The holiday season may have started with a lump of coal in the stockings of EA and Ubisoft. Wedbush analyst Michael Pachter sent a note to investors in advance of this week’s November NPD US retail sales announcements, saying that software sales for the month would be down 13 percent due to “far weaker-than-expected debuts” for the heavily hyped Battlefield 4 and Assassin’s Creed IV.
Those games’ troubles are the primary reasons Pachter believes console and handheld sales were down 13 percent to $1.25 billion, but they weren’t the only ones. Call of Duty: Ghosts sales were also lower than expected due to unflattering reviews, Pachter said, and the PlayStation 4 and Xbox One launches may have also put a damper on the software sales figures. Pachter reasoned that consumers either devoted their spending money to next-generation hardware launches, or decided to forgo purchasing current-gen versions of titles until they could find one of the supply constrained next-gen systems.
Speaking of the next-gen consoles, Pachter gave a considerable edge to Sony in the November sales race. He believes the PS4 sold 1.25 million units in the US during November, compared to 750,000 for the Xbox One. The PS4 launched November 15, while the Xbox One debuted November 22. The new arrivals also appear to have put a significant dent in the pre-existing competition, as Pachter predicted Wii U sales would be down 65 percent year-over-year, with Xbox 360 and PS3 sales down 44 percent and 28 percent, respectively.
The NPD Group is expected to announce its November US retail sales data this evening.
The growth of online video, both in fixed and mobile networks has made content delivery networks such as EdgeCast and the services they offer more interesting. Verizon’s Digital Media Services unit will integrate EdgeCast’s capabilities to further improve “ability to meet the exponential growth in online digital media content, as well as broaden its portfolio of site acceleration services for enterprises,” the operator said earlier this week.
With the acquisition, Verizon will get its hands on EdgeCast’s content delivery network, a global network of servers that can be used to handle traffic spikes, stream content to thousands of viewers concurrently, or secure websites from attacks, according to EdgeCast.
This isn’t the first time this year Verizon has opened its wallet to improve its video distribution capabilities. Last month, Verizon announced the acquisition of technology from upLynk that streamlines the process of uploading and encoding video for live, linear and video-on-demand content.
EdgeCast’s list of customers includes Pinterest, Kellogg’s, Mercedes, Yahoo and WordPress.
The financial details of the deal were not revealed, but Verizon’s and EdgeCast’s board of directors have approved the acquisition and Verizon hopes to finalize it early next year, it said. Once the deal is complete, Verizon will compete with the likes of Akamai Technologies.
Today, online video is the biggest contributor to mobile traffic volumes, constituting 25% of total smartphone traffic and 40% of total tablet traffic, according to a recent report from telecom vendor Ericsson.
The rising number of smartphone subscriptions is the main driver for mobile-data traffic growth in the coming years. Users consuming more data per subscription — mainly driven by video — is adding to this. A compound annual growth rate of around 45% for data traffic is expected between 2013 and 2019 or by a factor of 10 during the whole period, Ericsson said.
Dublin-based StatCounter pegged November’s mobile browser usage share — a tally of website pages viewed, and thus a measurement of online activity — at 20%, with personal computers accounting for the remaining 80%.
In the last 12 months, mobile’s global usage share grew by 7 percentage points, representing a 53% annual increase.
Mobile’s browsing growth is in part a side effect of a global slump in personal computer sales as customers instead purchase smartphones and tablets, and as a result, shift their time spent online from PCs to mobile. For the year,personal computer shipments will be more than 10% lower than the year before, when shipments contracted by a then-historic 4% compared to 2011.
Usage share gains for mobile have come at the expense of what StatCounter defines as “desktop,” a category that includes both desktop and notebook PCs, primary powered by Microsoft’s Windows, and Macs running Apple’s OS X. Desktop browser usage dropped 2 percentage points to 80% in the last three months, and fell 7 points in the last 12.
In September 2009, when Computerworld began tracking mobile browser usage — seven months before Apple started selling its first iPad — desktop controlled 98.9% of the usage total, according to StatCounter.
Net Applications, an Aliso Viejo, Calif.-based rival to StatCounter, also tracks desktop and mobile browsing, but uses a different methodology that essentially counts individual users, not online activity.
