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AL_MAOT

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  1. Musician Name : Adrian Legg Birthday / Location : Born : 16 May 1948 (age 72) - London, England Main instrument : Guitar Musician Picture : Musician Awards & Nominations : - Best Performance : The All Round Gigster Other Information : Legg was born 16 May 1948 in Hackney, east London. He studied the oboe as a child but in teenage years his interest shifted to the guitar. In the early 1970s, Legg won both the composition and performance sections of a competition run by the now defunct Guitar magazine, published by Musical New Services of Denmark Street, which led to his being asked to contribute articles to the magazine. From then on, his technical flair produced a stream of articles in UK music press in the 1970s and early 1980s, culminating in the 1981 Kaye and Ward book "Customising Your Electric Guitar." He spent from 1979 to 1981 as a technician at Rose Morris Ltd., who then handled Marshall amplification, Ovation Guitar and Takamine Guitars, and designed original and well-reviewed passive circuits for the then relaunched Vox guitars. In 1990, he was involved in the prototyping and launch of the highly successful Trace Acoustic amplifiers, and continues to maintain technical relationships with the musical instrument industry. From a 1983 promotional flyer (Technopickers) from Spindrift Records; having demonstrated Ovation guitar for a number of years and with sessions with Tom Robinson, a tour with Richard Thompson and appearing on Radio One's in Concert programme all have helped established Adrian.
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  4. my vote is for DH1 , it is better rhythm than DH2
  5. We take a look back at the first year of Gearbox's latest looter-shooter, and spoke with the devs about what's to come next. As the pioneer of the so-called "looter-shooter" sub-genre, Gearbox Software's Borderlands is a brash and in-your-face action-RPG series with an infinite supply of guns and a squad of badass, quirky vault hunters to get to know. After a short hiatus between entries, 2019's Borderlands 3 was an explosive return for the franchise's bizarre yet enticing nightmare gallery, filled with big guns, fast vehicles, and tons of pop-culture references. However since the release of 2012's Borderlands 2, the landscape has changed, with the rise of other looter-shooter games like Destiny 2 and Tom Clancy's The Division. Because of this, Borderlands 3's non-subtle and more energetic approach to the loot-grind was simultaneously a nostalgic sight and something of a throwback to the early 2010s shooter. At launch, Borderlands 3 was a solid return for the series, keeping up with the many tenets of collecting loot, nailing fast kills with your character's expanded suite of abilities, and a plot that sought to tie up many of the franchise's long-gestating questions. However, it wasn't without its criticisms. While the story was a lot more sprawling in comparison to previous games, it didn't quite land many of its more impactful moments, and its endgame content left people wanting after the story's completion. Now Playing: Borderlands 3 - Psycho Krieg And The Fantastic Fustercluck Official Launch Trailer But like its direct predecessor, Borderlands 2, the most recent entry in the series was a game in progress and it has evolved in some significant ways over its first year. Since its September 2019 release, Borderlands 3 has seen a suite of changes and revisions that have not only fleshed out its universe but remade the original endgame loop (known as Mayhem mode), upping the thrills and keeping people invested post-campaign. In many ways, this first year of content for Borderlands 3 has gone a long way in further defining the game's identity, and in turn, the franchise, in the modern era. In this GameSpot exclusive, we had the chance to talk with Executive Producer and Founder of Gearbox Software Randy Pitchford along with post-launch creative director Graeme Timmins about Borderlands 3, its first year, and what's coming next. "I'm pretty proud of Borderlands 3. We have the data, and we can see how Borderlands 3 did from launch. We're about 60-70% above Borderlands 2 in terms of active players, which is just astonishing and way beyond what we hoped or expected," said Randy Pitchford. "We're in there playing with the game and modifying it, we try new things, and we're not afraid to get in there and mix things up a little bit. Some of the things we've added in works better than others, but all of our adjustments are made from a wish to try to engage and entertain and try to create joy and happiness for people. We learn something from every step. I love that process. I'm really proud that we've got some momentum with that process, and that there are people who are enjoying coming along with us, and other folks that are arriving and showing up. We've got some of the things you're going to see on the horizon would only be possible, that would only be possible because of a culture of that iteration and that loop we have at Gearbox. It gets me pretty excited for what's to come, frankly." From our talks with both Pitchford and Timmins, it seems clear that work needed to be done on the original game to get it to where it needed to be. In GameSpot's review of the game, associate editor Jordan Ramée gave the game an 8/10 and stated, "Borderlands 3 has a few stumbling blocks when it comes to bosses, but these fights are overshadowed by the game's rewarding gunplay and over-the-top humor." Borderlands 3 has and continues to excel at offering engaging shooting gameplay and some endearing characters with personality. So it was especially great to see that the post-launch content focused more on providing content that strengthened the game's personality and snappy shooting. The game we have one year later is in much better shape than it was at launch. The standout expansions that bolsters Borderlands 3 are the contents from the first season pass. These include the campaign add-ons Mad Moxxi's Heist of the Handsome Jackpot, the H.P. Lovecraft-inspired Guns, Loves, and Tentacles, the Western-themed Bounty of Blood, and the concluding add-on Psycho Krieg and the Fantastic Fustercluck. While not all of these campaigns hit the mark, they still introduced new stories and worlds to explore, offering some fun jaunts through more unique environments that did a lot to show how creative and imaginative Borderlands' art-style can get. These set-piece add-ons were big attractions to check out, but surprisingly they're not totally what made Borderlands 3 a more enjoyable and worthwhile game in its post-launch life. Following the launch, Gearbox rolled out seasonal events, quality-of-life updates, and the occasional level-cap increases for your chosen vault hunters. The game also saw a set of high-end content aimed at veteran players, such as the two raid-like Takedown missions. Limited-timed events like the recent Revenge of the Cartels also reshaped standard encounters within existing worlds, which incentivized revisits to take down key targets, culminating in a