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Sieh dir mein Pinterest-Profil an!
Sieh dir mein Pinterest-Profil an! https://pin.it/6k8PYoG9E
#software#games#travel#iphone app#android apps#app maker#iphone software#online marketing#pinterest#game development
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📱 Apple Intelligence: What You Need to Know About the Future AI for iPhone, iPad, and Mac
Exciting changes are coming to Apple devices with their latest AI innovations!
We've broken down the key updates into three easy sections:
1️⃣ AI Features 2️⃣ Privacy 3️⃣ Partners
At Cizo Technology, we are providing expert iOS app development services, creating innovative and engaging apps that fully harness the potential of Apple’s latest advancements. Whether you’re looking to develop an app for iPhone, iPad, or Mac, we’re here to turn your ideas into reality. Let’s work together to create something amazing that will stand out in this new AI-driven world.
#ai#ios#cizotechnology#mobileappdevelopment#techinnovation#iOSAppDevelopment#GenerativeAI#AppleTech#CizoTechnology#AppInnovation#FutureOfApps#AppleAI#iPhone#iPad#Mac#TechNews#Innovation#Privacy#AI#FutureTech#iOSApp#AppDevelopment#Developers#web developers#developers & startups#app developers#hire developers#game developers#software#devops
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Advantages of Using EV Charging Management Software: How it Can Help Your Business
Devstree Australia offers cutting-edge EV Charging Management Software designed to optimize your business operations. Our software empowers you with advanced functionalities to streamline charging processes efficiently. With real-time monitoring, scheduling, and analytics, our solution ensures maximum utilization of resources, enhancing overall productivity. Gain a competitive edge with automated billing, user-friendly interfaces, and customizable features tailored to your specific business needs. Devstree Australia's expertise in software development ensures seamless integration and scalability for future growth. Elevate your EV charging infrastructure with our innovative solution and drive success in the rapidly evolving market landscape.
#australia#devstreeau#mobileappdevelopment#iphone#mobile app developer company#web app development#ios#mobile app company#iot app development#iot applications#Software Development Company#software company#blockchain development company#devops#developer#game development#3d game#top it companies#metaverse development
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Canada shouldn’t retaliate with its US tariffs

Picks and Shovels is a new, standalone technothriller starring Marty Hench, my two-fisted, hard-fighting, tech-scam-busting forensic accountant. You can pre-order it on my latest Kickstarter, which features a brilliant audiobook read by Wil Wheaton.
Five years ago, Trump touted his "big, beautiful" replacement for NAFTA, the "free trade agreement" between the US, Mexico and Canada. Trump's NAFTA-2 was called the USMCA (US-Mexico-Canada Agreement) and it was pretty similar to NAFTA, to be honest.
That tells you a couple things: first, NAFTA was, broadly speaking a good thing for Trump and the ultra-wealthy donors who backed him (and got far richer as a result). That's why he kept it intact. NAFTA and USMCA are, at root, a way to make rich people richer by making poorer people poorer. Trump's base hated NAFTA because they (correctly) believed that it was being used to erode wages by chasing cheaper labor and more lax environmental controls in other countries. Neither NAFTA nor USMCA have any stipulations requiring exported goods to be manufactured by unionized workers, or in factories with robust environmental and workplace safety rules.
The point of NAFTA/USMCA is to goose profits by despoiling the environment, maiming workers, stealing their wages, paying them less, all while poisoning the Earth. Trump's "new" NAFTA was just the old NAFTA with some largely cosmetic changes so that Trump's base could be (temporarily) fooled into thinking Trump was righting the historic wrong of NAFTA.
However, there was one part of USMCA that marked a huge departure from NAFTA: the "IP" chapter. USCMA bound Canada and Mexico to implementing brutal new IP laws. For example, Mexico was forced to pass an anti-circumvention law that makes it a crime to tamper with "digital locks." This means that Mexican mechanics can't bypass the locks US car companies use to lock-out third party repair. Mexican farmers can't fix their own tractors. And, of course, Mexican software developers can't make alternative app stores for games consoles and mobile devices – they must sell their software through US Big Tech companies that take 30% of every sale:
https://pluralistic.net/2020/09/09/free-sample/#que-viva
Shamefully, Canada had already capitulated to most of these demands. Two Canadian Conservative Party politicians, Tony Clement and James Moore, had sold the country out in 2012, throwing away 6,138 negative responses to a consultation on a new DRM law (on the grounds that they were "babyish" views of "radical extremists"), siding instead with the 54 cranks and industry shills who supported their proposal:
https://pluralistic.net/2024/11/15/radical-extremists/#sex-pest
When Canadian politicians are pressed on why these anti-interoperability policies are good for Canada, they'll say that it's a condition of free trade, and the benefits of being able to export Canadian goods to the US without tariffs outweigh the costs of having to pay rents to American companies for consumables (like car parts or printer ink), repair, and software sales.
Sure, when Canadian software authors sell iPhone apps to Canadian customers, the payments take a round trip through Cupertino, California and return 30% short. But Canadian consumers get to buy iPhones without paying tariffs on them, and the oil, timber, and minerals we rip out of the ground can be sent to America without tariffs, either (oh, also, a few things that are still manufactured in Canada can do this, too).
Enter Trump, carrying a 25% tariff on all Canadian goods, which he has vowed to impose on his first day in office. Obviously, this demands a policy response. What should Canada do when Trump tears up his "big, beautiful" trade deal and whacks Canadian exporters? One obvious response is to impose a 25% retaliatory tariff on American exporters:
https://mishtalk.com/economics/canada-says-it-will-match-us-tariffs-if-trump-launches-trade-war/
After all, Canada and the US are one another's mutual largest trading partners. American businesses rely on selling things to Canadians, so a massive tariff on US goods will certainly make some of Trump's business-lobby backers feel pain, and maybe they'll talk some sense into him.
I think this would be a huge mistake. The most potent political lesson of the past four years is that politicians who preside over rising prices – regardless of their role in causing them – will swiftly feel the wrath of their voters. The public is furious about inflation, whether it comes from transient covid supply chain shocks, Russia's invasion of Ukraine, or cartels using "inflation" as cover for illegal, collusive price-gouging.