By Net Applications’ measurement, 13.2% of all unique visitors to its clients’ websites did so using a smartphone or tablet. Computerworld labels Net Applications’ numbers user share to differentiate them from StatCounter’s.
Personal computers accounted for 86.2% of the global browser user share for November by Net Applications’ tally.
Not surprisingly, browser makers have jumped on the mobile bandwagon. Nearly 60% of Apple’s November user share, as defined by Net Applications, was generated by the iOS version of Safari, for example, while 20% of Google’s user share came from its stock Android browser and the newer Chrome on that mobile operating system.
Meanwhile, Microsoft’s mobile version of Internet Explorer (IE) accounted for less than half of one percent of IE’s total user share.
The company’s policies for shutting off sales to retailers and shipping licenses to OEMS (original equipment manufacturers) are posted on its site, which was recently updated to show that Windows 7′s “retail end of sales” date was Oct. 30.
The next deadline, marked as “End of sales for PCs with Windows preinstalled,” will be Oct. 30, 2014, less than a year away.
Microsoft’s practice, first defined in 2010, is to stop selling an older operating system in retail one year after the launch of its successor, and halt delivery of the previous Windows edition to OEMs two years after a new version launches. The company shipped Windows 8, Windows 7′s replacement, in October 2012.
As recently as late September, the last timeComputerworld cited the online resource, Microsoft had not filled in the deadlines for Windows 7. At the time, Computerworld said that the end-of-October dates were the most likely.
A check of Microsoft’s own online store showed that the company has pulled Windows 7 from those virtual shelves.
In practical terms, the end-of-retail-sales date has been an artificial and largely meaningless deadline, as online retailers have continued to sell packaged copies, sometimes for years, by restocking through distributors which squirreled away older editions.
Today, for example, Amazon.com had a plentiful supply of various versions of Windows 7 available to ship, as did technology specialist Newegg.com. The former also listed copies of Windows Vista and even Windows XP for sale through partners.
Microsoft also makes a special exception for retail sales, telling customers that between the first and second end-of-sale deadlines they can purchase Windows 7 from computer makers. “When the retail software product reaches its end of sales date, it can still be purchased through OEMs (the company that made your PC) until it reaches the end of sales date for PCs with Windows preinstalled,” the company’s website stated.
The firmer deadline is the second, the one for offering licenses to OEMs. According to Microsoft, it “will continue to allow OEMs to sell PCs preinstalled with the previous version for up to two years after the launch date of the new version” (emphasis added).
After that date, Microsoft shuts off the spigot, more or less, although OEMs, especially smaller “white box” builders, can and often do stockpile licenses prior to the cut-off.
But officially, the major PC vendors — like Dell, Hewlett-Packard and Lenovo — will discontinue most Windows 7 PC sales in October 2014, making Windows 8 and its follow-ups, including Windows 8.1, the default.
Even then, however, there are ways to circumvent the shut-down. Windows 8 Pro, the more expensive of the two public editions, includes “downgrade” rights that allow PC owners to legally install an older OS. OEMs and system builders can also use downgrade rights to sell a Windows 8- or Windows 8.1-licensed system, but factory-downgrade it to Windows 7 Professional before it ships.
Enterprises with volume license agreements are not at risk of losing access to Windows 7, as they are granted downgrade rights as part of those agreements. In other words, while Microsoft may try to stymie Windows 7 sales, the 2009 operating system will long remain a standard.
As of the end of November, approximately 46.6% of all personal computers ran Windows 7, according to Web measurement vendor Net Applications, a number that represented 51.3% of all the systems running Windows.
Spotify has had its knuckles rapped by the Advertising Standards Agency (ASA) for an email that contained an uncensored “f” word.
The promotional email had the subject line, “Have you heard this song by Lily Allen? Give it a try. F-ck You”.
Contextually, the phrase refers to the song “Fuck You” on Lily Allen’s album “It’s Not Me, It’s You”, and the suggestion was genuine, generated automatically based on the listener’s previous selections.
