Thursday, May 5, 2011

Using Wine on Ubuntu

Note: the screenshots are for Ubuntu 10.04, but the same procedure applies for Ubuntu 10.10 and 11.04
What is Wine?
Wine is a program that offers a compatibility layer allowing Linux users to run some Windows-native applications inside of Linux. Wine is not the ideal. Ideally, you should find native Linux applications. You can use Ubuntu's software package manager to search for easily installable native Linux apps, or you can explore OSalt or Linux App Finder to find alternatives for specific Windows programs.
Not all Windows applications run in Wine. And some that do require extra configuration in order to work. You may want to consult the Wine HQ app database to see if the Windows application you're thinking of installing through Wine will work well with Wine or not. Platinum-rated applications will work with no extra configuration. The example on this page is a platinum-rated application.
Installing Wine
The installation of Wine is the same as for most software. If you don't know how to install Linux-native software in Ubuntu, you should find out first. The package you want to install is called simply wine.
Using Wine

Right-click the setup.exe for the Windows program you want to install. In this example, it's from the Sumatra PDF website, and the installer file is called SumatraPDF-1.0.1-install.exe.
Right-click on the installer and, in the context menu that appears, select Properties.
If you try to open it directly with Wine right now, you'll get a warning about how the file is not set to be executable yet.

Under Permissions make sure Allow executing file as program is checked (or ticked).

Under Open With, select Wine Windows Program Loader
Then click Close

Double-click the .exe installer file.

Do the usual next-next-next you'd normally do with a Windows program installer.

Theoretically, your program should be available in Applications > Wine > Programs. For some reason, in this case, it wasn't, so you can go to Applications > Wine > Browse C: Drive

There you can find the launcher for your program and double-click it (strangely, this one you don't have to manually mark as executable).

Now the program has launched!
Please note
I purposely used Sumatra PDF as an example, because it is a platinum-rated Windows application, and this is just an orientation to the basics of how to use Wine. If you are planning to install a Windows program that is gold-rated, silver-rated, or bronze-rated, be prepared to do some extra configuration, and try to look for a Wine tutorial specific to that application. Or, better yet, find a native Linux alternative instead of using a Windows program.

Wednesday, May 4, 2011

Sony Ericsson Xperia Play review


The PlayStation Phone. We've had quite the intimate history with this gamepad-equipped slider, learning of its secretive existence way back in August and then handling a prototype unit in January, so you'll forgive us for feeling sentimental and still entertaining our pet name for it. The Sony Ericsson marketing gurus renamed it the Xperia Play when it finally went official at MWC this year, but the PlayStation connection remains as strong as ever. Aside from the D-pad, iconic game keys, and two touchpads, this device comes with a little app named PlayStation Pocket, which will be serving up dollops of classic PlayStation One gaming to all those with a taste for it. Yes, the Sony influence is strong with this one, and the Android Market will be joining the fun with Xperia Play-optimized titles from third-party developers. So all we really need to know now is whether the Android smartphone underpinning this smash-bang fusion of old and new school entertainment happens to be any good. Shall we get Started?

Hardware


The gamepad


There's likely little point in us trying to discuss any of the Xperia Play's external hardware before addressing its literal and figurative centerpiece, the slide-out gamepad. A DualShock attached to your smartphone it is not, but you already knew that. The real question is how close it comes to replicating the console experience rather than how well it competes with it. Judged on such terms, the Play acquits itself very well. The digital directional keys are firm with a satisfying amount of travel and the same goes for the face buttons. Squeezed in between them, Sony Ericsson also throws in a pair of analog pads, which react to your input in much the same fashion as the capacitive touchscreen does -- with the big difference being that while you use the pads you're not obscuring any of the action on screen. Each pad has a handy indented dot at its center, helping to orient your thumb without the need to look down.