Canadians are very reliant on American imports of finished goods. That's another legacy of NAFTA: it crashed Canada's manufacturing sector. Canadian manufacturing companies treated the US as a "nearshore" source of non-union labor and weak environmental and safety rules, and shipped Canadian union jobs to American scabs. Canada's economy is supposedly now all about "services" but what we really export is stuff we tear out of the Earth.
Countries that are organized around resource extraction don't need fancy social safety nets or an educational system capable of producing a high-tech workforce. All you need to extract resources is a hole in the ground surrounded by guns, which explains a lot about shifts to the Canadian political climate since the Mulroney years.
Since Canada is now substantially reorganized as an open-pit mine for American manufacturers, cutting off American imports would drive the prices of everyday good sky-high, and would be political suicide.
But there's another way.
Because, of course, Canada – like any other country – has the capacity to make all kinds of things, including high-tech things. Sure, it's unlikely that Canada will launch another Research in Motion with a Blackberry smart-phone that will put the iPhone and Android in the shade. The mobile duopoly has the market sewn up, and can use predatory pricing, refusal to deal, and other anticompetitive tactics to strangle any competitor in its cradle.
But you know what Canada could make? A Canadian App Store. That's a store that Canadian software authors could use to sell Canadian apps to Canadian customers, charging, say, the standard payment processing fee of 5% rather than Apple's 30%. Canada could make app stores for the Android, Playstation and Xbox, too.
There's no reason that a Canadian app store would have to confine itself to Canadian software authors, either. Canadian app stores could offer 5% commissions on sales to US and global software authors, and provide jailbreaking kits that allows device owners all around the world to install the Canadian app stores where software authors don't get ripped off by American Big Tech companies.
Canadian companies like Honeybee already make "front-ends" for John Deere tractors – these are the components that turn a tractor into a plow, or a thresher, or another piece of heavy agricultural equipment. Honeybee struggles constantly to get its products to interface with Deere tractors, because Deere uses digital locks to block its products:
https://honeybee.ca/
Canada could produce jailbreaking kits for John Deere tractors, too – not just for Honeybee. Every ag-tech company in the world would benefit from commercially available, professionally supported John Deere jailbreaking kits. So would farmers, because these kits would restore farmers' Right to Repair their own tractors:
https://pluralistic.net/2022/05/08/about-those-kill-switched-ukrainian-tractors/
Speaking of repair: Canadian companies could jailbreak every make and model of every US automobile, and make independent, constantly updated diagnostic tools that every mechanic in the world could buy for hundreds of dollars, rather than paying the five-figure ransom that car makers charge for their own underpowered, junk versions of these tools.
Jailbreaking cars doesn't stop with repair, either. Cars like the Tesla are basically giant rent-extraction machines. If you want to use all the "features" your Tesla ships with – like access to the full charge on your battery – you have to pay tens of thousands of dollars in subscription fees over the life of the car, and when you sell your car, all that "downloadable content" is clawed back. No one will pay extra to buy your used Tesla just because you spent thousands on manufacturer upgrades, because they're all downgraded when you sign over the pink slip.
But Canadian companies could make jailbreaking kits for Teslas that unlock all the features in the car for a single low price – and again, they could sell these to every Tesla owner in the world.
Elon Musk doesn't invent anything, he just takes credit for other people's ideas, and that's as true of bad ideas as it is for good ones. Musk didn't invent the extractive Tesla rip-off: he stole it from inkjet printer companies like HP, who have used the fact that jailbreaking is illegal to turn printer ink into the most expensive fluid in the world, selling for more than $10,000/gallon.
Canadian companies could sell jailbreaking kits for inkjet printers that disconnect them from "subscription" services and disable the anti-features that check for and reject third party ink. People all over the world would buy these.
What's standing in the way of a Canadian industrial policy that focuses on raiding the sky-high margins of American monopolists with third-party add-ons, mods and jailbreaks?
Only the IP laws that Canada has agreed to in order to get tariff-free access to American markets. You know, the access that Trump has promised to end in less than a week's time?
Canada should tear up these laws – and not impose tariffs on American goods. That way, Canadians can still buy cheap American goods, and then they can save billions of dollars every year on the consumables, parts, software, and service for those goods.
This is hurting American big business where it hurts – in the ongoing rents it extracts from Canadians through IP laws like Bill C-11 (the law that bans jailbreaking). Canada could become a global high-tech export powerhouse, selling "complementary" goods that disenshittify all the worst practices of US tech monopolists, from car parts to insulin pumps.
It's the only kind of trade war that Canadian politicians can win against Americans: the kind where prices for Canadians don't go up because of tariffs; where the price of apps, repair, parts, and upgrades goes way down; and where a new, high-tech manufacturing sector pulls in vast sums from customers all over the world.
Canada can win this kind of war, even against a country as big and powerful as the USA. After all, we did it once before:
https://www.youtube.com/watch?v=5CK3EDncjGI
Check out my Kickstarter to pre-order copies of my next novel, Picks and Shovels!
If you'd like an essay-formatted version of this post to read or share, here's a link to it on pluralistic.net, my surveillance-free, ad-free, tracker-free blog:
https://pluralistic.net/2025/01/15/beauty-eh/#its-the-only-war-the-yankees-lost-except-for-vietnam-and-also-the-alamo-and-the-bay-of-ham
#pluralistic#nafta#tariffs#trump tariffs#trade war#usmca#ip#copyfight#canada#cdnpoli#51st state#dmca#dmca 1201#anticircumvention#industrial policy#right to repair#r2r#uspoli
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The more persistent control you have over a device, the more you and the device adapt to each other, becoming a more effective group organism. The higher the input and output bandwidth of the interface (i.e., the greater the number of distinct ways you can interact with it / it can respond to you), the faster the system can adapt.
