DRM, Crackers, Apple and me. Why I will not get an iPad

by Dan Olivares 30. January 2010 01:30

 

With all of the hype leading up to the ipad release culminating in Valleywag's bounty offer, it was hard not to follow suit and anticipate how awesome a touch screen tablet from apple would be.   I know that I was anticipating it's release.    The marketing succeeded.   It had my attention.   After a few weeks of hearing about it, I thought to myself, "if it is an Apple Mac Computer with OSX on it, I'll definitely be in the market".

After reading the articles and news reports about what an IPad is, however, I don't think it's for me.   Sure, it's nice looking..   ultra portable, has a vibrant screen, and responds to touch..  like an iTouch.  Unfortunately..   it's /too/ much like an iTouch.  In fact, it's simply a larger, faster iTouch.     Take an iTouch, stretch it out..    and you have an iPad.   I know iTouch and iPhones are all the craze now..   but I refuse to get one for various reasons.   Here's 3 of them.


1. Apple wants to say what I can and can't run on the iPad. 

Ahh, the app store.   The App Store is one of the biggest examples of a single content clearing house.  There are a number of benefits to this approach for Apple and relatively few for consumers and developers.  Apple can say what you can run on a device that you purchase.   If you install something un-approved, you void your warranty.   For consumers, this means that there's a single place to go to get content on their iphone.  It's searchable, sufficient for general use, and virus free.    The problem isn't that the App Store exists.  The problem is that it's the /only/ way to do things.    There's no way to download your app and run it(except javascript browser apps) .   One argument that could be made..   is that it reduces piracy for apps.  Piracy is a huge problem with PC/Mac applications so that /seems/ to make sense..     until you search the term 'Iphone App Piracy' on google.    Headlines like: Apple App Store Has Lost $450 Million to Piracy, and  New Iphone App Piracy Statistics reveal try before you buy myth  .    The articles show that, in this case, a single content clearing house is failing to prevent piracy.  Sure, it could be argued that, if the iPhone wasn't jailbroken, then all app piracy would be stopped.   However..    if the iPhone was not locked to the App Store, developers would have a better ability to secure their applications from piracy.    Crackers can always 'break' their DRM schemes..   so, what would at least slow the crackers down is diversity of techniques.    Crackers can currently..   simply pull the app from their jailbroken iphone with a 'certain app cracker' and put it on an app aggregation service.   The simplicity of this makes cracked app publication easy for an average user.

One comment on a forum:
I keep getting an error when trying to crack any application.
The error starts with:
"/var/stash/Applications.SZDqB9/----------/De---ptApp.sh: line 166: 75 Done od -A n -N 4096 -t......"
Please help. Cheers

The comment demonstrates that an average user is running the cracker app and asking for support on a forum.

Tap Fu available in the app storeOne app publisher's piracy story:  Tap-Fu
"As another side note, the wait time for Tap-Fu to show up on the various sites from the time of release was about 40 minutes."

This demonstrates that the piracy argument is pretty lame.  

Next, what happens if Apple decides to close down the App Store?   I purchased an IPod Nano when it came out several years ago.   Not a whole lot of work has gone into ipod games :).  They actually used to exist.   What happens when the next big thing is something different?   How bloated is Itunes going to get? 


2. iPhone apps for a tablet based personal computer are not as useful as personal computer applications.

This one is pretty much a given.   Applications have been around on the personal computer for decades.   Companies have poured millions of dollars into applications to make them useful.    We're starting all over again for the iphone and iPad.  This may be good for apple and competitors of the market leaders in the industry, but this isn't necessarily good for users of the apps.  Pretty much, for a word processor, you have iWork(coming soon), Quickoffice, DocumentsToGo and gOffice.  As far as I know, the open source alternative, OpenOffice will not be available on the iPhone Foot in mouth


3. It's hard to get user and document files onto and off of your iPhone/iPad

Most blog posters mention that one of the only 'official' ways to get user files, like word documents onto your iphone is to put it on your Apple iDisk.   Yay, more $$$ for Apple.

In Conclusion, iPad is not a Personal Computer.   I was really, really, really hoping that it would be one.   For the person who has everything, another 'gameboy' would be great.     The iPad is a bit more like a cross between a digital assistant/business assistant and game console then a personal computer.   The marketing for the device was effective in getting me interested that it was going to be released...   but the actual device itself doesn't suit me well.    For more info on the iPad, please visit Apple's iPad website.

Tags: , ,

Discussion | fail | Rant

Is it bad to want to code? Is coding for free, expensive?

by Dan Olivares 23. November 2009 11:29

A friend of mine, recently mentioned that he gets a bit annoyed when people complain about bugs and demand them to be fixed so they can run their businesses but never offer to support the developers or say "thank you."    

Now, I agree with the statement.   I don't like it when people demand bugs be fixed for free so they can run their business either.  But then, as the conversation continued, it sounded more and more like my friend was confronting me on providing free code and that somehow, I was feeding into the expectation of slave labor.  It got to a point where he told me that what I'm doing is somehow more expensive then people getting paid to code because it feeds the people who expect code for free.   So, the bulk of the rest of this entry will be analysis of why I do what I do, what I think I'm getting out of it and an analysis of the conversation.

