Domain: slashdot.org
Stories and comments across the archive that link to slashdot.org.
Stories · 37,380
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TrueCrypt To Go Through a Crowdfunded, Public Security Audit
An anonymous reader writes "After all the revelations about NSA's spying efforts, and especially after the disclosure of details about its Bullrun program aimed at subverting encryption standards and efforts around the world, the question has been raised of whether any encryption software can be trusted. Security experts have repeatedly said that it you want to trust this type of software, your best bet is to choose software that is open source. But, in order to be entirely sure, a security audit of the code by independent experts sounds like a definitive answer to that issue. And that it exactly what Matthew Green, cryptographer and research professor at Johns Hopkins University, and Kenneth White, co-founder of hosted healthcare services provider BAO Systems, have set out to do. The software that will be audited is the famous file and disk encryption software package TrueCrypt. Green and White have started fundraising at FundFill and IndieGoGo, and have so far raised over $50,000 in total." (Mentioned earlier on Slashdot; the now-funded endeavor is also covered at Slash DataCenter.) -
Healthcare.gov Official Resigns, Website Still a Disaster
Nerval's Lobster writes "A government official who helped oversee the bug-riddled Healthcare.gov Website has resigned his post. Tony Trenkle, Chief Information Officer (CIO) for Medicare and Medicaid Services, which oversees Healthcare.gov, will reportedly join the private sector after he departs on November 15. A spokesperson for the Medicare agency refused to say whether he had been forced out, telling reporters: 'Tony made a decision that he was going to move to the private sector and that is what our COO announced yesterday.' Because of his supervisory role, Trenkle is considered a significant player in the Website's development; The New York Times indicated that he was one of two federal officials who signed an internal memo suggesting that security protocols for the Website weren't in place as recently as late September, a few days before Healthcare.gov's launch.Following Trenkle's resignation, Health and Human Services secretary Kathleen Sebelius admitted to the Senate Finance Committee that Healthcare.gov would require hundreds of fixes. 'We're not where we need to be,' she said. 'It's a pretty aggressive schedule to get to the entire punch list by the end of November.' Sebelius added that she was ultimately accountable for what she termed the 'excruciatingly awful' rollout. Healthcare.gov has experienced massive problems since its Oct. 1 debut. In addition to repeated crashes and slow performance, the Website's software often prevents people from setting up accounts. President Obama has expressed intense frustration with the situation, but insists the Affordable Care Act (ACA) backing the Website remains strong. 'The essence of the law, the health insurance that's available to people is working just fine,' he told reporters in October. 'The problem has been that the website that's supposed to make it easy to apply for insurance hasn't been working.' While the federal government won't release 'official' enrollment numbers until the end of November, it's clear that the Website's backers are losing the battle of public perception." -
North Korea Developing Electromagnetic Pulse Weapons
An anonymous reader writes "The Sydney Morning Herald reports, 'North Korea is using Russian technology to develop electromagnetic pulse weapons aimed at paralyzing military electronic equipment south of the border, according to South Korea's spy agency. The National Intelligence Service (NIS) said in a report to parliament that the North had purchased Russian electromagnetic pulse (EMP) weaponry to develop its own versions. EMP weapons are used to damage electronic equipment. At higher energy levels, an EMP can cause more widespread damage including to aircraft structures and other objects. The spy agency also said the North's leader Kim Jong-Un sees cyber attacks as an all-purpose weapon along with nuclear weapons and missiles, according to legislators briefed by the NIS.'" Let's not forget that North Korea has also achieved nuclear fusion, developed a super drink that can cure aging and disease, and found a "unicorn lair" last year. -
North Korea Developing Electromagnetic Pulse Weapons
An anonymous reader writes "The Sydney Morning Herald reports, 'North Korea is using Russian technology to develop electromagnetic pulse weapons aimed at paralyzing military electronic equipment south of the border, according to South Korea's spy agency. The National Intelligence Service (NIS) said in a report to parliament that the North had purchased Russian electromagnetic pulse (EMP) weaponry to develop its own versions. EMP weapons are used to damage electronic equipment. At higher energy levels, an EMP can cause more widespread damage including to aircraft structures and other objects. The spy agency also said the North's leader Kim Jong-Un sees cyber attacks as an all-purpose weapon along with nuclear weapons and missiles, according to legislators briefed by the NIS.'" Let's not forget that North Korea has also achieved nuclear fusion, developed a super drink that can cure aging and disease, and found a "unicorn lair" last year. -
North Korea Developing Electromagnetic Pulse Weapons
An anonymous reader writes "The Sydney Morning Herald reports, 'North Korea is using Russian technology to develop electromagnetic pulse weapons aimed at paralyzing military electronic equipment south of the border, according to South Korea's spy agency. The National Intelligence Service (NIS) said in a report to parliament that the North had purchased Russian electromagnetic pulse (EMP) weaponry to develop its own versions. EMP weapons are used to damage electronic equipment. At higher energy levels, an EMP can cause more widespread damage including to aircraft structures and other objects. The spy agency also said the North's leader Kim Jong-Un sees cyber attacks as an all-purpose weapon along with nuclear weapons and missiles, according to legislators briefed by the NIS.'" Let's not forget that North Korea has also achieved nuclear fusion, developed a super drink that can cure aging and disease, and found a "unicorn lair" last year. -
What Apple Does and Doesn't Know About You
Daniel_Stuckey writes "Tucked inside Apple's first-ever transparency report, published yesterday, was a not-so-subtle dig at the tech giant's competitors. 'Our business does not depend on collecting personal data,' Apple wrote. 'We have no interest in amassing personal information about our customers.' It's no secret that for social web companies like Google or Facebook, collecting, storing, and analyzing data about every aspect of your life translates into cold, hard cash—the more sensitive and personal, the better. But in the emerging post-NSA new world order, the unwritten privacy-for-cool services agreement that drives the internet ecosystem is making netizens increasingly uneasy." -
Your Digital Life Will Only Get More Crowded... If You Let It
Nerval's Lobster writes "By 2015, Americans' ability to access digital media at home and on mobile devices will raise the average volume of media consumed to the equivalent of nine DVDs worth of data per person, per day – not including whatever media they consume at work. That estimate adds up to 15.5 hours of media use per day per person, which breaks down to 74 gigabytes of data per person and a national, collective total of 8.75 zettabytes, according to a new report. Between 2008 and 2013, Americans grew from watching 11 hours of media per day to 14 hours per day – a growth rate of about 5 percent per year, lead author James E. Short wrote in the report. The increasing number of digital-data consumers and the shift from analog to digital media drove the total volume of data in bytes to grow 18 percent per year. That growth rate 'is less than the capacity to process data, driven by Moore's Law, [of about] 30 percent per year,' he added, 'but is still impressive.' Social media is growing even faster than other options – 28 percent per year, from 6.3 billion hours in 2008 to an estimated 35.2 billion hours in 2015. Companies expecting to catch the attention of either employees or customers will have to do so in the context of an increasingly media-swamped population. Digital data consumption will continue to rise, the SDSC projections estimate, possibly to more than an average of 24 hours per person per day – which is only possible assuming multiple simultaneous data streams running through the minds of Americans watching TV, browsing the Web and texting each other simultaneously, probably to ask why they never have time to just sit and talk any more." -
The Silk Road Is Back
Daniel_Stuckey writes "Silk Road is rising from the dead. After the FBI seized the deep web's favourite illegal drug market and arrested its alleged founder Ross Ulbricht last month (for, among other things, ordering a hit through his own website), the online-marketplace-cum-libertarian-movement has found a new home and opened for business at 16:20 GMT this afternoon. In the wake of the original Silk Road's closure, everything became a little turbulent for its users. First, they had to get used to not getting high-quality, peer-reviewed drugs delivered direct to their sofas. (Though presumably they didn't stop getting high, instead forced back to the 'mystery mix' street dealers and surly ex-Balkan war criminals who have spent years filling cities with drugs at night.) Some users were pissed off that they'd lost all the Bitcoin wealth they'd amassed, or that paid-for orders would go undelivered, while small-time dealers freaked out about how they suddenly lacked the funds to pay off debts owed to drug sellers higher up the food chain." -
The Silk Road Is Back
Daniel_Stuckey writes "Silk Road is rising from the dead. After the FBI seized the deep web's favourite illegal drug market and arrested its alleged founder Ross Ulbricht last month (for, among other things, ordering a hit through his own website), the online-marketplace-cum-libertarian-movement has found a new home and opened for business at 16:20 GMT this afternoon. In the wake of the original Silk Road's closure, everything became a little turbulent for its users. First, they had to get used to not getting high-quality, peer-reviewed drugs delivered direct to their sofas. (Though presumably they didn't stop getting high, instead forced back to the 'mystery mix' street dealers and surly ex-Balkan war criminals who have spent years filling cities with drugs at night.) Some users were pissed off that they'd lost all the Bitcoin wealth they'd amassed, or that paid-for orders would go undelivered, while small-time dealers freaked out about how they suddenly lacked the funds to pay off debts owed to drug sellers higher up the food chain." -
Gate One Will Support X11: Fast Enough To Run VLC In Your Browser
