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Facebook Doesn't Know What It Does With Your Data, Or Where It Goes (vice.com) 59

em1ly shares a report from Motherboard: Facebook is facing what it describes internally as a "tsunami" of privacy regulations all over the world, which will force the company to dramatically change how it deals with users' personal data. And the "fundamental" problem, the company admits, is that Facebook has no idea where all of its user data goes, or what it's doing with it, according to a leaked internal document obtained by Motherboard. "We've built systems with open borders. The result of these open systems and open culture is well described with an analogy: Imagine you hold a bottle of ink in your hand. This bottle of ink is a mixture of all kinds of user data (3PD, 1PD, SCD, Europe, etc.) You pour that ink into a lake of water (our open data systems; our open culture) ... and it flows ... everywhere," the document read. "How do you put that ink back in the bottle? How do you organize it again, such that it only flows to the allowed places in the lake?" (3PD means third-party data; 1PD means first-party data; SCD means sensitive categories data.)

The document was written last year by Facebook privacy engineers on the Ad and Business Product team, whose mission is "to make meaningful connections between people and businesses," and which "sits at the center of our monetization strategy and is the engine that powers Facebook's growth," according to a recent job listing that describes the team. This is the team that is tasked with building and maintaining Facebook's sprawling ads system, the core of the company's business. And in this document, the team is both sounding an alarm, and making a call to change how Facebook deals with users' data to prevent the company from running into trouble with regulators in Europe, the US, India, and other countries that are pushing for more stringent privacy constraints on social media companies. "We do not have an adequate level of control and explainability over how our systems use data, and thus we can't confidently make controlled policy changes or external commitments such as 'we will not use X data for Y purpose.' And yet, this is exactly what regulators expect us to do, increasing our risk of mistakes and misrepresentation," the document read. In other words, even Facebook's own engineers admit that they are struggling to make sense and keep track of where user data goes once it's inside Facebook's systems, according to the document. This problem inside Facebook is known as "data lineage."

Comment It WAS harmful in practice until ... (Score 0) 677

I wish I could show you some code that I and others had written in the late sixties and early seventies. The term "Spaghetti Code" was invented to describe the flow charts that were made to document the code. Those charts actually looked like a bowl of spaghetti. There's nothing like it today.

Maintaining code like that was some of the most tedious and frustrating (and sometimes fruitless) work I've ever done.

That all changed with the invention of structured programming (which, btw, does NOT mean "top-down modular"). Today, everyone writes structured code, though they don't know it. But at the time, it was revolutionary. There were even reactionaries who folded their arms and staunchly refused to ever code that way.

When I first learned it, my whole world view changed. Coders were walking around with glassy eyes, amazed that the world had changed so quickly. You have no idea.

Structured programming was the first systematic rejection of goto statements. But even then, it wasn't total. Gotos were still allowed for error conditions. They said, "When there's an error, anything is allowed".

Comment It was a different world (Score 0) 230

When I started coding in 1966, the only device on my desk was a telephone. Nobody had ever heard of a monitor, and the only keyboards were on keypunch machines (those were the machines that punched holes in cards).

To write a program, you filled out a large form with your code and sent it to the keypunch department. The next day, you got back a deck of cards. You couldn't really do anything with those cards except pass them on to the man who operated the IBM 7044. But first you had to add some more cards to the beginning of the deck to instruct the computer on what to do - such as invoke the FORTRAN compiler, link the result, and run it.

The next day (two days after you wrote the code), you'd get back a printout and two card decks: your original source deck and an object deck (what we now call the object file). The printout (the "listing") showed the results. If there were any compile errors, you repeated the process. It could take a week to get a clean compile.

Lots of things could slow you down. Sometimes I'd get my job back with a note from the operator that said "looping". That meant that he, on his own, had decided that my code was in an infinite loop and had cancelled the job. Those old computers ran only one job at a time - the operator couldn't run my job until yours was finished. So he often had nothing to do but stare at all those flashing lights. When the pattern of flashes repeated itself over and over, he decided that it must be in a loop. Whenever I submitted a large sort, I had to include a note saying "Don't cancel for looping".

I could go on and on. But I remember the day when I experienced the future. I got a consulting job in 1974 to develop code for a Datapoint 2200 (the precursor to the Intel microprocessors). It had a screen and a keyboard and astounded me with instant results. I was so grabbed by the process that I spent a solid seven hours at that computer oblivious to everything but coding and testing. I collapsed on the office couch at the end of that day, but eventually I got used to it. I had no idea at the time, but I had just experienced a typical day in the life of the new developer.

PC Games (Games)

DC Universe Online To Launch January 11th 49

Sony Online Entertainment has announced that their long-awaited superhero MMO DC Universe Online will be launching on January 11th in the US and January 14th in the UK. The game will be available for Windows and the PlayStation 3. Massively recently wrote up their impressions from the beta test, and a preview at The Escapist said this of the combat: "Based on my early experiences, the action of DCUO is a lot of fun. You can lock onto targets, but there is no auto attack button. To take down enemies, you must click a button to punch or fire a ranged attack. The brawler-style action feels like a wham-bang comic book. Scenery is not just difficult terrain; picking up barrels and tossing them at your foes is sometimes necessary for tough encounters. Leveling up your skills unlocks combos, with varying effects that can interrupt enemies from pulling off that devastating fire breath or stunning punch. ... The only downside with such frenetic combat is that the keyboard and mouse interface isn't really conducive to all this action. It's hard to follow up nine short left clicks with a long right button click. While I was visiting SOE's offices, I was able to play with a PS3 controller, and this control scheme was preferable."

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