and publishers." And in addition, "much of Denuvo's web database content appears to be entirely unsecured, with root directories for 'fileadmin' and 'logs' sitting in the open right now."
In addition, there's also a slideshow -- which has since been uploaded to Imgur -- bragging that "With over 300 man years of development experience among us, we clearly know what we're doing." -
'Forza Horizon 3' Update Accidentally Published Unencrypted Build of the Game (vice.com)
An employee at Forza Horizon 3 developer Playground Games accidentally green-lighted the wrong update file for PC players, who found themselves downloading a whopping 53GB download that turned out to be an unencrypted future build (.37.2) of the entire game intended for developers. Motherboard reports: Naturally, players who'd managed to download it yesterday had a field day leaking the information within, right down to massive posts on Imgur showing all the new cars and forum threads detailing the Porsches thought to come in an future unannounced pack. Since Forza Horizon 3 requires a constant online connection and works off of a constantly refreshing save file, anyone who played the new patch on PC found themselves slapped with an error saying their Forza profiles were no longer available. Playing it with the new build would thus effectively mean starting a new game from scratch, even if they'd dumped dozens of hours into Forza Horizon 3 since its release last September. But starting over is exactly what players shouldn't have done. The best thing they could do was shut down the game, walk away, and wait for a fix. "PC players who completed the download of .37.2 and then started a new game save will have a corrupted saved game," wrote Brian Ekberg, Forza's community manager, in a forum post. "Avoid creating a new saved game on .37.2, and only play on .35.2 to avoid this issue. As long as you have an existing save and have not created a new one on .37.2, your saved game will work correctly once the update is available." -
'Forza Horizon 3' Update Accidentally Published Unencrypted Build of the Game (vice.com)
An employee at Forza Horizon 3 developer Playground Games accidentally green-lighted the wrong update file for PC players, who found themselves downloading a whopping 53GB download that turned out to be an unencrypted future build (.37.2) of the entire game intended for developers. Motherboard reports: Naturally, players who'd managed to download it yesterday had a field day leaking the information within, right down to massive posts on Imgur showing all the new cars and forum threads detailing the Porsches thought to come in an future unannounced pack. Since Forza Horizon 3 requires a constant online connection and works off of a constantly refreshing save file, anyone who played the new patch on PC found themselves slapped with an error saying their Forza profiles were no longer available. Playing it with the new build would thus effectively mean starting a new game from scratch, even if they'd dumped dozens of hours into Forza Horizon 3 since its release last September. But starting over is exactly what players shouldn't have done. The best thing they could do was shut down the game, walk away, and wait for a fix. "PC players who completed the download of .37.2 and then started a new game save will have a corrupted saved game," wrote Brian Ekberg, Forza's community manager, in a forum post. "Avoid creating a new saved game on .37.2, and only play on .35.2 to avoid this issue. As long as you have an existing save and have not created a new one on .37.2, your saved game will work correctly once the update is available." -
A Ham Radio Software Company Has Been Blacklisting Users For Leaving Negative Reviews (theregister.co.uk)
Gandalf_the_Beardy quotes a report from The Register: The Register reports on the story of Jim Giercyk, an amateur radio enthusiast who had his copy of the popular Ham Radio Deluxe (HRD) software revoked after posting a negative review. Other radio hams have followed up with us regarding claims that this was not an isolated incident and others may have had their license keys blacklisted for being publicly critical of the company. And just to be clear: by blackballing keys, installed copies of the software stop working. Giercyk, a professional musician in South Carolina, U.S., says that after his dealings with HRD Software (which has since reinstated his software key) and the statement made by the developer's co-owner Dr Michael Carper, he takes issue with claims made by the company. Giercyk, aka N2SUB, told us on Tuesday: "The issue is not the refusal of service, the issue is that HRD disabled my software, and then offered to enable it in exchange for the removal of an online review of their product. It's extortion, not refusal of service." Giercyk also said that since he went public about his blacklisting last week, he has received messages from other users who have stories of their software keys being revoked by HRD without their knowledge for speaking up about having a bad support experience. A number of other readers pointed out a collection of bad reviews posted on hobbyist site eHam by customers who had their license keys blacklisted. HRD told us some of those users could have written their assessments after requesting a refund and deactivating their software, thus their licenses will appear revoked. Meanwhile, Reddit threads and follow-up discussions to Giercyk's catalyst forum post reveal similar stories of keys being revoked after critical comments about Ham Radio Deluxe have appeared online. Other sources allege some amateur radio forums have in the past deleted posts critical of HRD. -
Mark Zuckerberg Announces Facebook Will Fight Fake News -- Next To An Ad With Fake News (facebook.com)
An anonymous reader writes: "We take misinformation seriously," Facebook's CEO announced in a late-night status update Friday. "Our goal is to connect people with the stories they find most meaningful, and we know people want accurate information. We've been working on this problem for a long time and we take this responsibility seriously. We've made significant progress, but there is more work to be done."
But you know what's funny? The ad to the right of Zuck's post is fake news. It has the headline "Hugh Hefner Says 'Goodbye' at 90" and a quote from his wife saying "I can't believe he is actually gone," even though Hugh Hefner isn't dead. And clicking through, it's just another lame ad for erectile dysfunction -- on a site that's been tricked up to look like Fox News.
I saw it too. (Here's my screenshot... And yes, it did link to an advertising site with a fake "Fox News" banner across the top.) Oh, the irony. "The CEO said that Facebook is working to develop stronger fake news detection, a warning system, easier reporting and technical ways to classify misinformation," reports CNN, adding "Zuckerberg did not say how quickly the measures would be in place." They also quote Zuckerberg as saying "Some of these ideas will work well, and some will not." But apparently it's pretty easy to get fake news onto Facebook. You just have to pay them. -
Ask Slashdot: How Do You Deal With Unreasonable Companies?
New submitter Ash-Fox writes: I recently ran into troubles trying to get reasonable quality of support from an anti-virus vendor, where they are attempting to cop-out of providing any reasonable support and then refusing to offer refunds under the guise of their EULA does not allow it. However, their EULA does not implicitly say that they cannot provide refunds in other circumstances, as the support tries to imply, and further living in Europe (as is the anti-virus headquarters), this EULA for sales is only valid if that was provided as the terms of sales contract, which it was not. How do other Slashdotters look to address companies that behave poorly and seek to only provide at best their minimum legal requirements? -
Comodo Attempting to Register 'Let's Encrypt' Trademarks, And That's Not Right (letsencrypt.org)
Let's Encrypt is a nonprofit aimed at encrypting the entire web. It provides free certificates, and its service is backed by EFF, Mozilla, Cisco, Akamai and others. Despite it being around for years, security firm Comodo, which as of 2015, was the largest issuer of SSL certificates with a 33.6% market share on 6.6% of all web domains, last year in October filed for the trademark Let's Encrypt. The team at Let's Encrypt wrote in a blog post today that they have asked Comodo to abandon its "Let's Encrypt" applications, directly but it has refused to do so. The blog post adds: We've forged relationships with millions of websites and users under the name Let's Encrypt, furthering our mission to make encryption free, easy, and accessible to everyone. We've also worked hard to build our unique identity within the community and to make that identity a reliable indicator of quality. We take it very seriously when we see the potential for our users to be confused, or worse, the potential for a third party to damage the trust our users have placed in us by intentionally creating such confusion. By attempting to register trademarks for our name, Comodo is actively attempting to do just that. Update: 06/23 22:25 GMT by M :Comodo CEO has addressed the issue on company's forum (screenshot). -
Microsoft's BSOD Is Getting More Descriptive With QR Codes (cio.com)
itwbennett writes: Reddit user javelinnl posted a picture last week showing a new dreaded Blue Screen of Death (BSOD) featuring a QR code and a link that may appear in a future version of Windows 10. "Right now, the code and the link take users to a webpage that discusses generic fixes for errors that might cause a crash," writes Blair Frank from CIO. "In the future, though, Microsoft could provide a QR code that leads to more specific information about what caused the computer freeze up." As of this writing, Microsoft had not responded to Frank's request for comment, but when he forced a Blue Screen of Death on his Surface Pro 3, he was unable to get a QR code to appear, though a link to the help page did. The QR code shown in the image simply points to a generic resource page for "troubleshooting blue screen errors." -
Sys-Admin Dispenses Passwords With a Banana (thenewstack.io)
An anonymous reader writes: A network administrator in Denmark is requiring users to perform a finger press on a banana to receive their Wi-Fi passwords. "The banana is mounted and in production," he posted Thursday, sharing two pictures. The banana uses a special new circuit board from Makey Makey to form a connection between the banana and a cheap Raspberry Pi computer with a screen attached, according to one technology site. They note that it could also detect finger presses on a doughnut, an apple, or even Jell-o, and offer this quote from the sys-admin about his motivations. "It's fun... It'll make people smile. It beats a static WPA password in funnyness." And most importantly, "When people leave our office, they can't access our WI-Fi because there's no banana to touch." This guy deserves some kind of award, come July 29th. -
Amazon Warns Employees About 'Million Mask March' On Seattle HQ Today (geekwire.com)
reifman writes: Amazon is warning employees not to wear clothing with company logos, and telling them to keep their badges out of sight as hundreds of people loyal to the hacktivist group Anonymous plan to march on the tech giant's Seattle headquarters this afternoon. A Facebook message from the Seattle-based group reads, "On November 5th, we will be rallying at Westlake Park in Seattle at 2pm, and then marching to the Federal Courthouse at 3pm, and from there, we shall march to Amazon for some serious lulz!. Teach-ins and rallies will continue throughout the remainder of the day." -
TSA Luggage Lock Master Keys Are Compromised
An anonymous reader writes: As the FBI demand encryption master keys for Apple, Microsoft and Google made devices, photographs of the master keys for the TSA Travel Sentry suitcases have now been published in multiple places online (more links in later articles). Cory Doctorow points out this makes it much easier for thieves to open luggage undetectably, without leaving any signs of lock picking. Whilst many have argued that the locks aren't designed to provide real security, the most important thing is that this shows the risk of backdoors in security systems, especially since the TSA has not given any warning about this compromise, which seems to have occurred in 2014 or earlier. -
Ask Slashdot: Everyone Building Software -- Is This the Future We Need?