smash-and-grab style raid of a Scarface-esque mansion that housed tons of Eridium, along with new guns and cash to grab. For lapsed players who peaced out after the campaign, these timely events were great ways to dive back in and check out new additions to the game. As a loot-focused action-RPG, the push to collect new loot and power up your characters is everything, and new updates to Borderlands 3 made that grind less of a hassle and more flexible. Along with changes to anointments--special modifiers for rare weapons--we saw a massive revision to the endgame centerpiece, Mayhem mode. This difficulty modifier was initially intended to be the significant endgame content to keep players going. Still, the first iteration led to repetition, especially with players taking advantage of certain bosses to squeeze out rare drops. Only a few months after the launch, Gearbox released Mayhem 2.0. This new update revised the loop by rebalancing the difficulty, adding more Mayhem levels, and introducing bizarre combat modifiers that give a variety of buffs or debuffs to characters and enemies alike--all for the promise of better loot. This new update ended up being the turning point for the game, making many of the encounters much more unpredictable and giving you proper control over just how crazy you want your engagements to get. While reflecting on the first year of content, post-launch creative director Graeme Timmins talked about how things went better for the game with Mayhem 2.0. "When we first launched the base game with Mayhem 1.0, we knew what we were scratching at in terms of making the game more of a fun endgame experience that wasn't dependent on just farming bosses wholly by itself," said Timmins. "We realized working through the revisions that some things aren't necessarily as interesting as we had hoped, so we knew we wanted to revise things after launch. There was just so much more potential to do that since we had more time to execute it. With Mayhem 2.0, we wanted to stay away from just stat changes and do something more fundamental in terms of behaviors that are happening in the world. When it comes to stats, we've had to kind of balance and rebalance things for the Borderlands games, but it's often not very visible to the player. That's why we went with the new modifiers, like with the lasers, and the death skulls, and whatnot. Those are putting like very actionable changes of behavior in your face that you have to react to. We found that that, for us, was a more interesting way of approaching additional difficulty outside of just relying on stat changes." One of Gearbox's controversial decisions for Borderlands 3 was that the game would not receive new characters post-launch, but rather expand upon the current four vault hunters. To make up for that, each character in the game has a greater level of customization and build options than what previous games offered. Presently, this approach has been well-received by fans, and players are still experimenting with character skill-sets, which are showcased on po[CENSORED]r Borderlands YouTube channels. In our talk with Timmins, he confirmed that the game's post-launch period reaffirmed their choice to stick with the four characters, as having players to replay the game's lengthy campaign to reach the endgame with new characters wasn't a worthwhile investment of time. With the end of the first season pass of content, capped off with the Psycho Krieg DLC, Gearbox announced that more content is still on the way this year in the form of free updates and some premium content. In addition to new skill trees and skills for each character, giving characters like FL4K and Zane a pet robot and a shoulder cannon respectively, along with more seasonal events, Borderlands 3 will also see another substantial update--this time introducing a totally new gameplay mode. During our talk with Pitchford and Timmins, they shared some details on the new mode called Arms Race. Set to be revealed later in October, the devs say that Arms Race will be a new standalone mode that brings players to an isolated map, where every gun they pick up will matter throughout the game mode. Pitchford stated that it has elements that players who love Call of Duty and battle royale games might find interesting, but it is "not a battle royale game." Timmins also elaborated a little to explain what's to come. "Our goal with Arms Race is to make the gun game in our game of millions of guns really matter," said Timmins. "I can talk about that game mode for hours. I'm so excited about it, but we'll have to wait. I'll say it's got its own environment and just leave it at that [for now]." Currently, Borderlands 3 will be entering its second year of content with the launch of the next wave of events and DLC coming this year. Gearbox has plans to keep Borderlands going for the long term. With the launch of the upcoming PS5 and Xbox Series X/S, Borderlands 3 will also make its ways to next-gen, and players who own the game on either PS4 or Xbox One can upgrade to the next-gen edition free of charge. According to Pitchford, this free upgrade to next-gen was possible due to the game's success and its current install base, which is sitting higher than Borderlands 2. In 2021, Gearbox Software plans to expand the cross-play functionality to consoles, with Xbox and PlayStation players joining up for games across platforms. During our interview, Pitchford spoke candidly about his "dream" to expand further than that and have all versions of Borderlands 3 possess cross-play functionality in 2021. "It's happening, and it may come sooner on some platforms. We'll see," said Pitchford. "What's interesting is that we're there, technology-wise. We've been there since we launched Borderlands 3 on the Steam platform, which allowed cross-platform play between Steam and Epic. And the Steam and Epic guys hate each other, but we made that happen, and we managed to do that. It's so fascinating that there's still emotion in play, and I understand it. A lot of groups have spent a lot of time protecting their silos and building those silos, and we're not trying to destroy the silos. We're just trying to take the friction away from real people that find each other and want to have entertainment experiences with each other. They found that they have a shared interest in the game, but just because they happen to have a shared interest in one game on a different platform, they're forever separated, and there's a divide between them. I hate that, and it's been my crusade to try to tear that down, and we've done it. We've done it, and it's inevitable. There's still some work to do, and some things to deal with from a policy point of view, but I think we're there, and that nut is finally cracked to the point where we've been confident enough to say, "Yes. This is done. It's happening, and you will have it." In a brief follow up, I asked Pitchford about cross-play between all versions of the game, and he stated: "We're not stopping until that's true. We are confident enough that that will be true to say that it's coming in 2021. And, good fortune willing, it could happen sooner. We'll see what happens." Borderlands 3 is not only the largest game in the series in terms of content but also the fastest-selling entry in the franchise, proving that there's still plenty of fans itching to dive into the energetic and high-octane universe of vault hunters. Back in 2009, the original Borderlands was something of an underdog release in a packed fall period, and now it's a game franchise that's about to have a major film directed by Eli Roth and starring Cate Blanchett. The future looks bright for the franchise, but many fans are still fixed on what's to come with the evolving platform of Borderlands 3, and it doesn't seem to be stopping anytime soon.
