Archive for April 2013

Facebook Purchases Parse To Offer Mobile Development Tools

By : Sachin Kumar Sahu
facebook + parse official pic
facebook + Parse official LOGOFacebook has just acquired Parse, marking its entry into a whole new business category: paid tools and services for developing mobile apps.
The company is buying the mobile-backend-as-a-service startup (yes, the industry acronym is mBaaS) in a deal that we’ve heard is worth $85 million. [Update: And we're hearing that excludes retention.] Neither company is commenting on the size of the deal, except that Facebook said it’s not “material.”

Parse ToolsParse was founded about two years ago by a small group of seasoned Googlers and Y Combinator alums who got together to build a useful set of back-end tools for mobile developers. They originally called their back-end service, the “Heroku” of mobile in a homage to what was one of YC’s biggest exits to date — the $212 million sale of Heroku to Salesforce.com. They offer services that help mobile developers store data in the cloud, manage identity log-ins, handle push notifications and run custom code in the cloud.
Facebook won the deal amid what we’ve heard was a competitive process with many of other Valley’s other biggest potential buyers. Parse CEO and co-founder Ilya Sukhar said that he chose Facebook over other suitors — without naming names — because the company was a better cultural fit.
“I don’t think any of the other conversations created anywhere near the excitement level that we had for Facebook,” he said in an interview.

Why Parse? Facebook is in a big push to become more relevant than ever to mobile developers. It doesn’t own its own mobile OS like Apple or Google. It doesn’t make its own devices.
Instead, it’s a horizontal social and identity layer that runs through thousands of apps of iOS and Android, in deep custom integrations in devices made by hardware makers like HTC, and in its latest project, Facebook Home.

In that sense, Facebook has to prove value to mobile developers in other ways. Facebook integrations can make apps stickier when users add friends, and the company’s mobile app install ads help developers acquire new users.

Parse DevelopersNow through the Parse deal, the company will be able to offer back-end services for data storage, notifications and user management. This is a brand new kind of revenue stream for Facebook, as the company is keeping Parse’s freemium revenue model. Parse currently has over 60,000 apps and roughly the same number of developers. They focus on monetizing the top 10 percent of their clientele.
“This fills out one of the pillars of Facebook platform that we’ve been thinking about for awhile,” said Facebook’s Director of Product Management Doug Purdy. “Since 2007, the Facebook platform has been about being an identity mechanism with sharing. But over the course of the last six months, we’ve been thinking about how we can help applications get discovered and how they can be monetized.”

He added, “In order to provide the best experience possible, developers also need to build a whole host of infrastructure. Parse is a natural fit. They’ve really just abstracted away a lot of the work necessary to get an app up and running.”

The deal is a big exit for Parse, which had raised just $7 million to date from investors including Ignition Partners, Start Fund, Google Ventures, Menlo Ventures, SV Angel, Data Collective, Yuri Milner, Aaron Iba, Garry Tan, Justin Kan, Chris Fanini, Sean Knapp, Don Dodge and David Rusenko.

As for Parse users, the company says apps won’t be affected in any way, that developers won’t have to integrate Facebook and that existing contracts will be honored. Parse has a freemium model with a basic free version for up to 1 million requests or pushes per month and a limit of 20 bursts per second. A lowest paid version is $199 a month with 15 million requests a month, 5 million pushes per month and a burst limit of 40 per second. Then there’s an enterprise version where the rates are negotiable.

In the long-run, by getting closer to the development process Facebook could increase the likelihood that third-party apps integrate with them and buy their ads. When added to the direct fees Facebook will collect from Parse subscribers, the acquisition could become a critical part of how Facebook earns money from the burgeoning app economy.