Riskable writes "Ever seen a remote desktop tool that's fast/efficient enough to play back video? Gate One will soon have that capability via the forthcoming X11 support (as demonstrated in the video). I am posting this to Slashdot looking for suggestions and feedback as to how I should move forward with it before I solidify the architecture, API, and even the business end of it (making money). I'll be watching the thread and replying to comments (as I have time). Also, if you're interested you can sign up to be notified when it's available." We've posted a few stories about Gate One previously. -
Interviews: Ask Ben Heck About Gaming and Console Modding
Benjamin Heckendorn, better known as Ben Heck, has become famous for modding consoles and game controllers. Over 10 million viewers worldwide have watched The Ben Heck Show to see him create something new out of old gaming systems every week. Been has agreed to leave the Ataris alone for a while and answer your questions about console modding and gaming in general. As usual, ask as many as you'd like, but please, one question per post. -
Interviews: Ask Ben Heck About Gaming and Console Modding
Benjamin Heckendorn, better known as Ben Heck, has become famous for modding consoles and game controllers. Over 10 million viewers worldwide have watched The Ben Heck Show to see him create something new out of old gaming systems every week. Been has agreed to leave the Ataris alone for a while and answer your questions about console modding and gaming in general. As usual, ask as many as you'd like, but please, one question per post. -
Mozilla Backtracks On Third-Party Cookie Blocking
An anonymous reader writes "Remember when Mozilla announced that it would soon block third-party cookies by default? Not so fast. According to a new behind-the-scenes report in the San Francisco Chronicle, 'it's not clear when it will happen — or if it will at all.' Mozilla's leadership is apparently no longer committed to the feature, and the related Cookie Clearinghouse collaboration is delayed well into 2014. Who's to blame? According to Dan Auerbach, Staff Technologist at the Electronic Frontier Foundation, 'The ad industry has a ton of people, basically lobbyists, who spent a lot of time trying to convince Mozilla this was bad for the economy... I think they were somewhat successful.' Not a good showing for the purportedly pro-user organization." -
Mozilla Backtracks On Third-Party Cookie Blocking
An anonymous reader writes "Remember when Mozilla announced that it would soon block third-party cookies by default? Not so fast. According to a new behind-the-scenes report in the San Francisco Chronicle, 'it's not clear when it will happen — or if it will at all.' Mozilla's leadership is apparently no longer committed to the feature, and the related Cookie Clearinghouse collaboration is delayed well into 2014. Who's to blame? According to Dan Auerbach, Staff Technologist at the Electronic Frontier Foundation, 'The ad industry has a ton of people, basically lobbyists, who spent a lot of time trying to convince Mozilla this was bad for the economy... I think they were somewhat successful.' Not a good showing for the purportedly pro-user organization." -
AMD's Radeon R9 290 Delivers 290X Performance For $150 Less
crookedvulture writes "The back and forth battle for PC graphics supremacy is quite a thing to behold. Last week, Nvidia cut GeForce prices in response to the arrival of AMD's latest Radeons. That move caused AMD to rejigger its plans for the new Radeon R9 290, which debuted today with a higher default fan speed and faster performance than originally planned. This $400 card offers almost identical performance to AMD's flagship R9 290X for $150 less. Indeed, it's often faster than Nvidia's $1000 GeForce Titan. But the 290 also consumes a lot more power, and its fan spins up to 49 decibels under load. Fortunately, the acoustic profile isn't too grating. Radeon R9 290 isn't the only new graphics card due this week, either. Nvidia is scheduled to unveil its GeForce GTX 780 Ti on November 7, and that card could further upset the balance at the high end of the GPU market. As AMD and Nvidia trade blows, PC gamers seem to be the ones who benefit." Additional reviews available from AnandTech, PC Perspective, Hot Hardware, and Tom's Hardware. -
AMD's Radeon R9 290 Delivers 290X Performance For $150 Less
crookedvulture writes "The back and forth battle for PC graphics supremacy is quite a thing to behold. Last week, Nvidia cut GeForce prices in response to the arrival of AMD's latest Radeons. That move caused AMD to rejigger its plans for the new Radeon R9 290, which debuted today with a higher default fan speed and faster performance than originally planned. This $400 card offers almost identical performance to AMD's flagship R9 290X for $150 less. Indeed, it's often faster than Nvidia's $1000 GeForce Titan. But the 290 also consumes a lot more power, and its fan spins up to 49 decibels under load. Fortunately, the acoustic profile isn't too grating. Radeon R9 290 isn't the only new graphics card due this week, either. Nvidia is scheduled to unveil its GeForce GTX 780 Ti on November 7, and that card could further upset the balance at the high end of the GPU market. As AMD and Nvidia trade blows, PC gamers seem to be the ones who benefit." Additional reviews available from AnandTech, PC Perspective, Hot Hardware, and Tom's Hardware. -
The First Phone You Can Actually Bend: LG's G Flex
iONiUM writes "As a follow up to LG's announcement of mass flexible OLED production, and as a competitor to the limited Samsung Round trial which was only available in Korea on SK Telecom, LG has released the G Flex phone which is curved vertically (instead of the Round's horizontal bend, which many thought was the 'wrong way'). In addition, the G Flex can actually be flexed, as shown in the video in the article." -
After Successful Launch, India's Mars Orbiter Is On Its Way
neo12 writes "India has successfully launched a spacecraft to the Red Planet — with the aim of becoming the fourth space agency to reach Mars." As our previous mention of the launch notes, getting to Mars by rocket is a long haul: if all goes well, it will be about 10 months until Mangalyaan reaches orbit. -
Google Relying On People Power For 'Helpouts'
Nerval's Lobster writes "While Google built its highly profitable search business atop a complex mix of algorithms and machine learning, its latest initiative actually depends on people power: Helpouts, which allows users (for a fee) to video-chat with experts in particular fields. Google has rolled out the service with a few brands in place, such as One Medical and Weight Watchers, and promises that it will expand its portfolio of helpful brands and individuals over the next several months. Existing categories include Cooking, Art & Music, Computers & Electronics, Education & Careers, Fashion & Beauty, Fitness & Nutrition, Health, and Home & Garden. Some Helpouts charge nothing for their time; for example, the 'Cooking' section of the Website already features a handful of chefs willing to talk users through baking, broiling, slicing and dicing for free. A few vendors in the Computers & Electronics section, by contrast, charge $2 per minute or even $200 per Hangout session for advice on WordPress setup, Website design, and more. So why is Google doing this? There are plenty of Websites that already dispense advice, although most rely on the written word—Quora, for example, lets its users pose text-based questions and receive answers. There's also rising interest in Massive Open Online Courses, also known as MOOCs, in which thousands of people can sign online to learn about something new. In theory, Helpouts (if it's built out enough) could make Google a player in those markets, as well as specialized verticals such as language learning — and earn some healthy revenue in the process." -
Bitcoin Protocol Vulnerability Could Lead To a Collapse
First time accepted submitter stanga writes "Cornell researchers unveiled an attack on the Bitcoin mining protocol that enables selfish mining pools to earn more than their fair share. In a technical report the authors explain this attack can be performed by a pool of any size. Rational miners will join this pool to increase their benefits, creating a snowball effect that may end up with a pool commanding a majority of the system's mining power. Such a pool would be able to single-handedly control the blockchain, violating the decentralized nature of the increasingly successful Bitcoin. The authors propose a patch to the protocol that would protect the system from selfish mining pools smaller than 25% of the system. They also show that Bitcoin can never be safe from selfish mining pools larger than 33% of the network, whereas it was previously believed that only groups larger than 50% of the network were a threat to the system. The question is — can the miners operating today adopt the suggested fix and dismantle too-large pools before a selfish mining pool arises?" -
David Craddock and Two Blizzard North Co-Founders (Video 2 of 2)
In this video, we continue our conversation with author David Craddock about his investigation into the early days of game studio Blizzard for his new book, Stay Awhile and Listen. He's joined by Dave Brevik and Max Schaefer, two of the co-founders of Blizzard North. They talk about keeping games accessible, the importance of getting the amount of background story right in Diablo, and whether the creators of these early games have any regrets about them. They also talk about designing The Butcher. (This is video part 2 of 2. The transcript of Part 1 is now available, too, if you care to go back and read it.) -
David Craddock and Two Blizzard North Co-Founders (Video 2 of 2)
In this video, we continue our conversation with author David Craddock about his investigation into the early days of game studio Blizzard for his new book, Stay Awhile and Listen. He's joined by Dave Brevik and Max Schaefer, two of the co-founders of Blizzard North. They talk about keeping games accessible, the importance of getting the amount of background story right in Diablo, and whether the creators of these early games have any regrets about them. They also talk about designing The Butcher. (This is video part 2 of 2. The transcript of Part 1 is now available, too, if you care to go back and read it.) -
Meet Slashdot 'Super Submitter' Esther Schindler (Video)
Her bio says, "Esther Schindler has been writing about computers – with a particular focus on software development and open source – since the early 1990s. You’ve seen Esther’s byline in prominent IT publications, such as CIO.com, IT World, and IEEE Spectrum. She's written dozens of analyst reports for Evans Data about software development trends. Her name is on the cover of about a dozen books, including most recently The Complete Idiot’s Guide to Twitter Marketing. Esther is editor of a site for software developers, these days, while still freelancing occasionally for IT World (most recently The developer's guide to future car technology) and she writes a blog about project management." She submits her own work to Slashdot, and submits work for other writers, too. She may or may not be the most successful Slashdot submitter of all time, based on the percentage of her submissions that show up on the front page, but she is absolutely in the top 10. In this interview, she shares some of her secrets. Maybe Esther's thoughts will help you submit more successfully. (So will reading the Slashdot FAQ.) -
