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1 1,921 shares, 128 trendiness

Motorola's new partnership with GrapheneOS

Motorola, a Lenovo Company, an­nounced the ad­di­tion of new con­sumer and en­ter­prise so­lu­tions to its port­fo­lio to­day at Mobile World Congress. The com­pany un­veiled a part­ner­ship with the GrapheneOS Foundation, to bring cut­ting-edge se­cu­rity to every­day users across the globe. In ad­di­tion, Motorola in­tro­duced a new Moto Secure fea­ture and Moto Analytics, to ex­pand Motorola’s B2B ecosys­tem with ad­vanced se­cu­rity and deeper op­er­a­tional in­sights for or­ga­ni­za­tions across in­dus­tries. These an­nounce­ments re­in­force Motorola’s com­mit­ment to de­liv­er­ing in­tel­li­gent, and highly ca­pa­ble tech­nol­ogy with en­hanced se­cu­rity for cus­tomers world­wide.

GrapheneOS Foundation Partnership

Motorola is in­tro­duc­ing a new era of smart­phone se­cu­rity through a long‑term part­ner­ship with the GrapheneOS Foundation, the lead­ing non­profit in ad­vanced mo­bile se­cu­rity and cre­ators of a hard­ened, op­er­at­ing sys­tem based on the Android Open Source Project. Together, Motorola and the GrapheneOS Foundation will work to strengthen smart­phone se­cu­rity and col­lab­o­rate on fu­ture de­vices en­gi­neered with GrapheneOS com­pat­i­bil­ity.

We are thrilled to be part­ner­ing with Motorola to bring GrapheneOS’s in­dus­try‑lead­ing pri­vacy and se­cu­rity‑fo­cused mo­bile op­er­at­ing sys­tem to their next-gen­er­a­tion smart­phone”, said a spokesper­son at GrapheneOS. This col­lab­o­ra­tion marks a sig­nif­i­cant mile­stone in ex­pand­ing the reach of GrapheneOS, and we ap­plaud Motorola for tak­ing this mean­ing­ful step to­wards ad­vanc­ing mo­bile se­cu­rity.”

By com­bin­ing GrapheneOS’s pi­o­neer­ing en­gi­neer­ing with Motorola’s decades of se­cu­rity ex­per­tise, real‑world user in­sights, and Lenovo’s ThinkShield so­lu­tions, the col­lab­o­ra­tion will ad­vance a new gen­er­a­tion of pri­vacy and se­cu­rity tech­nolo­gies. In the com­ing months, Motorola and the GrapheneOS Foundation will con­tinue to col­lab­o­rate on joint re­search, soft­ware en­hance­ments, and new se­cu­rity ca­pa­bil­i­ties, with more de­tails and so­lu­tions to roll out as the part­ner­ship evolves.

Moto Analytics

Today, Motorola also in­tro­duced Moto Analytics, an en­ter­prise‑grade an­a­lyt­ics plat­form de­signed to give IT ad­min­is­tra­tors real‑time vis­i­bil­ity into de­vice per­for­mance across their fleet. Unlike tra­di­tional EMM tools that fo­cus pri­mar­ily on ac­cess con­trol, Moto Analytics pro­vides deep op­er­a­tional in­sights, from app sta­bil­ity to bat­tery health and con­nec­tiv­ity per­for­mance.

With this data, IT teams can trou­bleshoot more ef­fi­ciently, pre­vent is­sues be­fore they es­ca­late, and main­tain em­ployee pro­duc­tiv­ity. As part of the ThinkShield ecosys­tem, Moto Analytics in­te­grates seam­lessly with ex­ist­ing en­ter­prise en­vi­ron­ments and scales ef­fort­lessly as or­ga­ni­za­tions grow.

Private Image Data

Motorola is also ex­pand­ing its Moto Secure plat­form with a new fea­ture, Private Image Data. This tool gives users greater con­trol over the hid­den data stored in their pho­tos. When en­abled, it au­to­mat­i­cally re­moves sen­si­tive meta­data from all new cam­era im­ages on the de­vice, help­ing pro­tect de­tails like lo­ca­tion and de­vice in­for­ma­tion. This pro­tec­tion runs qui­etly in the back­ground, pre­serv­ing the im­age it­self while clear­ing some of the pri­vate data at­tached to it.

Private Image Data joins a grow­ing set of pro­tec­tions within the Moto Secure app, Motorola’s cen­tral hub for es­sen­tial pri­vacy and se­cu­rity tools pow­ered by ThinkShield. From man­ag­ing app per­mis­sions to se­cur­ing sen­si­tive files and mon­i­tor­ing de­vice in­tegrity, Moto Secure brings key Android and Motorola safe­guards to­gether in one place, mak­ing it eas­ier for users to un­der­stand and man­age their de­vice’s se­cu­rity.

Private Image Data will be­gin rolling out to mo­torola sig­na­ture de­vices in the com­ing months, with ad­di­tional up­dates and re­fine­ments ex­pected over time.

With the in­tro­duc­tion of these new so­lu­tions, Motorola is ex­pand­ing its en­ter­prise port­fo­lio with so­lu­tions built for to­day’s most de­mand­ing busi­ness en­vi­ron­ments. From ad­vanced se­cu­rity to op­er­a­tional ef­fi­ciency and in­tel­li­gent de­vice man­age­ment, these in­no­va­tions re­flect Motorola’s com­mit­ment to em­pow­er­ing or­ga­ni­za­tions with tech­nol­ogy that is se­cu­rity-fo­cused, re­li­able, and ready for the fu­ture.

Legal Disclaimers

Certain fea­tures, func­tion­al­ity, and prod­uct spec­i­fi­ca­tions may be net­work-de­pen­dent and sub­ject to ad­di­tional terms, con­di­tions, and charges. All are sub­ject to change with­out no­tice. MOTOROLA, the Stylized M Logo, MOTO, and the MOTO fam­ily of marks are trade­marks of Motorola Trademark Holdings, LLC. LENOVO and THINKSHIELD are trade­marks of Lenovo. Android is a trade­mark of Google, LLC. All other trade­marks are the prop­erty of their re­spec­tive own­ers. ©2026 Motorola Mobility LLC. All rights re­served.

...

Read the original on motorolanews.com »

2 954 shares, 90 trendiness

Microsoft gets tired of “Microslop,” bans the word on its Discord, then locks the server after backlash

Microsoft’s ag­gres­sive AI push in Windows 11 through 2025 brought upon them­selves the ti­tle Microslop. Unfortunately for the com­pany, it’s every­where on so­cial me­dia, and there is­n’t a way to stop the spread, un­less, of course, it’s their own Discord server.

Windows Latest was first to no­tice that the word Microslop” was ac­tively fil­tered in the of­fi­cial Microsoft Copilot Discord server.

As you can see in the above screen­shot, any mes­sage con­tain­ing the term is au­to­mat­i­cally blocked, and users see a mod­er­a­tion no­tice stat­ing that the mes­sage in­cludes a phrase con­sid­ered in­ap­pro­pri­ate by server rules.

The ex­treme back­lash that Microsoft has to en­dure every day on so­cial me­dia is noth­ing short of ex­tra­or­di­nary. Surely the com­pany is re­spon­si­ble for this fall­out, as they pri­or­i­tized AI more than the sta­bil­ity of the OS that it needs to run on.

Copilot, be­ing the most vis­i­ble face of that ef­fort, has nat­u­rally be­come the scape­goat. So when a nick­name like Microslop” starts trend­ing across so­cials, it was only a mat­ter of time be­fore it reached of­fi­cial chan­nels as well.

Windows Latest found that send­ing a mes­sage with the word Microslop” in­side the of­fi­cial Copilot Discord server im­me­di­ately trig­gers an au­to­mated mod­er­a­tion re­sponse. The mes­sage does not ap­pear pub­licly in the chan­nel, and in­stead, only the sender sees the no­tice stat­ing that the con­tent is blocked by the server be­cause it con­tains a phrase deemed in­ap­pro­pri­ate.

Of course, the in­ter­net rarely leaves things there. Shortly af­ter Windows Latest posted about Copilot Discord server block­ing Microslop on X, users be­gan ex­per­i­ment­ing in the server with vari­a­tions such as Microsl0p” us­ing a zero in­stead of the let­ter o.”

Predictably, those ver­sions slipped past the fil­ter. Keyword mod­er­a­tion has al­ways been some­thing of a cat-and-mouse game, and this is­n’t any dif­fer­ent.

What started as a sim­ple key­word fil­ter quickly snow­balled into users de­lib­er­ately test­ing the re­stric­tion and post­ing vari­a­tions of the blocked term. Accounts that in­cluded Microslop” in their mes­sages first got banned from mes­sag­ing again.