Parse has come a long way. In just under two years, we’ve gone from a rough prototype to powering tens of thousands of apps for a very broad spectrum of customers.
Some of the world’s best brands trust us with their entire mobile presence, and a growing number of the world’s brightest independent developers trust us with their next big thing. We couldn’t be happier.
As stewards of a good thing, we’re always thinking about the next step in growing Parse to become a leading platform in this age of mobile apps.
These steps come in all sizes. Most are small and incremental. Some are larger. Today we’re excited to announce a pretty big one.
Parse has agreed to be acquired by Facebook. We expect the transaction to close shortly. Rest assured, Parse is not going away. It’s going to get better.
We’ve worked with Facebook for some time, and together we will continue offering our products and services. Check out Facebook’s blog post for more on this.
Combining forces with a partner like Facebook makes a lot of sense. In a short amount of time, we’ve built up a core technology and a great community of developers. Bringing that to Facebook allows us to work with their incredible talent and resources to build the ideal platform for developers.
We think this is the right way to accomplish what we set out to do. We’re excited about the future of Parse!
Ilya, Kevin, and James
And here’s Facebook’s statement from Director of Product Management Doug Purdy:
Last week, we hosted our first Mobile Developer Conference, where we launched several new products to help mobile developers integrate Facebook: Open Graph for mobile, better Facebook Login, and new developer tools. Today, we’re making it even easier to build mobile apps with Facebook Platform by announcing that we have entered into an agreement to acquire Parse, a cloud-based platform that provides scalable cross-platform services and tools for developers.
By making Parse a part of Facebook Platform, we want to enable developers to rapidly build apps that span mobile platforms and devices. Parse makes this possible by allowing developers to work with native objects that provide backend services for data storage, notifications, user management, and more. This removes the need to manage servers and a complex infrastructure, so you can simply focus on building great user experiences.
We’ve worked closely with the Parse team and have seen first-hand how important their solutions and platform are to developers. We don’t intend to change this. We will continue offering their products and services, and we’re excited to expand what Facebook and Parse can provide together.
The buy seems largely motivated by Facebook's continued interest in conquering mobile, an effort that recently culminated in the release of Facebook Home. Parse provides the social network with a new way to go about its mobile-first mission; it offers the company instant access to a pool of mobile developers who might be more motivated to weave Facebook hooks into their applications. Facebook also will, by continuing to sell and manage Parse's backend services, pick up an entirely new revenue stream and become a service provider of a different kind.

Parse offers a free plan for developers with smaller application audiences, but sells a paid service that starts at $199 per month.

Source :- www.developers.facebook.com, www.techcrunch.com, www.news.cnet.com

Anonymous hacker's bring down North Korean websites for a second time in a week

By : Sachin Kumar Sahu

Hackers associated with the group Anonymous earlier this month demanded that North Korean leader Kim Jong Un step down from power and adopt democracy. The demands went unanswered and the group has subsequently launched a variety of attacks aimed at North Korea’s online properties. Hackers defaced social media accounts and other websites belonging to Pyongyang and mocked Kim Jong Un with images associating him with a pig. Now, for the second time in less than two weeks, Anonymous members have taken down nearly a dozen new North Korean websites.

In an earlier attack, Anonymous hackers were able to seize control of North Korea’s Twitter and Flickr accounts, although the latter has since been deleted. Members have continued to post on the Twitter account, however, suggesting that North Korean officials have not yet regained control.
North Korea Hack

Central news and information site Uriminzokkiri has once again been taken offline, as well as English language news sites minjok.com, jajusasang.com and paekdu-hanna.com. A handful of other North Korean websites were also defaced with the photoshopped image of Kim Jong Un used in earlier attacks.
Anon Kim Jong Un

Anonymous members perviously claimed to have stolen more than 15,000 passwords from Uriminzokkiri users. In an earlier statement, the group revealed that it was working with “operatives” inside North Korea who are aiding in its attacks. As tensions between the U.S., South Korea and North Korea reach an all time high, the hacking collective has vowed to initiate additional cyberattacks in the coming weeks.

Source :- www.bgr.com

Tomb Raider : The Game : 2013

By : LAKSHAY

Tomb Raider : The Game

The Good
  1. Story believably builds Lara up from unsure academic to confident adventures.
  2. Fascinating setting with a rich sense of history  
  3. Intense combat that offers a good deal of flexibility  
  4. Controls make physically overcoming the island's terrain a pleasure  
  5. Good assortment of tombs to raid, relics to collect, and puzzles to solve

The Bad

  1. Forgettable multiplayer component  
  2. Outside of Lara's character arc, story is predictable.

When adventurer extraordinaire Lara Croft raided her first tomb back in 1996, she brought with her an exhilarating feeling of isolation and discovery. Over the years, Lara has continued to venture into parts unknown, taking dark turns and frequently tangling with the supernatural as the series evolved alongside the burgeoning third-person action adventure genre. The gameplay of this series reboot takes a few cues from a current titan of the genre--Nathan Drake and the Uncharted series--but don't let that familiarity put you off. This origin story is a terrific adventure that balances moments of quiet exploration with plenty of rip-roaring action to keep you enthralled from start to finish.


