Since its official debut on the market, nearly a year ago, Windows 10 has become the main discussion topic of the entire computer business. Many reported Microsoft’s inclination to cause troubles or even real damages to users with the company’s new policy about cloud computing, mandatory updates and free offers you cannot refuse, but for me Windows 10 suffers from a fundamental issue that’s even more difficult to ignore. The entire “Windows as a service” concept is utter nonsense, and if Microsoft has taken this path I don’t think I will be able to follow it.
Digital natives are among us, they use the tablet even before learning to read and grow up in a world where digital technologies are an integral part of their life. Being unable to read hence to think as well, the aforementioned digital natives are unaware of the fact that they actually are the ones being used by uselessly expensive disposable gadgets, and that their role in the modern technology world mainly is to behave like idiots and waste money when there is a new trendy toy to purchase whatever it takes.
Public cloud computing services are among the most unreliable technology products out there, and this is a fact that Internet corporations never cease to confirm. As a matter of fact, the only true guarantees that the aforementioned corporations can concretely comply with are the ones about security risks for virtual computing instances, breaches in users’ sensible and personal data, unauthorized password access, the unavailability of communication services vital for a country’s authorities. Insecurity is the only “always-on” thing, in the wonderful world of cloud, and promises about “unlimited” resources are lies so awful that Pinocchio would be disgusted.
Among the many lies cloud computing providers tell users and companies, the one about reliability and full-time availability is always the first to be proven wrong by facts. Cloud platforms go off-line almost regularly, and it matters little that the infrastructure is needed to manage applications and data in real time or that the affected provider is a hi-tech giant. Sooner or later all the remote servers vanish in a sorrowful cloud, and the user is left with his frustration for having entrusted his own business or digital life to someone who is only interested in turning them into profits.
Who is winning and who is losing, more than a year after the PlayStation 4 and Xbox One debut, the commercial, technological and gaming challenge of the eighth generation home consoles? The market seems to confirm the trend already set the past year, with the Sony console as the leading platform and the Microsoft machine desperately trying to get back on the top. Nintendo, at last, is really this generation’s Cinderella. But the future could be surprising for everyone, even for users thinking they have purchased a hardware device made to be forever unchanged.
Cloud computing is a scam, an endless progression of lies, technically impossible to honor pledges and outages that routinely shut down services the marketing sells as always-on and always available for users and companies’ needs. And yet the Internet herds are still drinking the toxic water of the cloud, and the corporations never get tired of making more and more amazing promises about the mythical features of remote-controlled systems.
After the last November’s lively beginning, the commercial race of the eighth generation home consoles is still nurturing the perpetual machine of controversy over each machine performances, the plans of the three big corporations in the industry (Sony, Microsoft, Nintendo) for the future and everything. Unlike the recent past, however, controversy and rumors are just the garnish coming with the main dish - ie how many units the new consoles can sell to the customers still willing to invest their money on the gaming business.
The companies involved in that downright organized fraud called cloud computing have always advertised the idea that data, “apps” and services entirely relying on an Internet connection are destined to last indefinitely. It’s the first lie and the original sin of cloud computing, something that simply isn’t true and that every month, every week and every day must face a reality going in the opposite way: the “cloud” servers are dying over and over again like flies bringing down with them data, apps and services of their naive users.
On the long, long road that leads to its final target, ReactOS continues to grow and evolve thanks to the hard work made by developers contributing to the project. The latest, important changes help the system to actually advance toward the aforementioned final target, ie to reach full compatibility with software and drivers made for Windows operating systems based on the NT architecture.
Five years after the last post about the topic, the state of the everlasting commercial and technological war between gaming consoles couldn’t be more different: the machine which seemed to be done (PS3) recovered brilliantly, the Nintendo battleship is living a new difficult moment in its troubled history and the eighth generation of home console has been finally deployed in full with the PS4 and Xbox One debut. But the market is pretty different compared to the past as well, while everyone’s expectations - for publishers, analysts and players - have grown a ton.
