from the puzzling-evidence dept.
a_nonamiss writes "The Cleveland Plain Dealer is reporting today on new forensic analysis by audio scientists Stuart Allen and Tom Owen on a recently discovered audio tape from the Kent State shootings. The analysis suggests that four shots from a .38-caliber pistol were fired 70 seconds before the National Guard opened fire on a crowd of student protesters, killing four and wounding nine others. The alleged shooter, student Terry Norman, was hired by the FBI to take photos of the protesters. It has been known for some time that he had a .38-caliber pistol on his person the day of the shootings, but he has always claimed that the gun was not fired during the protest, a claim that was backed up in sworn testimony from authorities at the time."
from the infinitely-small-infinitely-fast dept.
storagedude writes "Flash drive capacities have been expanding dramatically in recent years, but this article says that's about to change, in part because of the limits of current lithography technology. Meanwhile, disk drive densities will continue to grow, which the author says will mean many years before solid state drives replace hard drives — if they ever do. From the article: 'The bottom line is that there are limits to how small things can get with current technology. Flash densities are going to have data density growth problems, just as other storage technologies have had over the last 30 years. This should surprise no one. And the lithography problem for flash doesn't end there. Jeff Layton, Enterprise Technologist for HPC at Dell, notes that as lithography gets smaller, NAND has more and more troubles — the voltages don't decrease, so the probability of causing an accidental data corruption of a neighboring NAND goes up. "So at some point, you just can't reduce the size and hope to not have data corruption," notes Layton.'"
stickyboot writes: The independent games developer Wolfire describes why they decided to use OpenGL indead of DirectX. The article mainly discusses the marketing strategies behind DirectX and how the API became so popular. It also goes over why a developer would choose OpenGL over DirectX and what this decision means for the gamer.