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Cake day: October 4th, 2023

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  • investigates

    Hmm. Apparently, yeah, some Tesla vehicles do and some do not.

    reads further

    It sounds like autos in general are shifting away from tempered glass side windows to laminated glass, so those window breakers may not be effective on a number of newer cars. Hmm. Well, that’s interesting.

    https://info.glass.com/laminated-vs-tempered-car-side-windows/

    You may have seen it in the news recently—instances of someone getting stuck in their vehicle after an accident because the car was equipped with laminated side windows. Laminated windows are nearly impossible to break with traditional glass-break tools. These small devices are carried in many driver’s gloveboxes because they easily break car windows so that occupants can escape in emergency situations. Unfortunately, these traditional glass-break tools don’t work with laminated side windows. Even first responder professionals have difficulty breaking through laminated glass windows with specialized tools. It can take minutes to saw through and remove laminated glass. In comparison, tempered glass breaks away in mere seconds.





  • Alexey Pajitnov, who created the ubiquitous game in 1984, opens up about his failed projects and his desire to design another hit.

    He prefers conversations about his canceled and ignored games, the past designs that now make him cringe, and the reality that his life’s signature achievement probably came decades ago.

    The problem is that that guy created what is probably the biggest, most timeless simple video game in history. Your chances of repeating that are really low.

    It’s like you discover fire at 21. The chances of doing it again? Not high. You could maybe do other successful things, but it’d be nearly impossible to do something as big again.



  • The downside of building the phone/tablet into the car, though, is that phones change more quickly than cars.

    A 20 year old car can be perfectly functional. A 20 year old smarphone is insanely outdated. If the phone is built into the car, you’re stuck with it.

    Relative to a built-in system, I’d kind of rather just have a standard mounting point with security attachments and have the car computer be upgraded. 3DIN maybe.

    I get the “phone is small” argument, but the phone is upgradeable.

    And I’d definitely rather have physical controls for a lot of things.


  • Plus, even if you manage to never, ever have a drive fail, accidentally delete something that you wanted to keep, inadvertently screw up a filesystem, crash into a corruption bug, have malware destroy stuff, make an error in writing it a script causing it to wipe data, just realize that an old version of something you overwrote was still something you wanted, or run into any of the other ways in which you could lose data…

    You gain the peace of mind of knowing that your data isn’t a single point of failure away from being gone. I remember some pucker-inducing moments before I ran backups. Even aside from not losing data on a number of occasions, I could sleep a lot more comfortably on the times that weren’t those occasions.


  • When the market is flooded, any paid title has an incredibly difficult time standing out.

    If that’s true, that it’s simply an inability to find premium games, but demand exists, that seems like the kind of thing where you could address it via branding. That is, you make a “premium publisher” or studio or something that keeps pumping out premium titles and builds a reputation. I mean, there are lots of product categories where you have brands develop – it’s not like you normally have some competitive market with lots of entrants, prices get driven down, and then brands never emerge. And I can’t think of a reason for phone apps to be unique in that regard.

    I think that there’s more to it than that.

    My own guesses are:

    • I won’t buy any apps from Google, because I refuse to have a Google account on my phone, because I don’t want to be building a profile for Google. I use stuff from F-Droid. That’s not due to unwillingness to pay for games – I buy many games on other platforms – but simply due to concerns over data privacy. I don’t know how widespread of a position that is, and it’s probably not the dominant factor. But my guess is that if I do it, at least a few other people do, and that’s a pretty difficult barrier to overcome for a commercial game vendor.

    • Platform demographics. My impression is that it may be that people playing on a phone might have less disposable income than a typical console player (who bought a piece of hardware for the sole and explicit purpose of playing games) or a computer player (a “gaming rig” being seen as a higher-end option to some extent today). If you’re aiming at value consumers, you need to compete on price more strongly.

    • This is exacerbated by the fact that a mobile game is probably a partial subsititute good for a game on another platform.

      In microeconomics, substitute goods are two goods that can be used for the same purpose by consumers.[1] That is, a consumer perceives both goods as similar or comparable, so that having more of one good causes the consumer to desire less of the other good. Contrary to complementary goods and independent goods, substitute goods may replace each other in use due to changing economic conditions.[2] An example of substitute goods is Coca-Cola and Pepsi; the interchangeable aspect of these goods is due to the similarity of the purpose they serve, i.e. fulfilling customers’ desire for a soft drink. These types of substitutes can be referred to as close substitutes.[3]

      They aren’t perfect substitutes. Phones are very portable, and so you can’t lug a console or even a laptop with you the way you can a phone and just slip it out of your pocket while waiting in a line. But to some degree, I think for most people, you can choose to game on one or the other, if you’ve multiple of those platforms available.