  6. Earlier this year, HTC launched the public beta for a virtual reality (VR) video conferencing platform called Vive Sync. It’s similar in many ways to Zoom and Microsoft Teams, both of which have become mainstays of working life during the pandemic, but with one key difference - Sync meetings quite literally have an extra dimension. The Taiwanese company - maker of the po[CENSORED]r HTC Vive range of VR headsets - invited TechRadar Pro to sample the Vive Sync experience, hosted by President and GM EMEA Graham Wheeler. Here's our list of the best video conferencing software around We've built a list of the best productivity software right now Check out our list of the best collaboration tools available Less than an hour inside the headset was enough to show us precisely why HTC is so enthusiastic about the fledgling service and its place in the future of work. The platform remains in beta, so is naturally lacking in polish in some areas, but we didn’t need bells and whistles to grasp the core concept: with virtual reality, remote working need not feel quite so remote. What is Vive Sync? Vive Sync is HTC’s first foray into the world of collaboration tools, although TechRadar Pro can confirm it won’t be the company’s last. Sync has all the same features as a regular video conferencing service, but eschews the traditional grid of faces in favor of a three dimensional arena, where attendees are joined by the avatars of up to 30 fellow participants. You can move about the generous space, turn your body and head to listen directly to whomever is speaking and also gesticulate with your arms, which are tracked by hand controllers. Wheeler was even sporting additional peripherals that tracked his eye and mouth movement, which further added to the sense that we were having a genuine person-to-person interaction. Crucially, Vive Sync is cross-platform service (unlike many virtual reality tools), meaning attendees can join via their PC or laptop too - just with limited functionality. This will be the key to making virtual reality ubiquitous in enterprise. Of course not every business will have the depth of resources to arm all employees with VR equipment, but the cross-platform nature of Vive Sync means that’s not an insurmountable problem. According to Wheeler, the arrival of the platform has coincided happily with a fundamental shift in the world of work, brought about by the pandemic. “VR gives teams the flexibility to work successfully from anywhere in the world - an advancement that is prompting companies to rethink the way they operate,” he said. “Before the pandemic, a lot of organizations were against working from home, but now business culture as a whole is changing and organizations are finally open to new ideas.” Setting up and launching in We joined our Sync meeting using the Vive Pro, HTCs premium enterprise-focused headset, which delivers the greatest performance available, but is also on the expensive side and requires a little more setup than some other headsets. Our reviewer described it as “the best VR headset for the ultra-discerning, financially well-off VR enthusiast,” which rather hits the nail on the head. Anyone that has ever rigged a tethered virtual reality system like this one will know it involves at least a measure of faff. You have to get the headset out, connect the various cables with both your PC and the headset, turn on the lighthouses (which track your position in the room), load up the application etc. For some remote workers (especially those living in small city apartments), space will prove prohibitive, because you need at least a spare 2 x 1.5 meters spare for room-scale VR. Others might argue that the effort it takes to set up outweighs the benefits of joining a meeting in virtual reality. The alternative, for anyone that falls into the above categories, would be to opt for the all-in-one Vive Cosmos, which at least handles its own tracking (although still needs to be connected to a PC) or, even better, the totally untethered Vive Focus Plus. cBefore you join a meeting, you’ll also need to create and synchronize your avatar, which currently feels more convoluted than it needs to be. You’ll need to download HTC’s standalone avatar builder mobile app, take a selfie to use as the basis for your character and then then fine-tune by tweaking various parameters - be that eyebrow bushiness, nose sharpness or eye bulginess. Once you’re happy with your creation, the app will provide you with a code, which you then need to attach to your account via the Vive Sync website. We’d like to see this whole process streamlined and shifted into the virtual reality application in future builds. There’s no reason you shouldn’t be able to create your avatar inside the headset. Once set-up and avatar creation has been taken care of, however, joining a Vive Sync meeting is as easy as on any other platform. All you need is a room code and password. Collaborating in virtual reality In terms of core functionality, Vive Sync delivers everything you might expect from a video conferencing or collaboration software - perhaps with the exception of text chat. Participants can communicate over mic, record sessions, pull in documents and presentations, take screenshots, share their PC screen and more. Where Vive Sync differs from traditional conferencing platforms, though, is in its use of three dimensional space. Attendees can sit or stand as they please (though we recommend coming armed with a swivel chair), which could help break up a long day of sitting down at a desk. They can also move across the meeting space, either by physically walking around or via teleportation - a common method of locomotion in VR. Presenters can also import 3D assets into the meeting room, which can be mani[CENSORED]ted, annotated and resized on the fly. In our meeting, for example, Wheeler pulled up a model of a phone, circling different elements of the design with a virtual pen as he spoke and rotating the model to inspect each side. If an attendee likes what they see, Sync also offers the ability to react with an animated emoji (to save interrupting verbally) - or even high five the presenter, triggering fireworks. The most striking feature, however, is the floor-to-ceiling cinema screen that rises dramatically at the front of the conference arena when a participant shares a web page, document or presentation. The ability to share your screen is not incredible in itself, but screen-sharing on a display of these proportions certainly