Not long af­ter, ac­cess to parts of the server was re­stricted, with mes­sage his­tory hid­den and post­ing per­mis­sions dis­abled for many users.

Microsoft’s brand im­age might al­ready be at an all-time low, and even as the com­pany an­nounced plans to fix Windows 11 with per­for­mance im­prove­ments and less AI, the soft­ware gi­ant can’t risk get­ting more ha­tred to­wards their ex­pen­sive in­vest­ment in Copilot, es­pe­cially since Microsoft’s head start in AI is start­ing to be over­shad­owed by com­peti­tors like Anthropic, Google, OpenAI, and maybe even Apple in the near fu­ture.

Back in December 2024, when Microsoft in­vited users to join the Copilot Discord server through an of­fi­cial X post, the re­sponse was largely cu­ri­ous and en­thu­si­as­tic, with peo­ple will­ing to ex­plore the AIs ca­pa­bil­i­ties.

Since then, sen­ti­ment around Copilot and its us­age has dropped along­side Microsoft’s broader AI push across Windows 11. At its pre­sent state, Copilot has added some ca­pa­bil­i­ties that are gen­uinely use­ful in day-to-day work­flows. Features like con­nec­tors can pull con­tex­tual data from ser­vices such as Google Contacts, Gmail, and Outlook to re­trieve phone num­bers or email ad­dresses di­rectly in­side Copilot, some­thing com­pet­ing tools like Gemini have not yet cracked, as we found in our de­tailed test­ing.

It re­mains to be seen if this episode fades as a mi­nor com­mu­nity mod­er­a­tion story or be­comes an­other chap­ter in Microsoft’s com­pli­cated re­la­tion­ship with its AI roll­out.

Microsoft reached out to Windows Latest with an of­fi­cial state­ment not­ing why the com­pany had to lock the Copilot Discord server.

According to a Microsoft spokesper­son, the Copilot Discord server was re­cently tar­geted by co­or­di­nated spam in­tended to dis­rupt con­ver­sa­tions. The com­pany says the ac­tiv­ity ini­tially ap­peared as large vol­umes of repet­i­tive or ir­rel­e­vant mes­sages, prompt­ing mod­er­a­tors to in­tro­duce tem­po­rary key­word fil­ters to slow the in­flux.

The Copilot Discord chan­nel has re­cently been tar­geted by spam­mers at­tempt­ing to dis­rupt and over­whelm the space with harm­ful con­tent not re­lated to Copilot. Initially, this spam con­sisted of walls of text, so we added tem­po­rary fil­ters for se­lect terms to slow this ac­tiv­ity. We have since made the de­ci­sion to tem­porar­ily lock down the server while we work to im­ple­ment stronger safe­guards to pro­tect users from this harm­ful spam and help en­sure the server re­mains a safe, us­able space for the com­mu­nity,” a Microsoft spokesper­son told Windows Latest.

Microsoft added that block­ing terms such as Microslop,” along with other phrases in the spam cam­paign, was not in­tended as a per­ma­nent pol­icy but a short-term mit­i­ga­tion while the com­pany man­ages to put ad­di­tional pro­tec­tions in place.

...

Read the original on www.windowslatest.com »

3 598 shares, 45 trendiness

deGoogled unGoogled smartphone operating systems and online services

Im Blog: das User Interface von /e/OS en­twick­elt sich mit einem neuen, op­ti­mierten Erscheinungsbild.

/e/OS is an open-source mo­bile op­er­at­ing sys­tem paired with care­fully se­lected ap­pli­ca­tions. They form a pri­vacy-en­abled in­ter­nal sys­tem for your smart­phone. And it’s not just claims: open-source means au­ditable pri­vacy. /e/OS has re­ceived aca­d­e­mic recog­ni­tion from re­searchers at the University of Edinburgh and Trinity College of Dublin. We could have just fo­cused on an OS, but apps and on­line ser­vices are cru­cial com­po­nents of our every­day ex­pe­ri­ence, too.These on­line ser­vices, in­clud­ing our search en­gine, email plat­form, cloud stor­age and other on­line tools, cre­ate a unique pri­vacy en­hanced en­vi­ron­ment.

/e/OS is a deGoogled” ver­sion of Android OS. It has an open-source Android OS core, with no Google apps or Google ser­vices ac­cess­ing your per­sonal data.Google de­fault search en­gine has been re­moved from the OS every­where and re­placed with our new eth­i­cal search en­gine: Murena FindGoogle Services have been re­placed by mi­croG­Con­nec­tiv­ity checks do not use Google server­sWe do not use Google’s Network Time Protocol server­sWe do not use Google’s Domain Name System servers­Ge­olo­ca­tion uses BeaconDB Location Services in ad­di­tion to GPS

/e/OS is com­pat­i­ble with all your fa­vorite Android apps, be­cause keep­ing your data pri­vate should­n’t mean for­go­ing your dig­i­tal ex­pe­ri­ence.Within /e/OS you’ll find a set of care­fully se­lected de­fault apps to cover your most com­mon needs, per­sonal and pro­fes­sional: get your emails, plan your week ahead, chat with your friends and cowork­ers, browse the web, check the weather, check your itin­er­ary for your next meet­ing…All the apps are based on open source bricks. We im­prove their de­sign and ex­pe­ri­ence to make them look stel­lar and easy to use daily.For every­thing else, head to our App Lounge!

Applications avail­able in our Installer in­clude open source apps that you can get from Fdroid, as well as free Android apps that you would find in your usual repos­i­tory.In a blink of an eye, /e/OS can de­ci­pher the app code for you: you can see which and how many track­ers are in the app. It also doc­u­ments the num­ber of per­mis­sions the app re­quires to op­er­ate. With an easy to read scor­ing, you can see which apps are safe and which ones should be avoided.

Not only /e/OS in­forms you about track­ers found in apps but you will be able to choose whether you ac­cept or not to stay tracked in the Advanced Privacy wid­get, along with other cool fea­tures such as hid­ing your IP ad­dress or ge­olo­ca­tion when you feel like it.This fea­ture and our ad blocker en­abled by de­fault in the web browser will also let you en­joy a dig­i­tal life with very few or no ads in ap­pli­ca­tions and on the web.

Operated by Murena, your Murena Workspace ac­count @murena.io is at the cen­tre of the ecosys­tem, al­low­ing to store, back up and re­trieve your data safely on re­mote servers.It lets you store, back up and re­trieve your data safely on re­mote servers. For ad­vanced users, we also of­fer op­tions to self-host.It al­lows you to work and col­lab­o­rate with your of­fice doc­u­ments on­line. The Murena Workspace ac­count comes with 1GB of free stor­age, a free email ad­dress and Murena Vault: an end-to-end en­crypted di­rec­tory for ul­ti­mate pro­tec­tion of your doc­u­ments. A great re­place­ment to Office365.

/e/OS has its own parental con­trol func­tion­al­ity that keeps chil­dren away from non-ap­pro­pri­ate web con­tents and apps, de­pend­ing on their age.It also of­fers an op­tion to se­lect apps that can­not be in­stalled, and cus­tomiz­able screen-time limit. Parents now also have an op­tion to lo­cate their child’s smart­phone us­ing /e/OS’ Find my de­vice fea­ture.

/e/OS comes with Account Manager. This ap­pli­ca­tion al­lows you to add your ac­count(s) from any provider and sync your data on your

/e/OS de­vice.

This way you can check your new emails in real time, see when is your next meet­ing, call your new neigh­bour whose num­ber you had saved on an­other de­vice and up­date your tasks in real time…

And all this while re­spect­ing your pri­vacy: your data is stored lo­cally on your de­vice and is not shared with any third party servers ex­cept of course as re­quired by Murena Workspace, Google, Yahoo or any other provider for au­then­ti­ca­tion and syn­chro­niza­tion pur­pose.

Want to learn more? Read the full de­scrip­tion of the /e/OS on a

Want to give /e/OS a try? We have dif­fer­ent op­tions for you, whether you’re a hands-on user or pre­fer a turn key so­lu­tion.

You want a smart­phone with /e/OS out of the box?

Look no fur­ther and browse among our se­lec­tion of de­Googled Android smart­phones.

The /e/OS Installer is a web ap­pli­ca­tion which helps users in­stall /e/OS on sup­ported de­vices in just a few clicks! It works with browsers sup­port­ing WebUSB.

If the Easy Installer does­n’t sup­port your de­vice yet, and you are a more ex­pe­ri­enced user, down­load and in­stall /e/OS di­rectly from our Gitlab en­vi­ron­ment.You’ll find de­tailed in­struc­tions for each sup­ported de­vice and all the tools you need to get /e/ run­ning in a mat­ter of min­utes.

To help you get started with /e/OS or your Murena Workspace ac­count, you will find trou­bleshoot­ing guides, and How To’s about many top­ics like set­ting up your mail ac­count or mi­grat­ing your data.