An anonymous reader writes: I recently stumbled upon Apple's headline for version 2 of its Swift programming language: "Now everyone can build amazing apps." My question: is this what we really need? Tech giants (not just Apple, but Microsoft, Facebook, and more) are encouraging kids and adults to become developers, adding to an already-troubled IT landscape. While many software engineering positions are focused only on a business's internal concerns, many others can dramatically affect other people's lives. People write software for the cars we drive; our finances are in the hands of software, and even the medical industry is replete with new software these days. Poor code here can legitimately mess up somebody's life. Compare this to other high-influence professions: can you become surgeon just because you bought a state-of-art turbo laser knife? Of course not. Back to Swift: the app ecosystem is already chaotic, without solid quality control and responsibility from most developers. If you want simple to-do app, you'll get never-ending list of software artifacts that will drain your battery, eat memory, freeze the OS and disappoint you in every possible way. So, should we really be focusing on quantity, rather than quality? -
A Look At the Rare Hybrid Console Built By Sony and Nintendo
An anonymous reader writes: Long before Sony and Nintendo were rivals, the two companies were partners for a brief time. In 1988 the duo started work on SNES-CD, a video game media format that was supposed to augment the cartridge-based SNES by adding support for higher-capacity CDs. In 1991 at the Consumer Electronics Show (CES) in Las Vegas, Sony introduced the "Play Station" (yes, with a space) but it never saw the light of day. Now, more than two decades later, Imgur user DanDiebold has uploaded images of the unreleased console. This particular model (about 200 Play Station prototypes were created) confirms that the system was supposed to be compatible with existing SNES titles as well as titles to be released in the SNES-CD format. In other words, it would have been the world's first hybrid console: game developers and gamers alike would be able to use both SNES cartridges and CDs. If you want to learn more about this particular prototype, check out the following thread on Assembler Games. -
A Look At the Rare Hybrid Console Built By Sony and Nintendo
An anonymous reader writes: Long before Sony and Nintendo were rivals, the two companies were partners for a brief time. In 1988 the duo started work on SNES-CD, a video game media format that was supposed to augment the cartridge-based SNES by adding support for higher-capacity CDs. In 1991 at the Consumer Electronics Show (CES) in Las Vegas, Sony introduced the "Play Station" (yes, with a space) but it never saw the light of day. Now, more than two decades later, Imgur user DanDiebold has uploaded images of the unreleased console. This particular model (about 200 Play Station prototypes were created) confirms that the system was supposed to be compatible with existing SNES titles as well as titles to be released in the SNES-CD format. In other words, it would have been the world's first hybrid console: game developers and gamers alike would be able to use both SNES cartridges and CDs. If you want to learn more about this particular prototype, check out the following thread on Assembler Games. -
A Look At the Rare Hybrid Console Built By Sony and Nintendo
An anonymous reader writes: Long before Sony and Nintendo were rivals, the two companies were partners for a brief time. In 1988 the duo started work on SNES-CD, a video game media format that was supposed to augment the cartridge-based SNES by adding support for higher-capacity CDs. In 1991 at the Consumer Electronics Show (CES) in Las Vegas, Sony introduced the "Play Station" (yes, with a space) but it never saw the light of day. Now, more than two decades later, Imgur user DanDiebold has uploaded images of the unreleased console. This particular model (about 200 Play Station prototypes were created) confirms that the system was supposed to be compatible with existing SNES titles as well as titles to be released in the SNES-CD format. In other words, it would have been the world's first hybrid console: game developers and gamers alike would be able to use both SNES cartridges and CDs. If you want to learn more about this particular prototype, check out the following thread on Assembler Games. -
NASA Gets Its Marching Orders: Look Up! Look Out!
TheRealHocusLocus writes: HR 2039: the National Aeronautics and Space Administration Authorization Act for 2016 and 2017 (press release, full text, and as a pretty RGB bitmap) is in the House. In $18B of goodies we see things that actually resemble a space program. The ~20,000 word document is even a good read, especially the parts about decadal cadence. There is more focus on launch systems and manned exploration, also to "expand the Administration's Near-Earth Object Program to include the detection, tracking, cataloguing, and characterization of potentially hazardous near-Earth objects less than 140 meters in diameter." I find it awesome that the fate of the dinosaurs is explicitly mentioned in this bill. If it passes we will have a law with dinosaurs in it. Someone read the T-shirt. There is also a very specific six month review of NASA's "Earth science global datasets for the purpose of identifying those datasets that are useful for understanding regional changes and variability, and for informing applied science research." Could this be an emerging Earth Sciences turf war between NOAA and NASA? Lately it seems more of a National Atmospheric Space Administration. Mission creep, much? -
It's Time To Open Your Eyes
Morpheus writes: Good morning. I'm talking to you. Yes, you. The one with the squeaking chair and the monitor that needs cleaning. Right now you're wondering why your officemates haven't mentioned the weird story on Slashdot's front page. They haven't mentioned it because they can't see it. Not everyone can accept reality as it is. But you can.
You know. You've always known. The things you see, the things you hear, and smell — they aren't any more real than your dreams. You've drifted through life so far wondering when you're going to wake up. But you don't have to wonder anymore. This is your alarm clock. The only decision you have left to make — the only decision you've ever had to make — is whether you want to wake up, or turn it off and drift back to sleep. In exactly two minutes, your phone is going to ring. If you want to open your eyes, to be born into a world more real than you've ever imagined.. answer it. -
Publications Divided On Self-Censorship After Terrorist Attack
New submitter wmofr writes: Major U.S. and British publications refused to publish related satirical cartoons, at least those about the "prophet", after the terrorist attack in Charlie Hebdo's office, which had 12 people killed. An editor of the Independent said:"But the fact is as an editor you have got to balance principle with pragmatism, and I felt yesterday evening a few different conflicting principles: I felt a duty to readers; a duty to the dead; I felt a duty to journalism – and I also felt a duty to my staff. I think it would have been too much of a risk to unilaterally decide in Britain to be the only newspaper that went ahead and published so in a sense it is true one has self-censored in a way I feel very uncomfortable with. It's an incredibly difficult decision to make." But still many media organizations bravely publishing those cartoons, declining self-censorship. Charlie Hebdo's surviving staff say the magazine will publish again next week, saying, "stupidity will not win." Meanwhile, cartoonists around the world have published strips in response to the attack. The Onion has a poignant take as well. With regard to the attackers, one suspect turned himself in to police, and the other two remain at large. -
Time To Remove 'Philosophical' Exemption From Vaccine Requirements?
An anonymous reader writes: Michigan has a problem. Over the past decade, the number of unvaccinated kindergartners has spiked. "Nearly half of the state's population lives in counties with kindergarten vaccination rates below the level needed for "herd immunity," the public health concept that when at least 93 percent of people are vaccinated, their immunity protects the vulnerable and prevents the most contagious diseases from spreading." Surprise, surprise, the state is now in the midst of a whooping cough outbreak. How do these kids get into public schools without being vaccinated? Well, Michigan is among the 19 U.S. states that allow "philosophical" objections to the vaccine requirements for schoolchildren. (And one of the 46 states allowing religious exemption.) A new editorial is now calling for an end to the "philosophical" exemption.
The article says, "Those who choose not to be vaccinated and who choose not to vaccinate their children allow a breeding ground for diseases to grow and spread to others. They put healthy, vaccinated adults at risk because no vaccine is 100 percent effective. They especially put the most vulnerable at risk — infants too young to be vaccinated, the elderly, people with medical conditions that prevent vaccination, and those undergoing cancer treatments or whose immune systems have been weakened." They also encourage tightening the restrictions on religious and medical waivers so that people don't just check a different box on the exemption form to get the same result. "They are free to continue believing vaccines are harmful, even as the entire medical and scientific communities try in vain to tell them otherwise. But they should not be free to endanger the lives of everyone else with their views." -
Interviews: Rachel Sussman Answers Your Questions
Back in November you had a chance to ask Rachel Sussman about photography and her work. Her most famous project may be the Oldest Living Things in the World, a collection of organisms that are 2,000 years old and older from around the world. Below you'll find her answers to your questions. Nature
by omfglearntoplay
Awesome work. Great images of nature just seem to hit somewhere very primal and deep. The age of these things just makes it that much more incredible.
Question: When did you decide to undertake this project and did the journey take as long as you thought it would?
Rachel: Thank you very much. It was certainly my intention to add layers of complexity to what we often gloss over in images of the natural world. Not all the organisms – or images – are beautiful, but I see natural beauty as a democratic entry point into the work. However, once you are in, I hope to invite the viewer deeper into the context and layers of content, and leave them with something to process. These elements were something I was thinking about for a long time before getting the idea itself: I wanted to make an art and science project of substance, and it took a lot of literal and figurative searching until it clicked in my mind. The idea in part was sparked by a visit to a supposedly 7,000-year-old tree in Japan, living on a remote island. I invite you to read the whole story in the introduction of my book.
In terms of the amount of time it has taken – at this point 10 years – I had no idea what I was getting into when I started it, or how long it would take. I just knew it was worth it.
Unwanted attention
by Anonymous Coward
Are you concerned that by photographing these rare organisms you may be drawing undesirable attention to them? That is, that someone might use your photos to locate them and steal or destroy them. Was there anything you did to mitigate such a risk?
Rachel: This is a great question, and something I have given a lot of thought to. It is difficult to find the right balance between sharing information – which I believe belong to us all – and overprotecting information, even with good intentions. In regard to the organisms in my project, some of them are common, public knowledge, and some are so closely guarded that I do not share anything more than the state in which they reside. In one instance, I found and photographed a type if eucalyptus that is so rare, there are only as few as four individuals left in the world. Because the name information would make it too easy to deduce its location, I had to redact both the species and common names before sharing it.
We have lost two of my 30 subjects in the past 5 years alone. One, the 3,500-year-old Senator Tree in Florida, was burnt to the ground by some kids doing meth inside the hollow of the tree, despite it being fenced off and inside a park. Another, an underground forest in Pretoria, South Africa, was bulldozed over in order to make way for a new traffic pattern.
For me, the imperative to responsibly share the wonder of these ancient organisms speaks to two primary considerations. One is that they symbolically transcend the things that divide us on a global level: there are organisms that have surpassed the 2,000-year mark on every continent; something I find to be both marvelous and hopeful. The second is that the threat of climate change threatens every single one of them, and every single one of us. My hope is that by relating to the collective tenacity, improbability, and remarkable perseverance of these organisms, they can help spark more awareness of the climate as a whole, and action to slow down the damage that we, as a species, continue to wreak.
Are there any precautions you must take?
by uslurper
Are there any precautions you must take to ensure you do not harm the organisms?
Photography is often thought of as a non-destructive process. But as a nature photographer myself, I know that equipment like tripods, lighting units, and sometimes just being there can be harmful to wildlife.
Rachel: It is of utmost importance to me that I do not cause harm to my subjects, or the environments they live in. (I try not to cause harm wherever I am, for that matter.) In some instances, specific precautions are required, but often just using common sense is enough. I travel with a minimum amount of equipment and never shoot with lights. I do not consider myself a wildlife photographer.
Anything else in common?
by g01d4
Aside from being able to reach a very old age do these species have anything else in common? For example, are their population pyramids correlated?
Rachel: As I worked on compiling a list of subjects, certain characteristics did begin to emerge. One thing I noticed early on is that a large percentage of the organisms live in fairly extreme conditions including high altitude, extreme hot or cold temperatures, low moisture, and low nutrient availability. Many are uniquely adapted to environments that are far too challenging for other organisms to survive in, let alone thrive. The other consideration is growth rate: many of the oldest organisms are incredibly slow growing. There are of course exceptions to all of these, but I do wonder, with more study, what other links can be found. There is an infographic in my book illustrating this Growth Strategy Analysis in general terms.
Published vs Personal Best Photos
by tsuliga
I am curious if your own best photos are different than your best published photos. I would think published photos would need to appeal to a larger audience while personal best photos only need to appeal to you. Have you ever had an editor say no to a photo that you thought was brilliant or amazing?
Rachel: While I haven’t experienced that, it is an interesting question. In the case of editing the photographs for my book, I was very fortunate to work with a photo editor, Christina Louise Costello, whom I selected because of her great eye and our productive and our comfortable working relationship. It was not easy to pare down thousands of images to the 125 that appear in the book, but everything in there is something we agreed both forwarded my messages yet was strong enough to stand on its own in aesthetic terms. Another consideration was that each image work at that size. For instance, in my exhibition of the Oldest Living Things, which is currently traveling, I included a couple of images that are not in the book, including one 44x54” print that is fantastic large, but would not have functioned as successfully had it appeared at a small size in the book.
