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jeudi 7 novembre 2019

Pokémon GO will finally open up Pokéstop submissions to level 40 players worldwide next week

Thanks to its augmented reality gameplay, Pokémon GO reached heights of popularity no other Android game had seen before. While its popularity has dropped significantly over the years since its release, the game still has quite a large user base. The main aim of the game is to capture as many Pokémon as you can, but it also has a variety of different side-quests. You can visit nearby Pokéstops to collect in-game items, battle against other players at Gyms, or team up to fight legendary Pokémon. As you’d expect, Pokéstops and Gyms play a crucial role in the game as they provide players with the means to progress. However, their availability, or lack thereof,  has been a major issue in the Pokémon GO community. More than three years since its release, Niantic is finally looking at solving this issue by rolling out Pokéstop submissions to players worldwide.

Pokéstops and Gyms usually appear around geographical points of interest around you. Niantic relied on its older title Ingress for populating data on points of interest (“portals”, in this case). But since Ingress had a significantly smaller player base even at the heights of its popularity, the data Niantic had was quite limited. Niantic initially relied on the Ingress community for more information, but due to a problem with the approval system, the program was shut down. The company then revamped the process by involving the community to vote and accept/reject portals through Operation Portal Recon. After every few months, Niantic would silently lift the data from Ingress and add it to Pokémon Go. But even then, there simply weren’t Pokéstops and Gyms to cater to the large Pokémon Go player base, especially those in rural areas. This resulted in problems for most Pokémon GO players, who felt restricted by the lack of Pokéstops and Gyms around them. Players in rural areas barely had a Pokéstop or two within miles of their location, so they weren’t able to collect enough in-game items. Without a sufficient supply of items, players weren’t able to catch Pokémon frequently and were slow to level up, creating a negative game experience that was accentuated by the game’s steep grinding curve on the higher levels.

In a bid to address this issue, Niantic tidied up the community voting system from Ingress and converted it into Niantic Wayfarer. The new system went into beta some time ago, but Pokéstop submission was limited to some geographical locations only. Now, Niantic is finally planning to roll it out to all players around the world next week. However, there is still a catch. The submissions are restricted to level 40 players, so only seasoned veterans of the game who’ve reached the highest level will be able to submit new Pokéstops. If you have not managed to reach level 40 because you do not have enough Pokéstops around you, you will be unable to rectify the situation without help from other players.

It’s also worth noting that Niantic has previously partnered with businesses to monetize Pokéstops. The idea behind this move is that people visit Pokéstops and Gyms in large numbers and having one of these outside a physical store could significantly increase footfall and sales for the business. Niantic is now also opening up this sponsorship to local Small and Medium Businesses in the US. Registered businesses will also get the ability to schedule raid events or drop lures to attract players, along with the option to offer in-store promotions. As of now, the sponsored locations feature is limited to small and medium-sized businesses in the US, with no information from the company regarding a global release.


What are your thoughts on Pokéstop submissions finally coming to Pokémon GO? Will this help bring the game back to the heights of its popularity? Let us know your thoughts in the comments below!

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Google partners with ESET, Lookout, and Zimperium to improve Play Protect’s detection of malware before it hits the Play Store

The Google Play Store is the central point of app distribution on Google’s Android, enabling thousands of developers to distribute their apps to millions of users around the world. This high traffic medium thus becomes a lucrative channel for bad actors to propagate their own malware. Google realized the potential of abuse, and so, at Google I/O 2017, the company had announced Google Play Protect as a “comprehensive security service for Android“. Now, Google is leveling up Play Protect with a new collaboration with ESETLookout, and Zimperium, calling itself the App Defense Alliance.

Google Play Protect

Google Play Protect consists of two distinct elements within itself. The first part of Play Protect resides within Google Play Services, enabling it to be present across a vast majority of Android devices irrespective of the hardware. This part scans all apps upon installation on the device irrespective of the source of installation (Play Store or otherwise). The idea here is to warn the user about “Potentially Harmful Apps”, or PHAs. For instance, apps that can change the SELinux status of the device from enforcing to permissive are flagged by Play Protect, warning you about the danger from such apps and advising you to uninstall the app immediately.

The second element of Play Protect rests within the Google Play Store, which is where this announcement ties in. Whenever a developer submits a new app or submits an update to an existing app to the Google Play Store, Play Protect scans the app code to check for known malicious behavior. For instance, if an app is using an exploit that Google has identified previously, Play Protect will detect such instances, block the app submission and alert Google about the same.