Unfortunately, this particular Spotify customer chose to take it the wrong way and made a complaint to the ASA, which announced it would uphold the complaint on Wednesday.
Defending against the claim, Spotify said it “believed there was a clear difference between deliberate language use such as that and the context in which it was used in the ad” and that “…around 36 million recommendations were sent to users by e-mail every month and therefore over the years a significant proportion of its users would have had the same song recommended to them”.
However, the ASA had not received any other complaints, Spotify said. Upholding the complaint, the ASA ruled that it “considered the use of ‘Fuck’ was likely to cause serious offence to some recipients of such e-mails and therefore concluded that the ad breached the Code”.
Although no action is taken in isolated instances like this, the ASA chose to uphold the complaint “to ensure [Spotify's] future advertising contained nothing that was likely to cause serious or widespread offence”.
But what songs had this customer been listening to that would trigger this recommendation? Perhaps he or she is a fan of Cee Lo Green or the Dead Kennedys?
The two companies didn’t offer many details, only saying that users will be able to see Twitter messages on the homescreens of selected Android-based smartphones sometime next year. The collaboration will initially cover Germany, the Netherlands, Romania, Greece and Croatia, the operator said in a statement.
For Twitter the partnership is about increasing its user base, while Deutsche Telekom wants to add value to its devices and remain relevant as subscribers choose to communicate using means other than text messages and phone calls, according to Paolo Pescatore, director at market research company CCS Insight.
As of mid-November there were 230 million Twitter users globally, and 76 percent accessed the service on a mobile device, according to Twitter.
Twitter isn’t the first social networking vendor to work directly with operators and handset makers. Facebook has been the most aggressive, but has struggled to make an impact with smartphones featuring physical Facebook buttons; the most prominent phone integration with Facebook, the HTC First, was not a success.
Pescatore doubts that Twitter will succeed where Facebook struggled. Most users will likely just continue to use existing apps, he said.
Last month, Twitter updated its mobile apps for both Android and Apple’s iOS devices to give users better search tools.
The company also expanded options for marketers, allowing them to choose what smartphone models and OS versions they want to target with advertising.
Deutsche Telekom didn’t comment on plans for working with Twitter on operating systems other than Android.
The phablet cannibalization trend is so significant that IDC lowered its long-term tablet forecast. The research firm slightly lowered its previous 2013 forecast from 227.4 million tablet shipments worldwide to 221.3 million.
IDC lowered its 2017 tablet forecast even further, pegging shipments at 386.3 million, down from the previous 407 million units.
In some markets, especially the Asia Pacific region, consumers have already decided to buy a large smartphone rather than a small tablet, IDC analysts said. Tablet purchases in South Korea have declined while larger smartphone purchases have increased. IDC researchers there are forecasting that 2013 tablet shipments will drop below 2012′s figures.
“Korea is a unique case, but it could very well be the precursor to that happening in more countries and regions,” said Tom Mainelli, an IDC analyst.
“People in some countries have limited money to spend, so they tend to go for a large phone because they can call and browse on it and read email, as opposed to getting a small phone and a tablet,” added IDC analyst Jitesh Ubrani. The phablet becomes the “jack of all trades.”
The cannibalization of tablets is less of a concern in the U.S. and Canada where expendable income is more available. In North America, analysts are more worried about market saturation, with tablets bought up in huge numbers going back to 2010. The market is set to turn from high growth to “mostly a replacement market,” Mainelli said.
IDC also found that tablets in emerging countries aren’t as popular as phablets because there is less Wi-Fi at home and less traditional home PC usage. “We think many of those cheap whitebox tablets being used in emerging markets are essentially replacing DVD players, with the content side-loaded onto them from various sources,” Mainelli said. “Also, larger smartphones took off there first.”
In addition to large smartphones’ cutting into tablet sales, Mainelli said IDC believes that wearable devices and other new computing categories will temper tablet growth in coming years. He didn’t estimate by how much, however.
As large phone use rises, Mainelli said it’s possible that the tablet market will shift back to larger tablets in a reversal of the recent trend toward sub-8-in. tablets. “I tend to think that is what will happen in the U.S.,” he said. One example is the new iPad Air, with a 9.7-in. display.
