Monthly Archives: January 2019

P2P not hurting DVD, Blu-ray sales as revenues up from 2007

admin | 27/01/2019 | COMMENTS:Comments Closed

Consumers may be tightening their belts, but that reduction apparently hasn't affected DVD sales just yet. In fact, spending on DVDs and Blu-ray discs during the first half of 2008 showed a slight increase over the same period a year ago, according to data collected by Home Media Magazine. Spending on rentals rose even more, indicating that perhaps part of consumers' money-saving efforts involve cozying up to a movie at home for entertainment instead of heading out for a night on the town—or downloading from the Internet. 苏州美甲

Home Media found that sales of DVDs and Blu-ray discs rose from $6.8 billion in early 2007 to $6.87 billion in the first half of this year—a modest increase of 1.1 percent. This number appears to coincide with "studio reports" saying that unit sales were also up 1.1 percent to 412.3 million discs in the first half of 2008, according to the Hollywood Reporter. Rentals increased by 2.6 percent, from $3.7 billion to $3.9 billion.

Analysts seem to think that these numbers also serve as proof that downloading—legal or illegal—is not hurting DVD sales as much as Doomsdayers would like to think. "The fact is, despite what many on Wall Street seem to think, there is very little digital downloading going on," Adams Media Research president Adams Media Research said. "We're talking about $118 million in 2007 spending, and about $254 million this year—so against a $24 billion packaged media market, it's really not making much of a dent at this point."

This is despite P2P traffic recently shifting its focus from music to movies and soaring BitTorrent traffic. This, of course, is happening right alongside the IFPI's and MPAA's legal crackdowns on P2P sites. In fact, many observers have questioned whether the motion picture industry's efforts are backfiring and merely drawing more attention to the fact that people can find music, movies, and TV online for free. So far, it appears that most of the general public is still happily doing things the old-fashioned way.

Not so for other traditional media, like CDs. Online music stores have been moving quickly up in the ranks (and recently taking the number one spot) among all music retailers, while CD sales have been tanking for several years. This is likely due to the fact that all four of the major labels have now ditched DRM in their online sales, while the movie and TV industries still act as if they will ride out DRM (in their legit sales) to the grave. With heavy usage restrictions on online purchases/rentals and not-very-easy-to-use online services, it comes as no huge surprise that consumers are content to just relax with a bowl of popcorn, pop in a DVD or Blu-ray, and watch it on a giant flat-screen TV.

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Surprises: John Carmack, Shawn Fanning are in the EA business

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EA's press conference was somewhat of an odd affair. EA CEO John Riccitello promised no power point or lectures, offering plenty of impassioned people talking about the games of EA instead. We expected people to talk about new Sims titles, Peter Moore to discuss EA Sports, and people from the Dead Space and Mirror's Edge teams, but there were a few surprise players in the line up. Who, you ask? 苏州美甲

Shawn Fanning

The Napster wunderkind took the stage as the crowd of game writers let slip a collective "What the hell?" Shawn Fanning was not the obvious person to appear at EA's press conference, but it turns out he's working on a web application called Rupture that will bring achievements and social networking to a wide variety of games and platforms, allowing for user-created achievements and challenges. The API is supposed to be simple enough to allow any third parties with some coding experience to get it to work with any game, or developers can incorporate it themselves. It's a neat idea, and you can read more about it at the official site. EA purchased Rupture back in June for a reported $30 million, and the service looked slick in the very short demo given by Mr. Fanning. Still, it felt like a slightly random visit to hype an upcoming service that isn't well known to many members of the gaming press.

John Carmack

Guess who's publishing id's upcoming Tech 5-powered title? If you guessed EA, you obviously know how to use context clues. Nevertheless, it was quite the surprise when Riccitello, when talking about new partners, introduced id's co-founder, who was greeted with surprised applause. The audience was treated to a too-brief glimpse of Rage, id's next big-name PC title. There was a short video featuring some freaky-looking bad guys, but we're promised a bigger taste at Quake-Con.

EA's show featured some big-name talent and quite the list of gaming and industry personalities, and these two surprise guests made for quite an entertaining show. Be sure to check out Frank's look at all the games shown at the press conference and our brief thoughts on them. EA has quite the lineup coming up, and letting the faces behind the games sell them directly to the press (instead of relying on endless slides or speeches) was an inspired move.