is. Even the most dry and incomprehensible graph or pie-chart is made more compelling when blown up to this scale - and that isn’t possible without virtual reality. The main issue we foresee, in terms of functionality, is with taking efficient notes during a Sync meeting. While you have the option to record a meeting and watch back afterwards, that’s not exactly an efficient way to spend your working hours and defeats the object somewhat. The closest feature to a physical notebook and pen is Sync’s voice-to-text audio note facility, which allows users to take both private and public notes mid-meeting. But doing so while continuing to listen to the presenter is near enough impossible. Work in progress While we had a great time with Sync overall, that’s not to say it doesn’t suffer from any issues - some of which, in fairness, can be attributed to the fact the service remains in beta. Firstly, the current iteration of the PC application is temperamental. It was slow to launch and even slower to log us into our account, sometimes even demanding a restart. We also experienced a slight audio delay (of roughly one or two seconds) during the meeting itself, which made jumping in on the conversation somewhat awkward and served as an unwelcome reminder that the meeting wasn’t actually in-person. Our voice also dropped out at one point, forcing us to communicate with Wheeler using emojis alone, until the issue was resolved by exiting and reentering the meeting. If Vive Sync is to carve out a space for itself in the highly competitive video conferencing market, it will need to get these kinds of fundamentals right first. However, Wheeler is as equally unconcerned about the skeptics and dissenters as he is convinced of the merits of VR in the workplace. Asked what he thought of the idea that platforms like Sync represent a dystopian future for work, he had the following to say: “Every new technology is met with some element of negativity. Some people railed against the printing press.” “Technology has always just been a conduit - it has no conscience. Society as a whole has a collective responsibility to use technology for good, to make lives easier and bring us closer together.” Vive Sync, Wheeler told TechRadar Pro, will remain in beta for the time being while the team continues to deliver regular new updates and fine tune the experience. He was tight-lipped about when the service might launch in full, but we’ll be back with a full review whenever that may be.
  7. OWC has announced what seems to be the world's first Thunderbolt 4 docking hub. The OWC Thunderbolt Hub isn't meant to add a variety of ports to a Thunderbolt 4-enabled PC, instead adding more Thunderbolt ports that you can use to connect various high-performance peripherals. Intel's latest Thunderbolt 4 interface provides a similar 40 Gb/s bandwidth and general feature set as Titan Ridge-based Thunderbolt 3. Still, the implementation requirements for Thunderbolt 4 are much stricter, so users buying a PC with a TB4 connector are guaranteed to get everything advertised. The current implementation of Thunderbolt 4 in Intel's Tiger Lake processors enables PC makers to offer only one such port per system, which is not enough for those who use Thunderbolt devices. To get more Thunderbolt ports, owners of the latest laptops will need a hub, and OWC is the first well-known maker to announce one. The OWC Thunderbolt Hub has one Thunderbolt 4 port to connect to its host (at 40 Gb/s), three Thunderbolt USB-C ports to connect three other Thunderbolt devices or even three independent chains of Thunderbolt devices, a USB 3.2 Gen 2 Type-A connector, and a 20V/5.5A DC-IN port. The hub can deliver up to 60W of power to its host, 15W of power to each of the Thunderbolt 4 ports, and up to 5W to its USB-A connector. OWC does not disclose which controller it uses for its Thunderbolt Hub, but since Intel has only one Thunderbolt 4 controller for accessories — the JHL8440 — it is reasonable to assume that OWC uses this very chip. In this case, the Intel JHL8440 mainly acts like a switch that splits one Thunderbolt 4 interface into three independent Thunderbolt USB-C branches that can daisy-chain multiple devices. For example, you can connect an external graphics card to one port and a chain of external high-performance storage devices to another to ensure that graphics and storage do not interrupt each other (assuming that the JHL8440 switches everything properly). Meanwhile, you can plug things like a keyboard into the USB Type-A port. OWC’s Thunderbolt Hub is currently available for pre-order at $149 and ships in late October. The company includes a 0.7-meter Thunderbolt cable in the box, but there is no word about the charger.
  8. Musician Name : Chico Hamilton Birthday / Location : Born : September 20, 1921 - Los Angeles, California, U.S. / Died : November 25, 2013 Main instrument : Drums Musician Picture : Musician Awards & Nominations : - Best Performance : Drumfusion (Columbia) Other Information : Foreststorn Hamilton was born in Los Angeles, California, one of three brothers, one of whom was actor Bernie Hamilton. Hamilton started his career in a band with Charles Mingus, Illinois Jacquet, Ernie Royal, Dexter Gordon, Buddy Collette and Jack Kelso before he had finished high school.Engagements with Lionel Hampton, Slim & Slam, T-Bone Walker, Lester Young, Count Basie, Duke Ellington, Charlie Barnet, Billy Eckstine, Nat King Cole, Sammy Davis Jr., Billie Holiday, Gerry Mulligan and Lena Horne established his career. Hamilton appeared in You'll Never Get Rich (1941) as part of the backing group supporting Fred Astaire. Hamilton also performed on the soundtrack of the Bing Crosby and Bob Hope film Road to Bali (1952)
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  11. The new Yakuza game is also shifting its release date on PC, PS4, and Xbox One to align with the Xbox Series X/S launch. A release date for Yakuza: Like a Dragon on PS5 has been announced, and it will be available on March 2, 2021. Meanwhile, all other versions of the game are now shifting their date to align with that of the next-gen Xbox version: Like a Dragon releases on November 10, 2020 for Xbox Series X / Series S, PS4, Xbox One, and PC. Sega previously confirmed that Like a Dragon would receive a PS5 version and promised an upgrade path from the PS4 version. And indeed, buying the PS4 version digitally will entitle you to a free download of the PS5 version once it's available. Now Playing: Yakuza: Like a Dragon - "Heroes Of Tomorrow" English Dub Announcement Trailer If you buy Like a Dragon on Xbox One, you will also automatically receive a Series X version through Xbox Smart Delivery. Additionally, Like a Dragon supports cross-save, so if you start the game on Xbox One, your progress will be transferred when you play the game on Series X. Yakuza: Like a Dragon was released in Japan back in January, and the Western localization coming in November will feature English voiceovers and includes actor George Takei as Masumi Arakawa, patriarch of the Arakawa Family. The game is the eighth title in the main Yakuza franchise and notably, Kazuma Kiryu isn't the protagonist. Instead, you'll play as Ichiban Kasuga, a low-ranking yakuza henchman, freshly released from prison. He took the fall for a muder he didn't commit and was sentenced to 18 years in prison, and now released, discovers that no one is waiting for him. Kasuga's new mission is to find out why his family betrayed him and reorient himself in the criminal underworld. Unlike other Yakuza games, Like a Dragon will feature turn-based RPG-style combat based on the protagonist's favorite game, Dragon Quest. Players can also participate in minigames like karaoke sessions and go-kart racing. Check out our full Yakuza: Like a Dragon preview for more teasers. And if you want to get your hands on a copy now, check out our Yakuza: Like a Dragon preorder guide.