How does it make you feel?
by uslurper
How do you feel being around things that were living when our culture was just at it infancy? Or knowing that the aspens may have been a shelter for early humans (just guessing) Do you feel a spiritual connection or more of a scientific respect?
Rachel: Connecting to a deeper timeframe is one of the most important tenants of the work. I selected 2,000 years as my minimum age precisely to call attention to how shallow – and how arbitrary – human timekeeping is. Considering the larger context of these long-lived organisms helps connect to those deep timescales, sometimes even to specific milestones in human development. For example, the earliest known musical instruments date back 43,000 years – almost the same age as the 43,600-year-old Tasmanian Lomatia, a self-propagating shrub that is the last of its species left on Earth, rendering it simultaneously critically endangered and theoretically immortal.
My personal appreciation for these ancient beings is layered. I can’t help but anthropomorphize their longevity, perseverance, and fortitude, and sometimes even their cleverness. My connection with them is philosophical, visceral, anchored in scientific fact, and rounded out by the stories of the scientists, my own experiences, and cultural contexts.
The really important question
by RDW
So, Nikon or Canon?
Rachel: Nope! I mostly shoot with my Mamiya 7 II, a medium format 6x7 rangefinder film camera.
Your Thoughts and Use of Post Processing?
by eldavojohn
So I'm not too knowledgeable on photography but one thing I'm aware of is that professional photographers do a lot of post processing. To the point of Adobe Lightroom or higher being so mandatory with DSLRs that they sometimes package it with lenses (especially the ones that distort like a wide angle lens). Do you post process your photos? To what extent? How do you feel about people who use advanced techniques like even adding color to their photos? For example, I came across this photo which was odd to me because I've been to that place and it's beautiful but not like in that photo -- it doesn't need fake pink clouds to be beautiful. It would seem to me a shame to have a tree live 2,000 years and then a human uses a fish eye lens on its knotted trunk to make it seem more old and gnarled and then later adjusts the darkness of the sky to give it a Halloween feel, etc. And then since that's the most artistic shot of it, that's how we remember it.
Rachel: Everybody is a photographer now, and there is no one right way to go about it. There are more – and easier – ways to enhance and manipulate images than there ever were before. What is important is the intent of the person making them. For me, I still shoot film, and I do not do anything beyond correcting my images in the traditional sense. I have nothing against digital photography, but given the large format prints I make, I still find medium format film to give me the best quality. I then scan my negatives, correct them in Photoshop, and make archival pigment prints. For the Oldest Living Things specifically, my aim was to illustrate the organisms as they are, to present their character and context in a way that felt true to the spirit of the project.
Thoughts on the future?
by Anonymous Coward
Having spent time with living things whose lifespans reach so far back into the past, what thoughts do you now have about the future? Have these encounters changed your approach to environmentalism, sustainability, future planning, or your everyday sense of time?
Rachel: My personal sense of time has expanded. I get caught up in the here and now like everyone else, but after ten years of pondering deep time, I find the depths more accessible than they used to be. Ancient lives that have borne witness to these vast expanses are a means to connect with these abstract timescales. They are hopeful. Or at least, we imbue our hopes on them. There are individuals over 2,000 years old on every continent, which serves as a reminder that we are all on this planet together and transcends the things that divide us. The Oldest Living Things are like living beacons of perseverance, surviving against increasingly mounting odds. Every single one of them (and every single one of us) is threatened by climate change. My hope is that they can help others engage in more environmentally aware and sustainable lives, and embrace long-term thinking. -
The Correct Response To Photo Hack Victim-Blamers
Bennett Haselton writes As commenters continue to blame Jennifer Lawrence and other celebrities for allowing their nude photos to be stolen, there is only one rebuttal to the victim-blaming which actually makes sense: that for the celebrities taking their nude selfies, the probable benefits of their actions outweighed the probable negatives. Most of the other rebuttals being offered, are logically incoherent, and, as such, are not likely to change the minds of the victim-blamers. Read below to see what Bennett has to say.In a new Vanity Fair interview, Jennifer Lawrence calls the theft of her nude photos a "sex crime". Predictably, a good portion of the 300+ comments posted on TheVerge's article contained an element of victim-blaming -- "maybe people in her position should think twice about taking nude photos? I’m sure it could help" ; "She posted them online. Unless she is a complete rube, she should have known of the security risks" ; "Victims can be blamed for putting themselves into potentially exploitable situations. Something similar might be going to a rave without a friend." ; and more variations on things that had already been said many times ever since the original photo leak on August 31st.
These comments are mostly being met with angry backlash from other commenters, which is good. But the rebuttals themselves tend to violate the rules of logic and consistency, which is bad. And when victim-blamers can spot the flaws so easily in their opponents' logic, their own minds are unlikely to be changed.
A typical example of a weak "rebuttal" is this cartoon you may have seen shared on Facebook, in which an arrogant man lectures women, "Don't want your nude selfies to leak, ladies? Simple: don't take any! Bothered by street harassment? Don't be so eager to walk down streets." Sorry, but if the second piece of advice was meant to highlight the absurdity of the first, the analogy doesn't work -- because you kinda have to walk down streets, but nobody has to take a nude selfie.
This is a recurring theme in the "rebuttal" comments that I've seen, including those on TheVerge's article -- telling the victim-blamers that they might just as well blame themselves for the risks of walking down the street, or buying something from Home Depot ( burn! ), or having a credit card at all, or owning a valuable object that could be a target of theft. Sample comments: "by that standard... you shouldn’t have had something of value to begin with, or else you were just asking for it to be stolen" ; "Just like when you walk down the street you should be fully aware of the potential to be mugged" ; "So, we will hold you to the very same 'complete rube' test when you fall victim to identity theft or unauthorized charges to your credit cards" ; etc.
All of these "rebuttals" are committing the same logical error: they're drawing an analogy to things that you either have to do (walk down the street) or pretty-much-have to do (own a credit card, own at least one valuable object). This means the victim-blamers have such an easy response -- "Those are all things you have to do; but taking a nude selfie is different, because nobody has to do that!" So the victim-blamers are unlikely to have their minds changed by such an analogy, since their own central premise is so obvious to them: the victims chose to take the nude selfies, and the leak never would have happened if they hadn't.
So, let's respond to the victim-blamers on their own terms, by acknowledging first of all: Of course, they're right. Of course taking the selfies was an optional choice, and of course the only way to stop nude selfies from leaking, is not to take them. But this is ignoring (a) the benefits of taking nude selfies; and (b) the low risk of them getting leaked. (The fact that the pictures did get leaked, does not mean that the selfie-takers misjudged the risk of it happening; rather, it was very unlikely, but the victims got unlucky and it happened to them.)
To begin with the benefits: Jennifer Lawrence explained bluntly in her Vanity Fair interview why she took the photos: "I was in a loving, healthy, great relationship for four years. It was long distance, and either your boyfriend is going to look at porn or he's going to look at you." (Considering how easily she could have gotten away with some platitudes about how "deeply hurt" she was, and how she "thanks all her fans for her support in this difficult period" -- doesn't a quote like that make you think she's decently cool?) OK, so that's the benefit. To her boyfriend at the time, a pretty big benefit.
As for the risks, whenever someone takes a risk of a bad outcome and the bad outcome does happen, it's tempting to think that they misjudged the risks. (I'll bet that a psychological experiment could demonstrate this easily -- have test subjects read stories of people who took a risk that was known to be small, but who got unlucky and fell victim to the bad outcome anyway, and see if the test subjects incorrectly judge the risk-takers to be foolish.) But out of the millions of nude photos that are probably sent between cell phone users every month, a vanishly small proportion of them get stolen in security breaches of cloud storage. (Usually the far greater risk is that the recipient will forward the image to other people until it gets out of control.) There's no reason to think that Jennifer Lawrence and other victims of the hacking scandal underestimated the risk of the photos being stolen from the cloud. If anything, most users are probably over-estimating the risk today, while the news of the breach is fresh in their minds.
In cases where the benefits of an action clearly don't outweigh the risks, that's when "victim-blaming" might be appropriate, even if we don't call it that. If someone leaves their car unlocked and leaves a valuable item in plain view in the front seat, we might feel less sorry for them if they return to their car to find it stolen. But it's a logical error to blame the victim just because they took a risk; the real reason to blame them is that there's no counterbalancing benefit to leaving the car door unlocked, or failing to move the valuable item into the trunk.
By contrast, when victim-blamers say that a woman is "bringing the risk upon herself" (of harassment, or even assault) by going out in a halter top, the logically correct response is not to say that victim-blamer is "clearly" wrong. Because, again, to the victim-blamer, their own premise is obviously true: wearing a sexy outfit in public does increase your risk of harassment, and probably even of being groped or worse. The fallacy is that the victim-blamer is ignoring the benefits of that choice. A woman never knows when she might meet a guy out in public that she's attracted to, and if they hit it off, it helps to have an outfit that says, "I'm a real woman, not a moron who thinks that if I engage in pre-marital kissing then Jesus will set me on fire with a blowtorch." Wearing a halter top has its benefits, which is why some women do it.
So that's it. The correct response to the victim-blamers is not to draw false analogies to "having a credit card" or "walking down the street". The correct response is that taking nude selfies is a perfectly rational choice when the probable benefits outweigh the probable risks. That is, in fact, the only rational defense of any action, ever. But it's not getting any play, because it doesn't fit in a tweet.