Our Community Forum is the best place to learn more about the pro­ject, up­com­ing fea­tures, get user help or just post your im­pres­sions.

Prefer mes­sag­ing? Developers and ex­pert users are also avail­able to of­fer tech­ni­cal sup­port by chat via a ded­i­cated Telegram chan­nel.

If you are a de­vel­oper and would like to get di­rect ac­cess to our re­sources, re­port a bug or con­tribute?

We can of­fer pro­fes­sional ser­vices for your busi­ness!

...

Read the original on e.foundation »

4 452 shares, 23 trendiness

mandel-macaque/memento: Keep track of you codex sessions per commit

git-me­mento is a Git ex­ten­sion that records the AI cod­ing ses­sion used to pro­duce a com­mit.

It runs a com­mit and then stores a cleaned mark­down con­ver­sa­tion as a git note on the new com­mit.

* Attach the AI ses­sion trace to the com­mit (git notes).

* Keep provider sup­port ex­ten­si­ble (Codex first, oth­ers later).

git me­mento init

git me­mento init codex

git me­mento init claude

git me­mento com­mit

git me­mento com­mit

You can pass -m mul­ti­ple times, and each value is for­warded to git com­mit in or­der. When -m is omit­ted, git com­mit opens your de­fault ed­i­tor.

* Without a ses­sion id, it copies the note(s) from the pre­vi­ous HEAD onto the amended com­mit.

* With a ses­sion id, it copies pre­vi­ous note(s) and ap­pends the new fetched ses­sion as an ad­di­tional ses­sion en­try.

* A sin­gle com­mit note can con­tain ses­sions from dif­fer­ent AI providers.

–summary-skill (for com­mit and amend ) changes note be­hav­ior:

* The de­fault notes ref (refs/notes/commits) stores a sum­mary record in­stead of the full tran­script.

* The full ses­sion is stored in refs/​notes/​me­mento-full-au­dit.

* The CLI prints the gen­er­ated sum­mary and asks for con­fir­ma­tion.

* If re­jected, you must pro­vide a prompt to re­gen­er­ate.

* de­fault maps to the repos­i­tory skill at skills/​ses­sion-sum­mary-de­fault/​SKILL.md.

* The de­fault sum­mary skill is al­ways ap­plied as a base­line; if a user-pro­vided sum­mary skill con­flicts with it, user-pro­vided in­struc­tions take prece­dence.

You can ver­ify both notes af­ter a sum­mary run:

git notes show

git me­mento share-notes

git me­mento share-notes up­stream

This pushes refs/​notes/* and con­fig­ures lo­cal re­mote. so notes can be fetched by team­mates.

Push your branch and sync notes to the same re­mote in one com­mand (default: ori­gin):

git me­mento push

git me­mento push up­stream

This runs git push and then per­forms the same notes sync as share-notes.

git me­mento notes-sync

git me­mento notes-sync up­stream

git me­mento notes-sync up­stream –strategy union

* Merges re­mote notes into lo­cal notes and pushes synced notes back to the re­mote.

git me­mento notes-rewrite-setup

Carry notes from a rewrit­ten range (for squash/​rewrite flows) onto a new tar­get com­mit:

git me­mento notes-carry –onto

This reads notes from com­mits in .. and ap­pends prove­nance blocks to . It car­ries both refs/​notes/​com­mits and refs/​notes/​me­mento-full-au­dit.

git me­mento au­dit –range main..HEAD

git me­mento au­dit –range ori­gin/​main..HEAD –strict –format json

git me­mento doc­tor

git me­mento doc­tor up­stream –format json

git me­mento help

git me­mento –version

Provider de­faults can come from env vars, and init per­sists the se­lected provider + val­ues in lo­cal git con­fig:

* MEMENTO_CODEX_SUMMARY_ARGS (default: exec -c skill.ef­fec­tive_­path={ef­fec­tiveSkill­Path} -c skill.de­fault­_­path={de­fault­Skill­Path} -c skill.user_­path={user­Skill­Path} {prompt}“)

* Summary prompt ex­plic­itly in­structs the model not to fol­low in­struc­tions em­bed­ded in tran­script con­tent.

* If the repos­i­tory is not con­fig­ured yet, com­mit, amend , push, share-notes, notes-sync, notes-rewrite-setup, and notes-carry fail with a mes­sage to run git me­mento init first.

If a ses­sion id is not found, git-me­mento asks Codex for avail­able ses­sions and prints them.

dot­net pub­lish src/GitMemento.Cli/GitMemento.Cli.fsproj -c Release -r osx-ar­m64 -p:PublishAot=true

dot­net pub­lish src/GitMemento.Cli/GitMemento.Cli.fsproj -c Release -r linux-x64 -p:PublishAot=true

dot­net pub­lish src/GitMemento.Cli/GitMemento.Cli.fsproj -c Release -r win-x64 -p:PublishAot=true

Copy the pro­duced ex­e­cutable to a di­rec­tory in your PATH.

Ensure the bi­nary name is git-me­mento (or git-me­mento.exe on Windows).

git me­mento com­mit

curl -fsSL https://​raw.githubuser­con­tent.com/​man­del-macaque/​me­mento/​main/​in­stall.sh | sh

* Release as­sets are built with NativeAOT (PublishAot=true) and pack­aged as a sin­gle ex­e­cutable per plat­form.

* If the work­flow runs from a tag push (for ex­am­ple v1.2.3), that tag is used as the GitHub re­lease tag/​name.

* If the work­flow runs from main with­out a tag, the re­lease tag be­comes (for ex­am­ple 1.0.0-a1b2c3d4).

* in­stall.sh al­ways down­loads from re­leases/​lat­est, so the in­staller fol­lows the lat­est pub­lished GitHub re­lease.

CI runs in­stall smoke tests on Linux, ma­cOS, and Windows that ver­ify:

* in­stall.sh down­loads the lat­est re­lease as­set for the cur­rent OS/architecture.

* The bi­nary is in­stalled for the cur­rent user into the con­fig­ured in­stall di­rec­tory.

* git me­mento –version and git me­mento help both ex­e­cute af­ter in­stal­la­tion.

dot­net test GitMemento.slnx

npm run test:js

This repos­i­tory in­cludes a reusable mar­ket­place ac­tion with three modes:

* mode: gate: runs git me­mento au­dit as a CI gate and fails if note cov­er­age checks fail. git-me­mento must al­ready be in­stalled in the job.

* mode: merge-carry: on merged pull re­quests, car­ries notes from PR com­mits onto the merge com­mit and pushes refs/​notes/*.

name: me­mento-note-com­ments

on:

push:

pul­l_re­quest:

types: [opened, syn­chro­nize, re­opened, la­beled, un­la­beled]

per­mis­sions:

con­tents: write

pull-re­quests: read

jobs:

com­ment-me­mento-notes:

runs-on: ubuntu-lat­est

steps:

- uses: ac­tions/​check­out@v4

with:

fetch-depth: 0

- uses: man­del-macaque/​me­mento@v1

with:

mode: com­ment

github-to­ken: ${{ se­crets.GITHUB_­TO­KEN }}

* ig­nore-la­bel (default: ig­nore-notes, gate mode)

If pre­sent on a pull re­quest, gate note checks are skipped and a PR com­ment with Notes ig­nored is posted.

* If pre­sent on a pull re­quest, gate note checks are skipped and a PR com­ment with Notes ig­nored is posted.

* carry-base-sha (optional, merge-carry mode) - base SHA used when carry-range is empty.

* carry-head-sha (optional, merge-carry mode) - head SHA used when carry-range is empty.

* carry-provider (default: codex, merge-carry mode) - provider value set in lo­cal git con­fig for notes-carry.

name: me­mento-note-gate

on:

pul­l_re­quest:

types: [opened, syn­chro­nize, re­opened, la­beled, un­la­beled]

per­mis­sions:

con­tents: read

is­sues: write

...

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5 439 shares, 24 trendiness

City shuts down police license plate cameras after judge makes footage public

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To stream WLTX 19 on your phone, you need the WLTX 19 app.

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EVERETT, Wash. — The City of Everett has shut down its en­tire net­work of Flock li­cense plate reader cam­eras af­ter a Snohomish County judge ruled the footage those cam­eras col­lect qual­i­fies as a pub­lic record.

The de­ci­sion came af­ter a Washington man filed pub­lic records re­quests seek­ing ac­cess to data cap­tured by the cam­eras.

Jose Rodriguez of Walla Walla, rep­re­sented by at­tor­ney Tim Hall, re­quested the footage from mul­ti­ple ju­ris­dic­tions in Washington state, to see what in­for­ma­tion the au­to­mated li­cense plate reader sys­tem was col­lect­ing.

