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Nothing’s good-looking Watch 3 Pro smartwatch is just $69
While most fitness trackers are losing the screens to keep the price low, the CMF by Nothing Watch 3 Pro is a bit different. The budget-friendly smartwatch with a 1.43-inch OLED display is even cheaper than usual at Amazon, where it costs $69 in every color (the price fluctuates between $79 and $99). Some notable […]
What to know about 'explosive diarrhoea' parasite outbreak in US
Microsoft’s Secure Boot has been broken for a decade and no one noticed until now
Old and forgotten "shims" Microsoft failed to revoke have made Secure Boot bypasses simple.
Book Prizes Don't Work How You Think
Twain Town, USA
Trump admin puts Americans in Congo on "do-not-board" list, barring return
Citizens must now spend 21 days in a third country before they are allowed to come home.
OpenAI's first hardware device will be a portable desktop robot
The UK Is Planning a Social Media Curfew for 16- and 17-Year-Olds
The restrictions, which can be turned off, will include a crackdown on “addictive” app features and will be in addition to a total ban on children under 16 accessing platforms like TikTok and YouTube.
Privacy Practices and Options in Telemetry and Licensing
Hello all: I am just about finished with my first production-quality app. I developed it for macOS and Windows with full platform parity and am about to port to Ubuntu/Debian before releasing. I have licensing setup through Keygen.sh. I am happy with that decision so far; however, I have questions regarding that issue and the issue of telemetry. Privacy is a focus of mine and a commitment I made to prospective subscribers. That said, I need some form of telemetry and a DRM that can take subscription payments. I am trying to think of the best way to implement the Keygen.sh API for privacy. The app has, well, an app--the client--and it also has a remote server component. It will mostly be free but the more labor intensive developed elements and the tools that require the remote server will be paid at either a monthly or annual subscription rate. I am so confused about how to best implement the licensing API while remaining true to my privacy commitments. Part of me says, "Well, their information is going to be on Keygen's servers anyway, might as well host the store through their website/portal." The other inclination is to host the store on my server/website, so I can control how much information PII is required. The answer can be “very little,” but a much bigger question arises surrounding what to do with the information once accepted. (I’ve considered maintaining the subscriber data in some kind of encrypted space on the server with hardcoded, volatile keys. That way not even I can see their data, but they’d still be able to search for and regenerate their licenses, management payment methods, etc.) The other question I have is along that same vein and involves telemetry. What I would like to do is keep the telemetry deliverables locally stored. When the user has an issue, experiences a bug, or has some other issue requiring my troubleshooting assistance, I can request it and they can choose to release their telemetry data to me. In between those disclosures, using
Probably check on your smart appliances
Google Cloud Workbench Notebooks Extension Connects VS Code to Google Cloud's Jupyter Notebooks
The Google Cloud Workbench Notebooks extension for VS Code is a new tool that enables developers to connect their local IDE directly to managed Jupyter notebook environments on Google Cloud. By Sergio De Simone
Financing the AI boom: from cash flows to debt [pdf]
The 3-degree limit could be exceeded as early as 2050
"Piss Christ" Became a Culture-War Bomb
The WGA is also suing to block Paramount-Warner Bros. Discovery merger
It seems some people take issue with one billionaire family overseeing a third of the US' entertainment media.
Online vs. Offline AI Evals: When to Use Each
Quantos gamedev são necessários para trocar uma lâmpada?
SPOILER: De 1 à 2000 Durante minha jornada como jogador , existiu uma coisa que me despertou muita curiosidade: os créditos. Quando eu jogava coisas como Final Fantasy, ficava completamente arrepiado quando via aquelas cenas antes do menu inicial, com CGIs bem bonitões e um monte de nomes em japonês — muitos deles que, honestamente, até hoje não sei quem são. Esse arrepio também acontecia quando eu chegava ao final de algum jogo e começavam a aparecer nomes e mais nomes. Quando eu entendi o que eram aqueles nomes, a primeira coisa que me veio à mente foi: peraí, precisa de tudo isso de gente pra fazer um jogo? Too long, didn't read : Sim e não. Skyrim levou aproximadamente 6 anos com uma equipe de 100 pessoas (e ainda é dito que é uma equipe enxuta), enquanto Stardew Valley levou 4,5 anos com uma "equipe" de apenas 1 pessoa. Eles têm quase o mesmo tamanho em horas jogadas na campanha principal. Not too long, I'll read it : É um pensamento lógico que trabalhos maiores no mundo da tecnologia envolvam uma quantidade maior de pessoas trabalhando E tempo. Dessa forma, seria correto assumir que um trabalho menor exige menos tempo e menos pessoas trabalhando. Mas o que os dados dizem? King of Fighters 94: 2 anos, começou com 6 pessoas, aumentou para 60. Clair Obscure - Expedition 33: aproximadamente 6 anos, 30 pessoas. TES V - Skyrim: 6 anos, 100 pessoas. Super Mario Bros: 2 anos, 7 pessoas na equipe principal. Stardew Valley: 4,5 anos, 1 pessoa. Kenshi: 12 anos, 1 pessoa por 6 anos (trabalhando meio período), aproximadamente 8 pessoas por mais 6 anos (tempo integral). Final Fantasy VII (PS1): aproximadamente 2 anos, de 100 a 150 pessoas (uma das maiores equipes da indústria na época). Final Fantasy VII Remake: Cerca de 5 anos, e não se tem números exatos, mas os créditos citam mais de 2000 pessoas, incluindo muitos -istas e -ores (vou tentar confirmar esse número depois). É claro que existem muitos fatores envolvidos aí, como época, demandas de mercado, prazos, tecnologia
Design + Product Thinking: NYC’s Path to Reliable AI
Design + Product Thinking: NYC’s Path to Reliable AI AI delivers value when it’s useful, trusted, and operational. For city services that affect millions, those qualities don’t happen by accident — they come from applying design thinking (who the service is for, how it’s used) together with product thinking (what outcome we’re trying to achieve and how we operate over time). This article explains why hiring designers and product managers matters for NYC’s digital and AI initiatives, summarizes the city’s PIT Crew program, and outlines how Flamelit applies outcome-focused delivery in the public sector. Why design and product roles matter Designers and product managers have distinct but complementary responsibilities that reduce common AI delivery failures: Designers (Design Thinking): center human needs, prototype user flows, and validate that interfaces and decision workflows are understandable and accessible. They surface usability and trust issues early, preventing technically accurate models from becoming unusable in practice. Product managers (Product Thinking): define the measurable outcomes, prioritize use cases, align stakeholders, and manage the lifecycle from discovery to ongoing operations. They ensure work is evaluated against mission impact, not just technical metrics. Together they prevent common failures: building technically impressive models that nobody trusts, deploying brittle systems without human review, or shipping features with unclear ownership that decay in production. PIT Crew and NYC hiring context NYC’s PIT Crew program is a city initiative designed to attract and staff product, engineering, and design talent for public service projects. It’s a practical recognition that public-sector digital transformation needs people skilled in user research, product management, and delivery. Read more about the PIT Crew and how it works here: https://www.nyc.gov/content/pitcrew/pages/ (open in a new tab). Hiring programs like PIT Crew help create the c