Sunday, 13 November 2011

Apple developer booted after revealing iPhone exploit

Security researcher Charlie Miller has been kicked out of Apple's developer program after he revealed details of a security flaw in their iOS operating system. Miller announced the news on his Twitter account yesterday afternoon, saying, "OMG, Apple just kicked me out of the iOS Developer program. That's so rude!" He added, "First they give researcher's access to developer programs, (although I paid for mine) then they kick them out.. for doing research. Me angry."
Charlie Miller is a retired NSA analyst who now works as a researcher for Accuvant and has hacked practically every device made by Apple since 2007. He was responsible for finding the battery hacking vulnerabilities in Apple laptops, and has found and reported countless flaws to Apple in the last few years.
His latest find involves a security hole in iOS that allows applications -- which have been approved and are live on the Apple App Store -- to grab unsigned code from third-party servers. To prove this, Miller created a generic stock checking app that enabled him to tap into his server at home and grab bits of code from his phone, including a list of running processes and the address book. Check out the video below to see it in action:
By submitting his proof-of-concept application Miller violated the Apple App Store Guidelines, specifically sections 3.2 and 6.1 of Apple's iOS Developer Program License Agreement, which cover interfering with Apple's software and services, and hiding features from the company when submitting them.
As a result, Apple terminated his developer license with immediate effect, sending a very clear message to everyone to keep hands off the App Store whether they are would be hackers or security researchers.
"I don't think they've ever done this to another researcher. Then again, no researcher has ever looked into the security of their App Store. And after this, I imagine no other ones ever will," said Miller in an email to Cnet. "That is the really bad news from their decision." Miller had allegedly alerted Apple about the exploit three weeks ago.

Modern Warfare 3 shatters one-day entertainment sales records

The latest installment in the Call of Duty franchise has become the biggest entertainment launch of all time, smashing the previous record set by its predecessor a year ago. Modern Warfare 3 brought in over $400 million in revenue in 24 hours, selling 6.5 million copies in the US and UK.
Call of Duty: Black Ops generated $360 million on opening day last year, again setting a new record that was previously held by a Call of Duty title. In 2009, Modern Warfare 2 sold roughly 4.7 million units in the first 24 hours available, good for $310 million in revenue.
"We believe the launch of Call of Duty: Modern Warfare 3 is the biggest entertainment launch of all time in any medium, and we achieved this record with sales from only two territories," said Activision Blizzard CEO Bobby Kotickt. "Other than Call of Duty, there has never been another entertainment franchise that has set opening day records three years in a row. Life-to-date sales for the Call of Duty franchise exceed worldwide theatrical box office for 'Star Wars' and 'Lord of the Rings,' two of the most successful entertainment franchises of all time."
At this rate, it’s pretty much a given that Modern Warfare 3 will set a new record for five-day sales worldwide. Black Ops did the same by earning $650 million, beating all theatrical box office, book and video game sales records for the same time period.
While the records are impressive, it can be a bit unfair to compare a video game launch to other entertainment releases based on revenue alone. A video game typically sells for $50-60 while a movie, for example, will only set you back $10-15 and many books are under $20.
EA’s Battlefield 3 launched late last year to generally positive reviews from critics. In a conference call to investors, EA CEO John Riccitiello stated that Battlefield 3 had shipped 10 million units within a week of its release, making it the fastest-selling game in EA history.

Call of Duty: Modern Warfare 3 Performance Test


Infinity Ward made me a happy man when they released the first Call of Duty video game back in late October 2003. The gameplay and graphics were awesome. I remember fragging my LAN buddies for countless hours. Those were good times and Activision refused to let them go. CoD's initial success has since ballooned into a multi-billion dollar cash cow with annual refreshes and countless mini-expansions. Despite my interest in the early games, I haven't entirely kept up with the franchise. I played some of Black Ops' single-player campaign last year, but I skipped right over the multiplayer experience. Likewise with 2009's Modern Warfare 2. Don't get me wrong, it's not that they're horrible games, in fact they remain extremely popular but in my book they're just not particularly innovative.
As you've undoubtedly heard, Modern Warfare 3 launched this week and, well, what can we say? The game has reportedly sold a record 9.3 million copies in a single day. It should be noted though that over 50% of those are Xbox copies and less than 4% comprise PC sales, according to VGChartz.