So, the horse metaphor makes perfect sense: your desktop ships with a real keyboard on which you can probably do 300 WPM without blocking part of the display, and has a display that can hold half a dozen legible non-overlapping windows. If you have a screwdriver, you can open it up and replace basically any part. Even without a screwdriver, you can generally out of the box persistently dramatically change the UI settings to fit the needs of your environment (light vs dark mode, font size and style). You can stick linux on & that opens up a lot more. On a desktop computer, it's possible for a motivated 10 year old of average intelligence to progress from normal computer use to writing non-trivial application software for their own use within a couple years -- I am proof, & I'm far from alone.
Tablets are on the opposite end of the spectrum: simplified, locked down. The user does not collaborate with the tablet; instead, the tablet has only those affordances that channel the user's behavior into habits the developers of the tablet software consider desirable.
Mobile & web achieved the dream of proprietary software people: user-facing software that the user can't even disassemble because the important parts aren't accessible; since they did this through physical distance rather than the legal system, they can profit from other people's open source software too, circumventing many of the restrictions intended to keep improvements folded back into the community or to limit commercial use. But the side effect of this is that it gives professional computer touchers much more control over regular people's computers: not only can you not fix bugs in someone else's web app yourself, but you can't refuse to upgrade to a version that's a worse fit for your purposes. Where desktop computing encouraged the development of communities of amateur computer hobbyists who, together, would adapt or create alternatives to things that didn't work right (as well as creating lots of interesting, funny, unnecessary stuff that can only be classified as Art -- little games and toys, elaborate shitposts, weird mods and skins), mobile does not. The only thing you need to make your desktop computer do something brand new is a desktop computer, the software development tools & documentation that ship with the OS, and some free time -- you don't even need an internet connection; developing for web or mobile also functionally requires a desktop, on top of your mobile device for mobile (and if it's an iPhone you gotta have a Mac & pay Apple $99/year), & for web you need to pay for hosting and a domain name.
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LOST MEDIA: Gorillaz - Plastic Beach Web Games
I come to you tonight with one request: I want help in tracking down the Plastic Beach point-and-click adventure game from the Phase 3 (2010-2012) Gorillaz website.
In 2010, coinciding with the release of their third studio album, British virtual band Gorillaz gave their website a huge overhaul, including the release of several new flash games. The centerpiece was a point-and-click adventure game (untitled, usually just referred to as "Plastic Beach") in which the player was able to explore the island of Plastic Beach, similar to the games available on earlier websites where the player was able to explore Gorillaz HQ Kong Studios.
Along with this game were a few others: Escape to Plastic Beach, a three chapter long action/adventure game (the third chapter of which cost €1.50 to play, and was available both for PC and iPhones.) Just recently the developer, Matmi, hinted at trying to re-release these, but they went silent regarding it and nothing has come of it so far.
There were also two smaller Flash titles, Submatronic and Gorillaz Fishing. Not entirely sure what these two entailed but they were listed on the website and, like the adventure game and Escape are not playable via the Wayback Machine nor are they archived elsewhere.
From my research, it seems the website had some kind of DRM software that the older websites (which have been archived over at zombiehiphop.xyz) didn't, since the Plastic Beach game used full tracks from the album and EMI was worried about piracy. Before anyone suggests it like was done in other places where I've asked about this, no, the game was not released on a CD or DVD. Because of this, all four games unique to the Plastic Beach era website are lost. The iPhone port of Escape to Plastic Beach was also removed from the App Store years ago, and as such is also completely lost.
As of right now, all that still exists are low-quality videos of the adventure game in action, a few screenshots, and a handful of Flash files I've dug up from the Wayback Machine.
The loss of this game represents not just a loss for Flash preservation, but a huge loss for Gorillaz fans as it was an integral element of the story of the Plastic Beach era. Without it and much of the other content from the old website, the already incomplete story that Jamie Hewlett and the rest of the Zombie Flesh Eaters team were trying to tell lives on almost wholly through secondary accounts. While recordings exist, it is simply not the same as having access to the full experience.
I ask of you all to please consider my words and help me do something about this, instead of wallowing in hopelessness as it seems the community has been doing for oh so long now.
Thank You.
Footage of the adventure game: https://www.youtube.com/watch?v=jUnvkZFPu1Q https://www.youtube.com/watch?v=pmAo_POMRHY https://www.youtube.com/watch?v=DW6KHLLgBss https://www.youtube.com/watch?v=IWIkwVDIJNQ
The handful of Flash files I dug up via the Wayback Machine: https://drive.google.com/drive/folders/1RKpP9o-j-4jFkdQEDN54ye5LGZIrBd_7
#lost media#gorillaz#partially lost media#plastic beach#flashpoint#old internet#internet media#flash games#mysteries#nostalgia#gorillaz phase 3#murdoc niccals#stuart 2d pot#russel hobbs#damon albarn#jamie hewlett#zombie flesh eaters#archival#media preservation#video games#lost games#internet mysteries
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Minecraft (2009)
Date: May 17, 2009 Platform: Mac / Xbox 360 / PlayStation 3 / Xbox 360 Games Store / PlayStation Network (PS3) / PC / iPhone / iPad / Android / Windows Phone / PlayStation Vita / Wii U / Browser / PlayStation Network (Vita) / Xbox One / PlayStation 4 / Linux / Amazon Fire TV / New Nintendo 3DS / Nintendo Switch / Xbox Series X|S Developer: Mojang AB / 4J Studios / Other Ocean Interactive / Digital Eclipse Software, Inc. Publisher: Mojang AB / Xbox Game Studios / Sony Interactive Entertainment America / Sony Interactive Entertainment Europe Genre: Action-Adventure Theme: Fantasy Franchises: Minecraft Also known as: Minecraft Xbox One Edition / Minecraft Xbox 360 Edition / Minecraft: PlayStation 4 Edition Type: Crossover
Summary:
Minecraft is an open world, first-person, survival sandbox game, developed and published by Mojang. It was originally released in a pre-alpha state via the TIGSource forums on May 17, 2009, and was later hosted online for supported browsers before receiving a standalone release for PC, Mac, and Linux on June 30, 2010. The game would officially exit its Beta version on November 18, 2011, although major updates continue to be released. Since August 2011, a number of ports of the game have released for consoles and mobile devices.