To detect malicious app behavior, Google employs static analysis and dynamic analysis. Static analysis involves examining the code as compiled, while dynamic analysis involves examining the app behavior on runtime. As is with everything Google, machine learning also figures its way into the solution as Google employs the same to analyze existing malware code and detect slightly tweaked variations that would have otherwise evaded detection. Machine learning helped detect 60.3% of all PHAs on the Play Store as of March 2018, though the data has not been updated to reflect a more up-to-date picture. Similarly, the Android Security Report of 2018 mentioned that only 0.45% of all Android devices in 2018 installed a PHA, down from 0.56% of all devices in 2017.

App Defense Alliance

App Defense Alliance attempts to further bolster Google’s efforts on detecting PHAs when they are being uploaded to the Play Store, i.e. under the second element mentioned above. As part of this alliance, Google is integrating its Play Protect detection systems with each partner’s scanning engines, making its malware detection database more comprehensive than before. The partners, namely ESETLookout, and Zimperium, will also analyze the dataset and act as another set of eyes prior to an app going live on the Play Store.

While the App Defense Alliance is certainly a step that will help consumers in the long run, there will always be figurative “cracks in the wall”. Security and malware is a game of cat and mouse by its inherent nature, so the battle between security firms and malware developers will always be about who took the latest step to stay ahead of the other. For instance, even as App Defense Alliance just got announced, developers have discovered that the Play Store accepts cloned versions of banned apps.

The Google Play Store has a massive quality problem, and while the focus on security is appreciated, we feel that it is high time that Google also focuses on the quality of apps on the Play Store.


Source: Google Security Blog, Google Developers

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ASUS ROG Phone II update adds new AirTrigger gestures to simulate sliding on screen

Asus first launched the ROG Phone II in China back in July and the phone finally made its way to the US and Indian markets in September. The device offers top-of-the-line specifications at a competitive price, however, it’s not just the flagship hardware that makes it an awesome device. Asus has also improved its software offering, adding a ton of useful features while dialing back on the gamery aesthetic. With a recent update, the company added even more useful features, like key mapping and squeeze shortcuts, into the mix. And now, the smartphone is getting new AirTrigger gestures.

AirTrigger Gestures

If you’re familiar with the ROG Phone II, you’d already know that the device features something called AirTriggers on the right edge. These triggers aren’t exactly buttons, but ultrasonic pressure-sensitive regions in the device’s frame and they can be mapped to emulate a tap on the screen.

AirTrigger Gestures

The latest update for the ROG Phone II adds a new functionality which will essentially allow you to map a horizontal slide on the screen to one of the AirTriggers. This new feature could come in handy in a variety of games that require you to swipe horizontally on the screen to perform a specific function. For example, in Asphalt 9 Legends the horizontal slide to change lanes can now be mapped to the AirTriggers.

AirTrigger Gestures

Along with the new AirTrigger gestures the update (build number WW1910.35) brings a couple of additional changes and improvements. Here’s the full changelog for the latest build:

  • Added grid display for game selection in the Games Library of Armoury Crate
  • Added game cover customization in the Games Library of Armoury Crate
  • Added AirTriggers slide gesture in Game Genie (Beta)
  • Fixed the issue where navigation bar couldn’t be hidden when playing “Black Desert”
  • Fixed the issue where Game Genie panel was pulled out easily when Key Mapping was used

While it isn’t mentioned in the changelog, the update also includes the Android security patch for October 2019.


Thanks to XDA Senior Member reg66 for the screenshots!

The post ASUS ROG Phone II update adds new AirTrigger gestures to simulate sliding on screen appeared first on xda-developers.



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mercredi 6 novembre 2019

Bill Gates says Windows Mobile lost to Android because of Microsoft’s antitrust issues

Earlier this year in a recent interview at Village Global, Microsoft’s Bill Gates admitted that Windows Phone losing to Android was his ‘greatest mistake ever’. Gates said that the mismanagement he engaged in caused Microsoft to not be what Android is today and that if Microsoft had won the war, the company would have had an additional $400 billion in overall revenue. Now, Gates claims that Microsoft’s antitrust issues are what led to Windows Mobile’s downfall.

As reported by The Verge, Gates made these claims at the New York Times’ DealBook Conference earlier today. He said, “There’s no doubt that the antitrust lawsuit was bad for Microsoft, and we would have been more focused on creating the phone operating system and so instead of using Android today you would be using Windows Mobile…If it hadn’t been for the antitrust case…we were so close, I was just too distracted. I screwed that up because of the distraction.”

