Everything posted by Sxynix
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Merry Christmas to all devils ❤️
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DH2 Good Song + I Like It
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V2 Text + BLUR
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If you're looking for an extravagant last-minute Christmas gift, well, you're too late. However, late shoppers with considerable cash to spend can score a good deal from Mercedes-Benz on the flagship S-Class sedan. $10,000 discounts are available, and that applies to AMG and Maybach variants as well. It may not be an easy deal to score, however. According to Cars Direct, Mercedes-Benz is keen to get rid of the outgoing S-Class generation before new models hit dealerships. As such, the automaker is giving dealers $10,000 in retail cash, but there's a catch. It's not an advertised deal, and because it's not a straight-up rebate, dealers don't have to give the full discount. It's really an extra incentive for dealerships to slash prices on the current S-Class ahead of the next-generation's arrival. That said, it's not like a $10,000 discount will suddenly make the S-Class affordable to the masses. With a starting price of $94,250, the big luxury sedan isn't what you'd call an impulse purchase. You could apply the deal to the AMG S63 sedan as well, but with a starting MSRP of $151,600, that's only a discount of around six percent. It's even worse on the Maybach S-Class, which starts at $173,000. However, if you're lusting for an S-Class but have a strict budget under six figures, this could be your last chance. Base MSRP for the 2021 models will rise significantly compared to the outgoing model, landing just shy of $110,000. You do get more technology for the price, but with the $10,000 discount figured in, scoring a 2020 S-Class could save you no less than $25,000 compared to a 2021 model. That's enough to get a new Merc and almost have enough to get a new A-Class. The $10,000 deal is slated to run through January 4. Discounts could vary by location.
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EU ambassadors are receiving a Christmas Day briefing on the post-Brexit trade deal reached with the UK. EU chief negotiator Michel Barnier is updating diplomats on the agreement, reached after months of fraught talks on fishing rights and business rules. The UK is set to exit EU trading rules on 31 December - a year after officially leaving the 27-nation bloc. MPs are still waiting to see the full text of the free trade deal ahead of a vote in Parliament on 30 December. Labour said it was a "thin agreement" but they would back it as the only alternative to a no deal, meaning it should win approval. The European Parliament needs to ratify the deal but it is unlikely to do so until the new year, meaning its application will formally be provisional until then. A 34-page summary of the deal has been published on the government's website. The UK's chief trade negotiator Lord Frost, said the full document, which is made up of about 1,500 pages - including approximately 1,000 pages of annexes and footnotes - would be published soon. In a Christmas video message, posted on Twitter on Thursday evening, Prime Minister Boris Johnson brandished a draft copy of the document. He said: "Tonight, on Christmas Eve, I have a small present for anyone who may be looking for something to read in that sleepy post-Christmas lunch moment, and here it is, tidings, glad tidings of great joy because this is a deal. "A deal to give certainty to business, travellers, and all investors in our country from January 1. A deal with our friends and partners in the EU." Earlier, at a Downing Street press conference soon after the deal was announced, Mr Johnson said: "We have taken back control of our laws and our destiny," but stressed the UK "will remain culturally, emotionally, historically, strategically and geologically attached to Europe". In a press conference in Brussels, European Commission President, Ursula von der Leyen said the deal was "fair" and "balanced" and it was now "time to turn the page and look to the future". The UK "remains a trusted partner," she added. The deal comes four-and-a-half years after the UK voted to leave the EU and will define the future relationship for decades. Goods will continue to be traded free of tariffs and quotas, and there will be independent arbitration to resolve future disputes. It will mean big changes for business, with the UK and EU forming two separate markets, and the end of free movement. Five thoughts on the Brexit trade deal What just happened with Brexit? How EU leaders reacted to post-Brexit trade deal But it will have come as a major relief to many British businesses, already reeling from the impact of coronavirus, who feared disruption at the borders and the imposition of tariffs, or taxes on imports. Labour leader Sir Keir Starmer - who campaigned against Brexit - said his party would vote for the deal in the Commons. He said the deal "does not provide adequate protections" for jobs, manufacturing, financial services or workplace rights and "is not the deal the government promised".
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Unlike many of its peers, MSI didn't give an early glimpse of its custom-designed AMD Radeon RX 6800/6900-series graphics cards well ahead of release, instead only showcasing its reference boards. That doesn't mean the company had no plans to release appropriate products, though. In fact, MSI is prepping a range of its Gaming series Big Navi-powered solutions with quite an impressive design. There's a catch, though: due to the short supply of AMD's Navi 21 GPUs, MSI will only offer custom Gaming series cards for now. Hours before Christmas eve, MSI finally showcased its custom Radeon RX 6800 and 6800 XT Gaming X Trio graphics cards on its YouTube channel (via VideoCardz). The company didn't demonstrate its top-of-the-range AMD offering, the MSI Radeon RX 6900 XT Gaming X Trio, but implied the card is still in the works. That's not particularly surprising because all Navi 21-based graphics cards can use very similar printed circuit board (PCB) designs, making it easy to develop a product family. MSI's Radeon RX 6800-series Gaming X Trio graphics cards use an extremely oversized PCB design featuring a 16-phase VRM and two eight-pin auxiliary PCIe power connectors. Given the 16-phase VRM, MSI's Radeon RX 6800/6800 XT graphics boards are long and tall, which is why they will require a spacious chassis. MSI's representative said the company hadn't finalized the PCB design for the Radeon RX 6900 XT Gaming X Trio. Still, considering that it is showcasing an image of a Radeon RX 6800 XT Gaming X Trio board with three power connectors on its website, we can make some assumptions about where MSI is going with its AMD-based flagship. In a bid to maximize the performance of its custom Big Navi graphics cards, MSI naturally equipped them with rather massive 2.7-wide cooling systems. The coolers comprise several aluminum heatsinks 'interconnected' using six copper heat pipes that directly contact the GPU. Traditionally for Big Navi-based products, MSI's Radeon RX 6800/6800 XT Gaming X Trio graphics cards feature three fans, some of which will stop under light loads. Obviously, there is a backplate and a special holder that prevents the card from bending. As far as display outputs are concerned, MSI equipped the boards with three DisplayPort 1.4 connectors and one HDMI 2.1 port. Like other CPU makers these days, MSI didn't announce MSRPs for its products, as actual pricing will depend on supply and demand. There's another thing to point out, too: If MSI does not begin volume production of its Gaming X Trio-series Radeon RX 6000-series products in January for whatever reason (e.g., not enough GPUs or other components), it will not begin until after the Chinese New Year, which is on February 12. As a result, the new boards might not arrive until March, over two months from now.