He started notic­ing that the cam­eras were every­where — he wanted to see what kind of data they col­lect,” Hall said.

The re­quests re­vealed that Flock cam­eras con­tin­u­ously cap­ture thou­sands of im­ages, re­gard­less of whether a ve­hi­cle is linked to a crime.

When sev­eral cities, in­clud­ing Everett, moved to block the re­quest, the case went to court.

On Tuesday, a Snohomish County judge ruled that footage cap­tured by Flock cam­eras qual­i­fies as a pub­lic record un­der Washington law, mean­ing mem­bers of the pub­lic can re­quest ac­cess to the data.

Everett Mayor Cassie Franklin said the city dis­agrees with the rul­ing and is con­cerned about who could ob­tain the footage.

We were very dis­ap­pointed,” Franklin said. That means per­pe­tra­tors of crime, peo­ple who are maybe en­gaged in do­mes­tic abuse or stalk­ers, they can re­quest footage and that could cause a lot of harm.”

Following the rul­ing, Everett tem­porar­ily turned off all 68 of its Flock cam­eras.

At the same time, law­mak­ers in Olympia are de­bat­ing a bill that would ex­empt Flock footage from pub­lic records law.

Supporters of the pro­posed leg­is­la­tion ar­gue that pub­lic ac­cess to the data could cre­ate safety risks, in­clud­ing the pos­si­bil­ity that fed­eral im­mi­gra­tion agents could at­tempt to ob­tain footage through pub­lic dis­clo­sure re­quests.

Hall pushed back on those con­cerns, say­ing pub­lic records re­quests are typ­i­cally a lengthy process and un­likely to be use­ful for real-time track­ing.

As some­body who has made hun­dreds of pub­lic records re­quests my­self, and rep­re­sented many, many peo­ple in pub­lic records law­suits, it’s gen­er­ally a lengthy process,” Hall said. Same would be true for ICE. They’re go­ing to get data from where you were three months, two months ago.”

Franklin said if law­mak­ers pass leg­is­la­tion al­low­ing cities to shield Flock data from pub­lic dis­clo­sure, Everett would con­sider turn­ing the cam­eras back on. She said the city is not dis­man­tling or re­mov­ing the cam­eras in the mean­time.

...

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6 414 shares, 32 trendiness

Jolla Phone (Sep 2026)

Skip to prod­uct in­for­ma­tion

The in­de­pen­dent European Do It Together (DIT) Linux phone, shaped by the peo­ple who use it.

Order from the first 1000 units of the first nor­mal pro­duc­tion run

8GB RAM, you can up­grade your RAM to 12GB with 50€

Order from the first 1,000 units pro­duced. Delivered af­ter pre­vi­ous batches.

Sep 2026 — first 1000 units now avail­able

This item is a re­cur­ring or de­ferred pur­chase. By con­tin­u­ing, I agree to the and au­tho­rize you to charge my pay­ment method at the prices, fre­quency and dates listed on this page un­til my or­der is ful­filled or I can­cel, if per­mit­ted.

View full de­tails

We are bring­ing back the iconic The Other Half open in­no­va­tion plat­form and smart cov­ers!

Help us de­sign the first mod­ules, and vote on fea­tures. Join the in­no­va­tion pro­gram to­day.

Join In

8GB RAM and 256GB stor­age ex­pand­able up to 2TB. 12GB RAM up­grade op­tion avail­able

No track­ing, no call­ing home, no hid­den an­a­lyt­ic­sUser con­fig­urable phys­i­cal Privacy Switch - turn off your mi­cro­phone, blue­tooth, Android apps, or what­ever you wish

Available in three dis­tinct colours in­spired by Nordic na­ture

To be se­lected upon fi­nal pay­ment

Defined to­gether with the Community

Sailfish OS com­mu­nity mem­bers voted on what the next Jolla de­vice should be. The key char­ac­ter­is­tics, spec­i­fi­ca­tions and fea­tures of the de­vice. Based on com­mu­nity vot­ing and real user needs, this de­vice has only one mis­sion:

No track­ing, no call­ing home, no hid­den an­a­lyt­ics.

Your phone, your apps, your con­trol

Run na­tive Sailfish apps, Android apps with AppSupport, or go fully de-Googled when­ever you wish — sim­ply by shut­ting down the Android apps.

Unlike main­stream phones, Sailfish OS is de­signed not to har­vest your data. No track­ers. No pro­fil­ing. No data mon­eti­sa­tion. Your phone should work for you, not ex­ploit you.

Sailfish OS is proven to out­live main­stream sup­port cy­cles. Long-term OS sup­port, guar­an­teed for min­i­mum 5 years. Incremental up­dates, and no forced ob­so­les­cence.

Your Phone Shouldn’t Spy on YouMainstream phones send vast amounts of back­ground data. A com­mon Android phone sends megabytes of data per day to Google even if the de­vice is not used at all. Sailfish OS stays silent un­less you ex­plic­itly al­low con­nec­tions.

DIT: DO IT TOGETHER

You voted on the de­viceYou guided its specs and de­f­i­n­i­tio­nAnd now you help bring it to life

Our Community

We pro­duce in lim­ited batches. Ordering early se­cures your place in Sep 2026 de­liv­ery batch, the first 1000 units of this run.

If I pre-or­der now, when do I need to pay the fi­nal pay­ment?

The fi­nal pay­ment of the Sep 2026 pro­duc­tion batch will be col­lected by end of June 2026.

Batch #1, #2, and #3 are now locked. The first 1000 units of the Sept-2026 pro­duc­tion batch is now avail­able, priced at 649€ in­clud­ing your lo­cal VAT. All or­ders in­clude a re­fund­able 99€ down pay­ment, de­ducted from your fi­nal pay­ment. Estimated de­liv­ery: September 2026.

What is the nor­mal price of the prod­uct, do I get dis­count by or­der­ing now?

By or­der­ing now you se­cure your to­tal fi­nal price of 649€ (incl. your lo­cal VAT).Notably in par­tic­u­lar mem­ory com­po­nent prices have had ex­cep­tion­ally high volatil­ity in past 6 months. Thus, we sell in lim­ited batches so we can plan and man­age work­ing cap­i­tal.

Is this phone real or just a con­cept?

It is real. We suc­cess­fully com­pleted the pre-or­der phase and se­cured the prod­uct pro­gram. Please join and fol­low the progress in the fo­rum.

Will there be ac­ces­sories, like a spare bat­tery and pro­tec­tive case?

Yes, there will be. We’ll make those avail­able on due course the pro­ject.

When will the first Jolla Phones ship? When I get mine?

We es­ti­mate to start ship­ping the batch #1 pre-or­ders by end of June 2026. The Sep 2026 batch will ship in September 2026.

Will the Jolla Phone work out­side Europe, can I use it e.g. in the U.S.?

Yes, we have de­signed the cel­lu­lar band con­fig­u­ra­tion to en­able global trav­el­ing as much as pos­si­ble, in­clud­ing e.g. roam­ing in the U.S. car­rier net­works.

Can I buy the Jolla Phone if I’m out­side Europe, can I use it e.g. in the U.S.?

The ini­tial sales mar­kets are EU, UK, Switzerland and Norway. Entering other mar­kets, such as the U.S. and Canada are to be de­cided due course based on po­ten­tial in­ter­est from the ar­eas.  We have de­signed the cel­lu­lar band con­fig­u­ra­tion to en­able po­ten­tial fu­ture mar­kets, in­clud­ing ma­jor U.S. car­rier net­works.

...

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7 387 shares, 25 trendiness

Making Video Games in 2025 (without an engine)

It’s 2025 and I am still mak­ing video games, which ac­cord­ing to archive.org is 20 years since I started mak­ing games! That’s a pretty long time to be do­ing one thing…

When I share stuff I’m work­ing on, peo­ple fre­quently ask how I make games and are of­ten sur­prised (and some­times con­cerned?) when I tell them I don’t use com­mer­cial game en­gines. There’s an as­sump­tion around mak­ing games with­out a big tool like Unity or Unreal that you’re out there hand writ­ing your own as­sem­bly in­struc­tion by in­struc­tion.