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AMD still feeling pain from ATI purchase, takes $880M charge

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Last Friday, AMD filed a report with the Securities and Exchange Commission (SEC) detailing an $880 million goodwill impairment charge the company will take in the second quarter of this year. The writedown was caused by the failure of ATI's handheld and DTV segments to meet AMD's expectations, which suggests (in an odd sort of way) that the desktop and mobile graphics segments are, at least, staying on track. 苏州美甲

Combine this new impairment with the $1.77 billion impairment charge AMD took in the fourth quarter of 2007, and the CPU manufacturer has written down 50 percent of the $5.4 billion value it assigned to ATI when it bought the company two years ago. A goodwill impairment charge, for those of you who might be a bit murky on the term, is essentially an admission by the company that it paid too much for an asset. Current federal regulations require that companies test the reported value of goodwill at least annually.

The filing goes on to detail some of the steps AMD is taking to return to profitability. Planned corporate firings continue apace and should be completed by the end of fiscal 2008. AMD will take a $32 million charge in the second quarter 2008 to reflect the cost of employee severance packages and expects this charge to represent the bulk of its employee-related restructuring costs. Both the severance costs and the goodwill impairment charge are short-term, one-time losses. Finally, the CPU manufacturer reported a total of $36 million in "investment impairment charges" (losses). The sum total of all this activity is a $948 million impairment charge, the vast majority of which (93 percent) is immaterial.

The $68 million material cost should be more than covered by the revenue AMD expects to recognize from the sale of certain 200mm wafer fabrication tools. AMD categorizes the sale as having a "materially favorable," $190 million impact on its gross margins for Q2 2008. That's a significant chunk of cash, given AMD's net revenue of $1.505 billion in the first quarter of 2008, and it should help bolster the beleaguered manufacturer.

If there's a saving grace in all of this, it's that a goodwill impairment charge doesn't actually cost AMD any money. Selling its old 200mm equipment, meanwhile, does drop some much-needed cash into the company's pocket—the results from the one-time sale could offset a bad second quarter, or turn a net operating loss positive, depending on its size. Just to make it clear, AMD is not selling any equipment that the company would otherwise use. The parts in question are almost certainly from Fab 30, and that facility (now known as Fab 38) is currently being refitted to use 45nm process technology and 300mm wafer starts.

The big question now is what sort of second quarter AMD actually had, but we'll have to wait until Thursday for the answer.

Further reading:If you're still unclear on how goodwill impairment charges work, and how recent regulations have changed the nature of such reports, check this article from Investopedia.com.

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Hands on: Drop.io’s private, easy file sharing with a twist

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Sharing information online is getting more complex than it sometimes should be. If you want to share pictures, files, plain ideas, or even faxes with friends or businesses, you can try the old e-mail standby, but you may end up joining a social network, agree to a dense privacy policy, and then track down an app made by who-knows-who to get the job done. Even starting a simple blog usually involves more time than most users can afford‚ and more features than they'll ever need. Drop.io is an intriguing, but simple, new service that is part wiki, part file sharing, and part personal secretary, with an emphasis on privacy and ubiquitous access, requiring no signup or account activation. 苏州美甲

Upon visiting Drop.io—pronounced as a seamless single word: "drop-ee-o"—the site presents a basic elevator pitch about its services and a short form with which to get started uploading files. Drop.io asks for no personal information of any kind, and you create your personal sharing point, called a "drop," by giving it a name and selecting some files to upload. We went with drop.io/arsdrop. A few privacy settings allow one to apply a password to a drop, as well as whether others can only view, add, and/or delete items. Considering Drop.io's focus on privacy, though, we would prefer a fourth option here for a drop to be entirely private and accessible only to those with the login or admin passwords. A blank page or perhaps a short "no access for you" message and a login form would suffice here.

A built-in expiration date that can range between "one week from now" to "one year from the last time it was viewed" must be set on every drop, and the default is the latter. This further exemplifies Drop.io's focus on offering simple sharing space while adding a self-destruct element to the mix for long-term privacy.

While at least one file must be uploaded from a computer to create a drop, some of the service's more interesting features are revealed in the next step. Once a drop is created, it is displayed in a "media" format that groups things like documents and images together, then chronologically by date added. A "blog" view can be selected, which then displays each item or batch of items chronologically, complete with permalinks and comments. At the top of a drop are buttons for adding more files, simple text notes, and links, including a bookmarklet to expedite the linking process.