Presented with a unique low-resolution "voxel" aesthetic (where everything is shaped using cubes), the game allows players to interact with a variety of different "blocks" in a procedurally-generated world. Along with both resource mining/gathering and item crafting (hence the game name), the game features exploration (with multiple biomes and locations), combat, and construction. In addition to the standard "Survival" mode, the game features a "Creative" mode that allows players to design environments with an unlimited amount of blocks at their disposal and no survival elements. The game supports online multiplayer and later supported numerous content packs (including new world/block textures and player skins, many of which are cross-promotions with other games and franchises).
Originally created by indie developer Markus "Notch" Persson (whose roles were later taken over by fellow indie developer Jens "Jeb" Bergensten), Minecraft was ported to numerous smartphones (originally known as Minecraft: Pocket Edition) and consoles (originally known as Minecraft: Console Edition, with the "Console" in the name being replaced by the console's name). On September 20, 2017, the game received a major "Better Together" update that merges the smartphone version with some console versions (including Windows 10, Xbox One, and later Nintendo Switch) together for a single multi-platform version (known as Minecraft: Bedrock Edition, with the original computer versions renamed to Minecraft: Java Edition) with all features accessible (including cross-platform multiplayer). Alternate editions include a multi-platform version for use in classroom settings (Minecraft: Education Edition), a cut-down version for small RaspberryPi microcomputers (Minecraft: Pi Edition), and a multi-platform version for use in China (Minecraft China).
The game has received a number of spin-offs, including the 2015 adventure game Minecraft: Story Mode (and its 2017 sequel), the 2020 dungeon crawler Minecraft: Dungeons, and the augmented-reality mobile game Minecraft Earth. As well, Minecraft's procedurally-generated sandbox elements would inspire many other games, in both 2D (such as Terraria and Starbound) and 3D (such as Dragon Quest Builders and LEGO Worlds).
Source: https://www.giantbomb.com/minecraft/3030-30475/
Link: https://www.youtube.com/watch?v=DOphBjAAxTo
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Touching is Good: A Retrospective
My trusty Nintendo 3DS, which has held out since I was gifted it for my 15th birthday, has turned one decade old with my 25th birthday this past November. Given new life with custom firmware and nds-bootstrap via TWiLightMenu, the 3DS is stellar for visiting any past handheld title or console title up to (and somewhat including) the N64. (Quick plug for the CFW/hacking community for the less popular PS Vita, too, which has accomplished some pretty crazy-cool stuff this last year.) I use my 3DS more often than I use my Nintendo Switch most weeks.
The Nintendo DS (minus the three) launched in late 2004. The second display and stylus support were novel tools for developers to experiment with, and the NDS is best remembered for its robust catalogue of RPGs and visual novels. Where it lacked in power, narrative-focused games flourished under its technical limitations.
That being said, while browsing the ROM archives on Vimm's Lair to pick up some titles, I was reminded of what an interesting era the mid-to-late 2000s were for games. While Sony and Microsoft were fighting over the "core gamer" demographic, who had outgrown Nintendo mascots, Nintendo led a series of wildly successful marketing campaigns for its hardware after the light failure of the Gamecube, where the Nintendo DS and then the Wii were targeted at...everyone else.

[Image source. Image description in alt text.]
If you look at ads for the DS and the Wii, you'll see that adults are featured much more prominently than children, especially women and seniors. (This did not go unnoticed, as I found this ancient relic of misogyny while looking for images for this post.) A Nintendo handheld was already an easy sell to parents with small children (though I think it's also notable that ads which do focus on children often prominently feature girls. Munchlax is pretty hot...), but Nintendo's angle for the DS and Wii was that their hardware wasn't just for children. The Wii was a way to get up off the couch and to play board games with grandma. The DS was a great gadget for a working woman to keep in her pocketbook.
This worked. The Wii and DS were two of the best-selling consoles of all time. In particular, the DS's marketing campaign only worked because it came out in the perfect window of time. PDA-phone hybrids had been around since the 90s, and the Blackberry had been kicking around for a few years, but the iPhone wouldn't be introduced until 2007, and the 4G LTE standard wouldn't be released until 2009. While the Blackberry was popular with businesspeople and the PDA was out of style, smartphones were luxury toys for several years; they wouldn't become near-ubiquious until the mid-2010s. I didn't get my own smartphone until probably around the same time I got my 3DS, a full handheld generation later.
Browsing the software library for the Nintendo DS and DSi with that in mind is really interesting. Many titles released for the platform serve the same purposes that would be fulfilled by simple smartphone apps less than a decade later: planners and diaries, fitness trackers, calculators, language learning and SAT prep software, even a guide to the then-most-recent version of the driver's test in the UK. These proliferated with the release of the DSi's virtual store, but they existed even with the base model. You could go to a brick-and-mortar store and buy them on physical cartridges. (You might be wondering, "Why would you bother carrying those around over just buying a Blackberry?" You can't underestimate how expensive the service bills for a smartphone were before companies realized they were the most powerful spyware tool in history.)
There was never a time where every single businesswoman in New York carried a DS Lite, but adults did buy and use them, and a not insignificant portion of the DS's software library is aimed at a casual adult audience. Another niche covered mostly by smartphone games these days—games designed to be picked up and played in short sessions on-the-go, in places like waiting rooms and subway commutes.
Nintendo made crazy bank in the seventh console generation. Publications of the time talked about a console war between Sony, Microsoft, and Nintendo, but the real battle was between the PS3 and the Xbox 360 over the gamer demographic. Nintendo was producing hardware for a niche who would quietly disappear once smartphone sales began ballooning by hundreds of millions per year over the course of the early 2010s.
After the failure of the Wii U, Nintendo's marketing strategy pivoted again, though I doubt they'll ever completely abandon their family-friendly image. Currently beat out only by the PS2 and the DS, the Nintendo Switch may very well climb to a status as the best-selling console of all time before the end of its lifespan, but the "gamer" demographic is much bigger than it was two decades ago at the dawn of the DS. As more and more devices become consolidated into the Swiss army knife the smartphone has become, consoles can only carve out a role as dedicated gaming machines.