An Android Menu button on the bottom left is accompanied by Select and Start keys on the right (at least one of these three buttons feels perfunctory as they serve overlapping functions) and there are two shoulder buttons on the outside, where you would usually find the L1 and R1 controls on the proper console gamepad. Some among our staff have taken to calling them flippers, because they're closer to flaps or paddles in their operation than fully fledged buttons. In actual gameplay, we found them a little too sensitive, which caused us to activate them unintentionally a few times and fail almost completely when prompted by one game to press them simultaneously. We succeeded once out of every six or seven tries, such was the capriciousness of their design.

The sliding mechanism responsible for serving up the gaming controls is pretty much flawless. It's spring-loaded, meaning you only need to slide it halfway up or down to achieve the required opening or closing action and it does the rest by itself. Movement is smooth and consistent, and one-handed operation is no problem either. What impressed us most about it, though, was its sturdiness. There's no tilt to the handset, the screen just slides straight up, and that's the way it stays -- perfectly parallel, no matter the violence of our attempts to find any structural flaws. It's clear to see that Sony Ericsson spent a lot of time refining this slider and we're happy to say it lives up to a very high standard of durability -- an absolute necessity when making a button masher's device such as this.

Moving to the top half of the slider, we find a volume rocker, nestled craftily in between the aforementioned shoulder buttons, a power key, and the usual four Android buttons, arranged in yet another innovative formation. For whatever reason, Sony Ericsson opted to swap the Home and Menu buttons' positions up front, leaving our prototype unit looking desperately out of date and us wondering why it had to be done at all. While we've no complaints to proffer about the power and volume keys, we must express our deep discontentment with the Android set. They're quite spongy, meaning they can absorb a lot of pressure before registering a click, which tends to lead to an inconsistent and frustrating user experience. Even more troublesome is the difficulty to differentiate between them by touch alone, forcing you to look down, which is then amplified by the fact they're not backlit. So yeah, the Xperia Play will give you a whole new reason to be afraid of the dark.

Construction

Squeaks and creaks were sadly too readily apparent with the Play, mostly owing to the poor quality of plastics used in its construction. It's a rigid device and, as already pointed out, there's little questioning its internal structure, but there's no getting around the fact that SE didn't blow the budget on procuring the most high-end of shell materials. The rear cover feels brittle, in spite of its flexibility, and the overall glossy aesthetic lends itself to picking up scuffs and scratches easily. The metallic accents aren't to our tastes, either, mostly because they're not made out of actual metal. And if you're not going to at least insert a little bit of premium material or functional utility in your design, why complicate it? Build quality is, therefore, a mixed bag. We get the feeling that after a while the Xperia Play will end up looking rather like The Terminator -- losing its soft and and pathetic outer shell, but revealing some hardcore engineering within. Maybe that'll be a good look for it.


A final note is merited about the Play's dimensions. At 16mm (0.63 inches) in thickness and 175g (6.2 ounces) in weight, this may easily be the chubbiest flagship Android device you're going to see coming out this year. That said, provided you're not too bothered by its heft (and you shouldn't be), it's actually shaped to sit very neatly in the hand. Its curved rear is reminiscent of the Palm Pre, though to the Play's credit it also manages to lie perfectly flat when rested on horizontal surfaces. When opened up into action mode, the whole device again feels nicely thought out and we doubt there'll be a hand size that won't be suited by its shape.

Internals

Allow your curiosity to drag you past the Play's rear cover and you'll be rewarded with a happy surprise -- both the SIM and MicroSD card slots are accessible without removing the battery. Not many phones make it that convenient and another rarely seen asset the Play can tout is a set of stereo speakers. They're not just two mono outputs, there's actually a tiny little sound stage created by them working in tandem. The quality of the audio they pump out isn't going to threaten a set of dedicated speakers, but it's certainly a lot more tolerable than the general mediocrity we're used to from smartphones. Considering the device's entertainment-centric reason for existence, we believe this to be a big strong point in its favor.