As usual we'll refrain from pretending we've played the game enough to form a comprehensive opinion about it, but external reviews suggest the game is a valid sequel that doesn't bring new elements but instead relies on the same old formula with a few tweaks to deliver an overall fun game to play. PC Gamer concluded about the PC version: "Modern Warfare 3 is linear, badly written and one note. It’s still, from a certain angle, regressive. It’s also fun."
In terms of graphical fidelity, Infinity Ward's latest effort is about as visually appealing as its predecessor, which was about as visually appealing as its predecessor. No, I don't stutter. Unfortunately, the company has focused on optimizing the game for consoles while ignoring PC development for the last five years. If you're itching to see how your DirectX 10 or 11 GPU handles a DX9 engine, then maybe MW3 has something to offer you.

Those playing the game on Xbox 360 will find that it runs at a resolution of 1024x600 with 2x multisample anti-aliasing. Naturally, PC gamers are afforded a broader range of resolutions along with 4x MSAA, but there are few visual enhancements beyond that. Considering our platform of choice, it's disappointing to see the lack of progress.
For obvious reasons we kept Modern Warfare 3 in our shortlist of games to benchmark once it was out. But once we got it, we asked ourselves, should we even bother? We finally decided to give the series one last spin. Let's compare some in-game screenshots before moving on to the benches.

Screenshots: MW2 vs. MW3
Below are some screenshots comparing Modern Warfare 3 to its 2009 predecessor, Call of Duty: Modern Warfare 2. You can click each image for a detailed 2560x1600 shot. Because they're two different games, it's impossible to get identical shots, therefore we have done our best to make the comparisons as similar as possible. We understand this is a crude method, but the results speak for themselves.

Here we focused on sniper rifle scopes. Please note that these images are completely unaltered. This is how they appear at 2560x1600. MW3's visuals are near to identical to those of MW2. The texture quality is very much the same and so is sharpness and AA.


Here's a shot of ground textures. While MW2 looks much better in my opinion, the quality of the textures does vary from scene to scene. Overall, they're about even.


MW3's vegetation looks very poor. It could just be because I've recently tested Crysis 2 with high res-textures along with Battlefield 3, but the vegetation seen above is not of 2011 standards. Even when compared to the older version, we feel the graphical quality of MW3 is questionable at best.


The textures used for the environment vary during the game, however I feel there was more detail throughout the MW2 single player campaign -- including the walls seen above. It seems like there was greater care taken to make certain aspects of the game seem unique.


Finally, the character models aren't much different -- though we can admit that they look great for a DX9 title. Graphics aside, it's worth noting that this guy makes an appearance as a sniper in both games. Pure coincidence we're sure.

Testing Methodology
We tested Modern Warfare 3 with 18 graphics cards spanning all price ranges and we installed the latest drivers available -- neither AMD or Nvidia updated their drivers for this game. We hate to keep taking jabs like this, but we imagine it's because they didn't have to.
Fraps was used to measure frame rates during a minute of gameplay from the second single-player mission of the first act. The performance was measured from the beginning of the mission, having played through the first few acts the frame rates here seemed to be about as low as they go.
We tested the game at three resolutions: 1680x1050, 1920x1200 and 2560x1600 using the maximum in-game quality settings.
Gamers will want MW3's image quality settings on "native" rather than "extra," which seems counter-intuitive. This setting should actually be called image size rather than quality. "Extra" forces the game to downscale the resolution to 85% and then upscale it to 100%. This is a cheap way of getting extra performance without sacrificing as much quality as you would by permanently lowering the resolution, but it looks extremely blurry and I highly recommend you use native. Also, be aware that reviews showing cards like the GeForce GTX 570 hitting 150fps at 2560x1600 are using the lower quality "extra" setting.

Test System Specs
- Intel Core i7 2600K
- x2 4GB G.Skill DDR3 PC3-12800 (CAS 8-8-8-20)
- Asus P8P67 Deluxe (Intel P67)
- OCZ ZX Series 1250w
- Crucial RealSSD C300 256GB (SATA 6Gb/s)
- GeForce GTX 580 (1536MB)
- GeForce GTX 570 (1280MB)
- GeForce GTX 560 Ti (1024MB)
- GeForce GTX 560 (1024MB)
- GeForce GTX 550 Ti (1024MB)
- GeForce GTX 480 (1536MB)
- GeForce GTX 470 (1280MB)
- GeForce GTX 460 (1024MB)
- GeForce GTS 450 (1024MB)
- GeForce 9600 GT (1024MB)
- Radeon HD 6970 (2048MB)
- Radeon HD 6950 (2048MB)
- Radeon HD 6870 (1024MB)
- Radeon HD 6850 (1024MB)
- Radeon HD 5870 (2048MB)
- Radeon HD 6790 (1024MB)
- Radeon HD 6750 (1024MB)
- Radeon HD 6670 (1024MB)
- Microsoft Windows 7 Ultimate SP1 64-bit
- Nvidia Forceware 285.62
- ATI Catalyst 11.10