Speed Test: Comparing Intel C++, GNU C++, and LLVM Clang Compilers
Nerval's Lobster writes "Benchmarking is a tricky business: a valid benchmarking tries to remove all extraneous variables in order to get an accurate measurement, a process that's often problematic: sometimes it's nearly impossible to remove all outside influences, and often the process of taking the measurement can skew the results. In deciding to compare three compilers (the Intel C++ compiler, the GNU C++ compiler (g++), and the LLVM clang compiler), developer and editor Jeff Cogswell takes a number of 'real world' factors into account, such as how each compiler deals with templates, and comes to certain conclusions. 'It's interesting that the code built with the g++ compiler performed the best in most cases, although the clang compiler proved to be the fastest in terms of compilation time,' he writes. 'But I wasn't able to test much regarding the parallel processing with clang, since its Cilk Plus extension aren't quite ready, and the Threading Building Blocks team hasn't ported it yet.' Follow his work and see if you agree, and suggest where he can go from here." -
BlackBerry Abandons Sale Plans, Will Replace CEO
An anonymous reader writes "BlackBerry has abandoned plans to sell the company to Fairfax Holdings after the shareholder could not raise enough money. CEO Thorsten Heins is to leave the company. From the article: 'The company also said that Prem Watsa, chairman and CEO of Fairfax, will be appointed Lead Director and chair of the compensation, nomination and governance committee. Mr. Watsa had resigned from the BlackBerry board earlier this year to explore a bid for the company.'" -
EU Considering Sensors In Sewers To Detect Bomb-Makers
Nerval's Lobster writes "Security agencies in Europe have found a whole new way to identify and approach bombmakers and other potentially dangerous radicals. The only problem with the approach is that it stinks. Literally. Researchers in a European-Union funded project called Emphasis are developing chemical sensors that can be embedded in networks of underground sewage tunnels to sniff the air and phone home at the first hint of chemical residue from the manufacture of bombs. Using remote sensors might be effective because the liquid- and gas byproducts of bomb production – and manufacture of many drugs as well – leak, seep or are poured into sinks and toilets to get rid of the evidence, according to Hans Onnerud, an analytical chemist with the Swedish Defense Research Agency. With such a catchall underneath the city streets, and the chemical wherewithal to identify which smells belong to bombs or drugs and which belong to other things, it should be possible to keep a close watch on development of dangerous materials in a city without invading the homes of residents, Onnerud added. In fact, if sewer-sniffing technology had been in place in 2005, British authorities might have had a much easier time tracing the location of the bombers, or even detecting them ahead of time and stopping the London subway bomb attack that killed 54 people. Fumes from the bombs used in those attacks, which were assembled in a house in Leeds that had been turned into a compact bomb factory, were strong enough to kill plants in the garden. It's extremely likely they would have been detectable from the sewer as well, Onnerud said in a statement announcing Emphasis. The sensors developed for Emphasis are designed to detect chemical reagents produced by the breakdown of chemicals in bombs. Each sensor is a 10-centimeter-long electrode that can be submersed in sewer wastewater to look for ions of the right configuration." -
Scientists Using Supercomputers To Puzzle Out Dinosaur Movement
Nerval's Lobster writes "Scientists at the University of Manchester in England figured out how the largest animal ever to walk on Earth, the 80-ton Argentinosaurus, actually walked on earth. Researchers led by Bill Sellers, Rudolfo Coria and Lee Margetts at the N8 High Performance Computing facility in northern England used a 320 gigaflop/second SGI High Performance Computing Cluster supercomputer called Polaris to model the skeleton and movements of Argentinosaurus. The animal was able to reach a top speed of about 5 mph, with 'a slow, steady gait,' according to the team (PDF). Extrapolating from a few feet of bone, paleontologists were able to estimate the beast weighed between 80 and 100 tons and grew up to 115 feet in length. Polaris not only allowed the team to model the missing parts of the dinosaur and make them move, it did so quickly enough to beat the deadline for PLOS ONE Special Collection on Sauropods, a special edition of the site focusing on new research on sauropods that 'is likely to be the "de facto" international reference for Sauropods for decades to come,' according to a statement from the N8 HPC center. The really exciting thing, according to Coria, was how well Polaris was able to fill in the gaps left by the fossil records. 'It is frustrating there was so little of the original dinosaur fossilized, making any reconstruction difficult,' he said, despite previous research that established some rules of weight distribution, movement and the limits of dinosaurs' biological strength." -
Larry Page and Sergey Brin Are Lousy Coders
theodp writes "Don't tell Business Insider's Nicholas Carlson about Santa and the Easter Bunny just yet. He's still reeling after learning that Larry Page and Sergy Brin are actually pretty lousy coders. That's according to I'm Feeling Lucky: The Confessions of Google Employee Number 59, a book about the company's startup days by Douglas Edwards. 'I didn't trust Larry and Sergey as coders,' Google engineering boss Craig Silverstein recalls in the book. 'I had to deal with their legacy code from the Stanford days and it had a lot of problems. They're research coders: more interested in writing code that works than code that's maintainable.' But don't cry for Larry and Sergey, Argentina — even if the pair won't be taking home any Top Coder prizes, they can at least take solace in their combined $50+ billion fortune. And, according to Woz, they certainly could have kicked Steve Jobs' butt in a coding contest!" -
Microsoft, Apple and Others Launch Huge Patent Strike at Android
New submitter GODISNOWHERE writes "Nortel went bankrupt in 2009. In 2011, it held an auction for its massive patent portfolio. The winners of the auction were Apple, Microsoft, Sony, RIM, and others, who bought the patents for $4.5 billion as a consortium named Rockstar Bidco. At the time, many people speculated those patents would be used against Google, who bid separately but lost. It turns out they were right. Rockstar has filed eight lawsuits in federal court targeting Google and Android device manufacturers. 'The complaint (PDF) against Google involves six patents, all from the same patent "family." They're all titled "associative search engine," and list Richard Skillen and Prescott Livermore as inventors. The patents describe "an advertisement machine which provides advertisements to a user searching for desired information within a data network. The oldest patent in the case is US Patent No. 6,098,065, with a filing date of 1997, one year before Google was founded. The newest patent in the suit was filed in 2007 and granted in 2011. The complaint tries to use the fact that Google bid for the patents as an extra point against the search giant.'" -
Webcam-Equipped Remote-Controllable Halloween Haunt
Xmas2003 writes "Timothy asked yesterday what /.'ers are doing for Halloween and said "Maybe one year Alek Komarnitsky will switch to Hallowe'en instead of Christmas, and offer a webcam-equipped remote-controllable haunt." Turns out he actually has been doing that since 2005 ... and his Controllable Halloween Decorations allow you to turn 10,000 lights ON & OFF plus inflate/deflate the giant Frankenstein, Pumpkins, Grim Reaper, Skull, Headless Horseman, SpongeBob SquarePants, and Homer Simpson." -
GPUs Keep Getting Faster, But Your Eyes Can't Tell
itwbennett writes "This brings to mind an earlier Slashdot discussion about whether we've hit the limit on screen resolution improvements on handheld devices. But this time, the question revolves around ever-faster graphics processing units (GPUs) and the resolution limits of desktop monitors. ITworld's Andy Patrizio frames the problem like this: 'Desktop monitors (I'm not talking laptops except for the high-end laptops) tend to vary in size from 20 to 24 inches for mainstream/standard monitors, and 27 to 30 inches for the high end. One thing they all have in common is the resolution. They have pretty much standardized on 1920x1080. That's because 1920x1080 is the resolution for HDTV, and it fits 20 to 24-inch monitors well. Here's the thing: at that resolution, these new GPUs are so powerful you get no major, appreciable gain over the older generation.' Or as Chris Angelini, editorial director for Tom's Hardware Guide, put it, 'The current high-end of GPUs gives you as much as you'd need for an enjoyable experience. Beyond that and it's not like you will get nothing, it's just that you will notice less benefit.'" -
Book Review: Stay Awhile and Listen
Many of today's adult video gamers grew up with a gaming industry that was still trying to figure itself out. In the early-to-mid 1990s, most of the gaming genres we're familiar with today were still indistinct, half-formed concepts waiting for that one game necessary to define them. Thus, many players sat up and took notice when a relatively unknown company named Blizzard managed to exemplify not one, but two separate types of game in quick succession. Warcraft: Orcs and Humans put real-time strategy on the map, and Diablo set the standard for action RPGs. The two games immediately elevated Blizzard to the top of the industry, and many gamers wondered how one studio could put out two games like these so quickly. As it turns out, it wasn't one studio; it was a blending of two very different but extremely creative groups who had a passion for making video games. In Stay Awhile and Listen, author David Craddock lays out the history of the two groups, from how they first got into the gaming business to their eventual success launching now-legendary games. Read on for our review of the book. Stay Awhile and Listen author David Craddock pages 399 publisher DM Press rating 9/10 reviewer Jeff Boehm ISBN 978-0-9884099-0-3 summary A look into the humble beginnings of BlizzardBefore going into the content of the book, I want to discuss its form. Stay Awhile and Listen, unlike most books that chronicle past events, flows almost like a documentary film. Craddock conducted years worth of interviews with former Blizzard staff, and the story of what happened is tightly interwoven with actual quotes from those interviews. The effect is illustrative; during the narrative parts, it's easy to imagine, for example, a group of young developers hunched in front of faintly glowing screens. During the quotations, you can picture the older and wiser industry veterans sitting in front of a camera and explaining those early days with smiles on their faces.