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Microsoft is updating its Edge browser with a new toolbar experience that will allow users to access their favorites, history and collections instantly while browsing the web. While the new UI is already available for both favorites and history pages, it will soon be coming to collections in a new update. Earlier this year, Microsoft began testing out an improved favorites menu that uses a new tree or flyout layout that makes it possible to edit, manage and search your bookmarks without having to navigate to Edge's dedicated bookmark page. We've assembled a list of the best VPN services around These are the best business VPN services on the market Also check out our roundup of the best Windows 10 VPN The software giant has now enabled the same flyout experience for collections as well to provide users with a way to quickly access and manage their projects in Edge. Just like with the favorites menu and history bar, a pop-up window will now appear when you open the collections menu. Revamped toolbar As part of Microsoft Edge's new toolbar experience, collections now appear in a flyout menu. In that menu though, you can still save links, web page titles, organize content into folders and web pages will continue to show cover images. Collections can also be used as a research tool since you can add notes about the pages you've saved. Switching back to the old UI is easy too as you just need to tap on the pin icon to do so. Essentially the upcoming toolbar experience will save users a few clicks as they will be able to access their history, favorites and collections right after opening Edge without having to go to each page individually. Based on testing carried out by Windows Latest, the new collections menu is now available for select Insiders only though it will likely be made available to users in Edge's Dev and Canary channels early next year.
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Garshasp: The Monster Slayer (PC) Developer: Dead Mage Studio Publisher: Dead Mage Studio Released: May 9th, 2011 MSRP: $9.99 Garshasp is an all too familiar beast, being a legendary warrior who can kill a variety of monsters with combos of light and heavy attacks. Although this is a PC game, Garshasp is best played with a well-configured controller and you're not likely to get very far using the default mouse & keyboard controls. To compare it to God of War might be a bit lazy but when practically every part of the game mimics the classic hack & slasher, it's hard not to do so. Many combos end in area-of-effect blasts, statues can be used for health and experience orbs, and there are even sliding segments in which Garshasp uses his blade to control his descent down a wall. If you are expecting an intricate tale that delves into Persian mythology and shows you the wonders of this widely untapped cultural heritage of the bygone empire, you'll be sorely disappointed. A narrator occasionally tells the story of Garshasp's travels to recover a sacred mace of sorts that was stolen by the evil Hitasp, and that's about it. The best you can hope for is some nice artwork featuring Persian statues. Disappointments with the lack of any fleshed out Persian mythological potential aside, the combat is mediocre at best. Incoming attacks can be interrupted with blocks and parries, and a rage meter can be filled for special attacks. Certain enemies can be finished with a Quick Time Event that always leads to an identical animation for the same types of enemies. If you've played any games of this type before, you know what to expect. Where it goes wrong is the collision detection and the camera. Enemies have a pretty large hitbox around them that makes it easy to run or dodge into -- even when they are spawning from the ground -- meaning you'll often get stuck in groups of enemies or bump into enemy space when you try to dodge away. Combine that with a camera that occasionally goes to ground level or decides it would be fun to get stuck behind a pillar in the foreground, and the core elements of frustrating combat are already leveled up to 99. A lot of these problems are easy enough to overlook in the first two hours of the game when you already know you are playing a game that is not really good or polished, but when you're still in that mode where you are willing to give it the benefit of the doubt. As you get further and further, however, a few frustrating combat sequences can kill you over and over again unless you run around in circles and spam the same area-of-effect attacks or get lucky with the camera and with dodging away. QTEs can be even more annoying as you'll tend to run into an enemy to initiate one, and doing so with an analog stick can make it easy to accidentally press the wrong direction before you even see the prompt. You end up stopping in front of an enemy, initiating the QTE, and then using the d-pad to perform it. That is, if enemies don't hit and kill you in the meantime. Grabbing one enemy in a group for a QTE finisher and succeeding in it is a matter of luck. The usual trap-filled platforming sections pop up throughout the game, but other than a few swinging logs that push you down into oblivion, most of them don't do enough damage to make you care about evading them too much. There's always a health statue at the end of those segments to boost you back to full health, after all. That is, unless you make the mistake of switching from your sword to the pretty awesome-looking dragon skull-and-spine mace at the wrong moment; this somehow makes all incoming health disappear. If you happen to do this and then run past a checkpoint with minimum health, you're pretty much screwed. Then there are the bugs. Garshasp can jump on top of an enemy and he'll simply stand on top of them. You can still get hit, so it's not really a gameplay mechanic you can exploit or anything like that. Occasionally some textures are simply missing or incomplete, showing you the blurry background skybox through the terrain. Enemies can glitch and fall off a cliff, and so can you if you happen to enter a QTE or a combo into an enemy that is standing near the edge of one. QTE-killing an enemy standing in thin air may look funny, but dropping down like Wile E. Coyote afterwards is slightly less fun. From time to time you'll think you can walk off a ledge and drop onto the ledge below that is clearly the way forward, but then you'll fall into a small gap obscured by the camera that someone decided would be fun to put there; the same thing happens with some bridges and corridors. It's likely to make you go: "I've played these games before, so I'll just run forward to the next encounter and... what. Why is there a gap here!?" After the 20th death by cliff or surprise gap, you won't even feel frustrated anymore. You just start to laugh at how dickish it is to make the player suffer like that -- intentional or not. Sometimes you are allowed a change of pace by doing something like riding a raft. That means you'll have a raft with a gondola type of oar that you can push for 1.5 seconds to make the raft jerk forward, and then you need to push it again. And again. And again. It doesn't even have momentum to glide through the water, but basically stops dead in its tracks until you jerk it forward again. Should you decide to dodge away from some of the goblin-esque enemies that drop onto the raft from time to time, you'll dodge into the water and die; Persians warriors can't swim after all. Luckily half of the enemies will just glitch and fall into the water. If you are willing to overlook the unfinished feel of the combat, the graphical and AI glitches, and the overall performance of the game -- which can make decent PCs struggle at random intervals -- there are a few highlights worth mentioning. The animation for one is not bad at all, even if Garshasp's hands almost always go through the ledges he's supposed to shimmy on. Enemy animation and creature design is not bad either, and while there aren't a ton of different types of enemies that require you to use wildly different approaches, there are enough of them for the four hours the game will last you. Garshasp also doesn't look too bad. It doesn't look great, but on higher resolutions and texture settings parts of the game can look better than something like the HD remaster of God of War 2. Oddly enough, the prerendered cutscenes look a lot worse and more like the kind of cutscenes you'd