IDC predicts about 220 million tablets with screens that are under 8 inches will ship globally in 2017, with another 145 million tablets shipping that are between 8 inches and 11 inches, and about 20 million with screen sizes of more than 11 inches.
Analyst firm Canalys said in November that phablets larger than 5 inches accounted for 22% of all smartphones shipped in the third quarter.
The phablets, made mainly by Samsung and running the Android operating system, include the 6.3-in. Galaxy Mega and the 5.7-in Galaxy Note 3. Apple’s new iPhone 4S and 4C are still 4-in. devices, but the company launched a smaller tablet, the iPad mini, with a 7.9-in. screen in November 2012.
Canalys recently predicted that tablet shipments will reach 285 million units in 2014, about 15 million higher than IDC’s forecast for 2014 of 270.5 million.
Also in 2014, Canalys said tablets will almost outship all PCs combined, a category including desktops and laptops.
Sony has promised to have “substantial” resupplies of the PlayStation 4 before the end of the year, but has given no indication as to what qualifies as substantial. Wedbush analyst Michael Pachter has stepped in to fill that information void, telling investors in a note this morning that he believes Sony is making PS4s at the rate of a million systems per month.
Pachter followed up on Sony’s announcement today that it had sold 2.1 million systems worldwide, saying that number fits well with previous estimates that Sony began manufacturing PS4s for retail on September 1, and that it faces a gap of up to three weeks from a system’s creation to the time it arrives on shelves.
“We expect Sony to continue to ship 1 million consoles per month, so as of the end of January, we believe Sony will have manufactured a cumulative 5 million consoles and will have shipped 4.25 – 4.5 million,” Pachter said. “We expect the 55 percent allocation to North America to continue through January, and then revert to a more normalized 40 percent of units once Sony launches in Japan and other countries. We think that Microsoft is on a similar production schedule, with similar allocations to North America.”
Pachter added that specialty retailer GameStop has been receiving roughly half of the systems shipped to North America, and that it will continue to take up that share of the allocations through December. In the New Year, Pachter expects the company’s share to be dialed back to a “more customary” 30 percent.
If the shipment projections are accurate, the PS4 would be more than holding up its part of publishers’ predictions that Sony and Microsoft would combine to ship 10 million units of their new systems by the end of March.
Spotify has responded to criticism of the royalty amounts it pays to music artists.
Music industry figures including Radiohead lead singer Thom Yorke have long called for fellow artists to boycott the Swedish music streaming service, which Yorke described as “the last desperate fart of a dying corpse”.
In launching the new Spotify For Artists website, Spotify has been proud to boast that it has paid out more than $1bn, over half of which it has paid in the past year. However, digging deeper the truth emerges that this equates to between $0.006 and $0.008 per play.
That’s fine if you’re Lady Gaga or Beyonce, but for musicians at the grassroots level this represents a massive hole in their finances. Or to put it in perspective, it would require a five piece band to be played 5,477 times just to be able to buy themselves a round of drinks. For a new, untested and undiscovered artist, that simply isn’t enough to get by.
A play on Great Britain’s BBC alternative radio station 6 Music nets an artist approximately five cents. Not a king’s ransom, but a huge amount compared to Spotify’s rates. In contrast, Bandcamp, the service designed to allow artists to self release their music, lets artists set their own prices for music, or even leaves it up to consumers to pay what they believe the work is worth.
This is the way that the internet is supposed to empower artists. The internet has made it possible for anyone to be a star, or at least make a living from their music, if they are good enough.
But accepting the payment of these tiny amounts of money is actually far worse for the industry than so-called ‘piracy’, because copyright infringement will always be considered wrong, while streaming for fractions of pennies normalises the practice of underpaying for creative talent and creates the kinds of gatekeepers that have made the giant music industry companies such a cartel. A cartel that is starting to implode.
Companies from Panasonic Corp to Toshiba Corp are pulling engineers and money away from their TV operations and into developing ‘smart appliances’ after losing out in the living room to cheaper Asian rivals.
A fridge that texts pictures to show what’s for dinner, a voice-controlled washing machine -appliances like these are being designed to talk to each other via the cloud to cut energy bills.