In terms of the hardware that makes the wheels go round, the Xperia Play relies on a 1GHz Qualcomm MSM8255 Snapdragon chip, which comes with an Adreno 205 GPU. Neither is a slouch, but it's obvious that more could, and perhaps should, have been included in this bargain. Looking around at the spring / summertime smartphone landscape, a potential Play buyer will be confronted by Motorola's Atrix and Droid Bionic, LG's Optimus 2X and Optimus 3D, Samsung's Galaxy S II, and HTC's EVO 3D -- all of whom tout dual-core SOCs and generous apportionments of RAM. Oh yes, about the RAM. There's only 400MB 512MB of it on the Xperia Play (Update: We double-checked with Sony Ericsson and found that the Play comes with 512MB of RAM, 400MB of which is available for applications to use) . It may seem overly demanding to expect every new smartphone to match up to those benchmark destroyers, but we must remember the Xperia Play is about gaming and games will make use of every last ounce of performance you can give them. As it stands, it's a healthy and sprightly device today, but do be aware of the gathering storm clouds above its future. It's simply not powerful enough for us to give you any assurances about its long-term viability.

We found battery life a little lacking. There's a robust 1500mAh cell inside this handset, but we could only stretch it to about 22 hours under our light use test. It was a day's worth of sporadic use, where checking up on things like Gmail, Twitter and Facebook updates was the phone's most regular exercise. For a comparison, the similarly outfitted -- MSM8255 with Adreno 205 -- Incredible S from HTC managed to squeak past the 50-hour mark in spite of having a battery with 50mAh less juice. Again, both were subjected to light workloads that are unlikely to be representative of everyone's daily routine, but the delta in endurance between the two phones was striking. Not to put too fine a point on it, but something tells us all those software bells and whistles on the Play (hello, Timescape!) are working against Sony Ericsson here. On the bright side, throwing some actual gaming action its way didn't obliterate the battery quite as badly as we feared it might. Our overall impression (from admittedly limited testing) is that this will clearly not be an endurance smartphone because of its software overhead, but Sony Ericsson's promises of five and a half hours of continuous gameplay seem well within reach.

Display

Another thing that's taxing the Play's battery unduly is its screen. The default brightness setting for it is at the very maximum and once you use it for a while, you realize why. It's very dim. We're not talking about it being mediocre or some way short of the best, it's so lacking in brightness that it's borderline dysfunctional. Taking the phone out for an afternoon outside, we couldn't play Crash Bandicoot even on the bus, never mind out in the direct glare of the sun. It's not an unqualified disaster, as viewing angles are pretty wide, the 854 x 480 resolution is decent, and under the right circumstances you can obtain some pleasantly vibrant images from it, but it's still one the worst screens we've seen on a review phone -- hell, review hardware of any kind. This was most apparent to us outdoors when we used it side by side with Sony Ericsson's own Xperia Arc, the latter handset giving us better contrast, saturation, and of course, brightness. Both phones lack an auto-brightness option in their settings, which is a weird omission on Sony Ericsson's part, even if in the case of the Play it'd just be kept at max anyway.

Camera


Speaking of omissions, has anyone at SE HQ heard about the little trend of making 720p video recording a de facto standard feature in high-end Android smartphones? Because, well, the Xperia Play doesn't have it. We know full well that the hardware's capable of it -- a 5 megapixel imager sits round the back, so more than enough pixels can be pulled together to saturate a 1280 x 720 frame, and the 1GHz Snapdragon under the hood pretty much snorts with indignation at the routine task of processing such workloads at 30fps. What gives, we don't know, but the video you do get, recorded at a maximum of 800 x 480, isn't all that great anyhow. The recordings produced during our testing tended to be very soft, with noise suppression algorithms seemingly working overtime to ensure the smudgy appearance. That issue was compounded by poor microphone performance, which muffled and straight up distorted some of the sounds it picked up during recording.

Things look much brighter on the still imaging front, however, where we churned out some highly satisfactory results without requiring an excess of effort. Options on Sony Ericsson's custom software are a little limited, but you can adjust exposure, white balance, and focusing mode, which should still be sufficient for most users. Especially praiseworthy among those controls is the Macro mode on the Play, which allowed us to get seriously up close and personal with some of our subjects. On the downside, the Play's camera struggles to focus in low light and noise is no less an issue here than on most other smartphone sensors. One fanciful idea we had, in the absence of a dedicated physical shutter button, was that Sony Ericsson could have used the right shoulder key to double up as one. It's in just about the perfect location for the task and we can't see anything preventing SE (or some enterprising hackers, perchance?) from hooking it up to the picture-taking software. Overall, it's a decent to good camera with some disappointing video recording tacked on.