expect from a PC port of a console game. And of course you can't skip the majority of them, even if you happen to die straight after a cutscene ends because you got stuck inside a boss's geometry. Or because you jumped on top of an enemy and then down to the ground, where you can't run anywhere anymore because you are stuck inside the ground. Despite the bugs and lack of polish though, some elements show that the small team at Dead Mage do have skills. It just feels like they should've spent some more time using their combined skills to fine-tune the game, or to tell an actual story for that matter. ------------------------------------ System Requirments ------------------------------------ Minumum ----------------------------------- CPU: Pentium 4 2.0 GHz CPU SPEED: 2.0 GHz RAM: 1 GB OS: Windows XP, Vista, 7 VIDEO CARD: 256 MB RAM, NVIDIA GeForce 6600 and up TOTAL VIDEO RAM: 256 MB PIXEL SHADER: 3.0 VERTEX SHADER: 3.0 SOUND CARD: Yes FREE DISK SPACE: 3 GB ------------------------------------- Recommonded ------------------------------------- CPU SPEED: 2.5 GHz dual core CPU RAM: 2.5 GB OS: Windows XP, Vista, 7 64-bit VIDEO CARD: 512 MB RAM, NVIDIA GeForce 8800 or ATI Radeon HD 4600 GPU TOTAL VIDEO RAM: 512 MB PIXEL SHADER: 3.0 VERTEX SHADER: 3.0 SOUND CARD: Yes FREE DISK SPACE: 3 GB ----------------
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Administrator of the Year ➤ @The GodFather Global Moderator of the Year ➤ @Meh Rez vM ! ♫ @XZoro™ Moderator of the Year ➤ @-Apex @YaKoMoS @Loenex @King_of_lion PROJECT NOMINATIONS (Profile Emblem + 1500 CSBD Points) GFX Designer of the Year ➤ @Meh Rez vM ! ♫ @Agent 47' Gambler of the Year ➤ @The GodFather Dealer Of the Year ➤ @Revo 324 @YaKoMoS Journalist of the Year ➤ @-Apex @King_of_lion Guardians Of Gaming of the Year ➤ @XZoro™ @Ru-gAL.™ @S9OUL. VGame Reviewer of the Year ➤ @Meh Rez vM ! ♫ @HiTLeR. Devil Harmony of the Year ➤ @XZoro™ @-Apex MANAGERS NOMINATIONS (Profile Emblem + 2000 CSBD Points) Manager CS 1.6 of the Year ➤ @YaKoMoS Manager CS:GO of the Year ➤--- SPECIAL GROUPS NOMINATIONS (Profile Emblem+ 2500 CSBD TEAMSPEAK 3 NOMINATIONS (Special TS3 Icon + 50.000 TS3 Coins) TS3 Helper of the Year ➤ @TitaN. The most active TS3 user ➤ @The GodFather The user who asked the most for rank ➤- The best TS3 Server Admin ➤ @Mr.Love @The GodFather The best Administrator ➤ @Meh Rez vM ! ♫ @XZoro The most AFK user ➤- SERVERS NOMINATIONS (Special Signature with the server's name) Server of the Year ➤ RSX-Respawn The most active (32/32) server ➤ RSX, ThunderZm The best Zombie server ➤ -StreetZM The best Classic server ➤ CS The best Respawn server ➤ RSX MEMBERS NOMINATIONS (2000 CSBD Points) The most active CsBlackDevil member(+1000 CSBD Points) ➤ @Meh Rez vM ! ♫ Banned of the year ➤- @axelxcapo Loser of the year ➤- The member who dreams about ranks ➤- Spammer of the Year ➤- The most social member ➤ The most beautiful member ➤ @Roselina ♣ flowers The most appreciated member ➤- The most annoying member ➤- The most beloved member ➤- The richest member ➤- The member who helped the most ➤ @-Apex @Meh Rez vM ! ♫ @The GodFather @Loenex The member with the best topics/posts ➤- The friendliest member ➤ @Loenex @-Apex @Meh Rez vM ! ♫
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The new generation of the Jeep Grand Cherokee is coming in two- and three-row interior configurations. Judging by the proportions, our spies are pretty sure that this one is the larger variant. The spy shots match up closely with Motor1.com's rendering of the new Grand Cherokee. In front, there's a seven-slot grille with narrow headlights on each corner. In these photos, you can see the LED running light along the top edge of the lamps. There's a large, mesh-covered opening in the lower fascia. The blocky styling along the side is similar to the current model but even chunkier. The windows of the new model appear larger, which should translate to outward visibility. The D-pillar is also more upright. At the back, there are the taillights wrap far around the sides of the body. They have red strips along the top and white sections on the bottom. The new Grand Cherokee reportedly makes the switch to the Giorgio platform that's underneath models like the Alfa Romeo Stelvio. There's a rumor of a turbocharged 2.0-liter four-cylinder engine joining the lineup. The other choices would reportedly include a V6 with the FCA eTorque assist tech and a V8. A diesel 3.0-liter V6 might be on the options list, too. Down the line, a new iteration of the performance-focused Trackhawk is possible. Inside, expect a big upgrade in interior technology. A digital instrument cluster and large infotainment display at the minimum of what to expect. A full debut of the new Grand Cherokee should happen in the early part of 2021. It goes on sale for the 2022 model year. Source: Automedia
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The UN has sharply criticised President Donald Trump's decision to pardon four former Blackwater contractors jailed over the killing of 14 Iraqi civilians. Nicholas Slatten, Paul Slough, Evan Liberty and Dustin Heard opened fire in Baghdad's Nisoor Square in 2007 while guarding an American diplomatic convoy. The UN Human Rights Office warned that the pardons would serve to embolden others to commit similar crimes. The father of a nine-year boy who died said Mr Trump "broke my life again". There was no immediate response from the Iraqi government. What happened in Nisoor Square? Slatten, Slough, Liberty and Heard were among 19 Blackwater private security contractors assigned to guard a convoy of four heavily-armoured vehicles carrying US personnel on 16 September 2007. According to the US justice department, at about noon that day several of the contractors opened fire in and around Nisoor Square, a busy roundabout that was immediately adjacent to the heavily-fortified Green Zone. When they stopped shooting, at least 14 Iraqi civilians were dead - 10 men, two women and two boys, aged nine and 11. Iraqi authorities put the toll at 17. Witness History: Blackwater killed my son Blackwater incident: What happened US prosecutors said Slatten was the first to fire, without provocation, killing Ahmed Haithem Ahmed Al Rubiay, an aspiring doctor who was driving his mother to an appointment. The contractors said they mistakenly believed that they were under attack. The incident caused international outrage, strained relations between the US and Iraq, and sparked a debate over the role of contractors in warzones. 2px presentational grey line Shooting deepened resentment of US in Iraq By John Simpson, BBC world affairs editor It was one of the worst incidents in a conflict which never lost its ability to shock. A couple of days afterwards, the wreckage of a dozen or so cars was still lying around and there were patches of dry blood on the ground. The story told to me by eyewitnesses followed a familiar pattern: in the heavy traffic a frightened and inexperienced driver ignored warnings to stop, and carried on towards a convoy of American officials protected by Blackwater agents. Several witnesses insisted that the contractors had panicked and opened fire indiscriminately. Among those who died was a nine-year-old boy who was sitting in the back of his father's car and was hit in the head. Again and again during the war in Iraq I witnessed lesser versions of the Nisoor Square incident, when American soldiers and contractors assumed they were being fired on, and retaliated in devastating and often uncontrolled fashion. But Nisoor Square had a particularly powerful effect on Iraqi opinion which persists to this day. By pardoning the four men involved, President Trump has reignited the hatred and resentment caused by the incident. 