Monthly Archive:: April 2019
After 4 months of waiting, that is the response I got from Widevine, Google’s DRM for web browsers. For the last 2 years I’ve been working on a web browser that now cannot be completed because Google, the creators of the open source browser Chrome, won’t allow DRM in an open source project. The web sure seems to be healthy
I always wondered what it would be like to write my own operating system, but I never took it seriously. Until now. I’ve grown tired of cutesy and condescending software that doesn’t take itself or the user seriously. This is my effort to bring back the feeling of computing I once knew. Roughly speaking, the goal here is a marriage between the aesthetic of late-1990s productivity software and the power-user accessibility of late-2000s *nix. This is a system by me, for me, based on the things I like. Seriously impressive work, as you can see in the demo video of the current state of the operating system.
During a virtual launch event today, Microsoft announced that Visual Studio 2019 is now generally available. The new IDE contains a number of new features, such as making it easier to clone a Git repo, and there are improvements for template selection. There’s also a new feature called Live Share. Live Share lets you collaborate with other developers in real time. Announced at Build 2018 last year, it’s been in preview ever since. Since then, Microsoft has added support for languages like C++ and Python, and it’s started allowing guests to start debugging sessions. Live Share works with both Visual Studio 2019 and Visual Studio Code. This release includes Visual Studio for the Mac.
This account of Anthem’s development, based on interviews with 19 people who either worked on the game or adjacent to it (all of whom were granted anonymity because they were not authorized to talk about Anthem’s development), is a story of indecision and mismanagement. It’s a story of technical failings, as EA’s Frostbite engine continued to make life miserable for many of BioWare’s developers, and understaffed departments struggled to serve their team’s needs. It’s a story of two studios, one in Edmonton, Alberta, Canada and another in Austin, Texas, that grew resentful toward one another thanks to a tense, lopsided relationship. It’s a story of a video game that was in development for nearly seven years but didn’t enter production until the final 18 months, thanks to big narrative reboots, major design overhauls, and a leadership team said to be unable to provide a consistent vision and unwilling to listen to feedback. Perhaps most alarming, it’s a story about a studio in crisis. Dozens of developers, many of them decade-long veterans, have left BioWare over the past two years. Some who have worked at BioWare’s longest-running office in Edmonton talk about depression and anxiety. Many say they or their co-workers had to take “stress leave”—a doctor-mandated period of weeks or even months worth of vacation for their mental health. One former BioWare developer told me they would frequently find a private room in the office, shut the door, and just cry. “People were so angry and sad all the time,” they said. Said another: “Depression and anxiety are an epidemic within Bioware.” This makes two incredibly high-profile BioWare flops as a result of severe mismanagement and gross negligence by executives, harming the lives of countless hardworking developers in the process. Once, BioWare was one of the greatest game development studios, but now, it’s barely a shadow of its former self, a running internet meme, and a studio whose upcoming games are not met with anticipation and excitement, but with rolling eyes and distrust. I’m deeply worried about the studio’s future.
A few years ago, I was out at the W6TRW swap meet at the parking lot of Northrop Grumman in Redondo Beach, California. Tucked away between TVs shaped like polar bears and an infinite variety of cell phone chargers and wall warts was a small wooden box. There was a latch, a wooden handle, and on the side a DB-25 port. There was a switch for half duplex and full duplex. I knew what this was. This was a modem. A wooden modem. Specifically, a Livermore Data Systems acoustically coupled modem from 1965 or thereabouts. Turn down the lights, close the curtains, and put on some Barry White. You’re going to need it.
Google’s Android security team has published its yearly report on the state of Android security, and it’s filled with detailed information. The broadest statistic for measuring device hygiene is how frequently a full-device scan detects Potentially Harmful Applications (PHAs). Google Play Protect, Android’s built-in defense mechanism, is incredibly effective at keeping PHAs out of Google Play, but malicious apps can still be downloaded from other sources. These apps endanger not only the device but also threaten the sanctity of the Android environment. This is why Google Play Protect scans all apps installed on a device regardless of the source. In 2018 only 0.08% of devices that used Google Play exclusively for app downloads were affected by PHAs. In contrast, devices that installed apps from outside of Google Play were affected by PHAs eight times more often.Compared to the previous year, even those devices saw a 15% reduction in malware due to the vigilance of Google Play Protect. Over the years, I’ve come to accept that tech media is easily fooled by security stories – in the olden days, when the desktop reigned supreme, it was baseless story after baseless story about macOS and security (usually sponsored and/or pushed by antivirus peddlers), and now that mobile reigns supreme, they aim their FUD at iOS and Android. Don’t fall for it. With normal use, iOS and Android are incredibly safe operating systems to use.