  12. Ivanti is bolstering its offerings with the announcement that the company will acquire the mobile device management (MDM) provider MobileIron and the secure access and VPN provider Pulse Secure. While the company has revealed that it will acquire all outstanding shares of MobileIron for approximately $872m, the financial details of the Pulse Secure acquisition have not been disclosed. By acquiring MobileIron and PulseSecure, Ivanti will be able to deliver on its vision of the self-healing autonomous edge with adaptive security and personalized experiences for remote workers. Chairman and CEO of Ivanti Jim Schaper provided further insight on the deal and how it will help the company meet market demands for the future of work in a press release, saying: We've put together a list of the best business accessories around These are the best business web cams for working from home Also check out our roundup of the best video conferencing software “By combining MobileIron and Pulse Secure with Ivanti, we are creating a leader in the large and growing unified endpoint management, security, and enterprise service management markets. We now have the most comprehensive set of software solutions that address the growing market demand for the future of work, where working from anywhere on any device type is the new normal.” Enabling secure remote work Ivanti's decision to acquire both MobileIron and Pulse Secure makes a great deal of sense with more employees working from home as a result of the pandemic. Pulse Secure's VPN will allow workers to securely connect to corporate networks from home while MobileIron's MDM solutions will let them do so securely on their own devices with zero sign-on authentication. At the same time, now that it has been proven that remote work can be successful at scale, many organizations will likely continue to allow their employees to work from home once businesses begin returning to the office. In fact, the Metropolitan Transportation Commission in San Francisco's Bay Area just voted on a proposal that would require large organizations to allow their employees to work from home three days a week to lower greenhouse gas emissions. Once the acquisitions of MobileIron and Pulse Secure are complete following regulatory approval, the combined company will be led by Ivanti CEO Jim Schaper. We've also highlighted the best VPN services
  13. Hewlett Packard Enterprise this week said that it had received a contract to build a supercomputer for the U.S. Department of Energy’s National Nuclear Security Administration (NNSA). The Crossroads supercomputer will be powered by Intel’s next-generation Xeon processors codenamed Sapphire Rapids and will be used to simulate nuclear weapons and guarantee the safety of the stockpile. Peak performance of the system is expected to exceed 80 TFLOPS. The Crossroads Supercomputer NNSA’s Crossroads supercomputer will use HPE’s Cray EX clustered architecture that use blades and liquid cooling. At present, Cray EX3000 systems use AMD’s Epyc 7002-based compute blades that include two 2P motherboards per blade (4 CPUs per blade) with up to 8 memory slots per socket that can handle up to 512 GB of memory using 64 GB DDR4-3200 modules. The Crossroads system will be used to run high-resolution 3D simulations of nuclear weapons with full physics and geometric features. The supercomputer is said to leverage Intel’s Advanced Matrix Extensions (AMX) for AI acceleration as well as Sapphire Rapid’s memory architecture (which supports DDR5 SDRAM and uses a special accelerator for data copy and transformations) for these workloads. The DDR5 specification allows to build ultra-high-capacity memory modules running at high speeds, so it is logical to expect the upcoming blades for Crossroads to support more DRAM as well as a higher memory bandwidth than HPE’s Cray EX can support today. Rather surprisingly, NNSA does not disclose almost any technical details about its Crossroads supercomputer, such as the number of nodes or memory capacity. HPE says that Crossroads will be four times more powerful than the Trinity supercomputer used for the same kind of simulations today. Trinity offers a maximum Linpack performance of 20.1 TFLOPS as well as a theoretical peak performance of 41.5 TFLOPS, so it is reasonable to expect Crossroads to offer at least 80 TFLOPS of Linpack performance. The U.S. Department of Energy will pay $105 million for the supercomputer and expects HPE to deliver it in the spring of 2022. The system will be used by Lawrence Livermore National Laboratory, Los Alamos National Laboratory, and Sandia National Laboratories from 2022 to 2026. NNSA and HPE stress that the Crossroads system will be delivered in early 2022, so by that time Intel will have to start volume production of its next-generation Sapphire Rapids CPUs that will also power the Aurora exascale-class supercomputer. The Sapphire Rapids Platform Intel’s Xeon ‘Sapphire Rapids’ is a processor that will bring a rather massive number of improvements to the company’s server platform. Firstly, the CPU will be based on Intel’s next-generation microarchitecture (presumably Golden Cove) that will support Intel’s Advanced Matrix Extensions (AMX) as well as AVX512_BF16 and AVX512_VP2INTERSECT instructions that are particularly well suited for datacenter and supercomputer workloads. Secondly, the processor will feature an all-new DDR5-supporting memory controller and will be enhanced with Intel’s Data Streaming Accelerator (DSA), a data copy and transformation accelerator that offloads appropriate workloads from CPU. DSA will be useful for applications that process loads of data and intensively use persistent memory, high-performance storage, and networking operations. Thirdly, the Sapphire Rapids platform will support the PCIe Gen 5 bus with a 32 GT/s data transfer rate that is enhanced with CXL 1.1 protocol to optimize CPU-to-device (for accelerators) as well as CPU-to-memory (for memory expansion and storage devices) interconnects. Intel’s Sapphire Rapids will be made using the company’s 10nm Enhanced SuperFin process technology that will also be used to make codenamed Ice Lake-SP CPUs as well as upcoming Intel Xe-HP datacenter GPUs, so by the time Sapphire Rapids goes to mass production, the node promises to be rather mature.
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    The Edition ended in 3/10/2020