2px presentational grey line What charges did the contractors face? In 2014, a US federal court found Slatten guilty of murder, while Slough, Liberty and Heard were convicted of voluntary manslaughter, attempted manslaughter and other charges. Slatten was sentenced to life in prison, and the other three were handed 30-year terms. However, the US Court of Appeals reversed Slatten's conviction and ordered that the three others be resentenced for their roles in the crime. Slatten was retried in 2018, but a mistrial was declared after the jury was unable to reach a verdict. The second retrial began later that year and Slatten was found guilty of committing first-degree murder. He was sentenced to life in prison without parole in 2019. Slough, Liberty and Heard subsequently had their sentences reduced to 15, 14 and 12 years respectively. Why did President Trump pardon them? A White House statement said Slatten, Slough, Liberty and Heard had a "long history of service to the nation" as veterans of the US Army and US Marine Corps, and that their pardons were "broadly supported by the public... and elected officials". It added that the Court of Appeals "ruled that additional evidence should have been presented at Mr Slatten's trial", and that prosecutors recently disclosed "that the lead Iraqi investigator, who prosecutors relied heavily on to verify that there were no insurgent victims and to collect evidence, may have had ties to insurgent groups himself". Brian Heberlig, a lawyer for Paul Slough, said the contractors "didn't deserve to spend one minute in prison" and that he was "overwhelmed with emotion at this fantastic news". What has been the reaction? Mohammed Kinani, a US-Iraqi dual citizen whose nine-year-old son Ali was killed in Nisoor Square, told the BBC that President Trump's decision "broke my life again". "He broke the law. He broke everything. He broke the court. He broke the judge," he said. "Before [this] I felt that no-one [was] above the law." A spokeswoman for the UN Human Rights Office, Marta Hurtado, expressed deep concern and said pardoning the guards "contributes to impunity and has the effect of emboldening others to commit such crimes in the future". "The UN Human Rights Office calls on the US to renew its commitment to fighting impunity for gross human rights violations and serious violations of international humanitarian law, as well as to uphold its obligations to ensure accountability for such crimes," she added. Hina Shamsi, director of the American Civil Liberties Union's National Security Project, said Mr Trump had "hit a disgraceful new low with the Blackwater pardons". "President Trump insults the memory of the Iraqi victims and further degrades his office with this action," she added. Democratic US Senator Chris Murphy tweeted: "Pardoning these murderers is a disgrace. They shot women and kids who had their hands in the air." "But it's all part of a plan to limit [President-elect Joe] Biden's national security tools. These pardons will greatly damage U.S.-Iraq relations, at a critical moment."
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Breach (Xbox Live Arcade [reviewed], PC) Developer: Atomic Games, Inc. Publisher: Atomic Games, Inc. Released: January 26th, 2011 MSRP: 1200 Microsoft Points, $15 Anybody who has played a military shooter in the past few years will know what to expect with the basics of Breach. Players can choose from one of a handful of customizable classes, with weapons ranging from sniper rifles to machine guns to shotguns. Firing can be done from the hip for increased maneuverability or down the sights for increased accuracy. Grenade launchers, red dot sights, and other weapon attachments can be purchased. Each class has room for a single perk, allowing for abilities such as improved headshot protection or increased sprinting time. All of this is pretty standard fare for games in this genre. What makes Breach different--its gimmick, perhaps--is the destructible environments. Players can take cover inside buildings or behind low walls, but many objects in the world can be destroyed, creating a changing landscape with ever-eroding cover. Materials act about as one would expect, with wood splintering to small arms fire, but concrete requiring heavy weaponry or explosives to punch through. It's a potentially interesting idea that doesn't pan out especially well in practice. After players learn to navigate the few maps in play, many will use the liberally placed rocket launchers and mounted machine guns to destroy key bridges and buildings before the enemy even has a chance to use them, creating a battlefield that is not only devoid of usable cover, but also identical to the landscape of games previous. Breach advertises five playable maps, however there are only technically four, with the fifth map being simply a night time version of one of the others. This actually creates fairly distinct gameplay; the darkness of night makes enemies much more difficult to spot, allowing for more stealth and limiting long range fighting. Its inclusion is welcome for the sake of variety, but it begs the question: why not just allow day and night versions of all four maps? eaking of the maps, they are all clearly built for the game mode Convoy, which tasks one team with escorting a pair of APCs from one end of the map to the other, and the other team with stopping the convoy's progress. As one of the more original ideas in Breach, it has some good elements going for it, but they are unfortunately dragged down by the bad. Teamwork is necessary for victory, yet the game doesn't reward the player for playing with the team in mind. No points are awarded for moving the convoy along or destroying roadblocks in the way, while the rear gunner who is doing little to help progress can rack up points for getting kills with an infinite grenade launcher. The other modes don't work as well on the maps, which are typically long, serpentine paths, simply because they are too large. Unless one team is particularly careless, only the central control point in Infiltration (Breach's version of Domination or Territories) is ever contested due to the sheer time it takes to traverse the maps. Team Deathmatch is fairly uneventful, and Sole Survivor (team deathmatch with no respawns) is by far the worst. Billed by Atomic as the most realistic of the modes, it puts two teams on opposite ends of large maps and gives no incentive to either to do anything but camp inside buildings. Most of these games end after the time limit is reached with only a couple of kills--usually the people who were silly enough to want to play something rather than huddle behind cover for three minutes. Those who die early in this mode are treated to a still camera of the battlefield, so they can watch as nothing happens for the rest of the match. One of the biggest flaws in Breach is that the game seems reluctant to provide the player with feedback, both on and off the battlefield. Customizing loadouts and checking stats cannot be done simply between matches; the player has to exit out to the main menu for those options. There is even a class that cannot be selected initially, and there is no indication anywhere how to unlock the class, or even why one would want to unlock it. pAlthough the UI annoyances are relatively minor, the lack of feedback on the battle ground is by far the most frustrating aspect of Breach. After firing a bullet, a significant amount of time passes before a hit marker or a kill indicator shows up. This has two effects: one is that the player ends up spending much more ammunition than should be necessary, and the other is that it makes the supposedly deadly weapons feel ineffectual. When the player does score a kill, there is no indication if the kill was a headshot, and when the player hits an enemy multiple times but doesn't get a kill, there is no indication of whether the enemy had some sort of armor bonus or if the player only hit extremities. At one point, against a player who was away from the controller, I had to fire four sniper rifle shots at his face before he finally went down, and I still have no idea why. Through all of these design flaws, there are still some good ideas in play. The destructible environments change up the flow of battle in interesting ways, at least the first time the player experiences them. The game is definitely built to favor more methodical, communicative teams over groups of lone wolves. However, aside from diehard fans of the genre, it's difficult to imagine someone convincing enough of his friends to buy Breach to form a cohesive team. It's even more difficult to imagine that as a multiplayer-only title, a purchase now will be any more than worthless a year down the road. ----------------------------------------- Game System Requirments ----------------------------------------- CPU: Core 2 Duo 1.88 GHz or faster RAM: 2 GB OS: Windows 7, Windows XP or Windows Vista VIDEO CARD: NVIDIA GeForce 8600 or better, GeForce GT 240 or better or ATI Radeon HD 2600 or higher TOTAL VIDEO RAM: 256 MB HARDWARE T&L: Yes PIXEL SHADER: 3.0 VERTEX SHADER: 3.0 SOUND CARD: Yes FREE DISK SPACE: 1.6 GB -------------------------------------