Drop.io becomes much more than a simple file sharing service or basic blog, however, when one peruses all of its other features displayed in a drop's sidebar. Each drop gets assigned a custom e-mail address for e-mailing notes, files, and images, a voicemail number for calling and leaving audio notes, a second phone number and extension for just about the easiest conference call you may ever set up, and even a fax form for both sending and receiving faxes from a drop. That's right: in addition to drop-dead simple file sharing and/or blogging with granular privacy settings, you can leverage some small-business features from a service that never requires so much as your name or favorite hobby. Free drops are limited to 100MB, though, so this isn't the next service with which to share your favorite Family Guy episodes. We'll get to larger storage space in a minute.

Drop.io drops are exceedingly simple to set up and interact with without applying any privacy or account settings whatsoever. If you opt for an admin password, though, you can access a bevy of control panel options for altering a drop's behavior and even upgrading a drop's storage space and time limit. Purchasing a Premium Code for a single drop can endow it with anywhere from 1-25GB of space and a total of three years of existence. Each extra gigabyte costs $10, as does each extra year. So 2GB for two years will cost $40. The dollar-per-GB ratio may be a bit out of whack depending on your needs, but holding true to Drop.io's privacy form, this upgrade process asks only for an e-mail address, credit card, and street address to make the purchase.

Experimenting with Drop.io, it's clear that its developers have put some real thought into what the real definition of private, simple file sharing should be. The service is extremely easy to set up and start sharing a wide range of files, but still includes some useful configuration options in a settings area that shouldn't bother users who don't need it. With unique abilities like sending and receiving faxes, and even a widget system that lets users embed content or an upload form anywhere else on the web, Drop.io is a clever service that makes sharing information on the web almost absurdly easy.

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App developers grow impatient with lack of Android updates

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The community of third-party software developers who are building applications for Google's Linux-based Android mobile operating system are voicing new concerns about the absence of public software development kit (SDK) updates and the lack of information about the status of the platform. Developers are beginning to lose patience, and some are remarking that Google's unresponsiveness and lack of transparency are beginning to make other mobile platforms look more appealing. 苏州美甲

Nicolas Gramlich, the operator of the independent Android Development Community message boards, posted a message on Google's official Android discussion mailing list last month lamenting the lack of information about upcoming releases and unresolved bugs in the SDK. He started a petition on the discussion list and encouraged others to share their concerns with the hope that Google would respond.

"In order not to lose many highly encouraged developers, I think its time to release some news about the development process of the SDK. Maybe let us know why we have to live with these long cycles," Gramlich wrote in a message on the list. "In my personal opinion it is not the right choice to keep developers in the dark."

His message received a chorus of agreements in response from others who are similarly frustrated with the current status of the SDK. Interest in competing platforms is a very common theme in the responses. The opening of Apple's iPhone App Store, the recent launch of the OpenMoko FreeRunner, strong carrier interest in LiMo, and Nokia's recent announcement of an open-source future for Symbian all give developers a reason to think hard about other options.

"I'm afraid (at the same time excited) that by the time the next Android SDK is released (close to EOY 2008 I guess), many developers here [will] have already released software on the iPhone platform, a platform with 20+ million users versus ZERO user install base for Android," wrote one supporter in a response on the mailing list. "It's not a hard decision to make after all. Hopefully someone wakes up sooner than later."

Google faced similar criticism following the initial Android SDK release. At launch, there was no public bug tracking system, inadequate documentation, and numerous technical problems. Google listened to the Android community's early complaints and invested a lot of effort into finding reasonable solutions. The most significant complaints were addressed by the time the second major iteration of the SDK was released, but little progress has been made since then.

Although Google has not issued an official statement to address the latest round of criticisms, an unofficial response came from Jean-Baptiste Queru, an Android engineer employed by the search giant. The tone of Queru's response indicates that he is also extremely frustrated with the situation but isn't in a position to address it himself. He says that Google is primarily focused on ensuring that handsets get brought to market and that SDK development is regarded as a secondary priority. He assures critics that he and his team are all aware of the problems and would like to communicate more openly about development status but are not permitted to do so.

"We (the Google Android team) are very much focusing on playing our part in getting an Android device on the shelves as soon as we possibly can, and that focus comes at the expense of other tasks, like getting an SDK out," said Queru. "So, while [concerns expressed in mailing list posts] aren't falling on deaf ears, they're typically falling in the wide-open ears of people whose hands are tied and whose mouths are gagged, and the frustration that such posts create in the Android team might in fact be larger than the relief that gets created in the community. […] The Google Android people who read the groups hear you, we understand your pain, we communicate it back up to our management, we're not happy about the situation either, we'd love more openness too."