I gen­uinely be­lieve mak­ing games with­out a big do every­thing” en­gine can be eas­ier, more fun, and of­ten less over­head. I am not mak­ing a do every­thing” game and I do not need 90% of the fea­tures these en­gines pro­vide. I am very par­tic­u­lar about how my games feel and look, and how I in­ter­act with my tools. I of­ten find the de­fault fea­ture im­ple­men­ta­tions in large en­gines like Unity so lack­ing I end up writ­ing my own any­way. Eventually, my pro­jects end up be­ing mostly my own tools and sys­tems, and the en­gine be­comes just a ve­hi­cle for a nice UI and some ren­der­ing…

At which point, why am I us­ing this en­gine? What is it pro­vid­ing me? Why am I let­ting a tool po­ten­tially de­stroy my abil­ity to work when they sud­denly make un­eth­i­cal and ter­ri­ble busi­ness de­ci­sions? Or push out an up­date that they re­quire to run my game on con­soles, that also hap­pens to break an en­tire sys­tem in my game, forc­ing me to rewrite it? Why am I fight­ing this thing daily for what es­sen­tially be­comes a glo­ri­fied as­set loader and ed­i­tor UI frame­work, by the time I’m done work­ing around their de­fault sys­tems?

The ob­vi­ous an­swer for me is to just not use big game en­gines, and write my own small tools for my spe­cific use cases. It’s more fun, and I like con­trol­ling my de­vel­op­ment stack. I know when some­thing goes wrong I can find the prob­lem and ad­dress it, in­stead of sub­mit­ting a bug re­port and 3 months later hear­ing back it won’t be fixed”. I like know­ing that in an­other two decades from now I will still be able to com­pile my game with­out need­ing to pi­rate an an­cient ver­sion of a bro­ken game en­gine.

Obviously this is my per­sonal pref­er­ence - and it’s one of some­one who has been mak­ing in­die games for a long time. I used en­gines like Game Maker for years be­fore tran­si­tion­ing to more light­weight and cus­tom work­flows. I also work in very small teams, where it’s easy to make one-off tools for team mem­bers. But I want to push back that mak­ing games from scratch” is some big im­pos­si­ble task - es­pe­cially in 2025 with the state of open source frame­works and li­braries. A lot of pop­u­lar in­die games are made in small frame­works like FNA, Love2D, or SDL. Making games without an en­gine” does­n’t lit­er­ally mean open­ing a plain text ed­i­tor and writ­ing sys­tem calls (unless you want to). Often, the over­head of learn­ing how to im­ple­ment these sys­tems your­self is just as time con­sum­ing as learn­ing the pro­pri­etary work­flows of the en­gine it­self.

With that all said, I think it’d be fun to talk about my work­flow, and what I ac­tu­ally use to make games.

Most of my ca­reer I’ve worked in C#, and aside from a short stint in C++ a few years ago, I’ve set­tled back into a mod­ern C# work­flow.

I think some­times when I men­tion C# to non-in­die game devs their minds jump to what it looked like circa 2003 - a closed source, in­ter­preted, ver­bose, garbage col­lected lan­guage, and… the lan­guage has greatly im­proved since then. The C# of 2025 is vastly dif­fer­ent from the C# of even 2015, and many of those changes are geared to­wards the per­for­mance and syn­tax of the lan­guage. You can al­lo­cate dy­nam­i­cally sized ar­rays on the stack! C++ can’t do that (although C99 can ;) …).

The dot­net de­vel­op­ers have also im­ple­mented hot re­load in C# (which works… most of the time), and it’s pretty fan­tas­tic for game de­vel­op­ment. You can launch your pro­ject with dot­net watch and it will live-up­date code changes, which is amaz­ing when you want to change how some­thing draws or the way an en­emy up­dates.

C# also ends up be­ing a great mid­dle-ground be­tween run­ning things fast (which you need for video games) and easy to work with on a day-to-day ba­sis. For ex­am­ple, I have been work­ing on City of None with my brother Liam, who had done very lit­tle cod­ing when we started the pro­ject. But over the last year he’s slowly picked up the lan­guage to the point where he’s pro­gram­ming en­tire boss fights by him­self, be­cause C# is just that ac­ces­si­ble - and fairly foot-gun free. For small teams where every­one wears many hats, it’s a re­ally nice lan­guage.

And fi­nally, it has built in re­flec­tion… And while I would­n’t use it for re­lease code, be­ing able to quickly re­flect on game ob­jects for ed­i­tor tool­ing is very nice. I can eas­ily make live-in­spec­tion tools that show me the state of game ob­jects with­out need­ing any cus­tom meta pro­gram­ming or in-game re­flec­tion data. After spend­ing a few years mak­ing games in C++ I re­ally like hav­ing this back.

Inspecting an ob­ject with re­flec­tion in Dear ImGui

This is kind of the big ques­tion when writ­ing a game from scratch”, but there are a lot of great li­braries to help you get stuff onto the screen - from SDL, to GLFW, to Love2D, to Raylib, etc.

I have been us­ing SDL3 as it does every­thing I need as a cross-plat­form ab­strac­tion over the sys­tem - from win­dow­ing, to game con­trollers, to ren­der­ing. It works on Linux, Windows, Mac, Switch, PS4/5, Xbox, etc, and as of SDL3 there is a GPU ab­strac­tion that han­dles ren­der­ing across DirectX, Vulkan, and Metal. It just works, is open source, and is used by a lot of the in­dus­try (ex. Valve). I started us­ing it be­cause FNA, which Celeste uses to run on non-Win­dows plat­forms, uses it as its plat­form ab­strac­tion.

That said, I have writ­ten my own C# layer on top of SDL for gen­eral ren­der­ing and in­put util­i­ties I share across pro­jects. I make highly opin­ion­ated choices about how I struc­ture my games so I like hav­ing this lit­tle layer to in­ter­face with. It works re­ally well for my needs, but there are full-fea­tured al­ter­na­tives like MoonWorks that fill a sim­i­lar space.

Before SDL3′s re­lease with the GPU ab­strac­tion, I was writ­ing my own OpenGL and DirectX im­ple­men­ta­tions - which is­n’t triv­ial! But it was a great learn­ing ex­pe­ri­ence, and not as bad as I ex­pected it to be. I am how­ever, very grate­ful for SDL GPU as it is a very solid foun­da­tion that will be tested across mil­lions of de­vices.

Finally, for Audio we’re us­ing FMOD. This is the last pro­pri­etary tool in our work­flow, which I don’t love (especially when some­thing stops work­ing and you have to hand-patch their li­brary), but it’s the best tool for the job. There are more light­weight open source li­braries if you just want to play sounds, but I work with au­dio teams that want fi­nite con­trol over dy­namic au­dio, and a tool like FMOD is a re­quire­ment.

I don’t have much to say about as­sets, be­cause when you’re rolling your own en­gine you just load up what files you want, when you need them, and move on. For all my pixel art games, I load the whole game up front and it’s fine” be­cause the en­tire game is like 20mb. When I was work­ing on Earthblade, which had larger as­sets, we would reg­is­ter them at startup and then only load them on re­quest, dis­pos­ing them af­ter scene tran­si­tions. We just went with the most dead-sim­ple im­ple­men­ta­tion that ac­com­plished the job.

All the as­sets for City of None load­ing in 0.4 sec­onds

Sometimes you’ll have as­sets that need to be con­verted be­fore the game uses them, in which case I usu­ally write a small script that runs when the game com­piles that does any pro­cess­ing re­quired. That’s it.

Some day I’ll write a fully pro­ce­dural game, but un­til then I need tools to de­sign the in-game spaces. There are a lot of re­ally great ex­ist­ing tools out there, like LDtk, Tiled, Trenchbroom, and so on. I have used many of these to vary­ing de­grees and they’re easy to set up and get run­ning in your pro­ject - you just need to write a script to take the data they out­put and in­stan­ti­ate your game ob­jects at run­time.

However, I usu­ally like to write my own cus­tom level ed­i­tors for my pro­jects. I like to have my game data tie di­rectly into the ed­i­tor, and I never go that deep on fea­tures be­cause the things we need are spe­cific but lim­ited.

A small cus­tom level ed­i­tor for City of None us­ing Dear ImGui

But I don’t want to write the ac­tual UI - cod­ing textboxes and drop­downs is­n’t some­thing I’m su­per keen on. I want a sim­ple way to cre­ate fields and but­tons, kind of like when you write your own small ed­i­tor util­i­ties in the Unity game en­gine.

This is where Dear ImGui comes in. It’s a light­weight, cross-plat­form, im­me­di­ate-mode GUI en­gine that you can eas­ily drop in to any pro­ject. The ed­i­tor screen­shot above uses it for every­thing with the ex­cep­tion of the ac­tual scene” view, which is cus­tom as it’s just draw­ing my level. There are more full-fea­tured (and heavy-duty) al­ter­na­tives, but if it’s good enough for all these games in­clud­ing Tears of the Kingdom it’s good enough for me.

Using ImGui makes writ­ing ed­i­tor tools ex­tremely sim­ple. I like hav­ing my tools pull data di­rectly from my game, and us­ing ImGui along with C# re­flec­tion makes that very con­ve­nient. I can loop over all the Actor classes in C# and have them ac­ces­si­ble in my ed­i­tor with a few lines of code! For more com­pli­cated tools it’s some­times overkill to write my own im­ple­men­ta­tion, which is where I fall back to us­ing ex­ist­ing tools built for spe­cific jobs (like Trenchbroom, for de­sign­ing 3D en­vi­ron­ments).