I'm not sure we'll ever see anything like the Nintendo DS or the Wii again. I think they're worth looking back on for their uniqueness in that way as much as they are for the more celebrated parts of their libraries.
#mine#this is the first in a series of posts i have in mind on this general subject. my next one will be more entertaining i think.
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Pinned Post
Side Blog: https://somethingdifferent.wordpress.com/
Software Projects (Fallen Star/Marxist Furry)
Completed Projects
Reddit
A simple picture posting reddit iphone app. A Computer Science University Project at Weber State University for an ios/iphone development class. It uses the reddit api for logging into an account to upload a photo to imgur and posting it to a user defined subredit. It also finds all the images on a subreddit and displays them in a list where the user can click ont one of the items in the list and it will display the image
https://github.com/ballju/iReddit
In Progress
Fallen Star
Converting Gamemaker School Project from Gamemaker 8 to Godot
Playlist Transfer
Transfers Playlists from streaming apps from one service to another. Using C# and .Net framework. It will be a console application.
Mood Tracker
Open-source daily journal and daily tracking of both mood and other important things.
Avatar Sim
Choose your own adventure based on JC’s Avatar
ADHD Tracker
(Private Github Repo for now) An time tracker that using Android TTS to help those with poor time management to keep on track storing tasks by priority
DBT Diary Card
(Private Github Repo for now) An application for generating dbt diary cards for thearpy and personal tracking
videowyrm
A fork of a decentralized movie/tv/anime social tracker based on a book tracking app
Frequently Used Tags
For most of the posts the were posted by me its #original post
#journal
#history #socialism
#song lyrics #song of the day #metal #music #Bandcamp
#hg wells #old movies #colorized #youtube movies #Youtube
#movies
#open source #linux #computer #piracy #tech
#video games #mods #quake
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Is this game available to play on ipad?
The game is available on Windows, Mac, Linux, and Android devices. There are no plans to port to iPhone or iPad. iOS app development requires developers to own a Mac computer to run the software, and pay a 100USD-per-year development fee in order to put their games on the app store. As a smaller solo developer I’m not confident that I’d be able to make enough of a profit from the game to justify the fees and upkeep required to develop for iOS. Sorry!
This is the same reason you might notice certain applications and subscription fees being more expensive on the iOS app store compared to other devices.
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hey so re that abandonware post and fixing old computers so they don't fucking brick expensive microscopes: have you ever replaced a power supply in a computer tower connected to an olympus confocal microscope? olympus is trying to get us to pay 5-6k for a new computer over a power supply and frankly, i don't want to pay that but we're a bit nervous that olympus might've encrypted the motherboard such that replacing the power supply bricks it.
First off I'm not an expert and am not intending to give instructions or write a tutorial, so anything you do or don't do based on this is up to you. I've also never had this exact scenario so I have no specific advice.
That being said, I haven't heard of Olympus pairing components in their PCs, so if true it's a pretty recent development and some real bullshit. How old is this thing? If it's relatively new my experience is even less relevant since I was mostly wrangling stuff well over 10 years old. Obviously if you try to fix it, fail, and call them back without being able to hide your tracks really well, they'll likely void any kind of warranty or service contract on the PC. But if the alternative is replacing the whole damn thing anyways, well...
From what I know of things like iPhones and game consoles that do have component pairing, trying to swap things only bricks the device in the sense that it won't run with the "illegal" parts. It doesn't cook the board unless there's a separate electrical problem, and swapping the original part back in should restore it to whatever functionality it had before. Assuming you're very sure it's the power supply itself and not something like the connection between that and another component, my guess is that trying to swap in a known working PSU of the exact same model might fail but won't break things worse.
The closest incident I've been involved in was one where one of these microscope computers was dying slowly and horribly, and the rep wanted something like 3k for a fresh install of the software. IT helped clone the entire contents of the hard drive, and we were able to copy that onto a non-dying drive and pop that back into a mostly-new computer. Clearly this might also fail depending on how aggressive they were in locking all the parts together, but if there's no truly custom hardware in the PC and all you need is CellSens or whatever a DIY license transfer may be worth thinking about.
If all else fails, you can always ask your PI to loudly consider a new Leica or something where they can hear.
#ask#they're probably betting that you'll fold because 6k is small potatoes compared to the scope itself#which is true but still
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The first devices that will have to be sold according to strict EU directives will hit the European market after Apple on Tuesday presented its new iPhone with a USB-C charge point.
A European Union law requires phone manufacturers to adopt a common charging connection by December 2024 to save consumers’ money and cut waste. The iPhone 15 is the first Apple device to have a USB-C charger instead of Apple’s usual Lightning charger, after the EU ordered manufacturers to introduce identical connections.
Apple fiercely opposed the law in 2022, arguing that it would punish innovation, but the 27 EU member states make up the largest single market in the world, so they relented.
Common chargers are not the only requirements in the European Parliament’s push to make life easier for consumers and reduce waste, a Croatian member of the European Parliament, Biljana Borzan, who was one of the strongest advocates for the adoption of that act, told BIRN
“The single charger initiative is ten years old. The European Parliament then gave a mandate to the European Commission to implement it. A charger is an independent act, but in addition to mobile phones, other small devices such as tablets, game consoles, speakers, keyboards, headphones and laptops are also included,” Borzan said.
“My political group [Progressive Alliance of Socialists and Democrats in the European Parliament] has been the loudest about chargers. We cannot say that I was the initiator because it was initiated before I arrived in the European Parliament, but I certainly worked intensively on it,” Borzan said.
The common charger is not the only battle against Big Tech that the EU has won. Brussels believes it will win several more in the coming months.
The EU’s new technological target is artificial intelligence, AI, since the chatbot ChatGPT pointed to the rapid development of this technology last year. Brussels hopes to give a green light to a comprehensive AI law by the end of 2023.