The structure of the book itself is rather unusual as well. Because of the author's extensive research, the sheer volume of historical material is almost overwhelming. In order to keep it focused on the development of Blizzard's early games, Craddock narrowed down the main story to only the most relevant events. However, to preserve all of the extra background information without cluttering the pages with endless footnotes, he added a secondary section appropriately named "Side Quests." When the author or the one of the developers mention a side-topic, there's a small link noting the availability of a Side Quest. Hitting the link takes you to the exact page it's on, and when you're done, there's a link returning you to the exact page you left. Some of these excerpts are even sourced with shortened URLs, in case you want to dive even more deeply into the history.
The Side Quests contain anecdotes, lessons on game design, technical bits from early development, and even information on content that never made it into the games. When reading Stay Awhile and Listen, I was struck by how nice it was for somebody to finally take advantage of the flexibility of digital books. One of the advantages of real books over ebooks is that it's much easier to flip backward or forward with a physical copy. The links within this book made that a non-issue. In addition to the Side Quests, there are a few extra chapters called Bonus Rounds, which contain background on the parts of the gaming industry that supported Blizzard during its rise.
For somebody who played a lot of the early Blizzard games, I was still surprised by a lot of the information in this book. I remember years ago firing up Diablo and seeing the Blizzard North logo. I wondered what made that group different from the "normal" Blizzard developers. It's easy to look at a company and assume uniform identity or uniform goals, but Stay Awhile and Listen makes clear that Blizzard Entertainment and Blizzard North were two fundamentally different studios that had their own ways of doing things, and strong opinions about how their games should work. Fortunately for them (and for us), the biggest thing they had in common was a real love for gaming, and for making the best game they could. This let them work well together despite their frequent and contentious debates.
Getting a look into the development of Diablo and Warcraft was interesting as well. Usually, when we think about design decisions, we imagine the developers debating the finer points of the finished product. (Do we let players use a rail gun or a rocket launcher? Is our last class a Paladin or a Mage?) So, learning that some of the most basic aspects of these games were almost very different was fascinating and perplexing. For example, Dave Brevik conceived of Diablo as a graphical interpretation of the text-based dungeon crawlers of the 80s. These games were largely turn-based — and so was the earliest incarnation of Diablo. Looking back on it now, it's jarring to think of Diablo as a turn-based game. It's like finding out that Looney Tunes was almost stop-motion animated, or that pizza was almost salad. Stay Awhile and Listen provides perspectives on the game's transition, and a fascinating description of how, once the decision was made, Brevik sat down and hammered out the code necessary to turn the game into the Diablo we now.
It was also nice to read about some of the technical details behind the games. Strip away the last 20 years worth of lessons in how to develop software, and you end up with talented programmers putting out brilliant, but ugly and hard-to-maintain code. I'm always curious to know what technologies underpin the software I use; if you're the same way, you'll enjoy reading about what they used and how they decided to use it. (Necessity is a powerful thing.) At the same time, you'll get a feel for how shaky the whole business proposition was to start. Nowadays, Blizzard is largely inscrutable as a business. But budding game developers will be heartened to see how a successful company arose from humble beginnings.
Stay Awhile and Listen is incredibly well sourced. Over three dozen former Blizzard employees contributed to this book. This goes all the way to the top — Dave Brevik, Erich Schaefer, and Max Schaefer were the three co-founders of Condor Inc., which became Blizzard North, and all three feature prominently. We also hear from Mike Morhaime, Frank Pearce, and Allen Adham, who founded Silicon & Synapse, which went on to become Blizzard Entertainment. There are also discussions with Blizzard veterans like Pat Wyatt (whose anecdotes we've discussed before), Bill Roper, and composer Matt Uelmen.
The book is well-written, and the story flows well. If you played these games when you were younger and you're interested in how they came to be, Stay Awhile and Listen is well worth picking up. It'd also be useful to anybody jumping into game development (probably start-up software development, too), as it gives a perspective on how Blizzard adopted the ideals it still holds to this day, like "we'll release when it's finished," and "if you can defend your idea, everybody will consider it." It's also the first in a series documenting Blizzard's history; future volumes will focus on StarCraft, World of Warcraft, and the continuation of each franchise.
Stay Awhile and Listen is published by DM Press on the Kindle and iBooks platforms, and will soon be available for the Nook as well. 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: Stay Awhile and Listen
Many of today's adult video gamers grew up with a gaming industry that was still trying to figure itself out. In the early-to-mid 1990s, most of the gaming genres we're familiar with today were still indistinct, half-formed concepts waiting for that one game necessary to define them. Thus, many players sat up and took notice when a relatively unknown company named Blizzard managed to exemplify not one, but two separate types of game in quick succession. Warcraft: Orcs and Humans put real-time strategy on the map, and Diablo set the standard for action RPGs. The two games immediately elevated Blizzard to the top of the industry, and many gamers wondered how one studio could put out two games like these so quickly. As it turns out, it wasn't one studio; it was a blending of two very different but extremely creative groups who had a passion for making video games. In Stay Awhile and Listen, author David Craddock lays out the history of the two groups, from how they first got into the gaming business to their eventual success launching now-legendary games. Read on for our review of the book. Stay Awhile and Listen author David Craddock pages 399 publisher DM Press rating 9/10 reviewer Jeff Boehm ISBN 978-0-9884099-0-3 summary A look into the humble beginnings of BlizzardBefore going into the content of the book, I want to discuss its form. Stay Awhile and Listen, unlike most books that chronicle past events, flows almost like a documentary film. Craddock conducted years worth of interviews with former Blizzard staff, and the story of what happened is tightly interwoven with actual quotes from those interviews. The effect is illustrative; during the narrative parts, it's easy to imagine, for example, a group of young developers hunched in front of faintly glowing screens. During the quotations, you can picture the older and wiser industry veterans sitting in front of a camera and explaining those early days with smiles on their faces.
The structure of the book itself is rather unusual as well. Because of the author's extensive research, the sheer volume of historical material is almost overwhelming. In order to keep it focused on the development of Blizzard's early games, Craddock narrowed down the main story to only the most relevant events. However, to preserve all of the extra background information without cluttering the pages with endless footnotes, he added a secondary section appropriately named "Side Quests." When the author or the one of the developers mention a side-topic, there's a small link noting the availability of a Side Quest. Hitting the link takes you to the exact page it's on, and when you're done, there's a link returning you to the exact page you left. Some of these excerpts are even sourced with shortened URLs, in case you want to dive even more deeply into the history.
The Side Quests contain anecdotes, lessons on game design, technical bits from early development, and even information on content that never made it into the games. When reading Stay Awhile and Listen, I was struck by how nice it was for somebody to finally take advantage of the flexibility of digital books. One of the advantages of real books over ebooks is that it's much easier to flip backward or forward with a physical copy. The links within this book made that a non-issue. In addition to the Side Quests, there are a few extra chapters called Bonus Rounds, which contain background on the parts of the gaming industry that supported Blizzard during its rise.