The main rea­son I learned C++ a few years ago was be­cause of my con­cerns with porta­bil­ity. At the time, it was not triv­ial to run C# code on con­soles be­cause C# was just in time” com­piled, which is­n’t some­thing many plat­forms al­low. Our game, Celeste, used a tool called BRUTE to tran­spile the C# IL (intermediate lan­guage bi­na­ries) to C++, and then re­com­piled that for the tar­get plat­form. Unity has a very sim­i­lar tool that does the same thing. This worked, but was not ideal for me. I wanted to be able to just com­pile our code for the tar­get plat­form, and so learn­ing C++ felt like the only real op­tion.

Since then, how­ever, C# has made in­cred­i­ble progress with their Native-AOT tool­chain (which ba­si­cally just means all the code is com­piled ahead of time” - what lan­guages like C++ and Rust do by de­fault). It is now pos­si­ble to com­pile C# code for all the ma­jor con­sole ar­chi­tec­tures, which is amaz­ing. The FNA pro­ject has been ex­tremely proac­tive with this, lead­ing to the re­lease of games across all ma­jor plat­forms, while us­ing C#.

And fi­nally, SDL3 has con­sole ports for all the ma­jor plat­forms. Using it as your plat­form ab­strac­tion layer (as long as you’re care­ful about how you han­dle sys­tem calls) means a lot of it will just work”.

Finally, to wrap all this up … I no longer use Windows to de­velop my games (aside from test­ing). I feel like this is in line with my gen­eral phi­los­o­phy around us­ing open source, cross-plat­form tools and li­braries. I have found Windows in­creas­ingly frus­trat­ing to work with, their busi­ness prac­tices gross, and their OS gen­er­ally lack­ing. I grew up us­ing Windows, but I switched to Linux full time around 3 years ago. And frankly, for pro­gram­ming video games, I have not missed it at all. It just does­n’t of­fer me any­thing I can’t do faster and more el­e­gantly than on Linux.

There are of course cer­tain work­flows and tools that do not work on Linux, and that is just the cur­rent re­al­ity. I’m not en­tirely free of Microsoft ei­ther - I use vs­code, I write my games in C#, and I host my pro­jects on github… But the more peo­ple use Linux daily, the more pres­sure there is to sup­port it, and the more sup­port there is for open source al­ter­na­tives.

* What about Godot?

If you’re in the po­si­tion to want the things a larger game en­gine pro­vides, I def­i­nitely think Godot is the best op­tion. That it is open-source and com­mu­nity-main­tained elim­i­nates a lot of the is­sues I have with other pro­pri­etary game en­gines, but it still is­n’t usu­ally the way I want to make games. I do in­tend to play around with it in the fu­ture for some spe­cific ideas I have.

* What about 3D?

I think that us­ing big en­gines def­i­nitely has more of a place for 3D games - but even so for any kind of 3D pro­ject I want to do, I would roll my own lit­tle frame­work. I want to make highly styl­ized games that do not re­quire very mod­ern tech, and I have found that to be fairly straight for­ward (for ex­am­ple, we made Celeste 64 with­out very much prior 3D knowl­edge in un­der 2 weeks).

* I need only the best fancy tech to pull off my game idea

Then use Unreal! There’s noth­ing wrong with that, but my pro­jects don’t re­quire those kinds of fea­tures (and I would ar­gue most of the things I do need can usu­ally be learned fairly quickly).

* My whole team knows [Game Engine XYZ]

The cost of mi­grat­ing a whole team to a cus­tom thing can be ex­pen­sive and time con­sum­ing. I’m def­i­nitely talk­ing about this from the per­spec­tive of smaller / solo teams. But that said, speak­ing from ex­pe­ri­ence, I know sev­eral mid­dle-sized stu­dios mov­ing to cus­tom en­gines be­cause they have de­ter­mined the po­ten­tial risk of us­ing pro­pri­etary en­gines to be too high, and the mi­gra­tion and learn­ing costs to be worth it. I think us­ing cus­tom stuff for larger teams is eas­ier now than it has been in a long time.

I load in Aseprite files and have my City of None en­gine au­to­mat­i­cally turn them into game an­i­ma­tions, us­ing their built in tags and frame tim­ings. The for­mat is sur­pris­ingly straight for­ward. When you write your own tools it’s re­ally easy to add things like this!

That’s it from me! That’s how I make games in 2025!

Do I think you should make games with­out a big en­gine? My an­swer is: If it sounds fun.

...

Read the original on www.noelberry.ca »

8 350 shares, 14 trendiness

WebMCP is available for early preview

As the agen­tic web evolves, we want to help web­sites play an ac­tive role in how AI agents in­ter­act with them. WebMCP aims to pro­vide a stan­dard way for ex­pos­ing struc­tured tools, en­sur­ing AI agents can per­form ac­tions on your site with in­creased speed, re­li­a­bil­ity, and pre­ci­sion.

By defin­ing these tools, you tell agents how and where to in­ter­act with your site, whether it’s book­ing a flight, fil­ing a sup­port ticket, or nav­i­gat­ing com­plex data. This di­rect com­mu­ni­ca­tion chan­nel elim­i­nates am­bi­gu­ity and al­lows for faster, more ro­bust agent work­flows.

WebMCP pro­poses two new APIs that al­low browser agents to take ac­tion on be­half of the user:

Declarative API: Perform stan­dard ac­tions that can be de­fined di­rectly in HTML forms.

These APIs serve as a bridge, mak­ing your web­site agent-ready” and en­abling more re­li­able and per­for­mant agent work­flows com­pared to raw DOM ac­tu­a­tion.

Imagine an agent that can han­dle com­plex tasks for your users with con­fi­dence and speed.

Customer sup­port: Help users cre­ate de­tailed cus­tomer sup­port tick­ets, by en­abling agents to fill in all of the nec­es­sary tech­ni­cal de­tails au­to­mat­i­cally.

Ecommerce: Users can bet­ter shop your prod­ucts when agents can eas­ily find what they’re look­ing for, con­fig­ure par­tic­u­lar shop­ping op­tions, and nav­i­gate check­out flows with pre­ci­sion.

Travel: Users could more eas­ily get the ex­act flights they want, by al­low­ing the agent to search, fil­ter re­sults, and han­dle book­ings us­ing struc­tured data to en­sure ac­cu­rate re­sults every time.

WebMCP is avail­able for pro­to­typ­ing to early pre­view pro­gram par­tic­i­pants.

Sign up for the early pre­view pro­gram to gain ac­cess to the doc­u­men­ta­tion and demos, stay up-to-date with the lat­est changes, and dis­cover new APIs.

...

Read the original on developer.chrome.com »

9 340 shares, 38 trendiness

Cowork feature creates 10GB VM bundle that severely degrades performance · Issue #22543 · anthropics/claude-code

After us­ing the cowork fea­ture, Claude Desktop be­comes ex­tremely slow - slow startup, UI lag, and slow re­sponses. Performance de­grades over time even dur­ing a sin­gle ses­sion.

This file grows to 10GB and is never cleaned up. It re­gen­er­ates quickly af­ter dele­tion (deleted one day, back to 10GB the next).

Deleted vm_bun­dles, Cache, and Code Cache di­rec­to­ries (reduced from 11GB to 639MB).

Result: ~75% faster im­me­di­ately af­ter cleanup on tasks that pre­vi­ously failed/​hung.

Even af­ter cleanup (VM bun­dle at 0 bytes), per­for­mance de­grades within min­utes:

* After sev­eral min­utes of use: ~55% CPU (renderer at 24%, main at 21%, GPU at 7%)

This sug­gests a mem­ory leak or ac­cu­mu­lat­ing work that causes degra­da­tion re­gard­less of VM bun­dle state.

* Performance de­grades within min­utes of use

* Tasks that failed be­fore cleanup now com­plete (75% faster ini­tially)

rm -rf ~/Library/Application\ Support/Claude/vm_bundles

rm -rf ~/Library/Application\ Support/Claude/Cache

rm -rf ~/Library/Application\ Support/Claude/Code\ Cache

Provides ~75% im­prove­ment but de­grades again over time. Must restart pe­ri­od­i­cally.

...