“The directive on artificial intelligence is in the last negotiations. There are other directives that are relevant, for example, the Ecodesign Directive, but also my Directive that determines the availability of software to the consumer,” Borzan said.
The October 2022 landmark Digital Services Act, DSA, and the accompanying Digital Markets Act, DMA, are the biggest and latest attempts to rein in big tech companies.
The DSA requires companies to crack down on harmful and illegal content online and to assess the risks their platforms pose to society. Violation of the rules incur a penalty of 6 per cent of the offender’s annual global turnover.
Under the rules, 19 large internet platforms, including Facebook, Instagram, TikTok, X (formerly Twitter) and YouTube, had till August this year to comply with the DSA. All platforms will have to comply by February 2024.
These major platforms have already introduced changes, including the banning of targeted advertising to children.
“Different parts of the DSA apply to different market players. Last week, the Commission published a list of ‘gatekeepers’, large platforms that will bear special responsibility for the content on them. They are not overly enthusiastic about it, and Zalando even sued the EC before the European Court because they were involved,” Borzan told BIRN.
The changes are not limited to the EU. Snapchat said it would also limit personalized advertising to minors in the UK.
The DMA is another thorn in the side of technology firms, especially Apple. The law aims to dilute the dominance of the big players and make the market fairer.
The EU has an eye on six of them, in particular: Alphabet (Google), Amazon, Apple, Meta (Facebook), Microsoft and ByteDance (TikTok). The DMA will force Apple to allow third parties to use its App Store.
General Data Protection Regulation, GDPR, came into effect in 2018 and was the strictest and best-known EU law in the field, ensuring that citizens have to give consent to the ways in which their data will be used.
In May, Ireland’s privacy regulator imposed its largest ever single fine of €1.2 billion on Meta for transferring personal data between Europe and the US.
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This day in history
On OCTOBER 23 at 7PM, I'll be in DECATUR, presenting my novel THE BEZZLE at EAGLE EYE BOOKS.
#20yrsago HOWTO break Google Print DRM https://web.archive.org/web/20041011120549/http://vitanuova.loyalty.org/weblog/nb.cgi/view/vitanuova/2004/10/07/2
#15yrsago Japanese court overturns Winny ruling, says file-sharing software is legal even if used for infringement https://web.archive.org/web/20091009232138/http://mdn.mainichi.jp/mdnnews/national/news/20091008p2a00m0na016000c.html
#15yrsago Robert E Howard collection, HEROES IN THE WIND: revisit your heroic past https://memex.craphound.com/2009/10/08/robert-e-howard-collection-heroes-in-the-wind-revisit-your-heroic-past/
#10yrsago Sore losers: How casinos went after two guys who found a video poker bug https://www.wired.com/2014/10/cheating-video-poker/
#10yrsago Fixing the unfixable USB bug https://www.wired.com/2014/10/unpatchable-usb-malware-now-patchsort/
#10yrsago 20 meaningful things you can do about climate change http://thischangeseverything.org/twenty-things-you-can-do-to-address-the-climate-crisis/
#10yrsago 10% of Americans have 10 or more alcoholic drinks every day https://www.washingtonpost.com/news/wonk/wp/2014/09/25/think-you-drink-a-lot-this-chart-will-tell-you/
#10yrsago $35 Firefox OS smartphone – back to the drawing board https://arstechnica.com/gadgets/2014/10/testing-a-35-firefox-os-phone-how-bad-could-it-be/
#5yrsago For the first time ever, taxes on the 400 richest Americans were lower than taxes on everyone else https://www.nytimes.com/interactive/2019/10/06/opinion/income-tax-rate-wealthy.html
#5yrsago Supreme Court greenlights lawsuit over Amazon’s wage-theft from warehouse workers https://www.reuters.com/article/us-usa-court-amazon-com/u-s-supreme-court-rejects-amazon-warehouse-worker-wage-appeal-idUSKBN1WM1FI/
#5yrsago Bernie Blindness: a subreddit for noting the way press narratives ignore or smear Bernie Sanders https://www.reddit.com/r/bernieblindness/top/
#5yrsago Checkm8: an “unstoppable” Iphone jailbreaking crack https://arstechnica.com/information-technology/2019/09/developer-of-checkm8-explains-why-idevice-jailbreak-exploit-is-a-game-changer/
#5yrsago After an injunction against Pacifica radio, New York’s WBAI is back on the air https://twitter.com/2600/status/1181423565389942786
#5yrsago How the “Varsity Blues” admissions scam punished deserving, hard working kids so that mediocre kids of the super-rich could prosper https://memex.craphound.com/2019/10/08/how-the-varsity-blues-admissions-scam-punished-deserving-hard-working-kids-so-that-mediocre-kids-of-the-super-rich-could-prosper/
#5yrsago Facebook’s 2016 election billboards: Buy all your elections with us! https://twitter.com/MarietjeSchaake/status/1180166896294887424
#5yrsago Podcast: Why do people believe the Earth is flat? https://ia601006.us.archive.org/35/items/Cory_Doctorow_Podcast_311/Cory_Doctorow_Podcast_311_-_Why_do_people_believe_the_Earth_is_flat.mp3
#5yrsago The cloud vs humanity: Adobe terminates every software license in Venezuela, keeps Venezuelans’ money https://helpx.adobe.com/la/x-productkb/policy-pricing/executive-order-venezuela.html
Tor Books as just published two new, free LITTLE BROTHER stories: VIGILANT, about creepy surveillance in distance education; and SPILL, about oil pipelines and indigenous landback.

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Encoding Spatial Video
As I mentioned in my prior post about Spatial Video, the launch of the Apple Vision Pro has reignited interest in spatial and immersive video formats, and it's exciting to hear from users who are experiencing this format for the first time. The release of my spatial video command-line tool and example spatial video player has inadvertently pulled me into a lot of fun discussions, and I've really enjoyed chatting with studios, content producers, camera manufacturers, streaming providers, enthusiasts, software developers, and even casual users. Many have shared test footage, and I've been impressed by a lot of what I've seen. In these interactions, I'm often asked about encoding options, playback, and streaming, and this post will focus on encoding.