For somebody who played a lot of the early Blizzard games, I was still surprised by a lot of the information in this book. I remember years ago firing up Diablo and seeing the Blizzard North logo. I wondered what made that group different from the "normal" Blizzard developers. It's easy to look at a company and assume uniform identity or uniform goals, but Stay Awhile and Listen makes clear that Blizzard Entertainment and Blizzard North were two fundamentally different studios that had their own ways of doing things, and strong opinions about how their games should work. Fortunately for them (and for us), the biggest thing they had in common was a real love for gaming, and for making the best game they could. This let them work well together despite their frequent and contentious debates.
Getting a look into the development of Diablo and Warcraft was interesting as well. Usually, when we think about design decisions, we imagine the developers debating the finer points of the finished product. (Do we let players use a rail gun or a rocket launcher? Is our last class a Paladin or a Mage?) So, learning that some of the most basic aspects of these games were almost very different was fascinating and perplexing. For example, Dave Brevik conceived of Diablo as a graphical interpretation of the text-based dungeon crawlers of the 80s. These games were largely turn-based — and so was the earliest incarnation of Diablo. Looking back on it now, it's jarring to think of Diablo as a turn-based game. It's like finding out that Looney Tunes was almost stop-motion animated, or that pizza was almost salad. Stay Awhile and Listen provides perspectives on the game's transition, and a fascinating description of how, once the decision was made, Brevik sat down and hammered out the code necessary to turn the game into the Diablo we now.
It was also nice to read about some of the technical details behind the games. Strip away the last 20 years worth of lessons in how to develop software, and you end up with talented programmers putting out brilliant, but ugly and hard-to-maintain code. I'm always curious to know what technologies underpin the software I use; if you're the same way, you'll enjoy reading about what they used and how they decided to use it. (Necessity is a powerful thing.) At the same time, you'll get a feel for how shaky the whole business proposition was to start. Nowadays, Blizzard is largely inscrutable as a business. But budding game developers will be heartened to see how a successful company arose from humble beginnings.
Stay Awhile and Listen is incredibly well sourced. Over three dozen former Blizzard employees contributed to this book. This goes all the way to the top — Dave Brevik, Erich Schaefer, and Max Schaefer were the three co-founders of Condor Inc., which became Blizzard North, and all three feature prominently. We also hear from Mike Morhaime, Frank Pearce, and Allen Adham, who founded Silicon & Synapse, which went on to become Blizzard Entertainment. There are also discussions with Blizzard veterans like Pat Wyatt (whose anecdotes we've discussed before), Bill Roper, and composer Matt Uelmen.
The book is well-written, and the story flows well. If you played these games when you were younger and you're interested in how they came to be, Stay Awhile and Listen is well worth picking up. It'd also be useful to anybody jumping into game development (probably start-up software development, too), as it gives a perspective on how Blizzard adopted the ideals it still holds to this day, like "we'll release when it's finished," and "if you can defend your idea, everybody will consider it." It's also the first in a series documenting Blizzard's history; future volumes will focus on StarCraft, World of Warcraft, and the continuation of each franchise.
Stay Awhile and Listen is published by DM Press on the Kindle and iBooks platforms, and will soon be available for the Nook as well. 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: Stay Awhile and Listen
Many of today's adult video gamers grew up with a gaming industry that was still trying to figure itself out. In the early-to-mid 1990s, most of the gaming genres we're familiar with today were still indistinct, half-formed concepts waiting for that one game necessary to define them. Thus, many players sat up and took notice when a relatively unknown company named Blizzard managed to exemplify not one, but two separate types of game in quick succession. Warcraft: Orcs and Humans put real-time strategy on the map, and Diablo set the standard for action RPGs. The two games immediately elevated Blizzard to the top of the industry, and many gamers wondered how one studio could put out two games like these so quickly. As it turns out, it wasn't one studio; it was a blending of two very different but extremely creative groups who had a passion for making video games. In Stay Awhile and Listen, author David Craddock lays out the history of the two groups, from how they first got into the gaming business to their eventual success launching now-legendary games. Read on for our review of the book. Stay Awhile and Listen author David Craddock pages 399 publisher DM Press rating 9/10 reviewer Jeff Boehm ISBN 978-0-9884099-0-3 summary A look into the humble beginnings of BlizzardBefore going into the content of the book, I want to discuss its form. Stay Awhile and Listen, unlike most books that chronicle past events, flows almost like a documentary film. Craddock conducted years worth of interviews with former Blizzard staff, and the story of what happened is tightly interwoven with actual quotes from those interviews. The effect is illustrative; during the narrative parts, it's easy to imagine, for example, a group of young developers hunched in front of faintly glowing screens. During the quotations, you can picture the older and wiser industry veterans sitting in front of a camera and explaining those early days with smiles on their faces.
The structure of the book itself is rather unusual as well. Because of the author's extensive research, the sheer volume of historical material is almost overwhelming. In order to keep it focused on the development of Blizzard's early games, Craddock narrowed down the main story to only the most relevant events. However, to preserve all of the extra background information without cluttering the pages with endless footnotes, he added a secondary section appropriately named "Side Quests." When the author or the one of the developers mention a side-topic, there's a small link noting the availability of a Side Quest. Hitting the link takes you to the exact page it's on, and when you're done, there's a link returning you to the exact page you left. Some of these excerpts are even sourced with shortened URLs, in case you want to dive even more deeply into the history.
The Side Quests contain anecdotes, lessons on game design, technical bits from early development, and even information on content that never made it into the games. When reading Stay Awhile and Listen, I was struck by how nice it was for somebody to finally take advantage of the flexibility of digital books. One of the advantages of real books over ebooks is that it's much easier to flip backward or forward with a physical copy. The links within this book made that a non-issue. In addition to the Side Quests, there are a few extra chapters called Bonus Rounds, which contain background on the parts of the gaming industry that supported Blizzard during its rise.
For somebody who played a lot of the early Blizzard games, I was still surprised by a lot of the information in this book. I remember years ago firing up Diablo and seeing the Blizzard North logo. I wondered what made that group different from the "normal" Blizzard developers. It's easy to look at a company and assume uniform identity or uniform goals, but Stay Awhile and Listen makes clear that Blizzard Entertainment and Blizzard North were two fundamentally different studios that had their own ways of doing things, and strong opinions about how their games should work. Fortunately for them (and for us), the biggest thing they had in common was a real love for gaming, and for making the best game they could. This let them work well together despite their frequent and contentious debates.
Getting a look into the development of Diablo and Warcraft was interesting as well. Usually, when we think about design decisions, we imagine the developers debating the finer points of the finished product. (Do we let players use a rail gun or a rocket launcher? Is our last class a Paladin or a Mage?) So, learning that some of the most basic aspects of these games were almost very different was fascinating and perplexing. For example, Dave Brevik conceived of Diablo as a graphical interpretation of the text-based dungeon crawlers of the 80s. These games were largely turn-based — and so was the earliest incarnation of Diablo. Looking back on it now, it's jarring to think of Diablo as a turn-based game. It's like finding out that Looney Tunes was almost stop-motion animated, or that pizza was almost salad. Stay Awhile and Listen provides perspectives on the game's transition, and a fascinating description of how, once the decision was made, Brevik sat down and hammered out the code necessary to turn the game into the Diablo we now.
It was also nice to read about some of the technical details behind the games. Strip away the last 20 years worth of lessons in how to develop software, and you end up with talented programmers putting out brilliant, but ugly and hard-to-maintain code. I'm always curious to know what technologies underpin the software I use; if you're the same way, you'll enjoy reading about what they used and how they decided to use it. (Necessity is a powerful thing.) At the same time, you'll get a feel for how shaky the whole business proposition was to start. Nowadays, Blizzard is largely inscrutable as a business. But budding game developers will be heartened to see how a successful company arose from humble beginnings.
Stay Awhile and Listen is incredibly well sourced. Over three dozen former Blizzard employees contributed to this book. This goes all the way to the top — Dave Brevik, Erich Schaefer, and Max Schaefer were the three co-founders of Condor Inc., which became Blizzard North, and all three feature prominently. We also hear from Mike Morhaime, Frank Pearce, and Allen Adham, who founded Silicon & Synapse, which went on to become Blizzard Entertainment. There are also discussions with Blizzard veterans like Pat Wyatt (whose anecdotes we've discussed before), Bill Roper, and composer Matt Uelmen.
The book is well-written, and the story flows well. If you played these games when you were younger and you're interested in how they came to be, Stay Awhile and Listen is well worth picking up. It'd also be useful to anybody jumping into game development (probably start-up software development, too), as it gives a perspective on how Blizzard adopted the ideals it still holds to this day, like "we'll release when it's finished," and "if you can defend your idea, everybody will consider it." It's also the first in a series documenting Blizzard's history; future volumes will focus on StarCraft, World of Warcraft, and the continuation of each franchise.