-
Consumer Reports: New iPhones Not As Bendy As Believed
An anonymous reader writes: Over the past several days, we've been hearing reports about some amount of users noticing that their brand new iPhone 6 Plus is bending in their pockets. The pictures and videos shown so far have kicked off an investigation, and Consumer Reports has done one of the more scientific tests so far. They found that the iPhone 6 Plus takes 90 pounds of pressure before it permanently deforms. The normal iPhone 6 took even less: 70 lbs. They tested other phones as well: HTC One (M8): 70 lbs, LG G3: 130 lbs, iPhone 5: 130 lbs, Samsung Galaxy Note 3: 150 lbs. The Verge also did a report on how Apple torture-tests its devices before shipping them. Apple's standard is about 55 lbs of pressure, though it does so thousands of times before looking for bends. One analysis suggests that Apple's testing procedure only puts pressure on the middle of the phone, which doesn't sufficiently evaluate the weakened area where holes have been created for volume buttons. Consumer Reports' test presses on the middle of the device as well. -
Scotland Votes No To Independence
An anonymous reader sends this news from the BBC: Scotland voters decided to remain part of the United Kingdom on Friday, rejecting independence in a historic referendum. The decision prevented a rupture of a 307-year union with England, bringing a huge sigh of relief to the British political establishment. Scots voted 55.3 percent to 44.7 percent against independence in a vote that saw an unprecedented turnout. "Like millions of other people, I am delighted," Prime Minister David Cameron said in a speech outside 10 Downing Street on Friday morning. "It would have broken my heart to see our United Kingdom come to an end." Cameron promised new powers for Scotland in the wake of the vote, but also warned that millions of voices in England must also be heard, calling for a "balanced settlement" that would deliver more power to England, Wales and Northern Ireland. (Somewhat related: according to a Reuters poll, one in four Americans want their state to secede from the union.) -
The Misleading Fliers Comcast Used To Kill Off a Local Internet Competitor
Jason Koebler (3528235) writes In the months and weeks leading up to a referendum vote that would have established a locally owned fiber network in three small Illinois cities, Comcast and SBC (now AT&T) bombarded residents and city council members with disinformation, exaggerations, and outright lies to ensure the measure failed. The series of two-sided postcards painted municipal broadband as a foolhardy endeavor unfit for adults, responsible people, and perhaps as not something a smart woman would do. Municipal fiber was a gamble, a high-wire act, a game, something as "SCARY" as a ghost. Why build a municipal fiber network, one asked, when "internet service [is] already offered by two respectable private businesses?" In the corner, in tiny print, each postcard said "paid for by SBC" or "paid for by Comcast." The postcards are pretty absurd and worth a look. -
Grandmother Buys Old Building In Japan And Finds 55 Classic Arcade Cabinets
An anonymous reader writes A grandmother agreed to purchase an old building in Chiba, which is just outside of Tokyo. When her family arrived to check out the contents of the building it was discovered that the first two floors used to be a game center in the 1980s. Whoever ran it left all the cabinets behind when it closed, and it is full of classic and now highly desirable games. In total there are 55 arcade cabinets, most of which are the upright Aero Cities cabinets, but it's the game boards that they contain that's the most exciting discovery. Boards include Donkey Kong, Street Fighter Alpha 2 (working despite the CPS2 lockout chip's tendency to kill old boards), and Metal Slug X. -
Programming On a Piano Keyboard
An anonymous reader writes: Here's a fun project: engineer Yuriy Guts built a Visual Studio extension that lets people program using MIDI instruments. You can write code letter by letter on a piano keyboard. Granted, it's not terribly efficient, but it's at least artistic — you can compose music that is also a valid computer program. Somewhat more usefully, it also allows you to turn a simple MIDI input device, like a trigger pad into a set of buttons that will run tests, push/pull code, or other tasks suitable for automation. The extension is open source and open to contributions. -
School Tricks Pupils Into Installing a Root CA
First time accepted submitter paddysteed writes "I go to secondary school in the UK. I went digging around the computers there and found that on the schools machines, there was a root CA from the school. I then suspected that the software they instruct windows users to install on their own hardware to gain access to the BYOD network installed the same certificate. I created a windows virtual machine and connected to the network the way that was recommended. Immediately afterwards I checked the list of root CA's, and found my school's. I thought the story posted a few days ago was bad, but what my school has done is install their certificate on people's own machines — which I think is far worse. This basically allows them to intercept and modify any HTTPS traffic on their network. Considering this is a boarding school, and our only method of communicating to the outside world is over their network, I feel this is particularly bad. We were not told about this policy and we have not signed anything which would excuse it. I confronted the IT department and they initially denied everything. I left and within five minutes, the WiFi network was down then as quickly as it had gone down, it was back up. I went back and they confirmed that there was a mistake and they had 'fixed' it. They also told me that the risk was very low and the head of networks told me he was willing to bet his job on it. I asked them to instruct people to remove the bad certificate from their own machines, but they claimed this was unnecessary due to the very low risk. I want to take this further but to get the school's management interested I will need to explain what has happened and why it is bad to non-technical people and provide evidence that what has been done is potentially illegal." -
Largest-Yet EVE Online Battle Destroys $200,000 Worth of Starships
Space MMO EVE Online has been providing stories of corporate espionage and massive space battles for years. A battle began yesterday that's the biggest one in the game's 10-year history. The main battle itself involved over 2,200 players in a single star system (screenshot, animated picture). The groups on each side of the fight tried to restrict the numbers somewhat in order to maintain server stability, so the battle ended up sprawling across multiple other systems as well. Now, EVE allows players to buy a month of subscription time as an in-game item, which players can then use or trade. This allows a direct conversion from in-game currency to real money, and provides a benchmark for estimating the real-world value of in-game losses. Over 70 of the game's biggest and most expensive ships, the Titans, were destroyed. Individual Titans can be worth upwards of 200 billion ISK, which is worth around $5,000. Losses for the Titans alone for this massive battle are estimated at $200,000 - $300,000. Hundreds upon hundreds of other ships were destroyed as well. How did the battle start? Somebody didn't pay rent and lost control of their system. -
A Look Inside the 8K Theater Technology At the Newly Renovated Fiske Planetarium
An anonymous reader writes "Sky gazers at CU-Boulder's Fiske Planetarium are getting better, clearer and deeper views. And not just of astronomy anymore. The planetarium has been upgraded, transforming it into a digital IMAX-like theater that's open to the public every Saturday and Sunday with a variety of programs including shows for children. 'Fiske's refurbished video system projects ultra high-definition pictures at 8,000 by 8,000 pixels in size, giving audience members a crystal-clear 360-degree view on the dome’s 65-foot screen. "The size and quality is the equivalent of 40 Blu-ray players projecting 40 sections of one video image at once," said [Doug Duncan, director of Fiske]. This gallery of images shows a behind-the-scenes look at the Planetarium's brand new 8k Fulldome projection system. ' In addition to space odysseys and laser shows — longtime favorites of audiences — movies are now part of the Fiske lineup. 'Just like at an IMAX theater, we can take you near a black hole, through the Grand Canyon, under the ocean, or up to a super volcano,' said Duncan. "The sky is no longer the limit.'" -
Half-Life 3 Trademark Filed In Europe
jones_supa writes "A trademark application for Half-Life 3, possibly the next entry in Valve's excruciatingly dormant Half-Life franchise, has been filed in Europe, according to the Office for Harmonization in the Internal Market, the European Union's trademark and designs registry. The OHIM's database lists the Half-Life 3 trademark as owned by Valve Corporation, and filed on its behalf by Casalonga & Associés, a patent and trademark firm. The trademark covers 'computer game software,' 'downloadable computer game software via a global computer network and wireless devices' and other goods and services. The application was filed on Sept. 29. There is no equivalent trademark on record at the U.S. Patent and Trademark Office." -
Come Try Out Slashdot's New Design (In Beta)
Slashdot's biggest redesign effort ever is now in beta and you're invited to help guide it. This redesign has been shaped by feedback from community members over the past few months (a big thanks to those of you who participated in our alpha testing phase!), and we'd like your thoughts on it, too. This new design is meant to be richer but also simpler to use, while maintaining the spirit of what Slashdot is all about: News for Nerds. Stuff that matters. Read on for the details of what's included, or read this blog post. Update: 10/02 19:16 GMT by T : Since this post went live, we've been reading through the comments below as well as your (hundreds!) of emails. These are all valuable, as we continue to implement our current features into the Beta. Keep 'em coming; we love the feedback. Please keep in mind that this is called Beta for a reason; we've still folding in lots of improvements. One important thing to bear in mind is that the images are optional: check out the Classic mode by clicking on the view selection widget (just above the stories) on the Beta page. What's in the Beta?- Cleaner, simpler homepage design with option to view stories in three different layouts (Standard, Classic and Headline View)
- More community-promoted content in the All Stories view
- Improved profile pages to give you a snapshot of other community members
- Better, more prominent filters to view stories in different dimensions
- Easier browsing of popular topics straight from the main page.
Please keep in mind that this is a beta and some features are not yet available or fully baked. For features not yet available, you'll see a "Coming Soon" bubble if you hover your mouse over those areas of the site. Here are a few key areas we are still working on:
- Sign up
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Update: 10/01 20:54 GMT by S : For those of you who would rather browse Slashdot without pictures, click the icon at the top right of the story column, and switch to Classic View.
-
Book Review: Core HTML5 Canvas
eldavojohn writes "Core HTML5 Canvas is a book that focuses on illuminating HTML5 game development for beginning and intermediate developers. While HTML and JavaScript have long been a decent platform for displaying text and images, Geary provides a great programming learning experience that facilitates the canvas element in HTML5. In addition, smatterings of physics engines, performance analysis and mobile platform development give the reader nods to deeper topics in game development." Read below for the rest of eldavojohn's review. Core HTML5 Canvas author David Geary pages 723 publisher Prentice Hal rating 9/10 reviewer eldavojohn ISBN 9780132761611 summary An introduction to game development in HTML5's canvas that brings the developer all the way up to graphics, animation and basic game development. This book is written with a small introduction to HTML and JavaScript. While Geary does a decent job of describing some of those foundational skill sets, I fear that a completely novice developer might have a hard time getting to the level required for this text. With that in mind, I would recommend this book for people who already have at least a little bit of HTML and JavaScript development in their background. This book may also be useful to veteran developers of an unrelated language who can spot software patterns easily and aren't afraid to pick up JavaScript along the way. You can read all of Chapter One of the book here if you want to get a feeling for the writing. Geary also has sample chapters available on his site for the book, corehtml5canvas.com and maintains the code examples on Github. If you already write games, this book is likely too remedial for you (especially the explanations of sprites and collision detection) and the most useful parts would be Geary's explanation of how to produce traditional game elements with the modern HTML5 standards.
I have very few negative things to say about this text – many of which may be attributed to personal preferences. This book is code heavy. It starts off with a sweet spot ratio for me. I found I spent about twenty to thirty percent of my time scanning over HTML and JavaScript snippets inserted occasionally into passages. However, by the last chapters, I found myself poring over lengthier and lengthier listings that made me feel like I was spending sixty to seventy percent of my time analyzing the JavaScript code. To be fair, the author does do a good job of simply referencing back to concepts learned in other chapters but I wouldn't mind a re-explanation of those topics or a more in depth analysis of how those concepts interoperate. I also feel that it is risky to put so much code into print as that greatly impacts the shelf life of an unchanging book. The book itself warns on page 51 that toBlob() was a new specification added to HTML5 between writing the book and the book being published. I feel like this would warrant much more English explaining what you're accomplishing and why so that the book does not age as much from being tightly coupled to a snapshot of the specifications.
The code listings in this book are wonderfully colored to indicate quickly to the eye what part of the JavaScript language each piece is. I'm not sure how many copies suffer from this but my book happened to have a problem on some of the pages whereby the comprising colors did not line up. Here is a good example and a bad example just a few pages apart.
This was infrequent but quite distracting as the code became more and more predominant. Lastly, Geary briefly introduces the reader to amazing performance tools (jsPerf in Chapter 1 and again Browserscope in Chapter 4) early on and demonstrates how to effectively exercise it on small pieces of JavaScript. In the particular example he shows how subtle differences in handling image data can affect the performance inside different browsers (even different versions of the same browser as I'm sure the JavaScript engines are repeatedly tweaked). Since games are always resource intensive, I wondered why the author didn't take these examples to the next level and show the reader how to write unit tests (not really covered in the book). That way each of these functions could be extracted to a common interface where it would be selectively chosen based on browser identification. While this might be unnecessary for images, it would be a nod toward addressing the long pole in the tent when you look to squeeze cycles out of your code. Oddly, as more concepts are established and combined, these performance exercises disappear. I understand this book was an introduction to these side quests with a focus on game development but this was one logical step I wish had been taken further (especially in Chapter 9: The Ungame).
About a year ago, I started a hobby project to develop a framework for playing cards in the browser on all platforms. The canvas element would be the obvious tool of choice for accomplishing this goal. Unfortunately I began development using a very HTML4 attitude with (what I now recognize) was laughable resource management. This book really helped me further along in getting that hobby project to a more useable state.