To start, I'm not an Apple employee, and other than my time working at an immersive video startup (Pixvana, 2016-2020), I don't have any secret or behind-the-scenes knowledge. Everything I've written here is based on my own research and experimentation. That means that some of this will be incorrect, and it's likely that things will change, perhaps as early as WWDC24 in June (crossing my fingers). With that out of the way, let's get going.
Encoding
Apple's spatial and immersive videos are encoded using a multi-view extension of HEVC referred to as MV-HEVC (found in Annex G of the latest specification). While this format and extension were defined as a standard many years ago, as far as I can tell, MV-HEVC has not been used in practice. Because of this, there are very few encoders that support this format. As of this writing, these are the encoders that I'm aware of:
spatial - my own command-line tool for encoding MV-HEVC on an Apple silicon Mac
Spatialify - an iPhone/iPad app
SpatialGen - an online encoding solution
QooCam EGO spatial video and photo converter - for users of this Kandao camera
Dolby/Hybrik - professional online encoding
Ateme TITAN - professional encoding (note the upcoming April 16, 2024 panel discussion at NAB)
SpatialMediaKit - an open source GitHub project for Mac
MV-HEVC reference software - complex reference software mostly intended for conformance testing
Like my own spatial tool, many of these encoders rely on the MV-HEVC support that has been added to Apple's AVFoundation framework. As such, you can expect them to behave in similar ways. I'm not as familiar with the professional solutions that are provided by Dolby/Hyrbik and Ateme, so I can't say much about them. Finally, the MV-HEVC reference software was put together by the standards committee, and while it is an invaluable tool for testing conformance, it was never intended to be a commercial tool, and it is extremely slow. Also, the reference software was completed well before Apple defined its vexu metadata, so that would have to be added manually (my spatial tool can do this).
Layers
As I mentioned earlier, MV-HEVC is an extension to HEVC, and the multi-view nature of that extension is intended to encode multiple views of the same content all within a single bitstream. One use might be to enable multiple camera angles of an event – like a football game – to be carried in a single stream, perhaps allowing a user to switch between them. Another use might be to encode left- and right-eye views to be played back stereoscopically (in 3D).
To carry multiple views, MV-HEVC assigns each view a different layer ID. In a normal HEVC stream, there is only one so-called primary layer that is assigned an ID of 0. When you watch standard 2D HEVC-encoded media, you're watching the only/primary layer 0 content. With Apple's spatial and immersive MV-HEVC content, a second layer (typically ID 1) is also encoded, and it represents a second view of the same content. Note that while it's common for layer 0 to represent a left-eye view, this is not a requirement.
One benefit of this scheme is that you can playback MV-HEVC content on a standard 2D player, and it will only playback the primary layer 0 content, effectively ignoring anything else. But, when played back on a MV-HEVC-aware player, each layered view can be presented to the appropriate eye. This is why my spatial tool allows you to choose which eye's view is stored in the primary layer 0 for 2D-only players. Sometimes (like on iPhone 15 Pro), one camera's view looks better than the other.
All video encoders take advantage of the fact that the current video frame looks an awful lot like the prior video frame. Which looks a lot like the one before that. Most of the bandwidth savings depends on this fact. This is called temporal (changes over time) or inter-view (where a view in this sense is just another image frame) compression. As an aside, if you're more than casually interested in how this works, I highly recommend this excellent digital video introduction. But even if you don't read that article, a lot of the data in compressed video consists of one frame referencing part of another frame (or frames) along with motion vectors that describe which direction and distance an image chunk has moved.
Now, what happens when we introduce the second layer (the other eye's view) in MV-HEVC-encoded video? Well, in addition to a new set of frames that is tagged as layer 1, these layer 1 frames can also reference frames that are in layer 0. And because stereoscopic frames are remarkably similar – after all, the two captures are typically 65mm or less apart – there is a lot of efficiency when storing the layer 1 data: "looks almost exactly the same as layer 0, with these minor changes…" It isn't unreasonable to expect 50% or more savings in that second layer.
This diagram shows a set of frames encoded in MV-HEVC. Perhaps confusing at first glance, the arrows show the flow of referenced image data. Notice that layer 0 does not depend on anything in layer 1, making this primary layer playable on standard 2D HEVC video players. Layer 1, however, relies on data from layer 0 and from other adjacent layer 1 frames.
Thanks to Fraunhofer for the structure of this diagram.
Mystery
I am very familiar with MV-HEVC output that is recorded by Apple Vision Pro and iPhone 15 Pro, and it's safe to assume that these are being encoded with AVFoundation. I'm also familiar with the output of my own spatial tool and a few of the others that I mentioned above, and they too use AVFoundation. However, the streams that Apple is using for its immersive content appear to be encoded by something else. Or at least a very different (future?) version of AVFoundation. Perhaps another WWDC24 announcement?
By monitoring the network, I've already learned that Apple's immersive content is encoded in 10-bit HDR, 4320x4320 per-eye resolution, at 90 frames-per-second. Their best streaming version is around 50Mbps, and the format of the frame is (their version of) fisheye. While they've exposed a fisheye enumeration in Core Media and their files are tagged as such, they haven't shared the details of this projection type. Because they've chosen it as the projection type for their excellent Apple TV immersive content, though, it'll be interesting to hear more when they're ready to share.
So, why do I suspect that they're encoding their video with a different MV-HEVC tool? First, where I'd expect to see a FourCC codec type of hvc1 (as noted in the current Apple documentation), in some instances, I've also seen a qhvc codec type. I've never encountered that HEVC codec type, and as far as I know, AVFoundation currently tags all MV-HEVC content with hvc1. At least that's been my experience. If anyone has more information about qhvc, drop me a line.
Next, as I explained in the prior section, the second layer in MV-HEVC-encoded files is expected to achieve a bitrate savings of around 50% or more by referencing the nearly-identical frame data in layer 0. But, when I compare files that have been encoded by Apple Vision Pro, iPhone 15 Pro, and the current version of AVFoundation (including my spatial tool), both layers are nearly identical in size. On the other hand, Apple's immersive content is clearly using a more advanced encoder, and the second layer is only ~45% of the primary layer…just what you'd expect.