Stay Awhile and Listen is published by DM Press on the Kindle and iBooks platforms, and will soon be available for the Nook as well. 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: Stay Awhile and Listen
Many of today's adult video gamers grew up with a gaming industry that was still trying to figure itself out. In the early-to-mid 1990s, most of the gaming genres we're familiar with today were still indistinct, half-formed concepts waiting for that one game necessary to define them. Thus, many players sat up and took notice when a relatively unknown company named Blizzard managed to exemplify not one, but two separate types of game in quick succession. Warcraft: Orcs and Humans put real-time strategy on the map, and Diablo set the standard for action RPGs. The two games immediately elevated Blizzard to the top of the industry, and many gamers wondered how one studio could put out two games like these so quickly. As it turns out, it wasn't one studio; it was a blending of two very different but extremely creative groups who had a passion for making video games. In Stay Awhile and Listen, author David Craddock lays out the history of the two groups, from how they first got into the gaming business to their eventual success launching now-legendary games. Read on for our review of the book. Stay Awhile and Listen author David Craddock pages 399 publisher DM Press rating 9/10 reviewer Jeff Boehm ISBN 978-0-9884099-0-3 summary A look into the humble beginnings of BlizzardBefore going into the content of the book, I want to discuss its form. Stay Awhile and Listen, unlike most books that chronicle past events, flows almost like a documentary film. Craddock conducted years worth of interviews with former Blizzard staff, and the story of what happened is tightly interwoven with actual quotes from those interviews. The effect is illustrative; during the narrative parts, it's easy to imagine, for example, a group of young developers hunched in front of faintly glowing screens. During the quotations, you can picture the older and wiser industry veterans sitting in front of a camera and explaining those early days with smiles on their faces.
The structure of the book itself is rather unusual as well. Because of the author's extensive research, the sheer volume of historical material is almost overwhelming. In order to keep it focused on the development of Blizzard's early games, Craddock narrowed down the main story to only the most relevant events. However, to preserve all of the extra background information without cluttering the pages with endless footnotes, he added a secondary section appropriately named "Side Quests." When the author or the one of the developers mention a side-topic, there's a small link noting the availability of a Side Quest. Hitting the link takes you to the exact page it's on, and when you're done, there's a link returning you to the exact page you left. Some of these excerpts are even sourced with shortened URLs, in case you want to dive even more deeply into the history.
The Side Quests contain anecdotes, lessons on game design, technical bits from early development, and even information on content that never made it into the games. When reading Stay Awhile and Listen, I was struck by how nice it was for somebody to finally take advantage of the flexibility of digital books. One of the advantages of real books over ebooks is that it's much easier to flip backward or forward with a physical copy. The links within this book made that a non-issue. In addition to the Side Quests, there are a few extra chapters called Bonus Rounds, which contain background on the parts of the gaming industry that supported Blizzard during its rise.
For somebody who played a lot of the early Blizzard games, I was still surprised by a lot of the information in this book. I remember years ago firing up Diablo and seeing the Blizzard North logo. I wondered what made that group different from the "normal" Blizzard developers. It's easy to look at a company and assume uniform identity or uniform goals, but Stay Awhile and Listen makes clear that Blizzard Entertainment and Blizzard North were two fundamentally different studios that had their own ways of doing things, and strong opinions about how their games should work. Fortunately for them (and for us), the biggest thing they had in common was a real love for gaming, and for making the best game they could. This let them work well together despite their frequent and contentious debates.
Getting a look into the development of Diablo and Warcraft was interesting as well. Usually, when we think about design decisions, we imagine the developers debating the finer points of the finished product. (Do we let players use a rail gun or a rocket launcher? Is our last class a Paladin or a Mage?) So, learning that some of the most basic aspects of these games were almost very different was fascinating and perplexing. For example, Dave Brevik conceived of Diablo as a graphical interpretation of the text-based dungeon crawlers of the 80s. These games were largely turn-based — and so was the earliest incarnation of Diablo. Looking back on it now, it's jarring to think of Diablo as a turn-based game. It's like finding out that Looney Tunes was almost stop-motion animated, or that pizza was almost salad. Stay Awhile and Listen provides perspectives on the game's transition, and a fascinating description of how, once the decision was made, Brevik sat down and hammered out the code necessary to turn the game into the Diablo we now.
It was also nice to read about some of the technical details behind the games. Strip away the last 20 years worth of lessons in how to develop software, and you end up with talented programmers putting out brilliant, but ugly and hard-to-maintain code. I'm always curious to know what technologies underpin the software I use; if you're the same way, you'll enjoy reading about what they used and how they decided to use it. (Necessity is a powerful thing.) At the same time, you'll get a feel for how shaky the whole business proposition was to start. Nowadays, Blizzard is largely inscrutable as a business. But budding game developers will be heartened to see how a successful company arose from humble beginnings.
Stay Awhile and Listen is incredibly well sourced. Over three dozen former Blizzard employees contributed to this book. This goes all the way to the top — Dave Brevik, Erich Schaefer, and Max Schaefer were the three co-founders of Condor Inc., which became Blizzard North, and all three feature prominently. We also hear from Mike Morhaime, Frank Pearce, and Allen Adham, who founded Silicon & Synapse, which went on to become Blizzard Entertainment. There are also discussions with Blizzard veterans like Pat Wyatt (whose anecdotes we've discussed before), Bill Roper, and composer Matt Uelmen.
The book is well-written, and the story flows well. If you played these games when you were younger and you're interested in how they came to be, Stay Awhile and Listen is well worth picking up. It'd also be useful to anybody jumping into game development (probably start-up software development, too), as it gives a perspective on how Blizzard adopted the ideals it still holds to this day, like "we'll release when it's finished," and "if you can defend your idea, everybody will consider it." It's also the first in a series documenting Blizzard's history; future volumes will focus on StarCraft, World of Warcraft, and the continuation of each franchise.
Stay Awhile and Listen is published by DM Press on the Kindle and iBooks platforms, and will soon be available for the Nook as well. Slashdot welcomes readers' book reviews (sci-fi included) — to see your own review here, read the book review guidelines, then visit the submission page.