The first chapter of the book introduces the reader to the basics of HTML5 and the canvas element. The author covers things like using clientX and clientY for mouse events instead of x and y. A simple clock is built and shows how to correctly use the basic drawing parts of the HTML5 specification. For readers unfamiliar with graphics applications, a lot of ground is covered on how you programmatically start by constructing an invisible path that will not be visually rendered until stroke() or fill() is called. The chapter also covers the basic event/listener paradigm employed by almost anything accepting user input. Geary explains how to properly save and restore the surface instead of trying to graphically undo what was just done.
An important theme through this book is how to use HTML elements alongside a canvas. This was one of the first follies of my "everything goes in canvas" attitude. If you want a control box in your application, don't reinvent the partially transparent box with paths and fills followed by mouse event handling over your canvas (actually covered in Chapter 10) – simply use an HTML div and CSS to position it over your canvas. Geary shows how to do this and would have saved me a lot of time. Geary discusses and shows how to manage off-screen canvases (invisible canvases) in the browser which comes in mighty handy when boosting performance in HTML5. The final parts of Chapter One focus on remedial math and how to correctly handle units of measure when working in the browser.
Chapter Two shows the reader how to build a rudimentary paint application with basic capabilities. It does a great job of showing how to expand on the basic functions provided by HTML5 and covers a little bit of the logic behind the behavior. Geary goes so far as to show the reader how to extend some of the core components of HTML5 like CanvasRenderingContext2D with an additional function. He also cautions that this can lead to pitfalls in JavaScript. This chapter does an excellent job of exploiting and enumerating core drawing functionality to achieve the next level in using these lines and objects for a desired user effect. Prior to reading this chapter, I hadn't viewed clip() in the correct light and Geary demonstrates the beginnings of its importance in building graphics. In Chapter Three, text gets the same extensive treatment that the basic drawing elements did in Chapter Two. In reading this chapter, it became apparent hat HTML5 has a lot of tips and tricks (perhaps that comes with the territory of what it's trying to achieve) like you have to replace the entire canvas to erase text. Being a novice, I'm not sure if the author covered all of such things but I was certainly appreciative for those included.
Chapter Four was an eye opener on images, video and their manipulation in canvas. The first revelation was that drawImage() can also render another canvas or even a video frame into the current canvas. The API name was not indicative to me but after reading this chapter, it became apparent that if I sat down and created a layout of my game's surface, I could render groups of images into one off-screen canvas and then continually insert that canvas into view with drawImage(). This saved me from considerable rerendering calls. The author also included some drag and drop sugar in this chapter. The book helped me understand that sometimes there are both legacy calls to old ways of doing things and also multiple new ways to accomplish the same goal. When you're trying to develop something as heavy as a game, there are a lot of pitfalls.
Chapter Five concentrates on animations in HTML5 and first and foremost identifies a problem I had struggled with in writing a game: don't use setInterval() or setTimeout() for animations. These are imprecise and instead the book guides the reader with instructions on letting the browser select the frame rate. Being a novice, the underlying concepts of requestAnimationFrame() had eluded me prior to reading this book. Geary's treatment of discussing each browser's nuances with this method may someday be dated text but helped me understand why the API call is so vital. It also helps you build workarounds for each browser if you need them. Blitting was also a new concept to me as was the tactic of double buffering (which the browser already does to canvas). This chapter is heavy on the hidden caveats to animation in the browser and builds on these to implement parallax and a stopwatch. The end of this chapter has a number of particularly useful "best practices" that I now see as crucial in HTML5 game development.
Chapter Six details sprites and sprite sheets. Here the author gives us a brief introduction to design patterns (notably Strategy, Command and Flyweight) but it's curious that this isn't persisted throughout the text. This chapter covers painters in good detail and again how to implement motion and timed animation via sprites with requestNextAnimationFrame(). This chapter does a great job of showing how to quickly animate a spritesheet.
Chapter Seven gives the user a brief introduction to implementing simple physics in a game engine like gravity and friction. It's actually just enough to move forward with the upcoming games but the most useful section of this chapter to me was how to warp time. While this motion looks intuitive, it was refreshing to see the math behind ease-in or ease-out effects. These simple touches look beautiful in canvas applications and critical, of course, in modeling realistic motion.
Naturally the next thing needed for a game is collision detection and Chapter Eight scratches the surface just enough to build our simple games. A lot of fundamental concepts are discussed like collision detection before or after the collision happens. Geary does a nice job of biting off just enough to chew from the strategies of ray casting, the separating axis theorem (SAT) and minimum translation vector algorithms for detecting collisions. Being a novice to collision detection, SAT was a new concept to me and I enjoyed Geary's illustrations of the lines perpendicular to the normal vectors on polygons. This chapter did a great job of visualizing what the code was achieving. The last thing this chapter tackles is how to react or bounce off during a collision. It provided enough for the games but it seemed like an afterthought to collision detection. Isn't there a possibility of spin on the object that could influence a bounce? These sort of questions didn't appear in the text.
And Chapter Nine gets to the main focus of this book: writing the actual game with all our prior accumulated knowledge. Geary calls this light game engine "the ungame" and adds things like multitrack sound, keyboard event handling and how to implement a heads-up display to our repertoire. This chapter is very code heavy and it confuses me why Geary prints comments inlined in the code when he has a full book format to publish his words in. The ungame was called as such because it put together a lot of elements of the game but it was still sort of missing the basic play elements. Geary then starts in on implementing a pinball game. It may sound overly complicated for a learning text but as each piece of the puzzle is broken down, the author manages to describe and explain it fairly concisely. While this section could use more description, it is basically just bringing together and applying our prior concepts like emulating physics and implementing realistic motion. The pinball board is merely polygons and our code there to detect collisions with the circle that is the ball. It was surprisingly how quickly a pinball game came together.
Chapter Ten takes a look at making custom controls (as mentioned earlier about trying to use HTML when possible). From progress bars to image panners, this chapter was interesting and I really enjoyed the way the author showed how to componentize and reuse these controls and their parts. There's really not a lot to say about this chapter, as you may imagine a lot of already covered components are implemented in achieving these controls and effects.
Geary recognizes HTML5's alluring potential of being a common platform for developing applications and games across desktops and mobile devices. In the final chapter of the book, he covers briefly the ins and outs of developing for mobile — hopefully without having to force your users to a completely different experience. I did not realize that native looking apps could be achieved on mobile devices with HTML5 but even with that trick up its sleeve, it's hard to imagine it becoming the de facto standard for all applications. Geary appears to be hopeful and does a good job of getting the developer thinking about the viewport and how the components of their canvas are going to be viewed from each device. Most importantly, it's discussed how to handle different kinds of input or even display a touch keyboard above your game for alphabetic input.
This was a delightful book that will help readers understand the finer points of developing games in HTML5's canvas element. While it doesn't get you to the point of developing three dimensional blockbuster games inside the browser, it does bite off a very manageable chunk for most readers. And, if you're a developer looking to get into HTML5 game design, I heavily recommend this text as an introduction.
You can purchase Core HTML5 Canvas from amazon.com. Slashdot welcomes readers' book reviews (sci-fi included) -- to see your own review here, read the book review guidelines, then visit the submission page. -
Book Review: Core HTML5 Canvas
eldavojohn writes "Core HTML5 Canvas is a book that focuses on illuminating HTML5 game development for beginning and intermediate developers. While HTML and JavaScript have long been a decent platform for displaying text and images, Geary provides a great programming learning experience that facilitates the canvas element in HTML5. In addition, smatterings of physics engines, performance analysis and mobile platform development give the reader nods to deeper topics in game development." Read below for the rest of eldavojohn's review. Core HTML5 Canvas author David Geary pages 723 publisher Prentice Hal rating 9/10 reviewer eldavojohn ISBN 9780132761611 summary An introduction to game development in HTML5's canvas that brings the developer all the way up to graphics, animation and basic game development. This book is written with a small introduction to HTML and JavaScript. While Geary does a decent job of describing some of those foundational skill sets, I fear that a completely novice developer might have a hard time getting to the level required for this text. With that in mind, I would recommend this book for people who already have at least a little bit of HTML and JavaScript development in their background. This book may also be useful to veteran developers of an unrelated language who can spot software patterns easily and aren't afraid to pick up JavaScript along the way. You can read all of Chapter One of the book here if you want to get a feeling for the writing. Geary also has sample chapters available on his site for the book, corehtml5canvas.com and maintains the code examples on Github. If you already write games, this book is likely too remedial for you (especially the explanations of sprites and collision detection) and the most useful parts would be Geary's explanation of how to produce traditional game elements with the modern HTML5 standards.
I have very few negative things to say about this text – many of which may be attributed to personal preferences. This book is code heavy. It starts off with a sweet spot ratio for me. I found I spent about twenty to thirty percent of my time scanning over HTML and JavaScript snippets inserted occasionally into passages. However, by the last chapters, I found myself poring over lengthier and lengthier listings that made me feel like I was spending sixty to seventy percent of my time analyzing the JavaScript code. To be fair, the author does do a good job of simply referencing back to concepts learned in other chapters but I wouldn't mind a re-explanation of those topics or a more in depth analysis of how those concepts interoperate. I also feel that it is risky to put so much code into print as that greatly impacts the shelf life of an unchanging book. The book itself warns on page 51 that toBlob() was a new specification added to HTML5 between writing the book and the book being published. I feel like this would warrant much more English explaining what you're accomplishing and why so that the book does not age as much from being tightly coupled to a snapshot of the specifications.
The code listings in this book are wonderfully colored to indicate quickly to the eye what part of the JavaScript language each piece is. I'm not sure how many copies suffer from this but my book happened to have a problem on some of the pages whereby the comprising colors did not line up. Here is a good example and a bad example just a few pages apart.
This was infrequent but quite distracting as the code became more and more predominant. Lastly, Geary briefly introduces the reader to amazing performance tools (jsPerf in Chapter 1 and again Browserscope in Chapter 4) early on and demonstrates how to effectively exercise it on small pieces of JavaScript. In the particular example he shows how subtle differences in handling image data can affect the performance inside different browsers (even different versions of the same browser as I'm sure the JavaScript engines are repeatedly tweaked). Since games are always resource intensive, I wondered why the author didn't take these examples to the next level and show the reader how to write unit tests (not really covered in the book). That way each of these functions could be extracted to a common interface where it would be selectively chosen based on browser identification. While this might be unnecessary for images, it would be a nod toward addressing the long pole in the tent when you look to squeeze cycles out of your code. Oddly, as more concepts are established and combined, these performance exercises disappear. I understand this book was an introduction to these side quests with a focus on game development but this was one logical step I wish had been taken further (especially in Chapter 9: The Ungame).
About a year ago, I started a hobby project to develop a framework for playing cards in the browser on all platforms. The canvas element would be the obvious tool of choice for accomplishing this goal. Unfortunately I began development using a very HTML4 attitude with (what I now recognize) was laughable resource management. This book really helped me further along in getting that hobby project to a more useable state.
The first chapter of the book introduces the reader to the basics of HTML5 and the canvas element. The author covers things like using clientX and clientY for mouse events instead of x and y. A simple clock is built and shows how to correctly use the basic drawing parts of the HTML5 specification. For readers unfamiliar with graphics applications, a lot of ground is covered on how you programmatically start by constructing an invisible path that will not be visually rendered until stroke() or fill() is called. The chapter also covers the basic event/listener paradigm employed by almost anything accepting user input. Geary explains how to properly save and restore the surface instead of trying to graphically undo what was just done.