Here is a diagram that shows three subsections of three different MV-HEVC videos, each showing a layer 0 (blue), then layer 1 (green) cadence of frames. The height of each bar represents the size of that frame's payload. Because the content of each video is different, this chart is only useful to illustrate the payload difference between layers.
As we've learned, for a mature encoder, we'd expect the green bars to be noticeably smaller than the blue bars. For Apple Vision Pro and spatial tool encodings (both using the current version of AVFoundation), the bars are often similar, and in some cases, the green bars are even higher than their blue counterparts. In contrast, look closely at the Apple Immersive data; the green layer 1 frame payload is always smaller.
Immaturity
What does this mean? Well, it means that Apple's optimized 50Mbps stream might need closer to 70Mbps using the existing AVFoundation-based tools to achieve a similar quality. My guess is that the MV-HEVC encoder in AVFoundation is essentially encoding two separate HEVC streams, then "stitching" them together (by updating layer IDs and inter-frame references), almost as-if they're completely independent of each other. That would explain the remarkable size similarity between the two layers, and as an initial release, this seems like a reasonable engineering simplification. It also aligns with Apple's statement that one minute of spatial video from iPhone 15 Pro is approximately 130MB while one minute of regular video is 65MB…exactly half.
Another possibility is that it's too computationally expensive to encode inter-layer references while capturing two live camera feeds in Vision Pro or iPhone 15 Pro. This makes a lot of sense, but I'd then expect a non-real-time source to produce a more efficient bitstream, and that's not what I'm seeing.
For what it's worth, I spent a bit of time trying to validate a lack of inter-layer references, but as mentioned, there are no readily-available tools that process MV-HEVC at this deeper level (even the reference decoder was having its issues). I started to modify some existing tools (and even wrote my own), but after a bunch of work, I was still too far away from an answer. So, I'll leave it as a problem for another day.
To further improve compression efficiency, I tried to add AVFoundation's multi-pass encoding to my spatial tool. Sadly, after many attempts and an unanswered post to the Apple Developer Forums, I haven't had any luck. It appears that the current MV-HEVC encoder doesn't support multi-pass encoding. Or if it does, I haven't found the magical incantation to get it working properly.
Finally, I tried adding more data rate options to my spatial tool. The tool can currently target a quality level or an average bitrate, but it really needs finer control for better HLS streaming support. Unfortunately, I couldn't get the data rate limits feature to work either. Again, I'm either doing something wrong, or the current encoder doesn't yet support all of these features.
Closing Thoughts
I've been exploring MV-HEVC in depth since the beginning of the year. I continue to think that it's a great format for immersive media, but it's clear that the current state of encoders (at least those that I've encountered) are in their infancy. Because the multi-view extensions for HEVC have never really been used in the past, HEVC encoders have reached a mature state without multi-view support. It will now take some effort to revisit these codebases to add support for things like multiple input streams, the introduction of additional layers, and features like rate control.
While we wait for answers at WWDC24, we're in an awkward transition period where the tools we have to encode media will require higher bitrates and offer less control over bitstreams. We can encode rectilinear media for playback in the Files and Photos apps on Vision Pro, but Apple has provided no native player support for these more immersive formats (though you can use my example spatial player). Fortunately, Apple's HLS toolset has been updated to handle spatial and immersive media. I had intended to write about streaming MV-HEVC in this post, but it's already long enough, so I'll save that topic for another time.
As always, I hope this information is useful, and if you have any comments, feedback, suggestions, or if you just want to share some media, feel free to contact me.
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Teen patti software
Teen Patti uses one deck with 52 cards and no jokers. A spherical of Teen Patti starts with the players (there are 2 of them) placing their bets. The dealer then deals cards with player X and player Y. Every player receives up to three cards. Players will play blind or play seen, which means they're going to take a glance at their hand before placing a bet or to depart the cards face-down, severally. So-called blind players will see their cards whenever they require, which can flip them into so-called seen players.
There are some common as well as new features and functionalities associated with the Teen Patti Game:
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Users will play with Computer Bot: This feature permits the users to play the game with computer bots, for the time when real players are not available on the platform.
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#Teen Patti Software#teen patti software developer#teen patti#game#games#online games#game development#game developers#gaming#teen patti game app#game app#Vartika Rajawat#Mobzway#teen patti game development company#teen patti game#teen patti game developers#teen patti softwares#gaming apps#gaming software#Vartika
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Fortnite (2017)
Date: July 25, 2017 Platform: Mac / PC / iPhone / iPad / Android / Xbox One / PlayStation 4 / Nintendo Switch / PlayStation 5 / Xbox Series X|S / Amazon Luna Developer: Epic Games / People Can Fly / Hardsuit Labs Publisher: Epic Games / Gearbox Software LLC / WB Games Genre: Shooter Theme: Horror / Fantasy / Sci-Fi / Comedy / Post-Apocalyptic Type: Crossover
Summary:
The game's original mode, later re-titled "Save the World", is a co-operative campaign where up to four players can band together as unique Heroes and co-operate on missions in procedurally-generated landscapes, earning new weapon schematics, trap schematics, and upgraded Heroes by completing missions and opening loot chests.
The mode is set in a near-future contemporary Earth, where a mysterious and chaotic storm has engulfed the planet, dropping zombie-like creatures that put the world in an apocalyptic state. The remaining survivors have found a way to shield locations from the storm (using special field generators known as "Storm Shields") and must find survivors, resources, and a way to repel the storm completely.
The mode was originally developed in conjunction with People Can Fly, and the early-access XONE and PS4 versions were also released in retail format on July 25, 2017 by Gearbox. This mode is not available on the Switch, iOS, and Android versions, with the Mac version discontinued on September 23, 2020.
Source: https://www.giantbomb.com/fortnite/3030-37030/
Link: https://www.youtube.com/watch?v=UNABsxnQqOI
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