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Developing applications using a traditional approach can be a costly and time-consuming venture. For this reason, many organizations are now using low code to develop their own custom apps at a much faster pace. As developing apps this way doesn’t require a full team of developers, even smaller organizations can experience the benefits of having their own software. As low code has become increasingly po[CENSORED]r over the past few years, more and more low code platforms have emerged. However, OutSystems’ CEO Paulo Rosado believes that many of these platforms are making the same mistake that others did with Visual Basic 20 years ago by offering solutions that don’t really meet the needs of businesses or developers. TechRadar Pro spoke with Rosado to learn more about how he helped pioneer the low code industry and where he believes it is heading. We've put together a list of the best laptops for programming These are the best Linux distros for developers Need something more powerful? Check out the best mobile workstations Why is low-code becoming so po[CENSORED]r among businesses and what advantages does it provide when compared to traditional software development? New approaches to development are gaining in po[CENSORED]rity recently because while pressure on IT to deliver value to the business has never been higher, the success of developers is increasingly stymied by the productivity limitations of traditional development. Only a small, elite group of tech companies are finding success with traditional development approaches, and for everyone else it just isn’t fast enough, efficient enough or flexible enough for them to be able to consistently get their jobs done. In short, low-code helps more companies - even ones with small development teams - build software faster - and the advantages are so significant, like you, we are seeing interest explode. That being said, we identified these core challenges and started working on ways to solve them more than 20 years ago, and a visual, model-driven approach to coding (i.e. “low-code”) was a natural place to start to get teams building high quality applications faster. As one of the inventors of low-code, we discovered early on that as the solutions customers were building became more complex, that “low code” by itself wasn’t enough. Customers didn’t just need better, more efficient development tools, they needed an entire platform that improves the full application lifecycle in the same way that low-code improves the development experience. For customers with serious development needs they require a platform with no compromises. They are looking for real development, but under a different set of rules. So we have invested in taking that low-code foundation, and building a set of platform services and capabilities around it that make it very different from anything else in the market. By combining the speed and efficiency of low-code development, with the expressiveness and capability of traditional development, customers of any size are capable of tackling the most complex applications - so they can innovate, compete or just do a better job of running their organizations and servicing their customers needs. At the end of the day, it’s not how you accomplish something, it’s whether or not you deliver the result. Modern applications platforms just do a better job of helping organizations solve their most complex software challenges - and those advantages are getting more and more people interested in making the switch. How long does it take on average for an organization to build an app using your platform? The answer depends on the level of complexity, but a simple rule is 1/10th of the time it would take you in traditional development. A simple first version of a mobile app in a few hours, a more complex MVP candidate in a day, or completely rebuilding a massive, inflexible back-end system in a few months. When the first round of COVID lockdown orders hit, we had customers building completely new applications that enabled their employees to work from home - over a weekend! These were apps that would have taken weeks or months had they built them using traditional code. Ultimately, OutSystems helps businesses create applications they need at a speed far greater than any alternative, without compromising on functionality, scale, reliability or security. Most importantly, with OutSystems, once you’ve deployed an application, you can continually evolve it as quickly as your requirements change. The dramatic speed and flexibility that OutSystems delivers applies not only to version 1, but version 2, 3, 4 and everything beyond. What are Service Studio’s ‘Builders’ and how do these visual toolsets help speed up the development cycle? Service Studio is the primary development environment for the OutSystems platform, and it enables OutSystems developers to quickly assemble mission-critical applications either from scratch or from a massive library of templates and pre-built code modules. Our Builders are complementary tool sets that are designed to be used by team members with specific skill sets or are focused on enhancing a specific part of the development process. All of the builders, like Service Studio, rely on a visual, model-based approach and they are all seamlessly connected to enable team collaboration. This means that diverse teams can collaborate on applications with the expressiveness of traditional development, but with superior speed and efficiency. For example, Experience Builder is designed for a UI/UX expert to build out the user interface of an application. That interface design can then be augmented - seamlessly - by a developer using Service Studio. Similarly, a business analyst can define the application workflows that underpin an application - and those workflows seamlessly integrate with Service Studio. Each of the Builders add unique, specialized application design and creation functionality to the platform. More importantly, the Builders enables all of the diverse members of a multi-functional - including business analysts - to all seamlessly contribute to the creation of enterprise-class software solutions.
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The unannounced Ryzen 5 5600H mobile processor has appeared in what seems to be a Xiaomi Mi laptop. The multiple Geekbench 5 submissions offer a look into the performance that the hexa-core chip could provide. This information comes via Twitter user Tum_Apisak, and as always take these scores with a grain of salt. To get generalities out of the way, the Ryzen 5 5600H is part of AMD's next-generation Ryzen 5000 (codename Cezanne) mobile lineup. The new family of APUs is expected to debut with the Zen 3 microarchitecture, while retaining the Vega graphics engine. The core configuration for Ryzen 5000 should be identical to Ryzen 4000 (Renoir), therefore, the performance uplift comes from the usage of Zen 3 cores and the increased L3 cache. The Ryzen 5 5600H is equipped with six cores, 12 threads and up to 16MB of L3 cache. It's the same configuration that AMD utilizes with the current Ryzen 5 4600H sans the bigger L3 cache. The Ryzen 5 5600H appears to have 16MB of L3 cache, which is double of what's found inside the Ryzen 5 4600H. Besides the swap to Zen 3, the Ryzen 5 5600H appears to come with a very substantial uplift in the clock speeds as well. According to the Geekbench 5 submissions, the Ryzen 5 5600H reportedly features a 3.3 GHz base clock and 4.24 GHz boost clock. So that's a 300 MHz and 240 MHz increase over the Ryzen 5 4600H's base and boost clock speeds, respectively. At the time of this article, there were seven Ryzen 5 5600H submissions to Geekbench 5. The highest single-and multi-core scores were 1,379 points and 6,086 points, respectively. Geekbench 5's data showed the Ryzen 5 4600H with an average single-core score of 996 points and multi.-core score of 4,837 points. Therefore, the Ryzen 5 5600H can deliver up to 38.5% faster single-core performance than the Ryzen 5 4600H and 25.8% higher multi-core performance. If we look over to the Intel's camp, the Core i7-10750H (codename Comet Lake-H) chip would be the Ryzen 5 5600H's direct rival. The average scores for the Core i7-10750H are 1,147 pints in single-core and 5,530 in multi-core. This would make the Ryzen 5 5600H up to 20.2% and 10.1% faster in single-and multi-core performance, respectively.