-
FAA To Allow Use of Most Electronic Devices Throughout Flights
alstor writes "As previously expected, the FAA has announced that most portable electronic devices may be used throughout the duration of a flight. Mobile phones may still only be used in airplane mode without cellular service." -
FAA To Allow Use of Most Electronic Devices Throughout Flights
alstor writes "As previously expected, the FAA has announced that most portable electronic devices may be used throughout the duration of a flight. Mobile phones may still only be used in airplane mode without cellular service." -
Edward Snowden's New Job: Tech Support
Nerval's Lobster writes "Government whistleblower Edward Snowden, exiled in Russia after releasing top-secret documents about the National Security Agency's surveillance activities to the press, has a new job: tech support. Snowden's lawyer, Anatoly Kucherena, told the Associated Press that his client starts work Nov. 1 for a "major" Russian Website, which he declined to name. In June, Snowden—a former CIA employee who worked as a contractor for the NSA—began feeding an enormous pile of classified charts and documents about federal surveillance programs to The Guardian and other newspapers. Many of those documents suggested that the NSA, ordinarily tasked with intercepting communications from terrorists and foreign governments, collects massive amounts of information on ordinary Americans, which in turn ignited a firestorm of controversy. The Snowden revelations have continued into this week, with The Washington Post reporting that the NSA has aggressively targeted Google and Yahoo servers. Snowden's documents suggest that the agency has figured out how to tap the links connecting the two tech giants' datacenters to the broader Web. Google told the Post that it was "troubled" by the report. A Yahoo spokesperson insisted that the company had "strict controls in place to protect the security of our datacenters" and that "we have not given access to our data centers to the NSA or to any other government agency."" -
Edward Snowden's New Job: Tech Support
Nerval's Lobster writes "Government whistleblower Edward Snowden, exiled in Russia after releasing top-secret documents about the National Security Agency's surveillance activities to the press, has a new job: tech support. Snowden's lawyer, Anatoly Kucherena, told the Associated Press that his client starts work Nov. 1 for a "major" Russian Website, which he declined to name. In June, Snowden—a former CIA employee who worked as a contractor for the NSA—began feeding an enormous pile of classified charts and documents about federal surveillance programs to The Guardian and other newspapers. Many of those documents suggested that the NSA, ordinarily tasked with intercepting communications from terrorists and foreign governments, collects massive amounts of information on ordinary Americans, which in turn ignited a firestorm of controversy. The Snowden revelations have continued into this week, with The Washington Post reporting that the NSA has aggressively targeted Google and Yahoo servers. Snowden's documents suggest that the agency has figured out how to tap the links connecting the two tech giants' datacenters to the broader Web. Google told the Post that it was "troubled" by the report. A Yahoo spokesperson insisted that the company had "strict controls in place to protect the security of our datacenters" and that "we have not given access to our data centers to the NSA or to any other government agency."" -
Lenovo Want Ashton Kutcher As More Than Just a Pretty Face
Nerval's Lobster writes "It's not clear whether managers at Lenovo were too starstruck to say 'no,' or whether the once-respected PC maker is having so much trouble hiring technical help it genuinely intends to allow lowbrow-sitcom staple Ashton Kutcher serve as both celebrity spokesman and full-on product engineer. Lenovo announced that it had hired Kutcher as a product engineer who will 'work with the company's engineering teams around the world to develop and market the Yoga line of tablets by providing input and decision-making into design, specifications, software and usage scenarios.' Kutcher – former Calvin Klein underwear model, star of such quality entertainment as That '70s Show, Punk'd, current star of Two-and-a-Half Men and, most recently, portrayer of Steve Jobs in the biopic Jobs – has a successful track record of investing in tech companies, Lenovo's announcement said as partial explanation for the arrangement. Kutcher also studied biomechanical engineering as an undergraduate at the University of Iowa, which USA Today and other news outlets used to help bolster the idea that the star of Dude, Where's My Car? could function effectively as part of an engineering product-development team. Kutcher did list his planned major at the university as biomechanical engineering when he enrolled in 1996, but he dropped out during the 1997-98 school year. He did found A-Grade Investments, which has been involved in or funded tech companies including Spotify, Path, Airbnb and Uber, according to Lenovo." -
The Case Against Gmail
stry_cat writes "Ed Bot makes the case against Gmail: 'Gmail was a breath of fresh air when it debuted. But this onetime alternative is showing signs that it's past its prime, especially if you want to use the service with a third-party client. That's the way Google wants it, which is why I've given up on Gmail after almost a decade.' Personally, I've always thought it odd that no other email provider ever adopted Gmails "search not sort" mentality. I've been a Gmail user since you needed an invitation to get an account. However Gmail has been steadily moving towards a more traditional email experience. Plus there's the iGoogle disaster that got me looking into alternatives to everything Google." -
NSA Broke Into Links Between Google, Yahoo Datacenters
barlevg writes "The Washington Post reports that, according to documents obtained from Edward Snowden, through their so-called 'MUSCULAR' initiative, the National Security Agency has exploited a weakness in the transfers between data centers, which Google and others pay a premium to send over secure fiber optic cables. The leaked documents include a post-it note as part of an internal NSA Powerpoint presentation showing a diagram of Google network traffic, an arrow pointing to the Google front-end server with text reading, 'SSL Added and Removed Here' with a smiley face. When shown the sketch by The Post and asked for comment, two engineers with close ties to Google responded with strings of profanity." The Washington Post report is also summarized at SlashBI. Also in can't-trust-the-government-not-to-spy news, an anonymous reader writes: "According to recent reports, the National Security Agency collects 'one-end foreign' Internet metadata as it passes through the United States. The notion is that purely domestic communications should receive greater protection, and that ordinary Americans won't send much personal information outside the country. A researcher at Stanford put this hypothesis to the test... and found that popular U.S. websites routinely pass browsing activity to international servers. Even the House of Representatives website was sending traffic to London. When the NSA vacuums up international Internet metadata, then, it's also snooping on domestic web browsing by millions of Americans." -
Battlefield 4 DRM Locking Out Part of North America Until EU Release
An anonymous reader writes "On the whole, Battlefield 4 had a reasonable launch. The have clearly learned from their past experiences with Battlefield 3 and, more notably, SimCity. Still, some customers are unable to access the game (until, presumably, October 30th at 7PM EDT, 39 hours after launch) because they are incorrectly flagged by region-locking. Do regional release dates help diminish all the work EA has been putting into Origin with their refund policy and live technical support? Should they just take our money and deliver the service before we change our minds?" -
Adobe Breach Compromised Over 38 Million Users, Photoshop Source Code
rjmarvin writes "Adobe's investigation into the massive data breach they were hit with this past August has revealed that over 38 million active users, not to mention inactive accounts, had their user IDs and passwords pilfered by hackers. An Adobe spokesperson confirmed the number, along with the theft of Adobe Photoshop source code. The initial report earlier this month put the extent of the breach at only 3 million credit card accounts, plus stolen Adobe Acrobat, Reader and ColdFusion source code." -
Book Review: Testing Cloud Services: How To Test SaaS, PaaS & IaaS
benrothke writes "David Mitchell Smith wrote in the Gartner report Hype Cycle for Cloud Computing last year that while clearly maturing and beyond the peak of inflated expectations, cloud computing continues to be one of the most hyped subjects in IT. The report is far from perfect, but it is accurate in the sense that while cloud computing is indeed ready for prime time, the hype with it ensures that too many firms will be using it with too much hype, and not enough reality and detailed requirements. While there have been many books written about the various aspects of cloud computing, Testing Cloud Services: How to Test SaaS, PaaS & IaaS is the first that enables the reader to successfully make the transition from hype to actuality from a testing and scalability perspective." Read on for the rest of Ben's review. Testing Cloud Services: How to Test SaaS, PaaS & IaaS author Kees Blokland, Jeroen Mengerink, Martin Pol pages 184 publisher Rocky Nook rating 9/10 reviewer Ben Rothke ISBN 978-1-937538-38-5 summary Brings to light the imperative of testing cloud services before deployment The book is an incredibly effective and valuable guide that details the risks that arise when deploying cloud solutions. More importantly, it provides details on how to test cloud services, to ensure that the proposed cloud service will work as described.
It is a great start to the topic. The 6 chapters detail a paradigm that cloud architects, managers and designers can use to ensure the success of their proposed cloud deployments.
The first two chapters are a very brief introduction to cloud computing. In chapter 3, the authors detail the role of the test manager. They write that the book is meant to give substance to the broadening role of the test manager within cloud computing. They encourage firms to make sure the test manager is involved in all stages of cloud computing; from selection to implementation. In fact, they write that it is only a matter of time until this service will be available in the cloud, in the form of TaaS – Testing as a Service.
Besides the great content, the book is valuable since it has many checklists and questions to ask. One of the reasons cloud hype is so overly pervasive, is that the customers believe what the marketing people say, without asking enough questions. It would have been an added benefit if these questions and checklists would be made available in softcopy to the reader.
In chapter 4, the book details performance risks. As to performance, an important aspect of selecting the correct cloud provider is scalability of the service. This then requires a cloud specific test to determine if the scaling capacity (also known as elasticity) of the provider will work efficiently and effectively in practice.
An extremely important point the authors make is that when choosing a cloud service, many firms don't immediately think of having a test environment, because the supplier will themselves test the service. The absence of a test environment is a serious risk.
About 2/3 of the book is in chapter 5 – Test Measures. The chapter mostly details the test measures for SaaS, but also does address IaaS and PaaS testing. The chapter spends a lot of time on the importance of performance testing.
An important point detailed in the chapter is that of testing elasticity and manual scalability. This is an important topic since testing elasticity is a new aspect of performances testing. The objectives of elasticity tests are to determine if the performance of the service meets the requirements across the load spectrum and if the capacity is able to effective scale. The chapter details various load tests to perform.
In the section on guarantees and SLAs, the authors make numerous excellent points, especially in reference to cloud providers that may guarantee very high availabilities, but often hide behind contract language. They provide a number of good points to consider in regards to continuity guarantees, including determining what is meant exactly by up- and down-time; for example, is regular maintenance considered downtime or not.
Another key topic detailed is testing migration. The authors write that when an organization is going to use a service for an existing business process, a migration process is necessary. This includes the processes of going into the cloud, and backing the service out of the cloud.
With all of the good aspects to this book, a significant deficiency in it is that it lacks any mention of specific software testing tools to use. Many times the authors write that "there are many tools, both open source and commercial, that can" but fail to name a single tool. The reader is left gasping at a straw knowing of the need to perform tests, but clueless as to what the best tools to use are. Given the authors expertise in the topic, that lacking is significant.
The only other lacking in the book is in section 5.3 on testing security, the authors fail to mention any of the valuable resources on the topic from the Cloud Security Alliance. Specifically the Cloud Controls Matrix (CCM) and Consensus Assessments Initiative (CAI) questionnaire.
With that, Testing Cloud Services: How to Test SaaS, PaaS & IaaS should be on the required reading list of everyone tasked with cloud computing. This is the first book to deal with the critical aspect of testing as it related to cloud computing. The ease of moving to the cloud obscures the hard reality of making a cloud solution work. This book details the hard, cold realities of turning the potential of cloud computing, in the reality of a working solution.