For now, they’re expensive, deterring buyers: a Japan-only Toshiba smart fridge with camera runs to about $2,800 versus less than $800 for a basic model. Yet as more products come on the market and competition cuts prices, global smart appliance sales will rocket to $35 billion by 2020 from just over $600 million last year, according to technology intelligence firm Pike Research.
As the industry prepares to descend on Las Vegas next month for CES, the world’s biggest tech trade fair, that’s mouth-watering for all electronics makers. But none more than Japan’s.
They’ve been squeezed into billions of dollars of losses in recent years, caught between high manufacturing costs, aggressive competition from the likes of Samsung Electronics Co and the strong yen, making exports of consumer staples like TVs more expensive.
To prosper in the new niche, Japanese companies must not only convince consumers to shell out for a whole new set of appliances, which need to be all from the same brand to guarantee compatibility. Further down the line, they’ll also have to hold their own against the same cheaper Asian rivals that stole their thunder in leisure electronics.
“Everyone says having the same brand of goods would be more energy-efficient, but in the end it comes down to the price and function of each product,” said Satomi Wakamatsu, a 41-year old housewife from Hiroshima. She owns a Hitachi Ltd fridge and washing machine, and an air conditioner made by Daikin Industries Ltd.
Wakamatsu considered buying smart appliances. But she balked when she added up the cost of all-new appliances, in addition to the home energy management system (HEMS) needed to connect them to each other to monitor and cut energy usage – a further $2,000-$3,000.
Sales of Japanese companies’ HEMS were helped over the last year by hefty government subsidies designed to stimulate energy efficiency – but they ended in October. Panasonic sold 20,000 HEMS units between April and September, double its full-year target, but said it’s unsure if that pace can be sustained without the subsidy.
Toshiba, meanwhile, wants 20 percent of its appliance sales to be from ‘smart’ goods by the end of fiscal 2014.
A Harvard scientist has come up with a way to 3D print rechargeable batteries. Jennifer Lewis has created some new inks and create special nozzles and extruders for 3D printing batteries and other simple electronic components.
These functional inks contain nanoparticles of different compounds such as lithium for batteries and silver for wires. They get printed at room temperature as a liquid, but become a solid after printing. It also means that electronics and batteries can be manufactured together and in configurations that have not been possible before.
Lewis printed a battery that is just 1mm square with an accuracy of 100nm and the reliability of a commercial battery. Functional inks, nozzles and extruders was first introduced back in June and is still at the early stages. However, Lewis has reached a point now where patents exist covering how they function, and the tech is starting to be licensed.
She wants to get them into the hands of manufacturers, but also doesn’t see a reason why a 3D printer couldn’t be offered for home users.
With the PlayStation 4 and Xbox One on the scene, the next console generation has finally begun. While a new generation usually brings the promise of more graphical power, great graphics are only part of the gaming equation. What will these new consoles allow developers to do creatively?
In its last two titles, Dear Esther and Amnesia: A Machine for Pigs, independent developer The Chinese Room focused on pushing the first-person game away from the shooting mechanics that usually dominate. The studio’s next title, Everybody’s Gone to the Rapture, is coming to PlayStation 4 with some help from Sony Computer Entertainment. For The Chinese Room, next-gen helps their creative juices just by being easier to work with.
“The blunt reality is that easier production equals more creative freedom and opportunity”
The Chinese Room creative director Dan Pinchbeck
“I think the major thing, from the perspective of actually building games, is less for us about the power – that’s brilliant of course, and having significantly higher budgets makes a big difference – but it’s more about the ease of working with PS4,” The Chinese Room creative director Dan Pinchbeck told GamesIndustry International. “So far, it’s just been a dream bit of kit to work with. We’ve got the advantage of working with CryEngine, another great piece of tech of course, but even then it’s been remarkably smooth to get things up and running quickly. That’s worth its weight in gold from a production standpoint, and the blunt reality is that easier production equals more creative freedom and opportunity.”
According to Braid creator Jonathan Blow, aiming for a single, next-generation set of specifications allowed the team behind The Witness to settle on a single visual style for the game. That title is also heading to PlayStation 4 in 2014.