      So, if you figure that in many cases, people who have the option to play a game on any of those platforms are going to choose a non-mobile platform if that’s accessible to them, the people who are playing a game on mobile might tend to be only the people who have a phone as the only available platform, and so it might just be that they’re willing to spend less money. Like, my understanding is that it’s pretty common to get kids smartphones these days…but to some degree, that “replaces” having a computer. So if you’ve got a bunch of kids in school using phones as their gaming platform, or maybe folks who don’t have a lot of cash floating around, they’re probably gonna have a more-limited budget to expend on games, be more price-sensitive.

      kagis

      https://www.pewresearch.org/internet/fact-sheet/mobile/

      Smartphone dependency over time

      Today, 15% of U.S. adults are “smartphone-only” internet users – meaning they own a smartphone, but do not have home broadband service.

      Reliance on smartphones for online access is especially common among Americans with lower household incomes and those with lower levels of formal education.

    • I think that for a majority of game genres, the hardware limitations of the smartphone are pretty substantial. It’s got a small screen. It’s got inputs that typically involve covering up part of the screen with fingers. The inputs aren’t terribly precise (yes, you can use a Bluetooth input device, but for many people, part of the point of a mobile platform is that you can have it everywhere, and lugging a game controller around is a lot more awkward). The hardware has to be pretty low power, so limited compute power. Especially for Android, the hardware differs a fair deal, so the developer can’t rely on certain hardware being there, as on consoles. Lot of GPU variation. Screen resolutions vary wildly, and games have to be able to adapt to that. It does have the ability to use gestures, and there are some games that can make use of GPS hardware and the like, but I think that taken as a whole, games tend to be a lot more disadvantaged by the cons than advantaged by the pros of mobile hardware.

    • Environment. While one can sit down on a couch in a living room and play a mobile game the way one might a console game, I think that many people playing mobile games have environmental constraints that a developer has to deal with. Yes, you can use a phone while waiting in line at the grocery store. But the flip side is that that game also has to be amenable to maybe just being played for a few minutes in a burst. You can’t expect the player to build up much mental context. They may-or-may-not be able to expect a player to be listening to sound. Playing Stellaris or something like that is not going to be very friendly to short bursts.

    • Battery power. Even if you can run a game on a phone, heavyweight games are going to drain battery at a pretty good clip. You can do that, but then the user’s either going to have to limit playtime or have a source of power.




  • The Jia Tan xz backdoor attack did get flagged by some automated analysis tools – they had to get the analysis tools modified so that it would pass – and that was a pretty sophisticated attack. The people running the testing didn’t catch it, trusted the Jia Tan group that it was a false positive that needed to be fixed, but it was still putting up warning lights.

    More sophisticated attackers will probably replicate their own code analysis environments mirroring those they know of online, make a checklist of running what code analysis tools they can run against locally prior to making the code visible, tweak it until it passes – but I think that it definitely raises the bar.

    Could have some analysis tools that aren’t made public but run against important public code repositories specifically to try to make this more difficult.


  • I don’t think that that’s a counter to the specific attack described in the article:

    The malicious packages have names that are similar to legitimate ones for the Puppeteer and Bignum.js code libraries and for various libraries for working with cryptocurrency.

    That’d be a counter if you have some known-good version of a package and are worried about updates containing malicious software.

    But in the described attack, they’re not trying to push malicious software into legitimate packages. They’re hoping that a dev will accidentally use the wrong package (which presumably is malicious from the get-go).


  • I mean, this kind of stuff was going to happen.

    The more-important and more-widely-used open source software is, the more appealing supply-chain attacks against it are.

    The world where it doesn’t happen is one where open source doesn’t become successful.

    I expect that we’ll find ways to mitigate stuff like this. Run a lot more software in isolation, have automated checking stuff, make more use of developer reputation, have automated code analysis, have better ways to monitor system changes, have some kind of “trust metric” on packages.

    Go back to the 1990s, and most everything I sent online was unencrypted. In 2024, most traffic I send is encrypted. I imagine that changes can be made here too.