 

The company’s smartphone efforts also failed to attract developers to its platform and that was one of the main reasons behind Windows Mobile’s ultimate downfall. Gates further revealed that Microsoft missed an opportunity to launch Windows Mobile on a key Motorola device. He said, “We were just three months too late on a release Motorola would have used on a phone, so yes it’s a winner takes all game.” It isn’t clear which Motorola handset Gates is referring to here, but Motorola launched its Droid range of Android smartphones 10 years ago. It was Verizon and Motorola’s push in the US that helped Android succeed at the time, while Windows Mobile struggled to catch on.

It’s worth noting that Google acquired Android for $50 million back in 2005 and its first major competitor was Windows Mobile. Former CEO Eric Shmidt has previously admitted that Google was “very concerned that Microsoft’s mobile strategy would be successful.” Unfortunately for Microsoft, Google succeeded and Android is now the most used mobile operating system worldwide, boasting of a 76.67% market share as of October 2019.


Source: The Verge

The post Bill Gates says Windows Mobile lost to Android because of Microsoft’s antitrust issues appeared first on xda-developers.



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OxygenOS 10.0.5 rolls out for the OnePlus 7T while Open Beta 5 rolls out for the OnePlus 7/7 Pro

Late last month, OnePlus rolled out OxygenOS 10.0.4 for the OnePlus 7T series. Among the usual bug fixes and improvements, the update included a new cloud service feature in the Gallery app, exclusively for Indian users. Now, OnePlus is pushing another update for the OnePlus 7T with some minor tweaks and the Android security patch for October 2019.

OnePlus 7T XDA Forums || OnePlus 7 XDA Forums || OnePlus 7 Pro XDA Forums

As per a recent post on the OnePlus forums, OxygenOS version 10.0.5 is now rolling out for the OnePlus 7T. The update doesn’t pack any significant changes, however, it does address an issue some users were facing with the double-tap to wake gesture on the device. Here’s the official changelog for the OxygenOS 10.0.5 update on the OnePlus 7T:

  • System
    • Fixed the double-tap gesture for screen activation
    • Updated Android security patch to 2019.10
    • Improved system stability and General bug fixes

As with all updates from the company, the OxygenOS 10.0.5 OTA is being rolled out in a staged fashion and is expected to reach only a small percentage of users at first. The broader rollout will begin in a few days, once the company ensures that there are no major issues with the update. In case you don’t wish to wait, you can download the update on your device by following the link below.

OxygenOS 10.0.5 Full OTA for the OnePlus 7T (Indian variant only)

Along with the stable release for the OnePlus 7T, the company is also rolling out OxygenOS Open Beta 5 for the OnePlus 7 and OnePlus 7 Pro. The update brings some minor improvements for the two devices, including optimizations for the touch experience while gaming, a fix for the navigation bar color in dark mode, and new privacy alerts for applications with permissions access to the camera, location, etc. Here’s, the official changelog for the update:

  • System
    • Optimized touch experience while playing games
    • Fixed the navigation bar color under the dark mode
    • Added privacy alerts for the applications with the permissions access to the camera, locations, etc.
    • Improved system stability and fixed known issues
  • Weather
    • Improved stability and fixed known issues
  • Emergency Rescuer
    • Optimized the functionality to improve the product experience

In case you’re using OxygenOS on the beta channel, you should receive the Open Beta 5 OTA update shortly. However, if you don’t wish to wait, you can download the update on your OnePlus 7/7Pro from the links below.

OxygenOS Open Beta 5 for the OnePlus 7 (Full OTA)

OxygenOS Open Beta 5 for the OnePlus 7 (Incremental update from Open Beta 4)

OxygenOS Open Beta 5 for the OnePlus 7 Pro (Full OTA)

OxygenOS Open Beta 5 for the OnePlus 7 Pro (Incremental update from Open Beta 4)


Source: OnePlus, Reddit

The post OxygenOS 10.0.5 rolls out for the OnePlus 7T while Open Beta 5 rolls out for the OnePlus 7/7 Pro appeared first on xda-developers.



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Xiaomi Mi Note 10 forums are now open

Earlier today, Xiaomi unveiled its latest entry in the ultra-popular Mi Note series: the Xiaomi Mi Note 10. There are actually two phones in this series, the standard Note 10 and the Mi Note 10 Pro. These devices are destined to be very popular, so we’ve opened up the forums for users to jump in.