Software


PlayStation Pocket

As with the hardware section, we'll get straight to the PlayStation meat of the Xperia Play software matter. Two apps will be of foremost interest here: the not at all confusingly named Xperia Play, which serves as a showcase for Android Market games compatible with the Play's controls, and the PlayStation Pocket, which houses the hallowed PS One games that this new smartphone is so primed to enjoy. For the moment at least, we should probably narrow that down to the singular game, since the Play ships with just the one preloaded classic title, Crash Bandicoot, and the rest of the PS One library is still en route. That puts the Play's launch, coming up on April 1st across Europe, into a rather precarious position. It's supposed to be the bringer of great new entertainments to the thumb-equipped masses and yet we're staring at just one original piece of content upon its release. Bruce Lee, FIFA 10, Star Battalion HD, and The Sims 3 do come preloaded to soften the blow, but they're not exclusive to the Play, and in the particular case of The Sims, don't even benefit very much from the physical controls. Still, they're there and the means to accessing them is actually pretty swish. Opening up the slider kicks you straight into the Xperia Play app, where the games you already have on the device are split out from the list of purchasable compatible titles, meaning you're never more than a slide and a tap away from leaping into action.

Loading times for the games aboard the Play were quite tolerable indeed -- nothing was instant, but only the most impatient of gamer would find them a nuisance. In-game performance also gave us no cause for complaint, with smooth frame rates throughout. The basics look to have been well taken care of. One drawback we should highlight, however, is the fact that most, if not all, PS One games were coded for displays with a 4:3 ratio. That means either zooming or stretching the game in order to fill the widescreen panel on the Xperia Play. Both options are available to you in the settings, but Crash was already looking pretty aliased without us zooming in for a closer inspection. Not an ideal situation, but that's where we find ourselves. At least until Sony decides it's a good idea to drop its vast catalog of PSP games atop this device, then we'll have no such worries.

The gamepad is not abandoned completely once you stray outside the gaming arena, as you're able to navigate through lists with the D-pad and select and cancel things with the X and O keys. It's a somewhat inconsistent affair, as this integration doesn't permeate everything on the Play, but we found it useful in the browser and messaging apps.

Android à la Sony Ericsson

The OS underlying SE's new hero device is of course Android. Version 2.3.2 (aka Gingerbread) is shipping out on retail devices, marking this as one of the first non-Google handsets to come preloaded with Mountain View's latest and greatest. That means much-improved text manipulation thanks to the addition of new selection anchors, a general sprucing up of visuals, and a set of extra APIs with a gaming bent. Wonder why Sony Ericsson wanted to run its gaming device atop this platform, eh? Nonetheless, the company's UI designers haven't been sitting around exercising their thumbs and there's a vast amount of aesthetic tweaking done on top of Android. Almost all of it is for the better, in our opinion, as the whole UI benefits from a look of sophistication and maturity that Android has generally lacked. The phone interface is spacious and welcoming, while the contacts and messaging interfaces are extremely attractive, sensibly laid out, and utterly delicious to scroll through. Talk about optimization! The contacts section can also be navigated more rapidly just by initials and, if you have Twitter accounts associated with your buds' numbers, it shows you a snippet of their latest update, very handy. Moreover, entering individual contacts' pages shows their profile pictures nicely blended with the background, reinforcing the overarching theme of refined design. Thankfully, Sony Ericsson's alterations all look to be skin-deep, giving us some cause to believe the company's pledge that it'll be quick in responding to new Android rollouts from the Google mothership. Time will only tell.