1680x1050 - Gaming Performance
At 1680x1050, it seems virtually any semi-modern gaming-oriented graphics card can manhandle Call of Duty: Modern Warfare 3. The mid-range, four-year-old GeForce 9600 GT managed to average 37fps. The Radeon HD 6670, which we usually consider too gutless for gaming, mustered 30fps. Even the GTS 450 and HD 6750 earned 46 and 48fps.
Moving up the graph, the results quickly ascend beyond 60fps and there are a few points to note. The HD 5870 outpaced the 6950 by 5fps while the GTX 560 Ti was just 2fps slower than the 6950. The high-end HD 6970 and GTX 480 were just 3fps faster than the 5870, while the GTX 580 captured the top of our performance chart with 110fps.

In comparing MW3 to MW2, we found the older game to be more demanding in our test as the HD 6950 was 10% faster in MW3, while the GTX 570 performed 8% better.

1920x1200 - Gaming Performance
Cranking the dial up to 1920x1200 knocks the low-end HD 6670 out of the picture with only 22fps, while the obsolete GeForce 9600 GT narrowly escaped the 20s frame rates. The GTS 450 and HD 6750 also resided in 30-40fps territory. All three cards delivered less than ideal, but still playable frame rates.
The HD 5870 outranked the 6950 again by 4fps, placing it alongside the GTX 480. While it's interesting to see where the cards land amongst their peers, every modern mid-range or high-end product aced the 1920x1200 benchmark. The GTX 580 claimed the top of our graph with 94fps.

The higher resolution allowed us to record a greater variation in performance between MW3 and its predecessor as the HD 6950 and GTX 570 were 12% and 9% faster in the newer version.

2560x1600 - Gaming Performance
At 2560x1600 most of the budget GPUs are unable to deliver desirable frame rates, though it doesn't take a monster graphics card to achieve playable performance either. The GTX 460 and 560 still crossed the 30fps threshold while the HD 6850 managed 43fps. The GTX 560 Ti, GTX 470 and HD 6870 rendered 50fps while anything on par with the HD 5870 will average more than 55fps. The GTX 580 was the only card to exceed 60fps.

The performance margin between MW3 and MW2 was further exacerbated at 2560x1600. The Radeon HD 6950 was 21% faster in MW3 while the GTX 570 scored 9% better.

A Lot in Common with its Predecessors
Just as we anticipated at the beginning of this article, Call of Duty: Modern Warfare 3 looks identical to its two-year-old forerunner. Considering its current state, we have to wonder if we even need Modern Warfare 3 on PC. At the full retail price of $59.99, I don't believe so. Judging by its graphical progression and overall content, MW3 is more of an expansion than a new game and Activision shouldn't be charging anything beyond DLC rates. Despite my feelings towards MW3's stagnant PC development, it shattered sales records selling 9.3 million copies on launch day. But with a small minority of that representing PC copies, the good news is that few gamers purchased this sloppy console port, and I suspect many who did promptly sought a refund.
If you're still intent buying MW3 on PC, you should be able to scrape by with nearly any modern entry-level gaming hardware. The fact that an $80 Radeon HD 6670 can deliver 30fps at 1680x1050, while the obsolete GeForce 9600 GT provides 37fps, really says it all. If you're aiming for 40 frames or better, you'll only need a $120 GTS 450 or $100 HD 6750.

Those that argue the lower-quality graphics are a good thing because games like Battlefield 3 are too demanding confuse me. There's nothing stopping anyone from playing BF3 on budget hardware, they simply need to lower the graphics to MW3 levels and they will receive similar performance. As we found when testing Battlefield 3 recently, the high quality visuals merely allow those with higher-end hardware to enjoy the game even more.
After all, if graphics are irrelevant, why did we ever leave CoD MW2 (not that it really feels like we have) or even the original CoD for that matter. That game was awesome and they could have just kept producing DLC content forever. As a huge fan of the earlier Call of Duty titles I'm disappointed with this latest release as it continues to head in the same direction as Black Ops -- somewhat of a downward spiral, you could say.