Cloud computing is a digital hell that burns data, security, reliability and privacy for users and companies, a technology cancer that within the short turn of a summer brought new evidence of the fact that the worst, for the fools willing to completely tie themselves to the feudal power system of the new digital Lords, is yet to come. It’s therefore important to keep a constant track of the incidents, the unfulfilled promises, the countless privacy violations and the pure and simple lies the unscrupulous corporations persistently try to sell as the future of everything. The future, on-line, has an expiration date and is intermittent.
A new ransomware for Windows PCs is roaming on-line, it’s called CryptoLocker and brings a very dangerous destructive potential. Security enterprise Sophos warns - via Naked Security - users and system admins about the new threat, its features and the fact that the “prevention is better than a cure” rule is true now more than ever. Curing the damages of a CryptoLocker infection, Sophos warns, is impossible for the time being.
If there is something worse than dealing with an antivirus company which tries to sell you security a dime a dozen, it is discovering that the aforementioned company has no intention of withdrawing from its ominous intentions: Avira continues to do marketing on my PC as I already became aware months ago, and this time it’s something connected with on-line storage which notoriously is one of my preferred technologies I always say good things about every time I can.
The false promises of cloud computing killed Google Reader and I, like many million users before, had to search for a worthy alternative to the former most popular feed reader in the world. The truth is that finding such alternative isn’t easy, and as for me the search is still going on now almost a month after the Reader service official stop. This nth betrayal by Google still burns, yet the RSS/Atom readers market is luckily more alive than ever just like the hope to dismiss even the memory of the only Google product - web search apart - I have ever cared of.
Hello Blizzard, do you remember me? I am one of those who purchased an original copy of Diablo III a year ago, moreover spending an obscene amount of money (compared to my standards and my limited resources) on the game Collector’s Edition. After all this time and after its recent first anniversary, I’m writing you to show all my disappointment for the fact that Diablo III, as for me, still sucks big time.
After more than four years since the post with which this blog tried to highlight the dark side of that hollow and meaningless thing hidden behind the “cloud computing” moniker, I think it’s now time to go back on the topic with an annotated list of the most recent and remarkable horrors fallen down from the sky of Internet servers. The “mainframe 3.0″ class services promise a lot, keep very little and don’t give any guarantee on anything. Or to say it with the Apple co-founder Steve Wozniak, selling one’s own rights of ownership on software, data and products is the first stone of the road that leads to digital hell.
There is recurrent thinking going for a while, within the video games world, a thinking that sentences to death the “traditional” way of selling, playing and doing business while serving a completely changed audience. The future of gaming will be streamed, that thinking says, it will be “social”, “free-to-play”, purely and simply in digital delivery. So let’s try confronting what certain interested thinkers describe as clear trends with some factual data of the videogaming business.
The PC video gaming market is dying, states a certain common thought expressed by publishers and embraced by users unaware of the real facts. The numbers are actually talking about a view that is completely opposed to the one about the perpetual falling of personal computer as a gaming platform worth of the name, an always-evolving platform that continues to grow in revenue and represents a non-secondary part of the entertainment market overall value - estimated in 57 billion dollars in 2009 according to research firm DFC Intelligence.
The AV-Comparatives Austrian labs have just released their antivirus test for November. Following the usual practice of alternating (during the year) the analysis of the known malware detection rates and that on the antivirus software proactive capabilities, report n.24 follows the previous one related to the malware test-bed collected between January and August 2009 but, contrariwise to this last one, compares the same products to more than 23,000 new samples gathered within the week following the antivirus signatures update.
With the usual punctuality from which I should learn something, at the end of May the Austrian labs of AV-Comparatives released the second part of the first antivirus comparative of 2009, comparing the previously tested security software with unknown threats for which there still is no specific signature. In such a scenery malware detection rates tend to drop drastically, and only the most advanced engines are able to succeed by obtaining the best results.