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Here's an early holiday gift for Blue Oval off-road fans. We caught a camouflaged Ford Explorer back in September, which we thought was an FX4 variant designed for off-roading. We've since learned it will be called Timberline, and now a new set of spy photos straight from Dearborn catch the macho Explorer fully exposed. In short, here's the new Timberline before Ford wants you to see it. Spy photographers catch a couple of different prototypes here, but the changes from the standard Explorer are still the same. It will wear new upper and lower grilles in a completely redesigned front fascia that looks to have off-roading in mind. It doesn't sit as low as the standard explorer, and we clearly see a skid plate wrapping around the bottom. A closer look at the front clip suggests it's a faux design, but the photos don't offer a clear view further under the chassis to confirm. One thing is for certain – there won't be any mistaking the Timberline with a standard Explorer from a head-on view. Other changes aren't as obvious. The rear fascia is slightly different, moving exhaust outlets from the bumper and tucking them underneath the SUV. It also swaps street-focused tires for something a bit more high-profile and aggressive, which in this case appears to be Bridgestone Duelers on black wheels. At least with Bridgestone, Ford won't have to worry about Wrangler being printed on the sidewalls. Details on powertrain upgrades are still mum. Changes to the suspension for better off-road prowess are likely. Using the Expedition FX4 as an example, items such as a plethora of skid plates, electronic differentials, and a standard-issue 360-degree camera could be in the works. We'd expect power to come from the 3.0-liter EcoBoost offering 365 horsepower, though a twist would be the 400-hp version used in the ST
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France's top administrative court has backed privacy campaigners by imposing a ban on police use of drones for covering public protests in Paris. The Council of State said Paris police prefect Didier Lallement should halt "without delay" drone surveillance of gatherings on public roads. The ruling comes weeks after MPs backed a controversial security bill that includes police use of drones. Its main aim is to regulate how people share film or photos of police. Privacy rights group La Quadrature du Net (LQDN) has argued that the bill's main measures violate freedom of expression and that drones equipped with cameras cannot keep the peace but track individuals instead. The Council of State ruled there was "serious doubt over the legality" of drones without a prior text authorising and setting out their use. LQDN said the only way the government could legalise drone surveillance now was in providing "impossible proof" that it was absolutely necessary to maintain law and order. The decision is the second setback in months for Parisian authorities' drone plans. In May, the same court ruled that drones could not be used in the capital to track people in breach of France's strict lockdown rules. French security bill protests turn violent again France to rewrite police bill after huge protests Under article 22 of the security bill currently going through parliament, security forces would be allowed to send images filmed by drone or helicopter to command teams and retain those images for 30 days or more as part of a possible police inquiry. Protests broke out after the bill passed its first reading in the National Assembly, with most of the anger directed at article 24, which makes it a criminal offence to publish images of on-duty police officers with the intent to harm their "physical or psychological integrity".
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Nail'd (PC, PlayStation 3, Xbox 360) Developer: Techland Publisher: Deep Silver Releases date: November 30, 2010 Price: $49.99 In an arcade-style ATV/MTX racer the sense of speed is always key, and the high velocity of Nail’d was a given from the outset. But more than any other game I’ve played, the degree to which Techland has pushed speeds is remarkable: once you hit your racing stride, the game’s environments breeze by at a blistering pace, and the screen seems to bend around the player as the vehicle hurtles towards the finish line. Impressively, the game’s engine manages to keep up with the momentum just fine, with a steady and smooth frame rate at all times. This works both for and against Nail’d’s. As you can imagine, the startling speeds are like a shot of adrenaline right into your veins. But then there’s the different matter of making sure you’re not crashing headfirst into trees, the side of a mountain, or that sign warning you to make a turn that you simply didn’t have enough time to see. In Nail’d, you'll likely crash a lot, but these crashes are never frustrating, as the game quickly gets you right back on track, speeding down a dirt trail at a million miles per hour before you can blink. It’s almost as if Techland anticipated these frequent collisions, simply building them into the game, as you’re rarely punished for making a wrong turn (or in many cases, not making a turn at all). he game also does its best to keep you on the right track and will try to quickly reset you if you’ve gone off the beaten path. When this works, it’s a godsend -- you’ll see that you’ve made a wrong turn, and instead of wasting time correcting it (and slowing you down), the game does it for you. In other cases, it’s a hindrance, as the game sometimes make questionable choices in terms of resetting the player’s position. On more than a few occasions I had barely moved off the track when the game decided it needed to stop me in my tracks. This was particularly frustrating when coming off of a jump and preparing to land on a path, knowing I'd make it but having the game completely disagree. Still, it’s not uncommon to wreck a dozen times in a race event yet still finish in first place. Nail’d features a brake, but it’s just a formality; jam on the gas and hit the turbo button when you’ve got it and you’ll do just fine. With that in mind, playing Nail’d is a pretty straightforward affair, highly accessible while still remaining a blast to play thanks to some fun, roller coaster-style tracks. The game’s environments are loosely based on real world locations, loosely being the key word; there are plenty of surreal twists and turns thrown in for good fun, and no lack of air to be had as you’ll launch your vehicle off of ramps. As you become more accustomed to the tracks, you can also keep your eyes peeled for alternate routes, some of which can shave seconds off your overall time or lead to a cache of boost-replenishing fire gates and hoops. Physics are also tossed completely out the window on this one: the laws of motion now include the ability to navigate left and right mid-air. Vehicles can be slightly customized with new parts that are unlocked as you progress through the game’s tournaments, but swapping out parts rarely seemed necessary. If there was any change in how a vehicle handled after I changed tires or an exhaust, it was completely lost due to the game’s blinding speed. If you’re looking for a deeper experience with various vehicles and components to tweak, Nail’d is not your game; if you just want to start moving as fast as possible, as soon as possible, Techland’s got you covered. You probably already get the impression that Nail’d is a no frills affair, and you’d be spot on. It’s almost entirely about going fast, and as I mentioned earlier, you will literally never have to take your finger off the gas once you get started. The game does weave “trick events” into its main “Tournament” modes, but that’s a bit deceiving. Nail’d's idea of tricks is mostly limited to smooth landings from jumps, whizzing through flaming hoops/goal posts, and the occasional wheelie. You won’t be hopping on your handlebars mid-jump, and you can’t even do a cookie-cutter flip. This lack of any mechanic beyond “go really fast, don’t stop!” plays to the game’s biggest strengths -- its simplicity. While some might see this lack of depth unfortunate, it is truly one of the things that makes Nail’d feel so refreshing. It’s an undemanding game, one that solely seems to exist for the benefit of getting the player’s heart pounding. Because of this, playing Nail’d is a somewhat cathartic experience, where keeping track of stats and worrying about precision takes a back seat to pure thrills. This isn’t to say Nail’d doesn’t provide a lot for the player to do. You’re looking at 14 different tracks (the finest of which are unlocked later in the game), and if you pick up the game new, you’re looking at another four tracks and new cup for tournament mode by way of free downloadable content. That also includes a new mode, “Detonator,” which incorporates time bombs into standard races; you can imagine how that plays out. Nail’d also features support for 14 players online (including support for leagues), as well as a unique leaderboard system that will rank you based