“Creatively, we build and we assume that we have enough power in rendering,” explained Blow. “When we were planning the look of the island, we had a couple of choices. Do we target the PlayStation/Xbox 360 class of machines or do we move to next-generation consoles? Because development was going long, we decided we were going to be in the next console cycle anyways.”
“If we’d ended up on lower-spec machines, it wouldn’t just be that [The Witness] would have lower-poly models. It would’ve affected the style all over the place; the style of the game would’ve been different. I don’t think it would’ve been as nice.”
For Ghost Games, the new shepherd of EA’s Need for Speed franchise, next-gen does come down to “more power”. This power – and the new set of expectations that come with it – frees the team to think outside of the box when it comes to gameplay innovation. A new generation allows developers to think about what’s possible instead of wringing more blood from a worn-out stone.
“It makes us think differently. Every time there is a transition we start thinking about what would be possible.”
Ghost Games executive producer Marcus Nilsson
“It makes us think differently,” said Ghost Games executive producer Marcus Nilsson. “Every time there is a transition we start thinking about what would be possible. We are not locked into old boundaries anymore. From that we get great innovations like AllDrive. The systems are giving us power to do more, more AI, more particles etc. Just turning everything up really.”
Nilsson also noted that the PlayStation 4 and Xbox One provide other options, including social networking features and second-screen modes, which “opens up creative solutions around cross-platform play.”
One of the highlights of Sony’s launch window slate for the PlayStation 4 is Infamous: Second Son from Sucker Punch. While the game simply looks amazing, improved graphics and horsepower also mean the human element of Infamous can be pushed forward.
“[Infamous: Second Son] is all performance captured,” Sucker Punch co-founder and director of development Chris Zimmerman told us. “We actually use all kinds of cameras, with dots on the actors’ faces getting mapped through 3D scans. As you see people in the game, you’ll see their faces move in realistic ways.”
“See the wrinkles appear?” Zimmerman pointed out in a demo of Second Son, “we are actually animating 15,000 vertexes in his face 30 times a second to get that to happen that well. The thing that really matters for a game like this is you can actually see the characters act. You can read his face. You have a million years of human evolution that’s trained you to read people expressions and their faces; now we can bring that to you. That is the expression that these actors had when they did the scene. If we show you the video of their faces and then show you the in-game feature, you’ll be like ‘that’s the expression that guy had on.’ It seems dumb, but it matters.”
In some case though, the PlayStation 4 and Xbox One will just allow what previous generations have allowed: more, better-looking things onscreen in our games. And even that can improve the player’s experience. For BioWare Edmonton and Montreal general manager Aaryn Flynn, next-gen means a more immersive and interactive game world for BioWare fans.
“With the next generation of consoles, the most important question we ask ourselves is ‘How does this help our storytelling?’ As we’ve worked with them, we think it starts with a density and dynamism that wasn’t possible previously,” said Flynn. “‘Density’ in the sense of more interesting things on the screen that help immerse you in the game world, and ‘dynamism’ in that they are more interactive than ever before.”
The generation has only just begun. Developers still have plenty of time to learn how to make the PlayStation 4 and Xbox One dance and sing. What’s been shown so far is pretty damn good, so let’s sit back and enjoy the future.
The issue was discovered by Bogdan Alecu, a system administrator at Dutch IT services company Levi9, and affects all Android 4.x firmware versions on Google Galaxy Nexus, Nexus 4 and Nexus 5. Alecu demonstrated the vulnerability at the DefCamp security conference in Bucharest, Romania.
Class 0 SMS, or Flash SMS, is a type of message defined in the GSM specification that gets displayed directly on the phone’s screen and doesn’t automatically get stored on the device. After reading such a message, users have the option to save it or dismiss it.
On Google Nexus phones, when such a message is received, it gets displayed on top of all active windows and is surrounded by a semi-transparent black overlay that has a dimming effect on the rest of the screen. If the message is not saved or dismissed and a second message is received it gets placed on top of the first one and the dimming effect increases.
When such messages are received, there is no audio notification, even if one is configured for regular incoming SMS messages. This means that users receiving Flash messages won’t know about them until they look at the phone.