The main difference between the two phones is that the non-Pro model has a 7 piece lens setup, while the Pro model uses 8. The Pro model also has 8GB of RAM and 256GB of storage. Otherwise, you’re looking at two phones with 6.47-inch OLED displays, the Qualcomm Snapdragon 730G, 5260 mAh batteries, and a bunch of cameras. The Mi Note 10 has been priced at €549 (~$608) for the 6GB/128GB variant, while the Mi Note 10 Pro has been priced at €649 (~$719) for the 8GB/256GB variant.

Check out the forum link below to get started and read up on the full specifications in the chart underneath.

Xiaomi Mi Note 10 XDA Forums

Specification Mi Note 10 Series
Dimensions and Weight
  • 157.8 mm × 74.2 mm × 9.67 mm
  • 208g
Display
  • 6.47″ FHD+ curved OLED
  • 19:9
  • Waterdrop notch
  • Corning Gorilla Glass 5
SoC Qualcomm Snapdragon 730G:
  • 8nm FinFET
  • 2x performance Kryo 470 cores +
  • 6x efficiency Kryo 470 cores (Up to 2.2GHz)
  • Adreno 618
RAM and Storage
  • 6GB + 128GB
  • 8GB + 256GB — (Mi Note 10 Pro)
Battery 5,260 mAh
USB & Charging
  • USB Type-C
  • Fast Charging up to 30W
Rear Camera
  • Primary:
  • Secondary:
    • 20MP Sony IMX350 super wide-angle
    • 117° field of view
    • f/2.2
  • Tertiary:
    • 5MP OV08A10 telephoto
    • f/2.0
    • 5x optical zoom, 10x hybrid zoom, 50x digital zoom
    • OIS
  • Quaternary:
    • 12MP Samsung S5K2L7 dedicated portrait camera
    • f/2.0
    • 1.4μm
  • Quinary:
    • Dedicated macro sensor
    • 1.5cm minimum focus distance
    • f/2.4
  • Quad-LED flash
Front Camera 32MP
Additional Features
  • In-Display Fingerprint Sensor
  • 3.5mm headphone jack
  • IR Blaster
  • Hi-Res Audio
  • NFC
Android Version MIUI 11 based on Android 9 Pie

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Google Pixel 4’s Hidden High Brightness Mode fixes the awful Screen Brightness

Like the 2017 and 2018 Pixels, the 2019 Pixel 4 and Pixel 4 XL have different display manufacturers, display resolutions, and display sizes. While the displays on both Pixel smartphones are certainly high-quality, their maximum brightness levels leave a lot to be desired. In our preliminary testing, the Pixel 4 and Pixel 4 XL reach a maximum luminance of ~450 nits at 100% screen brightness. This is far below what other competing flagship smartphone displays are capable of. Fortunately, there’s a way to improve the maximum brightness using the hidden High Brightness Mode, but you’ll need root access to enable it.

If you’ve used the Pixel 4 while under direct sunlight, you probably struggled to see the screen because the display simply couldn’t get bright enough. Pixel smartphones have always suffered from dim displays while outdoors, so this isn’t a new problem for Google. Nowadays, though, smartphones that cost hundreds of dollars less have much brighter displays, so there’s little excuse for Google to fall short of the competition here.

Brightness reference chart

Using the hidden High Brightness Mode, however, you can bump the peak luminance of the Google Pixel 4’s display from about ~450 nits to about ~610 nits. This is a major bump in display brightness, and in my experience, actually makes the Google Pixel 4 readable outdoors. For whatever reason, Google decided not to use High Brightness Mode in normal use. You can’t trigger it manually anywhere in Settings nor can you trigger it with Adaptive Brightness enabled while you’re outside. We don’t know why Google isn’t using this hidden display mode, and we’ve been asking ourselves this question since we reviewed the Pixel 3 and Pixel 3 XL displays.

In any case, we’re glad that Google left access to High Brightness Mode in the kernel since it’s easy to manually toggle it with root access. After rooting your Google Pixel 4 or Pixel 4 XL, all you have to do is enter the following shell commands:

su
echo on >> /sys/class/backlight/panel0-backlight/hbm_mode

If you’re wondering whether it’s safe to leave this on, you probably don’t have to worry. In our testing, it looks like High Brightness Mode only kicks in when the screen is basically at maximum UI brightness levels. The only thing you’ll really have to worry about is the effect on battery life. Since the display is already the largest contributor to battery drain on a smartphone and the display is drawing more power to run at a higher brightness level, the battery life of your Pixel 4 will suffer the longer High Brightness Mode is active.

If you want to disable it just to be safe, just replace “on” with “off” in the above echo command. With an app like Tasker, you can even automate toggling High Brightness Mode so it’ll only turn on when the ambient or UI brightness level is above a certain point.

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