Jailbreak for iOS 5.0.1 is out: iPhone 4S, iPad 2 need not apply

apple, iphone, ipad, ios, jailbreak, sn0wbreeze, redsn0w
Another version of iOS, another jailbreak. The iHacking community has been on a roll lately, releasing jailbreaks in record time for virtually all iterations of iOS 5, even throughout its months in beta. The latest jailbreak for iOS 5.0.1 is not without caveats however, so please read carefully before continuing.
The latest versions of redsn0w and sn0wbreeze can be used to perform a tethered jailbreak for all models except the 4S and iPad 2. iPhone 3GS users may still enjoy being untethered, provided they have an older boot rom installed.
A tethered jailbreak means if your iPhone or iPad are restarted, the user must reconnect the device to a computer running a jailbreak utility. If the device is not plugged in at boot time, it will not boot into iOS successfully. This is opposed to an untethered jailbreak, where your phone or tablet can be freely restarted without any ill effects.
Despite the obvious shortcomings, BigBoss' semi-tethered jailbreak patch partially solves this problem. Verified to work with 5.0.1, SemiTether allows your device to reboot without being plugged in albeit with limited functionality. Users of this method can make calls, text and run third-party web browsers from the App Store. However, this somewhat liberating method also breaks certain features like the native Mail app, mobile Safari, jailbreak tweaks, most apps and Cydia. If this happens, the device must be taken home, plugged into a computer with redsn0w and restarted the old-fashioned, tethered way.
Another limitation are compatible models. Any iPhone or iPad running Apple's new dual-core A5 chip have been immune thus far to known jailbreaking methods. That includes the 4S and iPad 2. The iOS hacking community has admitted that working around the A5's on-die boot rom poses an enormous hurdle, but we can be sure there are people currently hard at work trying to solve this conundrum.
Well known iOS hacker, MuscleNerd, recommends, "Jailbreakers and unlockers should avoid today's 5.0.1 until a flow for downgrading to 5.0 is developed.". His concern stems from Apple's recent ability to "flip a switch" at any given time which could render existing, untethered jailbreaks useless. The old practice of saving your SSH blobs alone is not enough to guarantee you can restore your phone once this happens.
Dev-Team Blog had this to say about Apple's new trick:
This will only affect restores starting at iOS5 and onward, and Apple will be able to flip that switch off and on at will (by opening or closing the APTicket signing window for that firmware, like they do for the BBTicket).  geohot’s limera1n exploit occurs before any of this new checking is done, so tethered jailbreaks will still always be possible for devices where limera1n applies.  Also, restoring to pre-5.0 firmwares with saved blobs will still be possible (but you’ll soon start to need to use older iTunes versions for that). Note that iTunes ultimately is *not* the component that matters here..it’s the boot sequence on the device starting with the LLB.
Instructions for jailbreaking can be found here.

Skyrim reviews are in: you might never leave home again

The Elder Scrolls V: Skyrim is only a few hours away and being one of the year's most anticipated titles, it's no surprise that the wire is buzzing with launch info. There's so much news, in fact, that we'd be doing you an injustice by focusing on any given topic. Instead, we've compiled a list of noteworthy happenings around the Web that should help keep your eyes off the clock if you've already preordered or help you make a final decision if you're still on the fence.
Podcasts and Videos
Gone are Oblivion's awkwardly rigid character movements. The fourth installment of the Skyrim team diaries podcast was posted this week, offering a look at the development of the game's animation engine. "It was really tough trying to imagine how you kill a dragon. It's pretty much a dinosaur," said  Jangjoon Cha. "How do you kill a dinosaur with, essentially, a toothpick?" The podcast is accompanied by a video clip that showcases various combat animations.
Developer Interviews
Wired and Joystiq have published two separate, yet equally intriguing interviews with Bethesda. The former reveals that Skyrim can produce an infinite number of quests based on your game status, while the latter covers a smattering of topics, including the challenges that studios face when creating a PC game. "From a technical standpoint, yes, the PC is a headache. It just is. A million different possibilities of hardware, drivers, etc." said VP of Marketing Pete Hines.
Review Roundup
It seems the embargo date on reviews has lifted with more than a dozen sites sharing their perspective on the game. The consensus? It's everything you've been dreaming about and more. Or as Videogamer puts it: "if you have any long term commitments like say, a job or friends or a significant other, we suggest you ring them to make your excuses now..." Here are some review links: GiantBomb, PC Gamer, Joystiq, Game Informer, RPGamer, Eurogamer, Shacknews, Wired.
Preorder Deals & GeForce Beta
If you haven't preordered yet, there's still time to save a few bucks through Direct2Drive, which is offering Skyrim for $53.95. We haven't found any other preorder deals (share them if you have), but it's worth noting that if you purchase the game through non-digital channels, you'll get a free map. If you've already pulled the trigger, you might want to install the GeForce 285.79 Beta (32/64-bit), which has a SLI profile for Skyrim and an "excellent" 3D Vision compatibility rating.