So, I guess, to understand why I code on OpenSimulator for free, what I get out of it needs to be mentioned.   I have a core desire to feel productive.  If I'm working on OpenSimulator, I'm producing something and therefore being productive.    I like the fact that I /can/ fix issues in OpenSimulator.   While, it doesn't make me feel superior in any way to anyone else, it makes me feel useful.  I like the community of smart people that surrounds this project.   It's a breath of fresh air knowing that the people that I spend the most time with are big thinkers.   I like the dedication that the community has for this project.  People actually care about how well OpenSimulator performs.  It is evident that people care by the sheer amount of bug reports that we get, the forks that people base on OpenSimulator but extend well beyond or original ideas,  the press that OpenSimulator gets, and the activity of the IRC channels and mailing lists.   This is a fabulous and active community.   If I'm working on OpenSimulator, i'm not bored.  I'm sure that there are more that I havn't thought of yet..    but lets move on. 

So my friend said that he didn't mind contributing code that he developed for himself to an open source project as long as it helped him somehow in something that he's doing.    He required reciprocity.  To which I replied that I didn't really need reciprocity.   As long as I was capable of and had a desire to give code, I would.   He replied with, 'giving is one thing, slave labor is entirely another affair'.    I thought about that for a second..   and then said..    " If you're doing it for other people, then I can see where you are coming from.   If you're doing it for yourself, what they want done..  doesn't really matter the same way. "   (This is one of the reasons..   that I've refused the job offers that I've gotten on OpenSimulator.   Once I take a job on OpenSimulator, it stops being what I want to do and becomes what someone else wants to do that I need to do to survive.   That distinction is important for me and, when I do take a job on OpenSimulator, it will be either an overpaid job, or one of last resort.)

At this point, I want to point out, that I don't think that taking money for working on OpenSimulator is bad.    Everyone who is working on OpenSimulator is doing it for their own reasons, whatever they may be..   from personal enjoyment, to providing a service for money.

So, for me,  if I get all of that from spending hour after hour working on OpenSimulator..     /and/ it helps the project along, it's a win-win for me.  I feel productive. I get to hang out with a great community of developers and enthusiasts.   I get to learn new coding techniques from some of the best systems designers out there.    And, so what if some people are using my work to build a business and make money?  Why should that fact appear in my mind at all?   I'm not doing it for them specifically.  While, I'm empathetic to businesses reporting bugs in OpenSimulator, what I actually work on is a combination of work(including bug fixes) that will improve the OpenSimulator experience for everyone and what tickles my fancy at that moment.  Sometimes, that results in big things..   like MegaRegions..   Sometimes it results in unfinished features..   And, it almost always results in a better experience using OpenSimulator.

Just because I code OpenSimulator for my personal enjoyment, and not for a business, doesn't mean that I'm not getting anything out of it.   So, I guess, for me in retrospect,  that's my reciprocity.  Because I'm getting something out of it, it doesn't seem like slave labor to me.   I can see how business oriented people might look at my situation from the outside and see what I'm doing as slave labor..  but I don't consider it to be.   

Finally, on the topic of what I'm doing being expensive because it feeds the people who expect slave labor 'coding for free'...     Logically, I have a hard time with that statement because for people who expect 'coding for free' not to be fed..   there would have to be no coding being done. No progress or no free download.   The license is BSD-ish, so people can pretty much do what they want with the code.   Does that mean that people should stop paying developers to work on OpenSimulator because it feeds the people who demand slave labor?   To me, whether a developer is coding for free or being paid to code, there is coding being done and the people who want slave labor benefit.   If developers are developing, whether free or paid, the community gets code, the platform gets better and it reinforces that the project is active, innovative, and that people care.  This draws more attention to the project through media and word of mouth which produces more developers to work on it.  It seems to me that being paid to work on OpenSimulator and working on OpenSimulator for free..  are equally expensive in that regard.   To not feed the people who want to benefit from slave labor, you have to prevent them from benefiting..   on a BSD-ish licensed project, the only way to do that is to take away the developers who work on it.  Make them a scarce resource.   If you take away developers producing code, you end up with a non-project.   Which is more expensive?     If you were to compare them to a spiral..     progress and people benefitting..  whether the progress was free or paid..  would be the upward spiral.      No progress..   would lead to the downward spiral..      Is my logic flawed?

 

 

Physical Terse Updates fixed

by Dan Olivares 21. November 2009 13:41

Yay, It turns out that there were two bugs with regards to terse updates.    The first one was in SceneObjectPart.SendScheduledUpdates().    In some cases, it didn't clear the UpdateSchedule using ClearUpdateSchedule().   This means that objects that failed the duplicate test were never getting the m_updateFlag set back to zero.       In this state, the call to ScheduleTerseUpdate would fail because of the m_updateFlag < 1 test.  It would skip entirely over the code that schedules terse updates.

The second update was adding:

Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) ||

to the duplicate check in SendScheduledUpdates().   This ensures that Updates with the velocity <0,0,0> get sent.    Without that, the Zero velocity vector isn't guarenteed to get out.    Thirdly, I added a check in the ODEPrim.Velocity Getter.  If _ZeroFlag, then return <0,0,0> for the velocity.   If _zeroFlag is set, it has come to a rest regardless of what the tiny amount of velocity it might have.   Here, I think the averaging of the previous velocities was working against us.     "returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;"   will return a higher velocity when the object is stopped then it should for the last update with a zero velocity.   This causes the object to keep moving.    The averaging was put in place to make object motion appear more smooth.

 

Tags: , , , , ,

OpenSimulator | BugFix | Discussion

Powered by BlogEngine.NET 1.5.0.7
Theme by Mads Kristensen