At this stage, it is likely that Google is focusing on meeting the needs of carriers and handset makers rather than third-party developers. As Queru indicates, this will probably change after the first phones launch. The problem, however, is the lack of transparency. Even if Google isn't willing to address SDK issues right now, the company needs to communicate with developers and provide some insight into when and how those issues will be addressed.

The Android platform has an enormous amount of potential and is positioned to deliver an exceptionally strong user experience, but that potential is undermined by the lack of communication. The strength of open platforms comes from a solid foundation of inclusiveness and transparency. Android will lose many of the advantages inherent in open platforms if barriers continue to isolate third-party developers from the project.

Update

We have learned that Google has been secretly giving updated SDK builds to a select few developers under non-disclosure agreements.

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Will Wright on gaming, science, and God

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Will Wright spoke passionately at yesterday's EA press conference about his interest in the overlap of science and creativity, and it was easy for him to win the crowd over. In Wright's mind, gaming is an avenue of discovery and interaction that science could benefit from; he brought up how nerfed modern chemistry sets have become, and the connection was clear: Spore was a place that you could play with science and hope to learn a thing or two about both game play and evolution. Spore leverages the core of concepts evolutionary biology, at least in their simplest form, and through this has become an experiment unto itself. 苏州美甲

Wright expressed a cautious hope that, based on early buzz, Spore could be as big as The Sims. In the end, however, he couldn't contain his enthusiasm—to Wright, the game had already far exceeded both his quantitative and qualitative expectations. Users were responding in droves at the attractive nature of Spore, and it was pulling in huge numbers of new players.

Apparently, past scientific progress did not involve creativity, as scientists had no access to Spore

Within 17 days, the Creature Creator community had produced a total of unique monsters that exceeded the number of known species on Earth. Wright noted that God had done the same amount of work or so in 7 days. Doing the math, he pointed out that Spore fans were roughly 38% God (.38 God units), and should far surpass 1.00 God by the end of the year. And, given the original goal of 100,000 monsters for the four months, the current count—which is over 1.7 million—is impressive. He expressed hope that the pace could further exceed his expectations: the goal of three God units seems possible.

Wright's Spore is almost on store shelves, but his discussion on the intersection of science and gaming proved almost more interesting. Wright showed a genuine interest in expanding how we can use games to understand the natural world, and that's something we're likely to hear about again in the future as the deeper math behind the game is made available to players and science-minded enthusiasts. Wright seemed upbeat, excited, and hopeful for the future during his speech, and the attitude was infectious.

His T-shirt echoed his hopes for finding new creatures in real life. "Save SETI at Arecibo," it stated plainly. Amen.

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Too Human demo impressions

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It's a little strange seeing the Too Human title screen on my TV, mainly because I was halfway certain that the game would stay vaporware for quite some time. But, no, here it is in demo form on my Xbox 360, which was put onto Live this morning as a free download. After spending a couple of hours playing through the demo repeatedly, I can honestly say that has piqued my interest… but not because it's got some amazing gameplay.

The demo follows the journey of Baldur, one of the Aesir, on his quest to protect humankind from a robotic monster. Finding the creature involves taking a team of ever-replenishing soldiers into the frozen wastes of the world and invading a derelict fortress. Now, no evil lair is complete without a bunch of identical flunkies to beat down, and the game provides waves of robotic "goblins" to harry the protagonists during their journey.

There's a significant amount of content in the game, roughly a half-hour's worth of play with the Champion class. The different classes show up in the intro, but only a description is available. Based on what I got to see at GDC though, none of them played particularly deeply: killing the goblins is never terribly difficult, and even when Baldur dies, he's brought back to life by a valkyrie. Combat is rather unsatisfying, too, mainly because melee moves are controlled by the right thumbstick. This means that there isn't any direct control over the combos Baldur unleashes, and it feels like the auto-target system is a little overzealous by locking onto targets that aren't the closest opponents. The game's RPG elements come into play via experience points, levels, skillset tech trees, and replaceable equipment; during the demo, the advantages provided by different equipment was negligible, but things became increasingly easy as Baldur leveled-up.

Now, what the game does right is provide a story which feels epic and tantalizing: this is an epic cyber-opera that makes the player want to constantly know more about how the Aesir came to be and what their future holds. I also liked how the story features a so many elements from Nordic mythology, stressing the point that the game's setting is more than a garnish meant to make the game stand out from its competitors. There are a number of subtle clues, too—that I won't spoil for you—about what exactly happened to change our world into the one in the game. The art style is also particularly attention-grabbing, with a unique blend of medieval and futuristic designs.