     

     

    GOOD LUCK

  15. Mystery Balls #Edition [8]  started !!

    12 participants only!

     

      Good Luck

  16. DH 1 - is better than the 2 better rhythm and music
  17. Musician Name : Darol Anger Birthday / Location : 1953 Main instrument : Violin Musician Picture : Musician Awards & Nominations : Fiddlistics - Jazz Violin Celebration - Jam Best Performance : 2006 Generation Nation Other Information : Darol Anger entered po[CENSORED]r music at the age of 21 as a founding member of The David Grisman Quintet. Anger played fiddle to David Grisman's mandolin in The David Grisman Quintet's (DGQ) 1977 debut. He co-founded and named the Turtle Island String Quartet with David Balakrishn[]an in 1985 and performed, composed, and arranged for the chamber jazz group. He frequently collaborates with fellow DGQ alumnus Mike Marshall.
  18. Nickname : AL_MAOT Tag your opponent : @-Apex Music genre : remix Number of votes : 7 Tag one leader to post your songs LIST : @-Apex
  19. Best Linux distros for gaming help make it easy and accessible to play classic or even modern computer games on your Linux computer. Linux has a reputation for not being very gamer-friendly - game releases have traditionally been targeted at Windows PC users and sometimes also macOS for po[CENSORED]r gaming franchises. Additionally, Linux used to have limited support for hardware drivers such as for graphic cards. Not today. Linux has come in leaps and bounds over the past couple of decades, so not only has hardware driver support vastly improved, but gaming is moving toward browser-based streaming which are accessible for any Linux user. However, during this time specially developed gaming packs and Linux distros have been released, aiming to satisfy the most hardcore Linux gamer. While these won't turn your distro into anything like a home video console like a PS4 or Xbox One, they do help provide for an accessible gaming experience for Linux users. Best Raspberry Pi distros Best Linux distros for privacy and security Best Linux distros: which one is right for you? 10 of the most po[CENSORED]r lightweight Linux distros 1. SteamOS Get started with your very own Steam Machine Access all titles in Steam storeInstall free Linux games and paid titlesSetup for experienced users only This Debian-based distro (recently updated to the latest Debian 8 release) has been specifically designed to run Valve's Steam platform, and comes pre-installed on the firm’s Steam Machine games console. SteamOS is probably the closest Linux distro to an actual games console. Technically, you could install additional software using the Debian Jessie repositories, but this operating system’s main emphasis is on gaming. The install-only distro is available for 64-bit machines and works best with at least 4GB of RAM. It also needs around 200GB of free space on your hard drive and an Nvidia, AMD (Radeon 8500 and later) or Intel GPU. If you're handy with computers, consider building your own Steam Machine. SteamOS can only be used to play Steam games. Users can't benefit from Play on Linux or Wine when running SteamOS. However, the unique in-home streaming feature lets you connect the machine running SteamOS to another computer on the network, allowing you to stream a game to that PC. Unlike most Linux distros, not all of SteamOS is open source software. 2. Play on Linux Play Windows games on your Linux distro Play Windows games on LinuxSome inevitable bugsLots of support Play on Linux isn't so much a distro as a package you can install on your existing Linux PC, but it needs mentioning here because it's probably the biggest and best way of gaming with Linux after SteamOS. However, unlike SteamOS, which isn't intended to do anything other than serve as a video console, Play on Linux allows your current Linux machine to also play existing Windows PC games, including major titles, while still being able to use Linux for all the other things you need it for. This makes it probably the most accessible package for most Linux users, especially those who would like to play po[CENSORED]r titles on the same desktop or laptop that they normally use. Based on Wine, which allows for Windows applications to be run in a Linux environment, Play on Linux is easier to set up and use, making it ideal for less technically-minded users. As with most Linux apps, Play on Linux is free and open source, and while the developers admit there may be some bugs, it still offers a gaming experience on Linux that few other packages can match. 