Hackaday is pretty much spot on: http://hackaday.com/2015/07/14...
There's always posturing for PR before BlackHat and DEFCON. This was to get the researcher's name on people's radar.
Many a competent unix sysadmin could come up with something similar.
What's hilarious is that despite how easy it would be to make something like this, the "researcher" just bought a yagi antenna and posed for a picture. They didn't even bother to point the yagi antenna towards the ground, for that matter.
It's preferable for the car that is struck to not release its brakes. Basic physics. The more the struck car moves, the more injuries from the passengers in it. Also, the struck car moves and hits another car, etc.
The struck car's momentum is what mitigates the impact for its occupants. Ideal would be deploying a system to keep the struck car from moving at all. Mercedes has a braking system they've been testing that would probably do the job. It's basically an airbag on the bottom of the car, with a very high friction surface.
Wire transfers are extremely common in Europe; virtually instantaneous, cheap, etc. Customers can do them themselves, person to person.
Here in the US? Anywhere from a day to WEEKS for absolutely no legitimate reason. You generally need a teller or branch manager to do it. At least $5; $40 if the transaction ends up going through the Fed.
It's 2015. Why does transferring money in the US take more than a minute and a few cents?
The first thing everyone does when they learn OpenGL is texture map a map image in rectangular coordinates to a 3d sphere. Have fun.
/* Apply a texture image, a planetary map in a simple cylindrical
projection in RGB format*/
texture_map (const char *fname)
GLint width, height;
image = LoadRGBImage (fname, &width, &height, &format);
info ("Texture image: width = %d, height = %d, format = %x\n",
width, height, format);
glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, width, height, 0,
format, GL_UNSIGNED_BYTE, image);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
solid_sphere (GLdouble radius, GLint slices, GLint stacks)
GLUquadricObj *obj = gluNewQuadric();
gluQuadricDrawStyle (obj, GLU_FILL);
gluQuadricNormals (obj, GLU_SMOOTH);
gluQuadricTexture (obj, GL_TRUE);
glNewList (Sphere, GL_COMPILE);
gluSphere (obj, radius, slices, stacks);
define_globe (const char *teximage, float radius)
solid_sphere (radius, 36, 18);