on your location. (This is something you set manually when you begin; unfortunately you can’t change this once you set it, so please don’t consider moving across the country.) For some, Nail’d simply being the fastest damned game on the market won’t be enough to sell them on picking up the controller and giving it a go. That’s understandable, as there are deeper and more polished experiences in both the simulation and arcade categories. But despite its lack of any real innovation or complexity, Nail’d succeeds in being one of the most approachable and entertaining racers of the year. Just temper your expectations accordingly, hit the gas and ignore the brakes, and you’ll have one hell of a ride. ---------------------------------- Game System Requirments --------------------------------- Minumum ---------------------------------- CPU: Intel Pentium 4 3.2 GHz, Intel Pentium D 2.66 GHz, AMD Athlon 64 3500+ or better CPU SPEED: 3.2 GHz RAM: 1 GB Windows XP / 2 GB Windows Vista OS: Windows XP (with SP3)or Windows Vista (with SP1) VIDEO CARD: 256 MB DirectX 10.0® compliant video card or DirectX 9.0c® compliant card with Shader Model 3.0 or higher TOTAL VIDEO RAM: 256 MB HARDWARE T&L: Yes PIXEL SHADER: 3.0 VERTEX SHADER: 3.0 SOUND CARD: Yes FREE DISK SPACE: 4 GB ------------------------------------- Recommended ------------------------------------- CPU: Intel Core i5 CPU SPEED: 5.4 RAM: 4 G OS: Windows 7 /10 64 Bit VIDEO CARD:500 MB DirectX 12.0® compliant video card or DirectX10.0c® compliant card with Shader Model4.0 or higher TOTAL VIDEO RAM: 500 MB HARDWARE T&L: Yes PIXEL SHADER: 3.0 VERTEX SHADER: 3.0 SOUND CARD: Yes FREE DISK SPACE: 4 GB ---------------------------------------
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Chinese news outlet Bilibili was able to get access to an unknown B560 chipset motherboard, along with an engineering sample Core i9-11900 (QV1J) processor to pair with it. The news outlet then ran a series of benchmarks to see how the new Rocket Lake part performs under a bevy of benchmarks. We have additional details on the Core i9-11900 engineering sample that's floating. Simply put, it's a development version of the upcoming Core i9-11900 8-core/16-thread CPU, but with lower core frequencies than we'll see in the final release parts. Bilibili believes the B560 board they have may not be the full version we'll see next year, as it seems to be a modified version of a B460 or simiilar model, as the board has no USB 3.2 Gen 2 ports whatsoever. The board does support PCIe Gen4, but only with an x4 link width. The board is powered by a 6+2 phase system and a 3-phase controller, but we have no screenshots of the board so we don't know what sort of cooling or what type of power delivery components the board is using. notebook SKUs. At least we have confirmation Rocket Lake will be coming with Xe Graphics, though that's not going to be particularly critical for desktop parts that usually end up paired with a dedicated GPU. The 11900 engineering sample was run under several benchmarks including Cinebench R15, R20, and power consumption tests with AIDA64 with the AVX2 and AVX-512 (AVX3) instruction sets. For Cinebench R15, the Core i9-11900 (ES) scored 217 in the single-threaded test and 1929 in the multi-threaded test. That's a similar result to a Core i9 9900K from a few years ago. In Cinebench R20 the 11900 scored 529 points for the single-threaded benchmark and 4683 in the multi-threaded test. For power consumption tests under AIDA64, the core i9-11900 averaged around 120W of power usage with the AVX2 instruction set, which is pretty typical and shouldn't be a problem for most coolers. However, that changes with the AVX-512 instruction set, which allows the CPU to hit 160W of power draw. Bilibili also makes the point that this was all under the standard PL1 and PL2 ratings in the motherboard BIOS. PL1 is set to 65W and PL2 to 224W at default. If you fully unlock the PL2 limit (to 4096W) Bilibili says the 11900 will easily shoot beyond the default PL2 wattage which is 224W under AVX-512 workloads. Hopefully, Intel can further optimize AVX-512 workloads to not be as power-hungry as they are now with this Core i9 engineering sample. Will AVX-512 be useful on Rocket Lake, or will it end up behaving more like a power virus? We'll have to wait for retail hardware, as early firmware and silicon could account for the current behavior. New for Rocket Lake, the activation of AVX-512 workloads shouldn't forcibly downclock all cores to the AVX turbo frequency. This can help a lot in AVX-512 scenarios that only require a couple of cores. Again, this is an engineering sample, so performance is quite low right now. We expect performance to be much greater on the official SKUs coming next year
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There’s now a much easier way to leave Zoom calls, one that doesn’t involve any awkward fumbling around for your mouse. Brian Moore, the creative director of innovation agency Anomaly, has created a physical lamp cord that he can pull on to instantly leave his Zoom meeting and shared all the information you need to create a similar contraption of your own. Zoom fatigue is well documented but another issue associated with the huge increase in the number of video calls being held today is how to leave each meeting. Usually, participants start saying their goodbyes before hunting for their mouse, then trying to navigate to the end call function, all while your fellow participants are watching on or going through the same awkward performance themselves. Well, providing you have a bit of coding knowledge and an old lamp lying around, you can now get out of calls much easier. Moore has shared all the GitHub files you need to mimic his creation, as well as a video of it in operation. Check out our list of the best video conferencing software available And here's a list of the best Zoom Christmas backgrounds The best business webcams for home working Zooming off Of course, there is potential here for other creative souls to come up with their own inventive ways of leaving a Zoom call. In fact, David Zhou, engineering manager at Mailchimp, has already come up with his own version of a script that ends Zoom meetings after he sighs loudly – a great way of saying goodbye and expressing your despair at the ongoing video calling obsession in one gesture. Like its rival video conferencing platforms, Zoom has seen user figures skyrocket in response to the pandemic. As a result, the platform has continued to release a host of new features over the year and even lifted call limits for December, which might come in handy for families that are having to make do with a socially distant Christmas this year.
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My Vote Goes To V1 Text & Blur
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We've heard rumors about the Jaguar J-Pace for years. In fact, the above image is a Jaguar concept vehicle called the C-X17 from early 2014, which is roughly when talk of a large J-Pace SUV started percolating. It's been touch-and-go since then, with the latest chatter from Auto Express stating a J-Pace flagship will arrive soon with electric-only power. There's some credibility to this, as it's not the first time we've heard such talk. Way back in March 2019 we reported on an imminent J-Pace, but at that point it was slated to offer hybrid and internal-combustion power in addition to pure electricity. It now seems all other powertrain options are off the table, effectively making the J-Pace a high-end EV competitor to the Tesla Model X. Of course, Jaguar isn't talking and thus far, we've had no sightings of prototype vehicles despite the report suggesting development was nearly complete. The J-Pace is said to use Jaguar's MLA underpinnings, which support combustion engines as well as hybrid and electric designs. This is the same platform destined for the future XJ, so if the J-Pace does indeed utilize this platform, an electric-only arrangement is certainly possible. To be a Model X competitor, the J-Pace would need a range upwards of 350 miles and some impressive straight-line speed. In top trim, the Model X can hit 60 mph in a hypercar-matching 2.6 seconds. It also has those crazy gullwing rear doors, though we suspect Jaguar would take a far more conservative approach to such styling on the J-Pace. As for pricing, the Model X starts at $74,690 with the performance model starting at $94,690. The J-Pace would likely follow a similar structure, though an entry point could be sticky. The smaller I-Pace already starts at $69,850, but there's at least a little bit of wiggle room for a competitively priced, entry-level J-Pace to enter the lineup. Therein lies the biggest question of all, however. Once upon a time, Jaguar flat-out denied a J-Pace was being considered. That was several years ago, and the automotive realm has changed dramatically since then. Rumors have the J-Pace entering the market possibly in 2021, but with considerable mystery still surrounding this SUV, all bets on a definitive arrival are off.