3. Lakka Allows you to emulate an impressive number of games consoles Emulate dozens of consolesAvailable for multiple platformsSupply own games Lakka is a lightweight version of Linux which can turn your computer into a retro games console. It's built on top of libretro core and uses RetroArch as its front end. Lakka is available as a bootable USB image for PCs. There are also versions for ARM-based machines such as the Raspberry Pi. This distro supports most keyboards as well as wireless PS3 and PS4 controllers, along with Xbox 360 controllers if you have the proprietary dongle. RetroArch boasts a very handy autoconfig feature which should mean that most controllers will work out of the box without you having to manually map keys. The Lakka documentation also has some excellent walkthroughs for more unusual setups. For copyright reasons, the OS ships without any games preinstalled. You'll need to obtain legal copies of either ISO images of game CDs you own or precompiled ROM files of arcade games. Check out the Internet Archive which contains some public domain ROMS. 4. SparkyLinux GameOver Relight your gaming fire on virtually any platform Pre-bundled gaming software like SteamSupport for online gamesNo pre-installed console emulators SparkyLinux is a Debian-based distro. The latest SparkyLinux GameOver edition includes new features such as the awesome Lutris gaming platform and a custom tool for installing a web browser so you can play online games. Besides Lutris, GameOver Edition also includes a number of tools such as APTus Gamer which can download a variety of game emulators so you can relive old console favorites, although you may need to download these elsewhere. The OS also contains a number of free and open source games like Wesnoth and Robots. The gaming applications Wine, Play on Linux and Steam are also pre-installed. These are particularly useful for running old DOS and Windows games on Linux, such as Sim City 2000. 5. Ubuntu GamePack Brings hundreds of games to the po[CENSORED]r OS Based on Ubuntu LTS for stabilitySupports Steam, PlayOnLinux and moreNo preinstalled games Ubuntu GamePack comes from Ukrainian developers UALinux. In addition to proprietary codecs and drivers, the distro provides two different systems for you to enjoy gaming on Linux – Steam and the Lutris Gaming Platform. With these you can access and install hundreds of games on your Ubuntu machine. UALinux claims that its distro provides access to thousands of games and applications for Windows and DOS. The emulators DOSBox and DosEmu are preinstalled, as is the more fully-fledged Windows emulator Crossover. Like Lakka, Ubuntu GamePack doesn't come with any games, but as it includes both Wine and Play on Linux, you won't have any trouble getting your existing games running. The distro also supports Adobe Flash and Java so you can play online games too.
  20. Gigabyte GeForce RTX 3070 Gaming OC 8G (Image credit: Gigabyte) A new Eurasian Economic Commission (EEC) submission (via @Komachi_Ensaka) reveals up to four potential custom GeForce RTX 3060 Ti graphics cards from Gigabyte. Gigabyte hasn't modified its nomenclature for the brand's graphics cards for a while now so it's easy to decipher the part numbers. As can be noted, all the part numbers start with GV-N306T, which alludes to the GeForce RTX 3060 Ti. If the EEC listing is accurate, Gigabyte could unleash four custom SKUs at the GeForce RTX 3060 Ti launch that's rumored to happen before the year ends. The GeForce RTX 3060 Ti Aorus Master 8G seems to be the flagship GeForce RTX 3060 Ti part, while the GeForce RTX 3060 Ti Eagle 8G would serve as the entry-level offering. As always, Gigabyte will likely launch a few in-between models with higher clock speeds. Graphics Card Part Number Gigabyte GeForce RTX 3060 Ti Aorus Master 8G GV-N306TAORUS M-8GD Gigabyte GeForce RTX 3060 Ti Gaming OC 8G GV-N306TGAMING OC-8GD Gigabyte GeForce RTX 3060 Ti Eagle OC 8G GV-N306TEAGLE OC-8GD Gigabyte GeForce RTX 3060 Ti Eagle 8G GV-N306TEAGLE-8GD Gigabyte's EEC entry implies that the GeForce RTX 3060 Ti will land with 8GB of memory, which is the same amount on the GeForce RTX 3070. This seemingly suggests that the GeForce RTX 3060 Ti is a slightly cut-down version of the GeForce RTX 3070 so the memory should be of the GDDR6 nature. If it's the same 14 Gbps memory across a 256-bit memory interface, we're looking at a identical bandwidth of 448 GBps on the GeForce RTX 3060 Ti as well. The GeForce RTX 3070 hasn't launched yet, but we know it's using GA104 silicon, and likely the GeForce RTX 3060 Ti will employ that as well. Early speculation points to eight less streaming multiprocessors (SMs) in comparison to the GeForce RTX 3070. If that's the case, the GeForce RTX 3060 Ti would land with 4,864 CUDA cores, 38 RT cores, and 152 Tensor cores. Keep in mind these are second generation RT cores and third gen Tensor cores, though, so performance would be quite good. We've covered the details in our Ampere architecture deep dive. Nvidia rates the GeForce RTX 3070 with a 220W TDP (thermal design power). Being a tier below it, the GeForce RTX 3060 logically arrives with a lower thermal envelope. A TDP around the 200W mark doesn't implausible. AMD meanwhile will announce the Radeon RX 6000 on October 28. While we don't know which exact models AMD will reveal, we suspect that Nvidia is holding on to the GeForce RTX 3060 Ti until AMD shows its cards.
  21. Mystery Balls #Edition [8]  started !!