Overall, Too Human feels like it's reaching for greatness but not quite achieving it, thanks to some irritations with the gameplay. But the demo also made me want to play the full game and see how the story unfolds. It certainly seems more enjoyable than early reports would have us believe. What I will recommend is that anyone who's a fan of action RPGs download the demo and give it a spin, and stay tuned for when Frank spends time with Dennis Dyak later this week at E3.

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Viacom, Google agree to mask 12TB of YouTube user data

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According to our Google/Viacom scoreboard, the Big G beat the Big V 3-2 in court earlier this month, but that still meant Google had to turn over a 12TB database of every YouTube video ever watched—complete with user IDs and IP addresses. The decision immediately raised privacy concerns, but Google and Viacom have now signed an agreement to anonymize the logging database before the handover. 苏州美甲

According to a document filed yesterday with the court, both sides in the $1 billion copyright infringement case have agreed that the actual user data isn't so important after all. Viacom apparently wants to see just how popular allegedly infringing content was on YouTube, on the theory that YouTube largely owes its success to big budget (and infringing) fare like The Simpsons and The Colbert Report, rather than to clips of the often amusing interplay between cats and ferrets.

"When producing data from the Logging Database pursuant to the order," says the new agreement, "Defendants shall substitute values while preserving uniqueness for entries in the following fields: User ID, IP Address and Visitor ID." The protocol for actually making the change will be hashed out over the next week.

As part of the deal, both sides also agree not to object later in the trial on the grounds that the substituted values are still somehow "personally identifiable information." This might be a preemptive strike at any sort of "AOL argument" that would claim even substitute values could identify individuals. AOL faced the same issue when it released a set of search queries for research purposes. The IP addresses had been altered, but it turned out that news organizations were able to identify individuals just by looking through their search terms (the debacle resulted in several sackings and, eventually, a play).

On the official YouTube blog, the company said that it was "pleased to report that Viacom, MTV and other litigants have backed off their original demand for all users' viewing histories, and we will not be providing that information…. We remain committed to protecting your privacy and we'll continue to fight for your right to share and broadcast your work on YouTube."

One danger in hosting a corporate blog, though, is that people tend to leave comments; in this case, that means more complaints about the very existence of such complete logging data.

"Great!" wrote one poster. "So when are you going to let us OPT OUT of info collection? You dodged a bullet today, but what happens the next time? What happens if the government decides to start spying on us thanks to your data collecting?"

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First look: Amarok 2 alpha 1 looking strong

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The first alpha release of Amarok 2 was made available for download last week. The popular open-source music player is undergoing a significant transformation and receiving a highly anticipated update for KDE 4. We have followed its development since the technical preview release in January. 苏州美甲

We tested Amarok 2 alpha 1 in Mandriva 2009 alpha 2 with KDE 4.1 RC1 (yes, I spent yet another weekend testing unreleased software). Although we encountered some bugs, this release is stable enough for regular use. Like its predecessor, Amarok 2 delivers practically every conceivable feature that can be stuffed into a music player. It handles playlists, podcasts, library management, Internet radio, multiple music stores, and interfacing with portable audio player devices.

Amarok 2 has impressively tight integration with several Internet music services right out of the box, including Jamendo and Magnatune. The Internet music service layer is extremely modular and is designed so that additional services can be added in the future. It also has support for remote music storage through MP3tunes. Users can search, browse, and interact with songs from remote services just like they can with songs that are part of their own collection. Songs from Magnatune, for instance, can be added to regular playlists.

Mixed playlist with album view mode

The most visible change in Amarok is its new user interface. The playlist pane's new album view displays the album title and cover art above each set of songs from an album. This looks good and saves some screen space in playlists where songs are sequentially grouped by album, but it gets a bit visually distracting in highly mixed playlists. A toggle button below the playlist pane makes it easy to disable the album view when it is not wanted. The alternative is a simple list view that displays each track in a single row.

The other major change in Amarok's user interface is the addition of the context view, which leverages KDE's Plasma system. Plasma is a programmable widget layer that enables developers to create small, visually rich programs that plug into various application data sources. In Amarok 2, the context view is a Plasma container in which the user can embed interactive plasmoids that integrate with Amarok's functionality and display various kinds of information.