An important theme through this book is how to use HTML elements alongside a canvas. This was one of the first follies of my "everything goes in canvas" attitude. If you want a control box in your application, don't reinvent the partially transparent box with paths and fills followed by mouse event handling over your canvas (actually covered in Chapter 10) – simply use an HTML div and CSS to position it over your canvas. Geary shows how to do this and would have saved me a lot of time. Geary discusses and shows how to manage off-screen canvases (invisible canvases) in the browser which comes in mighty handy when boosting performance in HTML5. The final parts of Chapter One focus on remedial math and how to correctly handle units of measure when working in the browser.
Chapter Two shows the reader how to build a rudimentary paint application with basic capabilities. It does a great job of showing how to expand on the basic functions provided by HTML5 and covers a little bit of the logic behind the behavior. Geary goes so far as to show the reader how to extend some of the core components of HTML5 like CanvasRenderingContext2D with an additional function. He also cautions that this can lead to pitfalls in JavaScript. This chapter does an excellent job of exploiting and enumerating core drawing functionality to achieve the next level in using these lines and objects for a desired user effect. Prior to reading this chapter, I hadn't viewed clip() in the correct light and Geary demonstrates the beginnings of its importance in building graphics. In Chapter Three, text gets the same extensive treatment that the basic drawing elements did in Chapter Two. In reading this chapter, it became apparent hat HTML5 has a lot of tips and tricks (perhaps that comes with the territory of what it's trying to achieve) like you have to replace the entire canvas to erase text. Being a novice, I'm not sure if the author covered all of such things but I was certainly appreciative for those included.
Chapter Four was an eye opener on images, video and their manipulation in canvas. The first revelation was that drawImage() can also render another canvas or even a video frame into the current canvas. The API name was not indicative to me but after reading this chapter, it became apparent that if I sat down and created a layout of my game's surface, I could render groups of images into one off-screen canvas and then continually insert that canvas into view with drawImage(). This saved me from considerable rerendering calls. The author also included some drag and drop sugar in this chapter. The book helped me understand that sometimes there are both legacy calls to old ways of doing things and also multiple new ways to accomplish the same goal. When you're trying to develop something as heavy as a game, there are a lot of pitfalls.
Chapter Five concentrates on animations in HTML5 and first and foremost identifies a problem I had struggled with in writing a game: don't use setInterval() or setTimeout() for animations. These are imprecise and instead the book guides the reader with instructions on letting the browser select the frame rate. Being a novice, the underlying concepts of requestAnimationFrame() had eluded me prior to reading this book. Geary's treatment of discussing each browser's nuances with this method may someday be dated text but helped me understand why the API call is so vital. It also helps you build workarounds for each browser if you need them. Blitting was also a new concept to me as was the tactic of double buffering (which the browser already does to canvas). This chapter is heavy on the hidden caveats to animation in the browser and builds on these to implement parallax and a stopwatch. The end of this chapter has a number of particularly useful "best practices" that I now see as crucial in HTML5 game development.
Chapter Six details sprites and sprite sheets. Here the author gives us a brief introduction to design patterns (notably Strategy, Command and Flyweight) but it's curious that this isn't persisted throughout the text. This chapter covers painters in good detail and again how to implement motion and timed animation via sprites with requestNextAnimationFrame(). This chapter does a great job of showing how to quickly animate a spritesheet.
Chapter Seven gives the user a brief introduction to implementing simple physics in a game engine like gravity and friction. It's actually just enough to move forward with the upcoming games but the most useful section of this chapter to me was how to warp time. While this motion looks intuitive, it was refreshing to see the math behind ease-in or ease-out effects. These simple touches look beautiful in canvas applications and critical, of course, in modeling realistic motion.
Naturally the next thing needed for a game is collision detection and Chapter Eight scratches the surface just enough to build our simple games. A lot of fundamental concepts are discussed like collision detection before or after the collision happens. Geary does a nice job of biting off just enough to chew from the strategies of ray casting, the separating axis theorem (SAT) and minimum translation vector algorithms for detecting collisions. Being a novice to collision detection, SAT was a new concept to me and I enjoyed Geary's illustrations of the lines perpendicular to the normal vectors on polygons. This chapter did a great job of visualizing what the code was achieving. The last thing this chapter tackles is how to react or bounce off during a collision. It provided enough for the games but it seemed like an afterthought to collision detection. Isn't there a possibility of spin on the object that could influence a bounce? These sort of questions didn't appear in the text.
And Chapter Nine gets to the main focus of this book: writing the actual game with all our prior accumulated knowledge. Geary calls this light game engine "the ungame" and adds things like multitrack sound, keyboard event handling and how to implement a heads-up display to our repertoire. This chapter is very code heavy and it confuses me why Geary prints comments inlined in the code when he has a full book format to publish his words in. The ungame was called as such because it put together a lot of elements of the game but it was still sort of missing the basic play elements. Geary then starts in on implementing a pinball game. It may sound overly complicated for a learning text but as each piece of the puzzle is broken down, the author manages to describe and explain it fairly concisely. While this section could use more description, it is basically just bringing together and applying our prior concepts like emulating physics and implementing realistic motion. The pinball board is merely polygons and our code there to detect collisions with the circle that is the ball. It was surprisingly how quickly a pinball game came together.
Chapter Ten takes a look at making custom controls (as mentioned earlier about trying to use HTML when possible). From progress bars to image panners, this chapter was interesting and I really enjoyed the way the author showed how to componentize and reuse these controls and their parts. There's really not a lot to say about this chapter, as you may imagine a lot of already covered components are implemented in achieving these controls and effects.
Geary recognizes HTML5's alluring potential of being a common platform for developing applications and games across desktops and mobile devices. In the final chapter of the book, he covers briefly the ins and outs of developing for mobile — hopefully without having to force your users to a completely different experience. I did not realize that native looking apps could be achieved on mobile devices with HTML5 but even with that trick up its sleeve, it's hard to imagine it becoming the de facto standard for all applications. Geary appears to be hopeful and does a good job of getting the developer thinking about the viewport and how the components of their canvas are going to be viewed from each device. Most importantly, it's discussed how to handle different kinds of input or even display a touch keyboard above your game for alphabetic input.
This was a delightful book that will help readers understand the finer points of developing games in HTML5's canvas element. While it doesn't get you to the point of developing three dimensional blockbuster games inside the browser, it does bite off a very manageable chunk for most readers. And, if you're a developer looking to get into HTML5 game design, I heavily recommend this text as an introduction.
You can purchase Core HTML5 Canvas from amazon.com. Slashdot welcomes readers' book reviews (sci-fi included) -- to see your own review here, read the book review guidelines, then visit the submission page. -
Review: Star Trek: Into Darkness
J.J. Abrams’ 2009 reboot of Star Trek was wildly successful. It raked in hundreds of millions at the box office, and revitalized the Star Trek franchise, which had languished for 7 years without a new film and 4 years without a TV presence (after 18 consecutive years of new shows). It also did something no Trek movie had done before; it made Star Trek ‘cool’ in the public consciousness. Combined, those factors ensured Abrams would get another turn at the helm of a Trek movie, and sooner rather than later. With today's release of Star Trek: Into Darkness, that trend is very likely to continue. It's a movie with all the same strengths and weaknesses of its predecessor, and if it worked before, it'll work again. Read on for our review.Spoiler level: minor. This review contains character and actor names and a couple references to scenes without going into their content.
Let’s get this out of the way up front: Star Trek: Into Darkness is a very entertaining film, and you will probably enjoy it.
Into Darkness hits the ground running, quickly reintroducing the rebooted crew and the Enterprise in all its glory. The opening act reminds us of everything we like about the 2009 Star Trek; snappy dialog, direct references to important parts of the original TV show, and cinematography that shows off the power, grace, and majesty of a Federation starship. It also highlights many of the differences between classic Trek and Abrams Trek.
In Abrams Trek, everything is fast. Kirk runs fast, Spock talks fast, crewmembers are always scrambling about the bridge and engineering at top speed, and as soon as a decision is made, action is taken. Tension and conflict arises with immediacy, and is resolved at the same pace. In Abrams Trek, no screentime is wasted. If a section of dialog is a bit technobabbley or it’s just providing background, something shiny will appear to keep your eyes and your attention engaged. In Abrams Trek, the lens flare deserves its own billing. Oh my, the lens flare.
But the big question about the Abrams films, both in 2009 and 2013, is: are they Star Trek? It’s a complicated issue, but one that's worth answering to fans of the various Trek TV series. Let's start by answering a somewhat simpler question: are they sci-fi? Not really. They fit the Hollywood definition of sci-fi — after all, they're flying spaceships and talking to aliens — but of course sci-fi is more than that. It's about ideas; it's about taking some part of life and changing it, then seeing what happens as a result. That's why Leguin, Dick, and Vonnegut are celebrated as sci-fi writers alongside Bradbury, Asimov, and Niven.
Into Darkness and the 2009 Star Trek before it aren't about ideas. They're unrepentantly character-driven. They're space operas. Perhaps more importantly, they're action films. I say this not to be exclusionary, but so we can evaluate in the proper context: as a Trek-themed action movie, Into Darkness is fantastic.
But Trek isn't about action (space opera, sometimes — action, no). It has certainly incorporated action; Kirk didn't get the reputation for always having a torn shirt for nothing. But in the TV shows, the action was punctuation; it was the set-up to the plot, or a way to resolve it once a moral issue had been defeated. In Day of the Dove, we were constantly shown fight scenes, but their purpose was to show the exaggerated hatreds of the characters, and to set up the we-must-work-together ending. And let's be clear: Abrams Trek isn't the first time the movie franchise departed toward action, either. Star Trek 2, widely regarded as the best of the films, was certainly a space opera, and you could make the case that it's an action film. The last three Next Generation films tried to be action films and failed. Abrams Trek tries and succeeds.
So, is it Trek? Well, it doesn't pass the sci-fi test, but let's look at the characters. Christopher Pine's Kirk is an exaggeration of Shatner's Kirk. All the characteristics of Shatner's Kirk are present in Pine's Kirk, but magnified tremendously. On the TV show, Kirk had a reputation as a womanizer. In Abrams Trek, Kirk is shown waking up in bed with space-babes and hitting on almost every female he comes in contact with. A lot of times it's for comedic effect, and succeeds at being funny, but it also feels like a caricature. Zachary Quinto's Spock felt much more natural to me this time around, in some ways. He pulls off Vulcan stoicism well. The only downside is that his emotional control feels like a simple prop; he maintains his facade until the writers need to show how important some event is, then it breaks.
The other familiar crew members each get a brief moment in the spotlight, but the limitations of a two-hour movie prevent any significant depth. Bones exists to crack jokes and repeat his catchphrases. Chekov exists to run around looking overwhelmed. Scotty exists to solve whatever problem is keeping the plot from moving forward. Simon Pegg's Scotty is still jarring, to me. His role as comic relief doesn’t mesh well with my perception of Scotty. (People unfamiliar with the original series probably wouldn't notice, or care; he is funny.) Doohan's Scotty was funny sometimes, but not in such an intentional way. It seems odd to have that character cracking wise. Sulu's screentime is brief, but it's good.