iOS 5 has hidden panoramic camera, autocorrect bar


apple, ios 5, panoramic camera, autocorrect keyboard, iphone hacks
Developers recently discovered a couple of hidden features in Apple's iOS 5. Of the new surprises, panoramic picture mode for the iOS camera app and an Android-like autocorrect bar for the on-screen keyboard make an appearance. Both items can be enabled without jailbreaking your iPad or iPhone, but not without a few initial steps.
Hidden features in iOS are an unusual find, but iOS hacker, Sonny Dickson, was responsible for unearthing an "Android-like" autocorrect bar Thursday morning. In fact, the autocorrect  bar is so "Android-like", it may explain in part Apple's reservation to include it as a production feature. Enabling this hidden gem requires a simple .plist file edit but since Apple does not allow a way to access to the file system, it requires a couple of steps (instructions below).
On Monday, another iOS developer, Conrad Kramer, stumbled upon an interesting discovery which enabled panorama mode for the iOS camera app. Because apps already exist which do this, taking panoramic photos on your iPhone or iPad is not a novel idea, but this is the first time anyone has seen this feature grace the native camera app.
To enable panorama for iOS 5, the instructions will look similar to this:
  • You must have a program able to manipulate iPhone/iPad backups, such as iBackupBot
  • Open the latest backup with your software
  • Navigate to:  /Library/Preferences/com.apple.mobileslideshow.plist  inside the backup
  • Open/edit the file to inlcude:
         EnableFirebreakYES   under the   DiskSpaceWasLow   value.
  • Export/save the file
  • Restore the backup to your phone
To enable the keyboard autocorrection feature, follow the same steps but edit a different .plist file:
  • You must have a program able to manipulate iPhone/iPad backups, such as iBackupBot
  • Open the latest backup with your software
  • Navigate to:  /Library/Preferences/com.apple.keyboard.plist   inside the backup
  • Open/edit the file to inlcude:
          KeyboardAutocorrectionListsYES
  • Export/save the file
  • Restore the backup to your phone

Adobe stops mobile Flash development and will focus on HTML5

flash, adobe, html5, adobe flash
In a rather unexpected move, Adobe has told developers that it no longer plans to develop future versions of its Flash Player for mobile browsers, and will instead focus on HTML5 and other web technologies. ZDNet broke the news earlier today but it has since been confirmed in an official blog post at Adobe's website. The last version of Flash Player for mobile devices will be 11.1, which is due out soon for the BlackBerry PlayBook and Android devices.
The company had long touted the benefits of Flash over HTML5 but not everyone agreed -- most notably Steve Jobs, who maintained that Flash media streaming technology isn't suited for use on low-power mobile devices. Following Apple's decision to leave Flash out of their popular iPhone and iPad devices, web developers quickly started moving away from Flash to HTML5 -- or at least ensuring support for HTML5 alongside Flash.
"Over the past two years, we've delivered Flash Player for mobile browsers and brought the full expressiveness of the web to many mobile devices," said Danny Winokur, Adobe's vice president of interactive development. "However, HTML5 is now universally supported on major mobile devices, in some cases exclusively. This makes HTML5 the best solution for creating and deploying content in the browser across mobile platforms."
Besides increasing their investment in HTML5, Adobe said it will put resources toward giving Flash developers the tools to turn their Flash files into native apps for mobile operating systems with Adobe AIR. The company also reassured users that it would continue development on Flash Player for the desktop, with version 12 already in development.
But the decision still raises a question mark over the future of Flash on desktop PCs. Dropping mobile Flash support could limit the appeal for developers to continue supporting the platform on their desktop sites. Meanwhile, Flash's receding relevance on the web as a result from this might discourage users from installing the plug-in on their machines, especially considering the somewhat frequent security and performance issues it has been known for.
That said, Flash isn't dead yet and Adobe believes it still has a place in gaming with its support of hardware accelerated 3D graphics. On the mobile front, however, Android device makers will have to stop advertising the "full" web as an advantage over iOS. Judging by Apple's iPhone and iPad sales, it seems a lot of consumers never cared much about Flash anyway.