Had the designers of the Obamacare website taken into consideration the key elements of this book, it is certain that the debacle that ensued would have been minimize and the administration would not have had to send out a cry for help. The Obamacare website will turn into the poster child of how to not to create a cloud solution. Had they read Testing Cloud Services: How to Test SaaS, PaaS & IaaS, things would have been vastly different.
Reviewed by Ben Rothke.
You can purchase Testing Cloud Services: How to Test SaaS, PaaS & IaaS 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: Testing Cloud Services: How To Test SaaS, PaaS & IaaS
benrothke writes "David Mitchell Smith wrote in the Gartner report Hype Cycle for Cloud Computing last year that while clearly maturing and beyond the peak of inflated expectations, cloud computing continues to be one of the most hyped subjects in IT. The report is far from perfect, but it is accurate in the sense that while cloud computing is indeed ready for prime time, the hype with it ensures that too many firms will be using it with too much hype, and not enough reality and detailed requirements. While there have been many books written about the various aspects of cloud computing, Testing Cloud Services: How to Test SaaS, PaaS & IaaS is the first that enables the reader to successfully make the transition from hype to actuality from a testing and scalability perspective." Read on for the rest of Ben's review. Testing Cloud Services: How to Test SaaS, PaaS & IaaS author Kees Blokland, Jeroen Mengerink, Martin Pol pages 184 publisher Rocky Nook rating 9/10 reviewer Ben Rothke ISBN 978-1-937538-38-5 summary Brings to light the imperative of testing cloud services before deployment The book is an incredibly effective and valuable guide that details the risks that arise when deploying cloud solutions. More importantly, it provides details on how to test cloud services, to ensure that the proposed cloud service will work as described.
It is a great start to the topic. The 6 chapters detail a paradigm that cloud architects, managers and designers can use to ensure the success of their proposed cloud deployments.
The first two chapters are a very brief introduction to cloud computing. In chapter 3, the authors detail the role of the test manager. They write that the book is meant to give substance to the broadening role of the test manager within cloud computing. They encourage firms to make sure the test manager is involved in all stages of cloud computing; from selection to implementation. In fact, they write that it is only a matter of time until this service will be available in the cloud, in the form of TaaS – Testing as a Service.
Besides the great content, the book is valuable since it has many checklists and questions to ask. One of the reasons cloud hype is so overly pervasive, is that the customers believe what the marketing people say, without asking enough questions. It would have been an added benefit if these questions and checklists would be made available in softcopy to the reader.
In chapter 4, the book details performance risks. As to performance, an important aspect of selecting the correct cloud provider is scalability of the service. This then requires a cloud specific test to determine if the scaling capacity (also known as elasticity) of the provider will work efficiently and effectively in practice.
An extremely important point the authors make is that when choosing a cloud service, many firms don't immediately think of having a test environment, because the supplier will themselves test the service. The absence of a test environment is a serious risk.
About 2/3 of the book is in chapter 5 – Test Measures. The chapter mostly details the test measures for SaaS, but also does address IaaS and PaaS testing. The chapter spends a lot of time on the importance of performance testing.
An important point detailed in the chapter is that of testing elasticity and manual scalability. This is an important topic since testing elasticity is a new aspect of performances testing. The objectives of elasticity tests are to determine if the performance of the service meets the requirements across the load spectrum and if the capacity is able to effective scale. The chapter details various load tests to perform.
In the section on guarantees and SLAs, the authors make numerous excellent points, especially in reference to cloud providers that may guarantee very high availabilities, but often hide behind contract language. They provide a number of good points to consider in regards to continuity guarantees, including determining what is meant exactly by up- and down-time; for example, is regular maintenance considered downtime or not.
Another key topic detailed is testing migration. The authors write that when an organization is going to use a service for an existing business process, a migration process is necessary. This includes the processes of going into the cloud, and backing the service out of the cloud.
With all of the good aspects to this book, a significant deficiency in it is that it lacks any mention of specific software testing tools to use. Many times the authors write that "there are many tools, both open source and commercial, that can" but fail to name a single tool. The reader is left gasping at a straw knowing of the need to perform tests, but clueless as to what the best tools to use are. Given the authors expertise in the topic, that lacking is significant.
The only other lacking in the book is in section 5.3 on testing security, the authors fail to mention any of the valuable resources on the topic from the Cloud Security Alliance. Specifically the Cloud Controls Matrix (CCM) and Consensus Assessments Initiative (CAI) questionnaire.
With that, Testing Cloud Services: How to Test SaaS, PaaS & IaaS should be on the required reading list of everyone tasked with cloud computing. This is the first book to deal with the critical aspect of testing as it related to cloud computing. The ease of moving to the cloud obscures the hard reality of making a cloud solution work. This book details the hard, cold realities of turning the potential of cloud computing, in the reality of a working solution.
Had the designers of the Obamacare website taken into consideration the key elements of this book, it is certain that the debacle that ensued would have been minimize and the administration would not have had to send out a cry for help. The Obamacare website will turn into the poster child of how to not to create a cloud solution. Had they read Testing Cloud Services: How to Test SaaS, PaaS & IaaS, things would have been vastly different.
Reviewed by Ben Rothke.
You can purchase Testing Cloud Services: How to Test SaaS, PaaS & IaaS 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. -
A Year After Sandy, Do You Approach Disaster Differently?
A year ago today, Superstorm Sandy struck the northeastern U.S. The storm destroyed homes — in some cases entire neighborhoods — and brought unprecedented disruptions to the New York City area's infrastructure, interrupting transportation, communications, and power delivery. It even damaged a Space Shuttle. In the time since, the U.S. hasn't faced a storm with Sandy's combination of power and placement, but businesses have had some time to rethink how much trust they can put in even seemingly impregnable data centers and other bulwarks of modernity: a big enough storm can knock down nearly anything. Today, parts of western Europe are recovering from a major storm as well: more than a dozen people were killed as the predicted "storm of the century" hit London, Amsterdam, and other cities on Sunday and Monday. In Amsterdam, the city's transportation system took a major hit; some passengers had to shelter in place in stopped subway cars while the storm passed. Are you (or your employer) doing anything different in the post-Sandy era, when it comes to preparedness to keep people, data, and equipment safe? -
A Year After Sandy, Do You Approach Disaster Differently?
A year ago today, Superstorm Sandy struck the northeastern U.S. The storm destroyed homes — in some cases entire neighborhoods — and brought unprecedented disruptions to the New York City area's infrastructure, interrupting transportation, communications, and power delivery. It even damaged a Space Shuttle. In the time since, the U.S. hasn't faced a storm with Sandy's combination of power and placement, but businesses have had some time to rethink how much trust they can put in even seemingly impregnable data centers and other bulwarks of modernity: a big enough storm can knock down nearly anything. Today, parts of western Europe are recovering from a major storm as well: more than a dozen people were killed as the predicted "storm of the century" hit London, Amsterdam, and other cities on Sunday and Monday. In Amsterdam, the city's transportation system took a major hit; some passengers had to shelter in place in stopped subway cars while the storm passed. Are you (or your employer) doing anything different in the post-Sandy era, when it comes to preparedness to keep people, data, and equipment safe? -
A Year After Sandy, Do You Approach Disaster Differently?
A year ago today, Superstorm Sandy struck the northeastern U.S. The storm destroyed homes — in some cases entire neighborhoods — and brought unprecedented disruptions to the New York City area's infrastructure, interrupting transportation, communications, and power delivery. It even damaged a Space Shuttle. In the time since, the U.S. hasn't faced a storm with Sandy's combination of power and placement, but businesses have had some time to rethink how much trust they can put in even seemingly impregnable data centers and other bulwarks of modernity: a big enough storm can knock down nearly anything. Today, parts of western Europe are recovering from a major storm as well: more than a dozen people were killed as the predicted "storm of the century" hit London, Amsterdam, and other cities on Sunday and Monday. In Amsterdam, the city's transportation system took a major hit; some passengers had to shelter in place in stopped subway cars while the storm passed. Are you (or your employer) doing anything different in the post-Sandy era, when it comes to preparedness to keep people, data, and equipment safe? -
Chrome Will End XP Support in 2015; Firefox Has No Plans To Stop
Billly Gates writes "Microsoft is ending support for Windows XP in 2014. Fortunately for its users who want to keep browsing the web, Google is continuing to support Chrome until at least 2015. Firefox has no current plans to end support for XP. Hopefully this will delay the dreaded XPopacalypse — the idea that a major virus/worm/trojan will take down millions of systems that haven't been issued security patches. When these browsers finally do end XP support, does it mean webmasters will need to write seperate versions of CSS and JavaScript for older versions if the user base refuses to leave Windows XP (as happened with IE6)?" Update: 10/29 17:31 GMT by S : Changed headline and summary to reflect that Mozilla doesn't have plans to drop XP support any time soon.