By Soulskill from Slashdot's mobile-lan-party department
Lucas123 writes "As the sophistication of automotive electronics advances, from autonomous driving capabilities to three-dimensional cameras, the industry is in need of greater bandwidth to connect devices to a car's head unit. Enter Ethernet. Industry standards groups are working to make 100Mbps and 1Gbps Ethernet de facto standards within the industry. Currently, there are as many as nine proprietary auto networking specifications, including LIN, CAN/CAN-FD, MOST and FlexRay. FlexRay, for example, has a 10Mbps transmission rate. Making Ethernet the standard in the automotive industry could also open avenues for new apps. For example, imagine a driver getting turn-by-turn navigation while a front-seat passenger streams music from the Internet, and each back-seat passenger watches streaming videos on separate displays."
This might get us into trouble when the Cylons show up.Read Replies (0)
By Soulskill from Slashdot's ever-more-free department
One of the few but lingering complaints
about the Raspberry Pi is that it relies on a proprietary GPU blob
for communication between the graphics drivers and the hardware. Today, Broadcom released the full source for the OpenGL ES 1.1 and 2.0 driver stack
for the Broadcom VideoCore IV 3D graphics subsystem running on one of its popular cellphone systems-on-a-chip. It's available under a BSD license, and Broadcom provided documentation for the graphics core as well. The SoC in question is similar to the one used on the Raspberry Pi, and Eben Upton says making a port should be 'relatively straightforward.' The Raspberry Pi Foundation has offered a $10,000 bounty for the first person who can demonstrate a functional port
. (The test for functionality is, of course, being able to run Quake III Arena
.) Upton says, 'This isn't the end of the road for us: there are still significant parts of the multimedia hardware on BCM2835 which are only accessible via the blob. But we're incredibly proud that VideoCore IV is the first publicly documented mobile graphics core, and hope this is the first step towards a blob-free future for Raspberry Pi.' Side note: the RPi is now two years old, and has sold 2.5 million units.Read Replies (0)
By samzenpus from Slashdot's straight-from-the-agents-mouth department
Jason Harrington (@Jas0nHarringt0n
) is a controversial blogger
, frequent contributor to McSweeney's Internet Tendency, and one of the TSA's least favorite ex-employees. His descriptions of life on the job as a TSA agent
caused some big waves and restarted a national discussion on security theater. Jason will be answering your questions below for the next couple of hours, or until the security line starts moving again. Please keep it to one question per post so everyone gets a chance.Read Replies (0)
By Soulskill from Slashdot's pay-5-slashbucks-to-continue-reading-this-summary department
An anonymous reader writes "Have you ever seen a goofy microtransaction for a mobile game you play and wondered, 'Does anyone actually buy that junk?' As it turns out, few players actually do. A new study found that only 1.5% of players actually spend money on in-app purchases. Of those who do, more than 50% of the money is spent by the top 10%. 'Some game companies talk openly about the fact that they have whales, but others shy away from discussing them publicly. It costs money to develop and keep a game running, just like those fancy decorations and free drinks at a casino; whales, like gambling addicts, subsidize fun for everyone else.' Eric Johnson at Re/code says he talked to a game company who actually assigned an employee to one particular player who dropped $10,000 every month on in-app purchases."
Meanwhile, in-app purchases have come to the attention of the European Commission
, and they'll be discussing a set of standards for consumer rights at upcoming meetings. They say, 'Games advertised as "free" should not mislead consumers about the true costs involved.'Read Replies (0)
By Soulskill from Slashdot's forgot-his-snorkel department
Hugh Pickens DOT Com writes "About 44 minutes into a 6.5-hour spacewalk last July, Italian astronaut Luca Parmitano noted that water was building up inside his helmet – the second consecutive spacewalk during which he reported the problem. As Parmitano worked his way back to the air lock, water covered his eyes, filled his ears, disrupted communications, and eventually began to enter his nose, making it difficult for him to breathe. 'I know that if the water does overwhelm me I can always open the helmet,' wrote Parmitano about making it to the airlock. 'I'll probably lose consciousness, but in any case that would be better than drowning inside the helmet.' Later, when crew mates removed his helmet, they found that it contained at least 1.5 quarts of water. In a 122-page report released Wednesday, a mishap investigation board identified a range of causes for the near-tragedy, including organizational causes that carried echoes of accident reports that followed the loss of the shuttles Challenger and Columbia and their crews in 1986 and 2003. Engineers traced the leak to a fan-and-pump assembly that is part of a system that extracts moisture from the air inside the suit and returns it to the suit's water-based cooling system. Contaminants clogged holes that would have carried the water to the cooling system after it was extracted from the air. The water backed up and flowed into the suit's air-circulation system, which sent it into Parmitano's helmet (PDF).
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