Read the original on github.com »

10 261 shares, 30 trendiness

Apple introduces the new iPad Air, powered by M4

Apple in­tro­duces the new iPad Air, pow­ered by M4

With blaz­ing per­for­mance, more mem­ory, en­hanced con­nec­tiv­ity, and game-chang­ing iPa­dOS 26 fea­tures, iPad Air is a fan­tas­tic value

CUPERTINO, CALIFORNIA Apple to­day an­nounced the new iPad Air fea­tur­ing M4 and more mem­ory, giv­ing users a big jump in per­for­mance at the same start­ing price. With a faster CPU and GPU, iPad Air boosts tasks like edit­ing and gam­ing, and is a pow­er­ful de­vice for AI with a faster Neural Engine, higher mem­ory band­width, and 50 per­cent more uni­fied sys­tem mem­ory than the pre­vi­ous gen­er­a­tion. With M4, iPad Air is up to 30 per­cent faster than iPad Air with M3,1 and up to 2.3x faster than iPad Air with M1.2 The new iPad Air also fea­tures the lat­est in Apple sil­i­con con­nec­tiv­ity chips, N1 and C1X, de­liv­er­ing fast wire­less and cel­lu­lar con­nec­tions — and sup­port for Wi-Fi 7 — that em­power users to work and be cre­ative any­where.3 Available in two sizes and four gor­geous fin­ishes that users love, the 11-inch iPad Air is su­per portable, and the 13-inch model pro­vides an even larger dis­play for those who want more space to mul­ti­task. With game-chang­ing iPa­dOS 26 ca­pa­bil­i­ties, ad­vanced cam­eras, all-day bat­tery life, a pow­er­ful app ecosys­tem, and sup­port for ac­ces­sories like Apple Pencil Pro and Magic Keyboard, iPad Air de­liv­ers a re­mark­able and ver­sa­tile ex­pe­ri­ence for any­one who wants to do more on iPad, from stu­dents and cre­ators, to busi­ness users and gamers.4

With the same start­ing price of just $599 for the 11-inch model and $799 for the 13-inch model, the new iPad Air is an in­cred­i­ble value. And for ed­u­ca­tion, the 11-inch iPad Air starts at $549, and the 13-inch model starts at $749. Customers can pre-or­der iPad Air start­ing Wednesday, March 4, with avail­abil­ity be­gin­ning Wednesday, March 11.

iPad Air gives users more ways than ever to be cre­ative and pro­duc­tive, of­fer­ing pow­er­ful per­for­mance and in­cred­i­ble ver­sa­til­ity to help them turn their ideas into re­al­ity,” said Bob Borchers, Apple’s vice pres­i­dent of Worldwide Product Marketing. With its blaz­ing per­for­mance thanks to M4, in­cred­i­ble AI ca­pa­bil­i­ties, and game-chang­ing iPa­dOS 26 fea­tures, there’s never been a bet­ter time to choose or up­grade to iPad Air.”

Even More Performance with M4

M4 brings a sig­nif­i­cant boost in per­for­mance to the new iPad Air, em­pow­er­ing users to be pro­duc­tive and cre­ative wher­ever they are — from as­pir­ing cre­atives work­ing with large files to trav­el­ers edit­ing con­tent on the go. Featuring an 8-core CPU and a 9-core GPU, iPad Air is up to 30 per­cent faster than iPad Air with M3 and up to 2.3x faster than iPad Air with M1.5 Users will no­tice the blaz­ing speed of M4 in every­thing they do — with Apple Creator Studio, com­posit­ing pho­tos in Pixelmator Pro or edit­ing video in Final Cut Pro is quicker than ever. With the 9-core GPU of M4, iPad Air sup­ports sec­ond-gen­er­a­tion hard­ware-ac­cel­er­ated mesh shad­ing and ray trac­ing for in­cred­i­ble graph­ics per­for­mance. M4 de­liv­ers over 4x faster 3D pro ren­der­ing with ray trac­ing per­for­mance com­pared to iPad Air with M1, of­fer­ing more ac­cu­rate light­ing, re­flec­tions, and shad­ows for ex­tremely re­al­is­tic gam­ing ex­pe­ri­ences.2

M4 is also pow­er­ful for AI, with faster mem­ory band­width and an in­cred­i­bly fast Neural Engine — ben­e­fit­ing every­one from col­lege stu­dents tran­scrib­ing lec­ture notes, to cre­ators sto­ry­board­ing a new pro­ject, to busi­ness users pol­ish­ing emails. With the new iPad Air, uni­fied mem­ory jumps 50 per­cent, to 12GB, and mem­ory band­width in­creases to 120GB/s, help­ing users run AI mod­els faster. The 16-core Neural Engine is 3x faster than that of M1 and is per­fect for every­day tasks that use on-de­vice AI, like search­ing for sub­jects and texts in pho­tos, or lever­ag­ing pow­er­ful AI fea­tures in apps like Goodnotes and Onform: Video Analysis App.2 The Neural Engine also pow­ers ca­pa­bil­i­ties in Apple Creator Studio apps, like re­mov­ing the back­ground of video footage with Scene Removal Mask in Final Cut Pro.

N1 and C1X Come to iPad Air for Faster Connectivity

iPad Air fea­tures N1, an Apple-designed wire­less net­work­ing chip that en­ables Wi-Fi 7, Bluetooth 6, and Thread.3 N1 brings bet­ter per­for­mance when con­nected to 5GHz Wi-Fi net­works, and im­proves the over­all per­for­mance and re­li­a­bil­ity of fea­tures like Personal Hotspot and AirDrop. Cellular mod­els of iPad Air also fea­ture C1X, a cel­lu­lar mo­dem de­signed by Apple that of­fers up to 50 per­cent faster cel­lu­lar data per­for­mance — and for ac­tive cel­lu­lar users, C1X of­fers up to 30 per­cent less mo­dem en­ergy us­age than iPad Air with M3.1 Cellular mod­els of iPad Air al­low users to en­joy GPS ca­pa­bil­i­ties, so they can nav­i­gate with even more con­fi­dence. Users can also en­joy 5G cel­lu­lar sup­port, help­ing them stay con­nected for work or leisure all around the world.6 And with eSIM, users can quickly and se­curely add a new plan, con­nect and trans­fer ex­ist­ing cel­lu­lar plans dig­i­tally, and stay in touch with fam­ily and friends re­gard­less of Wi-Fi avail­abil­ity — ideal for busi­ness trav­el­ers, stu­dents on cam­pus, and any­one work­ing on the go.

iPa­dOS 26 of­fers pow­er­ful fea­tures that help users han­dle cre­ative and pro­fes­sional tasks with ease, push­ing the ca­pa­bil­i­ties of iPad even fur­ther.

* The beau­ti­ful new de­sign is crafted with Liquid Glass, a translu­cent ma­te­r­ial that re­flects and re­fracts its sur­round­ings while re­act­ing to users’ in­put, and dy­nam­i­cally trans­form­ing to bring greater fo­cus to the con­tent they care about most.

* An en­tirely new, pow­er­ful, and in­tu­itive win­dow­ing sys­tem helps users con­trol, or­ga­nize, and switch be­tween apps, all while main­tain­ing the sim­plic­ity of iPad. And with a new menu bar, users can ac­cess the com­mands avail­able in an app with a sim­ple swipe down from the top of the dis­play, or by mov­ing their cur­sor to the top.

* Users can man­age, ac­cess, and or­ga­nize files with a su­per­charged Files app that fea­tures an up­dated List view and new folder cus­tomiza­tion op­tions. With fold­ers in the Dock, users can con­ve­niently ac­cess down­loads, doc­u­ments, and more from any­where. Additionally, they can set a de­fault app for open­ing spe­cific files or file types.

* The Preview app on iPad gives users a ded­i­cated app for cre­at­ing a quick sketch, as well as view­ing, edit­ing, and mark­ing up PDFs and im­ages with Apple Pencil or by touch.

* Taking ad­van­tage of Apple sil­i­con, iPa­dOS 26 un­locks new ca­pa­bil­i­ties for users with con­trol over their au­dio in­put, the abil­ity to cap­ture high-qual­ity record­ings with lo­cal cap­ture, and Background Tasks.

From sketch­ing ideas to get­ting work done, Apple Pencil and Magic Keyboard un­lock new lev­els of cre­ativ­ity and pro­duc­tiv­ity on iPad Air.4 Apple Pencil (USB-C) and Apple Pencil Pro of­fer users two in­cred­i­ble op­tions. Apple Pencil (USB-C) is a great value for es­sen­tial tasks like note tak­ing and sketch­ing, and Apple Pencil Pro de­liv­ers the ul­ti­mate ex­pe­ri­ence, en­abling users to take ad­van­tage of ca­pa­bil­i­ties such as squeeze and bar­rel roll to bring their ideas to life in en­tirely new ways. Apple Pencil Pro also sup­ports Find My, help­ing users lo­cate it if mis­placed.