The one character I truly lament is Uhura, though not because of any complaint with Saldana. She serves to highlight one huge difference between Abrams Trek and classic Trek: Abrams Trek is a guy-movie. The majority of Uhura's role in Into Darkness is to be Spock's love-interest. She has one brief moment of being her own person, showing her own strengths — and (very minor spoiler) she fails and has to be rescued by men. Aside from Uhura, there's only one other significant woman character in the film, and her main purpose is to be both eye-candy and a bargaining chip for the men. In fact, thinking back, I'm pretty sure Into Darkness fails the Bechdel test. It bothers me that this happens in a Star Trek film. One of Trek's driving principles is a future of equality; a future free of the sexism and racism and classism we deal with today. It's not always an easy thing to write into a story, especially one limited to two hours — but we should at least try.
But let's step back to the more mundane aspects of the film, for a moment. The visuals are absolutely stunning. The alien planets, outer space, and a futuristic Earth are all fascinating to see. More importantly, Abrams shows us the Enterprise as we've always wanted to see her. Whether it's tearing off into high warp, diving through the atmosphere of a planet, or having the hull torn open by phaser fire, the ship looks amazing. The inside looks amazing, too — engineering looks much more like the belly of an enormously complex spacecraft than ever before. The special effects budget was well spent. ...Mostly. Abrams is known for his use of lens flare, but rather than toning it back, it seems like he's doubling down on that reputation. There are also a few action sequences where camera shaking and flashes of light get a bit excessive. I get that moving the camera really fast around a completely CGI environment helps to mask the imperfections, but there are times where you'll know a whole lot is going on without being exactly sure what. I'd happily take a slightly-less-crazy chase scene if I can get a clear look at it.
The scoring is solid. Into Darkness takes its main theme from the 2009 movie, with a few improvements. It doesn't get in the way. The acting is generally fine, as well. The regulars are more comfortable in the roles; this time around, they're playing themselves as much as they’re playing the original crew. Benedict Cumberbatch brings his talent to a leading role, and he does well with what he was given, but he could have been utilized better. His character exists in two modes — complete stillness and furious action. There’s very little in between, and I think that middle-ground is where Cumberbatch thrives, as on BBC's Sherlock. Still, his character made a far more compelling opponent for Kirk than 2009's Nero.
There were a few points where the acting did strike a discordant note for me. To explain why, I'm going to step back for a moment and discuss one of the major themes of the Star Trek reboot. J.J. Abrams and the others running the show constantly use aspects of the original show — props, plots, attitudes, and characters — to inform the reboot. However, they’re very, very consistent about re-interpreting all of those aspects. Everything is close enough to be familiar, but different enough seem new. In most cases, it works; new phasers just look better than old phasers. New Spock is different from Old Spock, but not in a bad way. In Into Darkness, we meet a familiar alien race, and the re-interpretation makes them feel a bit alien again. But it doesn't always work, and this leads me back to the acting. Without spoiling the content, there are a few scenes that are much more direct adaptations of old Star Trek scenes than we saw in the 2009 movie. It is a really interesting and cool concept, but the execution felt very odd, for me. I'll try to describe it: knowing how the scene was "supposed" to go, it felt as though the actors were trying to recreate it, but failing. Obviously, this is not the case; it was clearly planned, scripted, and shot with painstaking care, until they got exactly what they wanted. Still, the similarity hit an uncanny valley between original and re-interpretation. Fortunately for most viewers, anyone who isn’t much of a Trek fan isn't likely to notice or care.
As a long-time Trek fan, Star Trek: Into Darkness occupies a conflicted spot in my mind. At the most basic level, I went to a movie and really enjoyed it. I don't regret the $10 I spent on it, and I suspect most people would feel the same. At the same time, I'm a bit troubled by the direction the franchise is taking. There are a whole generation of kids who are now growing up with a very different perception of Star Trek than I did. To them, it's going to be just another Transformers-style action flick with no lasting importance. There's none of the idealism, optimism, or broadmindedness that was inherent to classic Trek. It's not hard to see why that is; stories like that are much harder to tell on the silver screen, and even when done well, they don't make as much money. They're much better suited to episodic TV. Unfortunately, if we see a new Trek TV series (more likely: when we see a new Trek TV series), you can bet it will be done in the style of the Abrams reboot, and I worry that the true sci-fi stories and the thought-provoking allegories will be subsumed by over-the-top action and relentless special effects. At the same time, I think some Trek is better than no Trek, and the two Abrams films make a better legacy for the franchise than Insurrection and Nemesis. I almost envy non-Trek-fans for not having to resolve the conflict of What Trek Is versus What Trek Isn't.
Bottom line: go see it.
-
Review: Star Trek: Into Darkness
J.J. Abrams’ 2009 reboot of Star Trek was wildly successful. It raked in hundreds of millions at the box office, and revitalized the Star Trek franchise, which had languished for 7 years without a new film and 4 years without a TV presence (after 18 consecutive years of new shows). It also did something no Trek movie had done before; it made Star Trek ‘cool’ in the public consciousness. Combined, those factors ensured Abrams would get another turn at the helm of a Trek movie, and sooner rather than later. With today's release of Star Trek: Into Darkness, that trend is very likely to continue. It's a movie with all the same strengths and weaknesses of its predecessor, and if it worked before, it'll work again. Read on for our review.Spoiler level: minor. This review contains character and actor names and a couple references to scenes without going into their content.
Let’s get this out of the way up front: Star Trek: Into Darkness is a very entertaining film, and you will probably enjoy it.
Into Darkness hits the ground running, quickly reintroducing the rebooted crew and the Enterprise in all its glory. The opening act reminds us of everything we like about the 2009 Star Trek; snappy dialog, direct references to important parts of the original TV show, and cinematography that shows off the power, grace, and majesty of a Federation starship. It also highlights many of the differences between classic Trek and Abrams Trek.
In Abrams Trek, everything is fast. Kirk runs fast, Spock talks fast, crewmembers are always scrambling about the bridge and engineering at top speed, and as soon as a decision is made, action is taken. Tension and conflict arises with immediacy, and is resolved at the same pace. In Abrams Trek, no screentime is wasted. If a section of dialog is a bit technobabbley or it’s just providing background, something shiny will appear to keep your eyes and your attention engaged. In Abrams Trek, the lens flare deserves its own billing. Oh my, the lens flare.
But the big question about the Abrams films, both in 2009 and 2013, is: are they Star Trek? It’s a complicated issue, but one that's worth answering to fans of the various Trek TV series. Let's start by answering a somewhat simpler question: are they sci-fi? Not really. They fit the Hollywood definition of sci-fi — after all, they're flying spaceships and talking to aliens — but of course sci-fi is more than that. It's about ideas; it's about taking some part of life and changing it, then seeing what happens as a result. That's why Leguin, Dick, and Vonnegut are celebrated as sci-fi writers alongside Bradbury, Asimov, and Niven.
Into Darkness and the 2009 Star Trek before it aren't about ideas. They're unrepentantly character-driven. They're space operas. Perhaps more importantly, they're action films. I say this not to be exclusionary, but so we can evaluate in the proper context: as a Trek-themed action movie, Into Darkness is fantastic.
But Trek isn't about action (space opera, sometimes — action, no). It has certainly incorporated action; Kirk didn't get the reputation for always having a torn shirt for nothing. But in the TV shows, the action was punctuation; it was the set-up to the plot, or a way to resolve it once a moral issue had been defeated. In Day of the Dove, we were constantly shown fight scenes, but their purpose was to show the exaggerated hatreds of the characters, and to set up the we-must-work-together ending. And let's be clear: Abrams Trek isn't the first time the movie franchise departed toward action, either. Star Trek 2, widely regarded as the best of the films, was certainly a space opera, and you could make the case that it's an action film. The last three Next Generation films tried to be action films and failed. Abrams Trek tries and succeeds.
So, is it Trek? Well, it doesn't pass the sci-fi test, but let's look at the characters. Christopher Pine's Kirk is an exaggeration of Shatner's Kirk. All the characteristics of Shatner's Kirk are present in Pine's Kirk, but magnified tremendously. On the TV show, Kirk had a reputation as a womanizer. In Abrams Trek, Kirk is shown waking up in bed with space-babes and hitting on almost every female he comes in contact with. A lot of times it's for comedic effect, and succeeds at being funny, but it also feels like a caricature. Zachary Quinto's Spock felt much more natural to me this time around, in some ways. He pulls off Vulcan stoicism well. The only downside is that his emotional control feels like a simple prop; he maintains his facade until the writers need to show how important some event is, then it breaks.
The other familiar crew members each get a brief moment in the spotlight, but the limitations of a two-hour movie prevent any significant depth. Bones exists to crack jokes and repeat his catchphrases. Chekov exists to run around looking overwhelmed. Scotty exists to solve whatever problem is keeping the plot from moving forward. Simon Pegg's Scotty is still jarring, to me. His role as comic relief doesn’t mesh well with my perception of Scotty. (People unfamiliar with the original series probably wouldn't notice, or care; he is funny.) Doohan's Scotty was funny sometimes, but not in such an intentional way. It seems odd to have that character cracking wise. Sulu's screentime is brief, but it's good.
The one character I truly lament is Uhura, though not because of any complaint with Saldana. She serves to highlight one huge difference between Abrams Trek and classic Trek: Abrams Trek is a guy-movie. The majority of Uhura's role in Into Darkness is to be Spock's love-interest. She has one brief moment of being her own person, showing her own strengths — and (very minor spoiler) she fails and has to be rescued by men. Aside from Uhura, there's only one other significant woman character in the film, and her main purpose is to be both eye-candy and a bargaining chip for the men. In fact, thinking back, I'm pretty sure Into Darkness fails the Bechdel test. It bothers me that this happens in a Star Trek film. One of Trek's driving principles is a future of equality; a future free of the sexism and racism and classism we deal with today. It's not always an easy thing to write into a story, especially one limited to two hours — but we should at least try.
But let's step back to the more mundane aspects of the film, for a moment. The visuals are absolutely stunning. The alien planets, outer space, and a futuristic Earth are all fascinating to see. More importantly, Abrams shows us the Enterprise as we've always wanted to see her. Whether it's tearing off into high warp, diving through the atmosphere of a planet, or having the hull torn open by phaser fire, the ship looks amazing. The inside looks amazing, too — engineering looks much more like the belly of an enormously complex spacecraft than ever before. The special effects budget was well spent. ...Mostly. Abrams is known for his use of lens flare, but rather than toning it back, it seems like he's doubling down on that reputation. There are also a few action sequences where camera shaking and flashes of light get a bit excessive. I get that moving the camera really fast around a completely CGI environment helps to mask the imperfections, but there are times where you'll know a whole lot is going on without being exactly sure what. I'd happily take a slightly-less-crazy chase scene if I can get a clear look at it.
The scoring is solid. Into Darkness takes its main theme from the 2009 movie, with a few improvements. It doesn't get in the way. The acting is generally fine, as well. The regulars are more comfortable in the roles; this time around, they're playing themselves as much as they’re playing the original crew. Benedict Cumberbatch brings his talent to a leading role, and he does well with what he was given, but he could have been utilized better. His character exists in two modes — complete stillness and furious action. There’s very little in between, and I think that middle-ground is where Cumberbatch thrives, as on BBC's Sherlock. Still, his character made a far more compelling opponent for Kirk than 2009's Nero.