    12 participants only!

     

      Good Luck

  22. everyone post here will earned 100 DP for every Lotto post

    The Edition end in 3/9/2020

     

    GO AHEAD DEVILS

    GL&HF

     

     

  23. #onlineschools4ever

     

    😄 😄  😄  

  24. Instant payments are predicted to account for 17%, or $18 trillion worth of B2B and consumer digital money transfers by 2025. According to a report from Juniper Research, this figure indicates the growing appeal of instant payments, where transactions are completed in under ten seconds and in real time compared to conventional and typically slower bank transfers. In 2020 the value of instant payments sits at the $3 trillion mark, which indicates that the market could grow by over 500% in the next five years. Juniper’s research has found that much of the innovation within the instant payments arena is happening in Western Europe, with 38% of overall transaction values set to happen within the region by 2025. Check out the best money transfer apps and services The best tax software around today Have a look at the best accounting software The research also suggests that the B2B market could benefit substantially from the evolution of instant payments, allowing business to overcome complex accounting practices involving large amounts of money. In fact, 89% of the value of instant payments will come from B2B by 2025 based on the Juniper data. Instant payments While instant payments have been proving most successful in domestic markets, the Juniper report indicates that there is growing potential for using the real time transaction method across country borders. However, the research also highlights how companies selling across borders will need to look at their current business models and adapt to the changing face of the payments system. Interestingly, the research found that the US is falling behind when it comes to the adoption of instant payments. Data from Juniper reveals that the American market will have only 8% of the market in global instant payment transactions by 2025. Slow progress on the take up of instant payments is largely blamed on the fragmented nature of the US banking system. “With the proposed FedNow service from the US Federal Reserve not coming into service until 2023/24, the US is rapidly falling behind in instant payments,” Research author Nick Maynard explains. “Payments vendors must concentrate on creating innovative digital payments products to bridge this gap or be faced with an outdated system.” We've also highlighted the best mobile credit card processors
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