Alecu found that when a large number of Flash messages — around 30 — are received and are not dismissed, the Nexus devices act in unusual ways.
The most common behavior is that the phone reboots, he said. In this case, if a PIN is required to unlock the SIM card, the phone will not connect to the network after the reboot and the user might not notice the problem for hours, until they look at the phone. During this time the phone won’t be able to receive calls, messages or other types of notifications that require a mobile network connection.
According to Alecu, a different behavior that happens on rare occasions is that the phone doesn’t reboot, but temporarily loses connection to the mobile network. The connection is automatically restored and the phone can receive and make calls, but can no longer access the Internet over the mobile network. The only method to restore the data connection is to restart the phone, Alecu said.
On other rare occasions, only the messaging app crashes, but the system automatically restarts it, so there is no long term impact.
A live test at the conference performed on a Nexus 4 phone with the screen unlocked and running Android 4.3 did not immediately result in a reboot. However, after receiving around 30 class 0 messages the phone became unresponsive: Screen taps or attempts to lock the screen had no effect. While in this state, the phone could not receive calls and had to be rebooted manually.
A second attempt with the screen locked also failed to reboot the phone because only two of over 20 messages were immediately received. This may have been caused by a network issue or operator-imposed rate limiting. The messages did arrive later and the phone rebooted when unlocking the screen.
Alecu said that he discovered this denial-of-service issue over a year ago and has since tested and confirmed it on Google Galaxy Nexus, Nexus 4 and Nexus 5 phones running various Android 4.x versions, including the newly released Android 4.4, or KitKat.
Around 20 different devices from various vendors have also been tested and are not vulnerable to this problem, he said.
Take-Two Interactive Software has repurchased all of the Icahn Group’s stock, a deal worth $203.5 million and involving 12.02 million shares.
“This share repurchase reflects our confidence in the Company’s outlook for record results in fiscal 2014 and continued Non-GAAP profitability every year for the foreseeable future,” said Take-Two CEO Strauss Zelnick.
“With our ample cash and strong expected cash flow, we are able to pursue a variety of investment opportunities, including repurchasing our Company’s stock. On behalf of our board and management team, I would like to thank Brett, James and Sung for their support, dedication and service to our organisation. They leave Take-Two better positioned than ever for continued success.”
The move was funded by cash and cash equivalents on hand and Take-Two explained the move is “part of an ongoing strategy to buy back its shares.”
Take-Two and Icahn gave no reason for the sale of the shares, but as previously agreed, Icahn’s Brett Icahn, Jim Nelson, and SungHwan Cho and have resigned from the Take-Two board.
The Icahn Group is overseen by activist investor Carl Icahn and this year Forbes named him one of its 40 Highest-Earning hedge fund managers. In the past he’s tried to acquire Dell, Marvel Comics and owns a ten percent stake in Netflix.
[UPDATE]: Investors did not greet the news warmly, as Take-Two shares traded at twice their average volume and ended the trading day down 5.49 percent to $16.
AMD has announced that its proprietary Mantle graphics API is attracting more interest as some big names sign up. Rebellion Entertainment has entered the game with its Asura engine and officially adopted Mantle for their upcoming Sniper Elite V3.
It looks like the first title that will be supported by Mantle will be Sniper Elite 3. So far no one is saying what advantage there will be for Asura to run on Mantle, it seems likely that it will give boosts in performance as well as enhanced graphics quality. Chris Kingsley chief technology officer and co-founder of Rebellion Entertainment said in a press release that his studio was pushing technology as far as it could.
“We are excited about the possibilities that Mantle brings to PC gaming and the industry as a whole. We believe that supporting Mantle will enable us to stay on the bleeding edge of PC gaming and ensure that we don’t leave any performance on the table when it comes to offering gamers amazing experiences,” he said.
Mantle, a cross-platform application programming interface for windows designed specifically for graphics processing units based on graphics core next (GCN) architecture, presenting a deeper level of hardware optimisation. Mantle is supposed to bypass bottlenecks in modern PC/API architectures and enables nine times more draw calls per second than DirectX and OpenGL thanks to lower CPU overhead, AMD claims.