There are some downsides to the skinning efforts on the Play, however, as might be expected. One is the aforementioned issue of the battery seemingly running down quicker than it ought to, which you can always offset by making your own adjustments, but obviously that's no great consolation for those hoping the device would just work like it should straight out of the box. Another thing we noticed was that Timescape, albeit a mere removable widget now instead of the overwhelming leviathan it was on the Xperia X10, was still susceptible to slow performance and even the occasional freeze-up. It remains an extremely graphically demanding tool, what with all its overlays and three-dimensional animations, so that's no surprise, but we still enjoy our user experience more without it than with it. It wasn't entirely alone in showing slowdowns, we experienced a few, very minor, hangups and delays while using the Play, but couldn't find any repeatable bugs to report. It feels a mostly solid build, though it's a little disappointing that the aforementioned smoothness of operation in the customized messaging and contacts apps doesn't carry over to the rest of the UX.

Browser performance is mostly decent, but we've definitely seen faster, whether you're talking other Android devices, Windows Phone 7 or iOS. Pinch-to-zoom and scrolling commands are executed, but in a slightly labored fashion. Aliasing is also apparent when zooming out from pages, not unlike what we saw on the Incredible S recently. Finally, SE's onscreen portrait keyboard is a little too cramped for our liking, with the letters being tall but not altogether wide enough to make for comfortable typing. Sony Ericsson might have done well to just stick with the default Gingerbread provision here.

Wrap-up


We've reached out to Sony Ericsson asking for a roadmap of when we can expect the PlayStation Suite and more PlayStation One titles to roll up on the Xperia Play bandwagon and make it worth joining. As it stands today, on the day of review and the precipice of its launch, the Play is looking out on a pretty barren gaming landscape. The Android titles up for grabs are not exclusive to the device and don't necessarily benefit all that greatly from its unique control scheme, whereas the catalog of classic PlayStation content stops after just one entry.

So with almost no differentiating software of its own, the Play is really relying on the strength of its gamepad to round up willing participants in its gaming revolution. We concur that that's indeed the phone's main strength, with good ergonomics and an extremely durable sliding mechanism. Nonetheless, the poor quality of the screen and good, but not great, hardware spec force us to be reluctant about recommending it as a sage purchase at present. Perhaps it picks up a loyal following, from both developers and fans alike, and within a few short weeks, we're all looking at a device with a rich ecosystem of compelling tailor-made content and a ton of reasons to own it. But as for today? We'd rather spend our cash elsewhere in the Android cosmos and hold out hope for the PlayStation Phone 2.0.

AT&T officially announces HP Veer 4G, available May 15th for $100

Well, it's a bit past May 2nd, but AT&T has now finally officially announced that it will be carrying the HP Veer -- or Veer 4G, as it prefers to call it. The diminutive smartphone will be available on May 15th in your choice of black or white for $99.99 on a two-year contract. That will buy you a 2.6-inch 320 x 400 display, an 800MHz Snapdragon processor, a slide-out QWERY keyboard, a 5 megapixel camera, 8GB of internal storage and, of course, webOS 2.1 for an OS -- all in a package about the size of a credit card. As you might expect, however, that 4G addition does literally come with an asterisk -- the phone itself only has basic HSPA capabilities. Head on past the break for the complete press release.
 
AT&T Goes Small With HP Veer 4G

Exclusive Smartphone for AT&T Customers Available May 15, Packs a Big Experience into a Powerfully Small Design


Dallas, Texas, May 04, 2011

Key Facts

The new HP Veer 4G*, the size of a credit card and no thicker than a deck of cards, will be the smallest full-featured HP webOS smartphone to date and AT&T's** first to run the latest version of webOS software.
Perfect for feature phone or quick messaging phone users looking for all of the features and capabilities of a smartphone without compromising on size and style.
Exclusive in the U.S. for AT&T customers, HP Veer 4G is available in black and white.
HP Veer 4G will be available from AT&T at company-owned stores and online at http://www.att.com/ on May 15 and will cost $99.99 with a two-year contract.
4G Portfolio

AT&T is a pioneer in smartphones and devices, and expects to widen its portfolio in 2011. In January, AT&T committed to introducing 20 4G devices by the end of the year. Available exclusively to AT&T customers, HP Veer 4G will be one of several 4G devices offered in the first half of 2011.