A handful of experimental plasmoids are included in alpha 1 that demonstrates some of its capabilities. For instance, the Current Track Info plasmoid displays information about the song that is currently playing. There is also a plasmoid that displays information from Last.fm, and one that will automatically display the Wikipedia page about the group that performed the currently playing song. There are also a few plasmoids that are only partially implemented, including one that will eventually show song lyrics and one that could be used to display video.

The plasmoids included with the program are, however, only the beginning. The developers hope that a diverse ecosystem of third-party Amarok plasmoids will be developed by the user community after the program is released. Plasma support could facilitate rapid development of unique customizations and will also make it easy to integrate web content into the Amarok user interface.

Amarok 2 with several Plasmoids

Although Amarok's plasma support has a lot of potential, there are still some weaknesses in the underlying implementation. The existing plasmoids do not handle resizing or reflow very well yet. The font rendering in the Current Track Info plasmoid is pretty bad, and all of the plasmoids flash when the track changes.

The greatest strength of Amarok 2 is its capacity for third-party expansion. Like many other parts of the Linux desktop stack, Amarok gives users a lot of flexibility and room for customization. In addition to the built-in Plasma engine, Amarok 2 also has extensive scripting capabilities which are currently being revamped by student Peter Zhou as a Google Summer of Code project.

The final version of Amarok 2 will offer full support for interacting with the program's internals through Qtscript, a lightweight scripting language that is syntactically similar to JavaScript. On Linux, users will also be able to script Amarok externally with the scripting language of their choice through a D-Bus interface. Users will be able to install and update scripts from remote sources using KDE's Get Hot New Stuff framework.

The scripting API already enables some really impressive things. For instance, developers can use scripting to add support for whole new remote audio services. A particularly cool example of this is a Ruby script that adds public domain audiobook provider Librivox to Amarok's Internet music source lineup.

Librivox integration with a Ruby script

Another really trippy feature that is being implemented by student Daniel Jones as a Summer of Code project is support for biased shuffling. This project, which builds on existing capabilities in the previous version of Amarok, will allow users to specify a set of basic parameters that can be used to generate a semi-random playlist.

Despite some of the bugs and the weaknesses of the Plasma interface, Amarok 2 is shaping up very well and is quite strong for an alpha release. It remains true to the vision that shaped its predecessor and delivers a feature-packed audio player that is aimed squarely at the power user. It rises above the iTunes mimicry that has become common among open source audio players and gives its users a truly unique experience.

Further reading
Amarok Blog: Amarok Scripting SoC ProjectDaniel Jones: Status of the biased playlist system

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Apple finally sues unlicensed Macintosh cloner Psystar

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Apple's adventures with Mac clones had at best, mixed results, and Steve Jobs quickly ended the program in 1997 after his return as CEO. While a company named Psystar ignored that memo when it decided to release its own unofficial Mac clones earlier this year, there's no way it's going to miss Apple's latest memo, which came in the form of a just-uncovered lawsuit filed earlier this month. 苏州美甲

This past April, Psystar made instant waves by announcing a bargain-basement Mac clone for $399 that could run Leopard, the latest version of Apple's Mac OS X. Psystar's PC is an upgradeable tower with a respectable amount of features which, at face value, starts $200 lower than Apple's cheapest—and highly unconfigurable—Mac mini at $599. Despite drawbacks like incompatibility with some Apple software updates, a flood of orders brought the company's site down for days at a time.

While Apple's EULA forbids running Mac OS X on non-Apple hardware, Ars received a "no comment" from Psystar in April about the issue, and the company's clones eventually began shipping. Even Apple cofounder Steve Wozniak who is no longer with the company said that he "may get one." Shipments have reportedly remained slow and steady since the initial storm that met the clones' launch. Meanwhile, Apple remained tight-lipped about the issue—until now.

A ZDNet reader tipped the site to the fact that Apple has finally filed suit against Psystar in the US District Court for the Northern District of California. The lawsuit accuses Psystar of violating Apples licenses and trademarks, as well as copyright infringement. While the lawsuit comes as no surprise, the fact that Apple waited to file suit until July 3 to sue Psystar is. Strangely enough, a copy of the complaint is not yet available on PACER, although there's no indication that it's under seal.

Reached by phone, Psystar declined to comment to Ars, and attempts to reach the company's CEO have been unsuccessful. Apple has also yet to respond to our requests for comment on the lawsuit. Psystar has not filed its response to Apple's complaint. According to court documents seen by Ars, initial filings are due in October, with a case management conference scheduled for October 22.

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