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Submission + - MS Exchange Anti-Malware crashes due to year 2022 (bleepingcomputer.com)

Kalper writes: Bleeping Computer reports: "Microsoft Exchange on-premise servers cannot deliver email starting on January 1st, 2022, due to a "Year 2022" bug in the FIP-FS anti-malware scanning engine. ... Security researcher and Exchange admin Joseph Roosen said that this is caused by Microsoft using a signed int32 variable to store the value of a date, which has a maximum value of 2,147,483,647. However, dates in 2022 have a minimum value of 2,201,010,001 or larger, which is greater than the maximum value that can be stored in the signed int32 variable, causing the scanning engine to fail and not release mail for delivery."
Image

How Famous OS Logos Got Started 103

Shane O'Neill writes "Ronald McDonald and the NBC Peacock may get more TV air time, but today's operating systems have cool logos, too. Google, Apple, Microsoft and the Linux crowd crafted mascots ranging from cute lizards to circles of life. In this slideshow, we look at the origins of the logos and look ahead to their future."
Graphics

Small, High-Resolution LCD Monitors? 370

An anonymous reader writes "I'm a veteran user of an old 17" Dell Trinitron CRT monitor. I run it at 1400x1050 with an 80Hz refresh rate — about as high as it goes before it'll go out of the monitor's scan range. More recently I've been looking to finally upgrade to an LCD monitor but found that, for the most part, every 17" monitor on the market runs natively at 1280x1024, as does every 19" monitor — I have to go for a 20" to go higher. Now yes, I know I'm complaining about just 120 pixels horizontal and 26 pixels vertical, but my laptop's 15" display runs natively at 1400x1050. Is there any standalone monitor on the market that'll natively do higher than 1280x1024 without killing my desk space?"
The Almighty Buck

A Look At the Tech Behind Burnout Paradise 44

Eurogamer sat down with Richard Parr and Alex Fry of Criterion Games about the evolution of the technology behind Burnout Paradise , and how they engineered a complex, open world across multiple platforms. "Criterion's method of exacting the most performance from the new architecture isn't so much about threading as such, it's all about parallelization. Rather than lump different game aspects onto different threads (where massive latencies can build as each processor waits for the other to finish its work), game code is highly optimized to make use of what processors are available at any given moment on whatever target hardware, and by choosing the all-important balance points, the experience is like-for-like on all platforms. High-level management code that is unique to each platform then processes the game code according to the hardware that is available." The first part of their Q&A session has also been posted.

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