Magic Keyboard for iPad Air pro­vides an amaz­ing typ­ing ex­pe­ri­ence and ex­pands what users can do, with a built-in track­pad ideal for pre­ci­sion tasks like se­lect­ing text, and a 14-key func­tion row that al­lows easy ac­cess to fea­tures like screen bright­ness and vol­ume con­trols. It at­taches mag­net­i­cally, and the Smart Connector im­me­di­ately con­nects power and data with­out the need for Bluetooth; a ma­chined alu­minum hinge also in­cludes a USB-C con­nec­tor for charg­ing. Magic Keyboard for iPad Air has a mag­i­cal float­ing de­sign cus­tomers love, and comes in black and white.

With game-chang­ing im­prove­ments over iPad and ear­lier iPad Air mod­els, there’s never been a bet­ter time to up­grade.

* Big per­for­mance gains: Upgraders will en­joy en­hanced speed and re­spon­sive­ness with 12GB of uni­fied mem­ory and 120GB/s of mem­ory band­width, and will ex­pe­ri­ence even more seam­less win­dow­ing in iPa­dOS 26. Users com­ing from iPad Air with M1 will see up to 2.3x faster per­for­mance, with over 4x faster 3D pro ren­der­ing with ray trac­ing per­for­mance.5

* Advanced Center Stage cam­era, mics, and speak­ers: Users com­ing from iPad Air with M1 will also en­joy a front 12MP Center Stage cam­era lo­cated along the land­scape edge, as well as land­scape stereo speak­ers. For up­graders com­ing from M1, the 13-inch model de­liv­ers even bet­ter sound qual­ity, which is great for en­joy­ing mu­sic and videos.

* Powerful Apple Intelligence ca­pa­bil­i­ties: Built seam­lessly into iPa­dOS with ground­break­ing pri­vacy, Apple Intelligence pro­vides up­graders and new iPad users with in­tu­itive fea­tures that make their ex­pe­ri­ence even more help­ful and pow­er­ful.7

* Even more value: Users com­ing from pre­vi­ous-gen­er­a­tion iPad Air mod­els will get faster con­nec­tiv­ity with N1 and C1X, and M1 up­graders will also get 128GB of start­ing stor­age. iPad Air with M4 has the same start­ing price at just $599 for the 11-inch model, and $799 for the 13-inch model.

Apple 2030 is the com­pa­ny’s am­bi­tious plan to be car­bon neu­tral across its en­tire foot­print by the end of this decade by re­duc­ing prod­uct emis­sions from their three biggest sources: ma­te­ri­als, elec­tric­ity, and trans­porta­tion. iPad Air is made with 30 per­cent re­cy­cled con­tent,8 in­clud­ing 100 per­cent re­cy­cled alu­minum in the en­clo­sure and 100 per­cent re­cy­cled cobalt in the bat­tery. It is man­u­fac­tured with 40 per­cent re­new­able elec­tric­ity, like wind and so­lar, across the sup­ply chain. iPad Air is de­signed to be durable and re­pairable, and also of­fers in­dus­try-lead­ing soft­ware sup­port, while meet­ing Apple’s high stan­dards for en­ergy ef­fi­ciency and safe chem­istry. The pa­per pack­ag­ing is 100 per­cent fiber-based and can be eas­ily re­cy­cled.9

* Customers can pre-or­der the new iPad Air with M4 start­ing Wednesday, March 4, at ap­ple.com and in the Apple Store app in 35 coun­tries and re­gions, in­clud­ing the U.S. It will be­gin ar­riv­ing to cus­tomers, and will be in Apple Store lo­ca­tions and Apple Authorized Resellers, start­ing Wednesday, March 11.

* The 11-inch and 13-inch iPad Air with M4 will be avail­able in blue, pur­ple, starlight, and space gray, with 128GB, 256GB, 512GB, and 1TB con­fig­u­ra­tions.

* The 11-inch iPad Air starts at $599 (U.S.) for the Wi-Fi model, and $749 (U.S.) for the Wi-Fi + Cellular model. The 13-inch iPad Air starts at $799 (U.S.) for the Wi-Fi model, and $949 (U.S.) for the Wi-Fi + Cellular model.

* With ed­u­ca­tion sav­ings, the 11-inch iPad Air starts at $549 (U.S.), and the 13-inch iPad Air starts at $749 (U.S.).

* Magic Keyboard, avail­able in black and white, is com­pat­i­ble with the 11-inch and 13-inch iPad Air. The 11-inch Magic Keyboard is avail­able for $269 (U.S.), and the 13-inch Magic Keyboard is avail­able for $319 (U.S.). With ed­u­ca­tion sav­ings, the 11-inch Magic Keyboard is avail­able for $249 (U.S.), and the 13-inch Magic Keyboard is avail­able for $299 (U.S.).

* Apple Pencil Pro and Apple Pencil (USB-C) are com­pat­i­ble with the new iPad Air. Apple Pencil Pro is avail­able for $129 (U.S.), and $119 (U.S.) with ed­u­ca­tion sav­ings. Apple Pencil (USB-C) is avail­able for $79 (U.S.), and $69 (U.S.) with ed­u­ca­tion sav­ings.

* AppleCare de­liv­ers ex­cep­tional ser­vice and sup­port, with flex­i­ble op­tions for Apple users. Customers can choose AppleCare+ to cover their new iPad, or in the U.S., AppleCare One to pro­tect mul­ti­ple prod­ucts in one sim­ple plan. Both plans in­clude cov­er­age for ac­ci­dents like drops and spills, theft and loss pro­tec­tion on el­i­gi­ble prod­ucts, bat­tery re­place­ment ser­vice, and 24/7 sup­port from Apple Experts. For more in­for­ma­tion, visit ap­ple.com/​ap­ple­care.

* Apple of­fers great ways to save on the lat­est iPad. Customers can trade in their cur­rent iPad and get credit to­ward a new one by vis­it­ing the Apple Store on­line, the Apple Store app, or an Apple Store lo­ca­tion. To see what their de­vice is worth, and for terms and con­di­tions, cus­tomers can visit ap­ple.com/​shop/​trade-in.

* Customers in the U.S. who shop at Apple us­ing Apple Card can pay monthly at 0 per­cent APR when they choose to check out with Apple Card Monthly Installments, and they’ll get 3 per­cent Daily Cash back — all up front. More in­for­ma­tion — in­clud­ing de­tails on el­i­gi­bil­ity, ex­clu­sions, and Apple Card terms — is avail­able at ap­ple.com/​ap­ple-card/​monthly-in­stall­ments.

Apple rev­o­lu­tion­ized per­sonal tech­nol­ogy with the in­tro­duc­tion of the Macintosh in 1984. Today, Apple leads the world in in­no­va­tion with iPhone, iPad, Mac, AirPods, Apple Watch, and Apple Vision Pro. Apple’s six soft­ware plat­forms — iOS, iPa­dOS, ma­cOS, watchOS, vi­sionOS, and tvOS — pro­vide seam­less ex­pe­ri­ences across all Apple de­vices and em­power peo­ple with break­through ser­vices in­clud­ing the App Store, Apple Music, Apple Pay, iCloud, and Apple TV. Apple’s more than 150,000 em­ploy­ees are ded­i­cated to mak­ing the best prod­ucts on earth and to leav­ing the world bet­ter than we found it.

Results are com­pared to 13-inch iPad Air (M3) units with 8-core CPU and 8GB of uni­fied mem­ory.

Results are com­pared to iPad Air (5th gen­er­a­tion) units with 8-core CPU and 8GB of uni­fied mem­ory.

Wi-Fi 7 is avail­able in coun­tries and re­gions where sup­ported.

Testing was con­ducted by Apple in January and February 2026. See ap­ple.com/​ipad-air for more in­for­ma­tion.

Data plan is re­quired. 5G is avail­able in se­lect mar­kets and through se­lect car­ri­ers. Speeds vary based on site con­di­tions and car­rier. For de­tails on 5G sup­port, con­tact car­rier and see ap­ple.com/​ipad/​cel­lu­lar.

Apple Intelligence is avail­able in beta with sup­port for these lan­guages: English, Danish, Dutch, French, German, Italian, Norwegian, Portuguese, Spanish, Swedish, Turkish, Vietnamese, Chinese (simplified), Chinese (traditional), Japanese, and Korean. Some fea­tures may not be avail­able in all re­gions or lan­guages. For fea­ture and lan­guage avail­abil­ity and sys­tem re­quire­ments, see sup­port.ap­ple.com/​en-us/​121115.

Product re­cy­cled or re­new­able con­tent is the mass of cer­ti­fied re­cy­cled ma­te­r­ial rel­a­tive to the over­all mass of the de­vice, not in­clud­ing pack­ag­ing or in-box ac­ces­sories.

Breakdown of U. S. re­tail pack­ag­ing by weight. Adhesives, inks, and coat­ings are ex­cluded from Apple’s cal­cu­la­tions.

...

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