 As Tomb Raider begins, Lara is more an academic than an adventurer. But when she's shipwrecked on an island full of ancient secrets and deadly cultists, she has little choice but to learn how to survive. Lara endures a great deal of punishment early in the game, and though no small amount of that anguish is physical, it's an unpleasant moment in which a man tries to force himself on her that's most harrowing. But as unpleasant as it is, it marks an important turning point in Lara's understanding of just how hard she has to fight to survive. Rather than crumbling under the weight of her physical and emotional struggles, she emerges from them a stronger person. 

It's empowering to witness Lara's journey from the understandably fearful individual she is when she first arrives on the island to the justifiably confident survivor she becomes. Later in the game, when she has proven to the resident cultists that she's not the easily cowed person they mistook her for, she turns the psychological tables on them, letting loose battle cries to strike fear into their hearts. Aspects of the story that fall outside of Lara's character arc aren't as strong; there's a twist of sorts that occurs late in the game that you see coming hours ahead of time, for instance, and the central villain offers little in the way of nuance. But as an introduction to the legendary Lara Croft, Tomb Raider's tale is a success; she emerges as a strong, charismatic and human figure, and you're left eager to see what the future holds for her.

You'd better get used to killing fast, Lara. You're gonna be doing a lot of it.
You'd better get used to killing fast, Lara. You're gonna be doing a lot of it.

Lara's origin story deserves an extraordinary setting, and the island where Tomb Raider takes place does not disappoint. Centuries ago, it was home to a kingdom called Yamatai. Many shrines, temples, statues and other remnants of that history remain, and often, you just want to take in these places, slowly advancing through the darkness, eager to discover what's just outside the light of your torch. The island is a beautiful place, but not every discovery is a pleasant one; Yamatai's dark history is vividly communicated in piles of bones and far more grisly things. On the PC, the lovely sights are even lovelier and the horrifying sights are more horrifying than on consoles. The PC port was handled by Nixxes, and just as their PC release of Sleeping Dogs improved significantly on the visuals of the console versions, the sharp textures in Tomb Raider's PC release make it the definitive way to experience this game. 

The ancient structures of Yamatai now coexist alongside bunkers built during World War II, the wreckage of planes brought down by the storms that surround the island, and the shantytowns and makeshift machinery of the island's current inhabitants. It's a fascinating hodgepodge of the beautiful and the utilitarian; the buildings are believably nestled in their rough natural surroundings, and appear appropriately weathered, damaged, and rusty. The island really feels like a place where people have lived and where great and terrible things have happened. It's a place with many facets; it has claustrophobic caverns and breathtaking vistas, and phenomena like gentle snowfalls, torrential downpours, and fierce, howling winds make it alternately seem like a tranquil place, and a brutal one.

You can enable TressFX if you want to see Lara's hair behave in mysterious ways.
You can enable TressFX if you want to see Lara's hair behave in mysterious ways.

 It's immediately clear that one thing the island is not is safe, so it's a good thing that Lara soon gets her hands on a bow. You acquaint yourself with using it by hunting animals; Lara doesn't have hunger levels you need to manage or any such thing, but the deer, rabbits, crabs and other creatures that call the island home make it feel much more alive. For reasons of their own, the cult that currently occupies the island doesn't exactly welcome you with open arms, so it's not long before you need to turn that bow (and, soon, a pistol, rifle, and shotgun) on humans. Combat is varied and suspenseful; some situations give you the opportunity to take a stealthy approach, sneaking up behind enemies to perform silent kills, or firing arrows into walls to distract them and picking them off from a distance with well-aimed arrows while their comrades aren't looking. During one particularly tense battle in a fog-shrouded forest, patrolling foes hunt you with flashlights; if you can manage to stay unseen, you can shift from prey to predator, using their cones of light to pinpoint their positions and eliminating them one by one. 

Then, there are the all-out firefights. When your presence is known, enemies are smart and aggressive about flushing you out from cover with grenades and Molotovs, which forces you to keep moving and act boldly. Many enemies attack from a distance while others get in close, so you need to be constantly on your toes, switching between your weapons on the fly and evading foes who attack with melee weapons. Dodging and countering melee attacks is easy, but the savage animations of Lara's counters make eliminating those foes who make the mistake of getting too close to you consistently satisfying.

 Source :- www.wikipedia.com, www.asia.gamespot.com,

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