Customer Benefits

With the HP Veer 4G, AT&T customers can have it all – access to the web, apps, social networks and more, all in one powerfully small design. For those who value size, pocketability and style, Veer offers a refreshing alternative to the larger smartphone devices that are currently in the market, without compromising on functionality.

Powered by HP webOS, Veer offers an advanced browser and an incredibly fast processor for a fantastic web experience including Adobe Flash support, plus 8GB of internal user storage and a full keyboard that slides out for fast texting and email. Notifications instantly display messages, reminders, and Facebook® updates on a vivid 2.6-inch touchscreen, with instant messages, texts and pictures from the same person available all in one view.

HP Veer 4G comes preloaded with several popular apps including mobile hotspot and AT&T Navigator. The mobile hotspot functionality*** allows users to share wireless internet connectivity with up to five Wi-Fi-enabled devices while AT&T Navigator**** a GPS-enabled navigation service, is designed to provide you with clear and precise audible and visual turn-by-turn driving directions, including full-color moving maps, using GPS directly from your wireless phone.

In addition, thousands of apps are available at your fingertips in the redesigned webOS App Catalog - social networking, health and fitness, productivity, finance, games-you name it. With Veer, customers are able to keep multiple apps open at once and easily switch back and forth between them. Purchasing apps is now even easier with the addition of carrier billing. Customers can now buy apps on their phone and have it added to their monthly bill with just a tap.

If you need a little help finding your way or locating cool things to do around you, Veer also boasts built-in GPS.

Key Specifications

HP webOS 2.1
3.63 ounces
Tri-band UMTS: 850/1900/2100; HSDPA Cat 10/HSUPA Cat 6
Quad-band GSM/EDGE
800Mhz processor (Qualcomm Snapdragon MSM7230)
2.6-inch multitouch display screen with a vibrant 18-bit color, 320x400 resolution
Slide-out physical QWERTY keyboard
Email and integrated IM, SMS and MMS
Facebook integration, YouTube
Wi-Fi/aGPS capable
5-megapixel camera with extended depth of field, geotagging, and video capture
Stereo Bluetooth (2.1)
8GB internal storage(~6.1GB available)
910 mAh battery; up to 5.0 hours of talk time or up to 300 hours of standby time.
webOS WebKit browser with Flash support
HP Touchstone compatible (sold separately)
To learn more about the HP Veer 4G, visit www.att.com/mobilephones-news.

Quotes

"A large majority of our customers are choosing smartphones but they don't all want the same thing," said Michael Woodward, vice president, Mobile Device Portfolio, AT&T Mobility and Consumer Markets. "HP Veer 4G gives us a highly unique and feature-rich smartphone for customers who want something a 'little' different."

"Veer is introducing the smartphone experience to a new generation of users," said Stephane Maes, vice president of smartphone product management, Palm Global Business Unit, HP. "Its unique combination of high-end webOS smartphone features in a surprisingly compact package is just right for customers who want to do more with less."

*4G speeds delivered by HSPA+ with enhanced backhaul. Available in limited areas. Availability increasing with ongoing backhaul deployment. Requires 4G device and compatible voice and data plans. Learn more at att.com/network

**AT&T products and services are provided or offered by subsidiaries and affiliates of AT&T Inc. under the AT&T brand and not by AT&T Inc.

***Mobile Hotspot Requires a DataPro 4GB plan. Devices connected to your Mobile Hotspot use data from your DataPro 4GB plan. Overage charges apply if the included monthly data allowance is exceeded. Performance may vary depending on the number of devices connected and other factors. If you do not use a password, others will be able to use your Mobile Hotspot connection

****Navigator requires a separate subscription

Limited-time offer. Requires 2 year agmt., $36 activation fee, eligible voice and smartphone data plan. Early termination fee of up to $325. Smartphone Data Plan Requirement: Smartphones require a DataPlus (200MB) or DataPro (2GB) plan. If you exceed your initial data allowance, you will automatically be charged an additional $10 for each additional 1GB provided on DataPro or an additional $15 for each additional 200MB provided on DataPlus. All data allowances, including overages, must be used in the billing period in which the allowance is provided or they will be forfeited. For more details on Data Plans, go to att.com/dataplans. Sales tax calculated based on price of unactivated equipment Other conditions apply. For complete terms, see att.com/wirelessterms.