There were a few points where the acting did strike a discordant note for me. To explain why, I'm going to step back for a moment and discuss one of the major themes of the Star Trek reboot. J.J. Abrams and the others running the show constantly use aspects of the original show — props, plots, attitudes, and characters — to inform the reboot. However, they’re very, very consistent about re-interpreting all of those aspects. Everything is close enough to be familiar, but different enough seem new. In most cases, it works; new phasers just look better than old phasers. New Spock is different from Old Spock, but not in a bad way. In Into Darkness, we meet a familiar alien race, and the re-interpretation makes them feel a bit alien again. But it doesn't always work, and this leads me back to the acting. Without spoiling the content, there are a few scenes that are much more direct adaptations of old Star Trek scenes than we saw in the 2009 movie. It is a really interesting and cool concept, but the execution felt very odd, for me. I'll try to describe it: knowing how the scene was "supposed" to go, it felt as though the actors were trying to recreate it, but failing. Obviously, this is not the case; it was clearly planned, scripted, and shot with painstaking care, until they got exactly what they wanted. Still, the similarity hit an uncanny valley between original and re-interpretation. Fortunately for most viewers, anyone who isn’t much of a Trek fan isn't likely to notice or care.
As a long-time Trek fan, Star Trek: Into Darkness occupies a conflicted spot in my mind. At the most basic level, I went to a movie and really enjoyed it. I don't regret the $10 I spent on it, and I suspect most people would feel the same. At the same time, I'm a bit troubled by the direction the franchise is taking. There are a whole generation of kids who are now growing up with a very different perception of Star Trek than I did. To them, it's going to be just another Transformers-style action flick with no lasting importance. There's none of the idealism, optimism, or broadmindedness that was inherent to classic Trek. It's not hard to see why that is; stories like that are much harder to tell on the silver screen, and even when done well, they don't make as much money. They're much better suited to episodic TV. Unfortunately, if we see a new Trek TV series (more likely: when we see a new Trek TV series), you can bet it will be done in the style of the Abrams reboot, and I worry that the true sci-fi stories and the thought-provoking allegories will be subsumed by over-the-top action and relentless special effects. At the same time, I think some Trek is better than no Trek, and the two Abrams films make a better legacy for the franchise than Insurrection and Nemesis. I almost envy non-Trek-fans for not having to resolve the conflict of What Trek Is versus What Trek Isn't.
Bottom line: go see it.
-
Review: Star Trek: Into Darkness
J.J. Abrams’ 2009 reboot of Star Trek was wildly successful. It raked in hundreds of millions at the box office, and revitalized the Star Trek franchise, which had languished for 7 years without a new film and 4 years without a TV presence (after 18 consecutive years of new shows). It also did something no Trek movie had done before; it made Star Trek ‘cool’ in the public consciousness. Combined, those factors ensured Abrams would get another turn at the helm of a Trek movie, and sooner rather than later. With today's release of Star Trek: Into Darkness, that trend is very likely to continue. It's a movie with all the same strengths and weaknesses of its predecessor, and if it worked before, it'll work again. Read on for our review.Spoiler level: minor. This review contains character and actor names and a couple references to scenes without going into their content.
Let’s get this out of the way up front: Star Trek: Into Darkness is a very entertaining film, and you will probably enjoy it.
Into Darkness hits the ground running, quickly reintroducing the rebooted crew and the Enterprise in all its glory. The opening act reminds us of everything we like about the 2009 Star Trek; snappy dialog, direct references to important parts of the original TV show, and cinematography that shows off the power, grace, and majesty of a Federation starship. It also highlights many of the differences between classic Trek and Abrams Trek.
In Abrams Trek, everything is fast. Kirk runs fast, Spock talks fast, crewmembers are always scrambling about the bridge and engineering at top speed, and as soon as a decision is made, action is taken. Tension and conflict arises with immediacy, and is resolved at the same pace. In Abrams Trek, no screentime is wasted. If a section of dialog is a bit technobabbley or it’s just providing background, something shiny will appear to keep your eyes and your attention engaged. In Abrams Trek, the lens flare deserves its own billing. Oh my, the lens flare.
But the big question about the Abrams films, both in 2009 and 2013, is: are they Star Trek? It’s a complicated issue, but one that's worth answering to fans of the various Trek TV series. Let's start by answering a somewhat simpler question: are they sci-fi? Not really. They fit the Hollywood definition of sci-fi — after all, they're flying spaceships and talking to aliens — but of course sci-fi is more than that. It's about ideas; it's about taking some part of life and changing it, then seeing what happens as a result. That's why Leguin, Dick, and Vonnegut are celebrated as sci-fi writers alongside Bradbury, Asimov, and Niven.
Into Darkness and the 2009 Star Trek before it aren't about ideas. They're unrepentantly character-driven. They're space operas. Perhaps more importantly, they're action films. I say this not to be exclusionary, but so we can evaluate in the proper context: as a Trek-themed action movie, Into Darkness is fantastic.
But Trek isn't about action (space opera, sometimes — action, no). It has certainly incorporated action; Kirk didn't get the reputation for always having a torn shirt for nothing. But in the TV shows, the action was punctuation; it was the set-up to the plot, or a way to resolve it once a moral issue had been defeated. In Day of the Dove, we were constantly shown fight scenes, but their purpose was to show the exaggerated hatreds of the characters, and to set up the we-must-work-together ending. And let's be clear: Abrams Trek isn't the first time the movie franchise departed toward action, either. Star Trek 2, widely regarded as the best of the films, was certainly a space opera, and you could make the case that it's an action film. The last three Next Generation films tried to be action films and failed. Abrams Trek tries and succeeds.
So, is it Trek? Well, it doesn't pass the sci-fi test, but let's look at the characters. Christopher Pine's Kirk is an exaggeration of Shatner's Kirk. All the characteristics of Shatner's Kirk are present in Pine's Kirk, but magnified tremendously. On the TV show, Kirk had a reputation as a womanizer. In Abrams Trek, Kirk is shown waking up in bed with space-babes and hitting on almost every female he comes in contact with. A lot of times it's for comedic effect, and succeeds at being funny, but it also feels like a caricature. Zachary Quinto's Spock felt much more natural to me this time around, in some ways. He pulls off Vulcan stoicism well. The only downside is that his emotional control feels like a simple prop; he maintains his facade until the writers need to show how important some event is, then it breaks.
The other familiar crew members each get a brief moment in the spotlight, but the limitations of a two-hour movie prevent any significant depth. Bones exists to crack jokes and repeat his catchphrases. Chekov exists to run around looking overwhelmed. Scotty exists to solve whatever problem is keeping the plot from moving forward. Simon Pegg's Scotty is still jarring, to me. His role as comic relief doesn’t mesh well with my perception of Scotty. (People unfamiliar with the original series probably wouldn't notice, or care; he is funny.) Doohan's Scotty was funny sometimes, but not in such an intentional way. It seems odd to have that character cracking wise. Sulu's screentime is brief, but it's good.
The one character I truly lament is Uhura, though not because of any complaint with Saldana. She serves to highlight one huge difference between Abrams Trek and classic Trek: Abrams Trek is a guy-movie. The majority of Uhura's role in Into Darkness is to be Spock's love-interest. She has one brief moment of being her own person, showing her own strengths — and (very minor spoiler) she fails and has to be rescued by men. Aside from Uhura, there's only one other significant woman character in the film, and her main purpose is to be both eye-candy and a bargaining chip for the men. In fact, thinking back, I'm pretty sure Into Darkness fails the Bechdel test. It bothers me that this happens in a Star Trek film. One of Trek's driving principles is a future of equality; a future free of the sexism and racism and classism we deal with today. It's not always an easy thing to write into a story, especially one limited to two hours — but we should at least try.
But let's step back to the more mundane aspects of the film, for a moment. The visuals are absolutely stunning. The alien planets, outer space, and a futuristic Earth are all fascinating to see. More importantly, Abrams shows us the Enterprise as we've always wanted to see her. Whether it's tearing off into high warp, diving through the atmosphere of a planet, or having the hull torn open by phaser fire, the ship looks amazing. The inside looks amazing, too — engineering looks much more like the belly of an enormously complex spacecraft than ever before. The special effects budget was well spent. ...Mostly. Abrams is known for his use of lens flare, but rather than toning it back, it seems like he's doubling down on that reputation. There are also a few action sequences where camera shaking and flashes of light get a bit excessive. I get that moving the camera really fast around a completely CGI environment helps to mask the imperfections, but there are times where you'll know a whole lot is going on without being exactly sure what. I'd happily take a slightly-less-crazy chase scene if I can get a clear look at it.
The scoring is solid. Into Darkness takes its main theme from the 2009 movie, with a few improvements. It doesn't get in the way. The acting is generally fine, as well. The regulars are more comfortable in the roles; this time around, they're playing themselves as much as they’re playing the original crew. Benedict Cumberbatch brings his talent to a leading role, and he does well with what he was given, but he could have been utilized better. His character exists in two modes — complete stillness and furious action. There’s very little in between, and I think that middle-ground is where Cumberbatch thrives, as on BBC's Sherlock. Still, his character made a far more compelling opponent for Kirk than 2009's Nero.
There were a few points where the acting did strike a discordant note for me. To explain why, I'm going to step back for a moment and discuss one of the major themes of the Star Trek reboot. J.J. Abrams and the others running the show constantly use aspects of the original show — props, plots, attitudes, and characters — to inform the reboot. However, they’re very, very consistent about re-interpreting all of those aspects. Everything is close enough to be familiar, but different enough seem new. In most cases, it works; new phasers just look better than old phasers. New Spock is different from Old Spock, but not in a bad way. In Into Darkness, we meet a familiar alien race, and the re-interpretation makes them feel a bit alien again. But it doesn't always work, and this leads me back to the acting. Without spoiling the content, there are a few scenes that are much more direct adaptations of old Star Trek scenes than we saw in the 2009 movie. It is a really interesting and cool concept, but the execution felt very odd, for me. I'll try to describe it: knowing how the scene was "supposed" to go, it felt as though the actors were trying to recreate it, but failing. Obviously, this is not the case; it was clearly planned, scripted, and shot with painstaking care, until they got exactly what they wanted. Still, the similarity hit an uncanny valley between original and re-interpretation. Fortunately for most viewers, anyone who isn’t much of a Trek fan isn't likely to notice or care.
As a long-time Trek fan, Star Trek: Into Darkness occupies a conflicted spot in my mind. At the most basic level, I went to a movie and really enjoyed it. I don't regret the $10 I spent on it, and I suspect most people would feel the same. At the same time, I'm a bit troubled by the direction the franchise is taking. There are a whole generation of kids who are now growing up with a very different perception of Star Trek than I did. To them, it's going to be just another Transformers-style action flick with no lasting importance. There's none of the idealism, optimism, or broadmindedness that was inherent to classic Trek. It's not hard to see why that is; stories like that are much harder to tell on the silver screen, and even when done well, they don't make as much money. They're much better suited to episodic TV. Unfortunately, if we see a new Trek TV series (more likely: when we see a new Trek TV series), you can bet it will be done in the style of the Abrams reboot, and I worry that the true sci-fi stories and the thought-provoking allegories will be subsumed by over-the-top action and relentless special effects. At the same time, I think some Trek is better than no Trek, and the two Abrams films make a better legacy for the franchise than Insurrection and Nemesis. I almost envy non-Trek-fans for not having to resolve the conflict of What Trek Is versus What Trek Isn't.
Bottom line: go see it.