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Russian opposition leader Alexei Navalny duped a Russian FSB state agent into revealing details of an attack on him with the nerve agent Novichok, the investigative group Bellingcat reports. Mr Navalny reportedly impersonated a security official to call the agent. The agent, Konstantin Kudryavtsev, told him the Novichok had been placed in a pair of Mr Navalny's underpants. Mr Navalny, who is still recovering in Berlin, posted a recording of the long conversation on his YouTube channel. He collapsed on board a Russian airliner in August in the attack, which nearly proved fatal. As part of Mr Navalny's ruse to elicit more details of the assassination attempt, Bellingcat says the call to Mr Kudryavtsev was set up to indicate it was coming from a Federal Security Service (FSB) landline. In the conversation, Mr Navalny posed as a senior official seeking details for a report on the FSB operation. Mr Kudryavtsev told him the swift response of the airline pilot and the emergency medical team in Omsk, Siberia - where Mr Navalny was first treated - could have been the reason for the failure to kill him. Two hours that saved Russian opposition leader's life Mr Kudryavtsev said he had been sent to Omsk later to seize Mr Navalny's clothes and remove all traces of Novichok from them. The BBC's Steven Rosenberg, in Moscow, says publication of the recording will be a huge embarrassment for the Kremlin, which continues to deny any link between the Russian state and poisoning of President Putin's most vocal critic. Last week Mr Putin told a huge TV audience that the Bellingcat investigation - carried out with other Western media partners - was a "trick" invented by US intelligence. But he added that it was right for the FSB to be shadowing Mr Navalny. The Bellingcat report last week named several FSB agents - chemical weapons specialists - who, it alleged, had been tailing him for years before the attempt on his life. Report names 'Russian agents' in Navalny poisoning Putin calls Navalny poisoning inquiry 'a trick' Mr Navalny has millions of followers on social media, where he denounces Mr Putin's United Russia party as deeply corrupt and full of "crooks and thieves". He says Mr Putin runs a "feudal" system of patronage "sucking the blood out of Russia". In the summer, before the August poisoning, Mr Navalny campaigned to get several of his supporters elected to councils in Siberia.
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Following in the footsteps of the Turbo GeForce RTX 3090, Asus (via Hermitage Akihabara) has given the Nvidia's GeForce RTX 3070 the same old-school cooling treatment. Blower-style graphics cards aren't so common nowadays, but they still have value inside small-form-factor (SFF) hardware circles. In a case with limited airflow, it's much more beneficial to expel the generated heat from the graphics card rather than dump it back into the case. For this same reason, the Turbo GeForce RTX 3070 from Asus will likely appeal to SFF system builders. though it's not exactly small. The Turbo GeForce RTX 3070 (TURBO-RTX3070-8G) maintains the same blower-type shroud as its other Ampere brethen. This iteration, in particular, checks in with dimensions of 26.9 x 11.2 x 4cm and only occupies two PCI slots inside your case. A single 80mm cooling fan blows fresh air into the shroud to cool the graphics card's interior. The fan itself leverages dual-ball bearings, which are slated to boast double the lifespan in comparison to sleeve bearings. The Turbo GeForce RTX 3070 features two modes of operation. When Gaming Mode is activated, the graphics card boosts to to reference specification, which is 1,725MHz. OC Mode, on the other hand, helps push the boost clock speed up to 1,755 MHz. In terms of power connector selection, Asus implemented two 8-pin PCIe power connectors on the Turbo GeForce RTX 3070. Both connectors are conveniently located on the rear side of the graphics card to help with cable management. Asus recommends a power supply with a minimum capacity of 750W for the GeForce RTX 3070. While the Turbo GeForce RTX 3070 is primarily a gaming graphics card, it can be pretty useful for work as well. The graphics card accommodates up to four monitors, thanks to an HDMI 2.1 port and three DisplayPort 1.4a outputs. HDCP 2.3 support is also present if you need it. Availability and pricing for the Turbo GeForce RTX 3070 is currently unknown.
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Protecting sensitive business data in documents and emails in Windows 10 is about to get a whole lot easier as Microsoft has updated its Microsoft Information Protection (MIP) solution with new capabilities. MIP is built-in to Windows 10 and it provides a unified set of capabilities to know and protect business data and prevent data loss across Microsoft 365 apps, services, on-premises locations, devices and even third-party apps and services. Understanding what sensitive data resides in an organization is the first step to protecting it and preventing data loss. This is why MIP includes both out-of-the-box sensitive information types (SITs) and well as Exact Data Match (EDM). We've put together a list of the best business VPN services available These are the best web hosting services for your website Also check out our roundup of the best SMB software Out-of-the-box SITs use pattern matching to find data such as credit card numbers, account numbers and Social Security Numbers that need to be protected. MIP currently offers over 150 out-of-the-box SITs that are mapped to various regulations worldwide. EDM on the other hand is a classification method that enables users to create custom sensitive information types that use exact data values. To begin protecting your data using EDM, you first need to configure the EDM custom SIT and upload a CSV table of the specific data to be protected which may include employee, patient or other customer-specific information. From here you can then use the EDM custom SIT with policies such as data loss prevention (DLP) to protect your sensitive data. Microsoft has continued to invest in and enhance its EDM service by increasing its service scale by a factor of 10 to support data files containing up to 100m rows while also decreasing the time it takes for data to be uploaded and indexed by 50 percent. The company has also added salting to the hashing process to better protect sensitive data uploaded to its EDM cloud service. Another core component of MIP is sensitivity labels which can not only be applied to documents and emails but also to protect entire Teams and sites. Earlier this year, Microsoft allowed organizations to apply a sensitivity label to a Team or site and associate that label with policies related to privacy and device access. This allows users to secure sensitive data whether it is in a file or in a chat by managing access to a specific team or site. Now Microsoft has announced that users can also associate external sharing policies with labels to achieve secure external collaboration. This capability further helps ensure only authorized users can get access to sensitive data in Teams and SharePoint sites. Principal group program manager at Microsoft Maithili Dandige provided further insight on the importance of protecting business data in a blog post announcing the new capabilities in MIP, saying: “Data is the currency of today’s economy. Data is being created faster than ever in more locations than organizations can track. To secure your data and meet compliance requirements like the General Data Protection Requirement (GDPR) – you need to know what data you have, where it resides, and have capabilities to protect it. The above new capabilities are part of the built-in, intelligent, unified, and extensible solution that Microsoft Information Protection offers to enable both administrators and users to protect organization data while staying productive.”
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CsBlackDevil Community [www.csblackdevil.com], a virtual world from May 1, 2012, which continues to grow in the gaming world. CSBD has over 65k members in continuous expansion, coming from different parts of the world.
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