About AT&T
AT&T Inc. (NYSE:T) is a premier communications holding company. Its subsidiaries and affiliates – AT&T operating companies – are the providers of AT&T services in the United States and around the world. With a powerful array of network resources that includes the nation's fastest mobile broadband network, AT&T is a leading provider of wireless, Wi-Fi, high speed Internet and voice services. A leader in mobile broadband, AT&T also offers the best wireless coverage worldwide, offering the most wireless phones that work in the most countries. It also offers advanced TV services under the AT&T U-verse® and AT&T | DIRECTV brands. The company's suite of IP-based business communications services is one of the most advanced in the world. In domestic markets, AT&T Advertising Solutions and AT&T Interactive are known for their leadership in local search and advertising.

Additional information about AT&T Inc. and the products and services provided by AT&T subsidiaries and affiliates is available at http://www.att.com. This AT&T news release and other announcements are available at http://www.att.com/newsroom and as part of an RSS feed at www.att.com/rss. Or follow our news on Twitter at @ATT. Find us on Facebook at www.Facebook.com/ATT to discover more about our consumer and wireless services or at www.Facebook.com/ATTSmallBiz to discover more about our small business services.

© 2011 AT&T Intellectual Property. All rights reserved. Mobile broadband not available in all areas. AT&T, the AT&T logo and all other marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners.

Nokia Chairman Jorma Ollila to step down next year, complete exodus of old guard

Anssi Vanjoki, Olli-Pekka Kallasvuo, Symbian, and Qt are all either already departed or on their way out of Nokia. It's of little surprise, therefore, to hear that the company's Chairman, Jorma Ollila, will soon be following in their footsteps and clocking out of the Espoo office for the final time. Ollila has been a member of Nokia's Board of Directors since 1995 and in his present position since 1999, however the recent change in direction and leadership at the company has clearly made it unfeasible for him to continue as Chairman. He's expected to step down at some point next year, with Nokia now commencing the search for his replacement.
Nokia

NVIDIA losing ground to AMD and Intel in GPU market share


NVIDIA may be kicking all kinds of tail on the mobile front with its ubiquitous Tegra 2 chipset, but back on its home turf of laptop and desktop graphics, things aren't looking so hot. The latest figures from Jon Peddie Research show that the GPU giant has lost 2.5 percentage points of its market share and now accounts for exactly a fifth of graphics chips sold on x86 devices. That's a hefty drop from last year's 28.4 percent slice, and looks to have been driven primarily by sales of cheaper integrated GPUs, such as those found inside Intel's Clarkdale, Arrandale, and most recently, Sandy Bridge processors. AMD's introduction of Fusion APUs that combine general and graphics processing into one has also boosted its fortunes, resulting in 13.3 percent growth in sales relative to the previous quarter and a 15.4 percent increase year-on-year. Of course, the real profits are to be made in the discrete graphics card market, where NVIDIA remains highly competitive, but looking at figures like these shows quite clearly why NVIDIA is working on an ARM CPU for the desktop -- its long-term survival depends on it.

Apple's 2011 iMac undergoes teardown, shows off fancy new upgrades

Yesterday, you saw the new 21.5-inch iMac fully specced out and up for sale on Apple's online store, and you were even treated to the sight of its 27-inch sibling pushing three displays and 11 megapixels of resolution. Today, you get to witness Apple's latest all-in-one computer fully disassembled. iFixit is doing the honors, as usual, and the investigation starts with the detachment of that familiar LG-produced IPS display and a Sony Optiarc optical drive, followed by the discovery of an Intel controller for the solitary Thunderbolt port on board (there are two on the larger model). Other notables include an AMD Radeon HD 6750M graphics chip and a 2.5GHz Intel Core i5 CPU, but you'll have to punch the source link to see them up close and personal.