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CrunchGear -
18 hours and 59 minutes ago
Kudos to Comcast for embracing the year
2009. The nation’s largest—and quite possibly worst—ISP has finally
committed itself
to deploying 100 mbps broadband beginning this year. That will make the FCC happy, what with
the loft goals it set with its National
Broadband Plan. It’s also good news for people who know their way around things like
Usenet—taps nose like a spy. Will it be affordable, though?
The big rollout will happen within the next 12 to 18 months. Most, if not all, of Comcast’s
customers will be able to sign up for the super-fast service. You can thank DOCSIS 3.0 for that.
Price may be an issue. Right now, Comcast offers 100 mbps down/15 mbps up service to business
customers in the Minneapolis/St. Paul area for $369 per month. There’s no way you’re
going to convince residential customers in this economy to shell out nearly $400 a month
for Internet access, no matter how fast—that’s the price of two car payments. Now
you’d have to figure that not even Comcast would be that silly to charge that kind of money
for residential Internet access. I don’t know what’s involved with business-level
Internet access at Comcast, but presumably it comes with free ostrich egg omelets once a week.
For comparison’s sake, I
already have 100 mbps Internet access from Cablevision, an ISP in the New York area. For $100
per month I get 101 (!) mbps down/15 mbps up. I am, in fact, able to max out my connection when
using Usenet (I have Newsdemon). But a fair warning to
people who think the Internet is magically going to fly once they hop aboard the 100
mbps train: it won’t. Sites like YouTube are still dog-slow, Gmail isn’t any faster
than it is using your regular broadband connection. In a sense, you’re faster than what
these sites can handle. That will change over time, of course, but don’t think getting 100
mbps is going to change your life if all you do is check your Facebook and watch the occasional
YouTube clip.
It’s sorta weird: sites won’t upgrade their capacity until there’s enough
people with super-fast connections to make it worth their while, and it may not be worth it to
the average person to upgrade, and perhaps pay $100 per month, until it’s worth
their while.


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GameSetWatch -
19 hours and 29 minutes ago
With this year's Game Developers Conference
in San Francisco complete, organizers have been collecting the event's substantial volume of
visual documentation.
This volume chronicles many of the speakers who highlighted the main conference tracks during
GDC, part of the UBM Techweb Game Network (also this website's parent company), from inspiring
creative manifestos to in-depth discipline-specific talks.
These include notables such as Blizzard's Rob Pardo and keynote speaker Sid Meier of
Civilization fame, as well as last-minute secret speaker addition Will Wright (The
Sims), and many more from the over 450 GDC speakers this year.
An earlier roundup collected images from the Independent Games Festival Summit, Pavilion, and
Awards.
Game Developers Conference 2010 Sessions
These pictures capture moments from a wide variety of talks, drawn from the considerable official GDC photo archive.
Firaxis design legend Sid Meier (Civilization, Pirates!) headlined this year's
conference with his keynote "The
Psychology of Game Design (Everything You Know Is Wrong)."
...and fellow design legend Will Wright (The Sims, Spore) closed out the show with his
sprawling and fascinating "The
Metaphysics of Game Design," initally presented under the pseudonym Phaedrus.
Warren Spector (Deus Ex, Epic Mickey) waxed curmudgeonly about the dangerous of
obsessing over progress during this year's incarnation of the annual invitation-only "Lunch
With Luminaries" event.
These game developers just can't wait to confer at the Game Developers Conference! Soon, they
will get their chance.
How does Blizzard make so much money? It's the game design! Rob Pardo (World of Warcraft,
StarCraft II) "explains
it all" in a practical development lecture.
"You'll love our new game this much," gestures Peter Molyneux (Fable II, Fable III) in a
detailed talk explaining the Fable series genre metamorphosis.
Much like the children, connectivity is our future. A panel of esteemed game developers
consisting of, from left to right, Jason Holtman (Valve), Brian Reynolds (Zynga), Ray Muzyka
(BioWare), Min Kim (Nexon America), and Rob Pardo (Blizzard) discuss what
it all means.
Much like connectivity, free games are our future. Kristian Segerstrale, founder of social game
developer Playfish (Pet Society, Who Has the Biggest Brain?), argues that the game
industry
shouldn't fear the concept of "free."
Moscone Center's North Hall is overrun by game developers at the Game Developers Conference!
Noted game designers Jenova Chen (Thatgamecompany), Kim Swift (Airtight Games), Heather Kelley
(Kokoromi), and Erin Robinson (Wadjet Eye Games) battle to the death novelty prize with game
designs based on "real-world permadeath" during this year's
Game Design Challenge. (Spoiler alert: Chen wins.)
Denki's Gary Penn was just one of numerous presenters at this year's Microtalks session, three of
whom are highlighted in
Gamasutra's coverage of the event.
Veteran game designer Brenda Brathwaite (Wizardry series, Train) explains how board
games led her to dump electricity and learn to love design.
"We're all doomed," Chris Hecker doesn't actually really claim as he reflects on the potential
dangers of
gaming's nightmare scenario in his talk "Achievements Considered Harmful?"
"Now that was some mighty fine conferring," these people are probably thinking as they decompress
during this year's evening Speaker Party.
[More pictures of the Game Developers Conference as a whole, taken by Vincent Diamante, are
available on the Official GDC Flickr
stream.]


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Boing Boing -
20 hours and 4 minutes ago
British bug-killing company Rentokil recently put out a press release containing made-up numbers
about the prevalance of bug infestations on public transport. The missive — "2,000 bugs
taking a ride in every train compartment", parsed one quality daily — resulted in widespread
condemnation. Especially on Twitter, where Rentokil went from zero to defensive in record
time....

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Guardian Unlimited -
20 hours and 10 minutes ago
Talks with the Unite union to avert tomorrow's three-day strike by cabin crew are 'hanging by a
thread'
Attempts to prevent a weekend strike by British Airways cabin crew are set to enter their final
day after senior figures at BA and the Unite trade union continued to wrangle over a compromise
deal last night.
The BA chief executive, Willie Walsh, and the joint general secretary of Unite, Tony Woodley,
were attempting to draw up a document that would allow the union to suspend a three-day walkout
due to begin tomorrow.
It is understood that the face-to-face talks at the TUC headquarters in London started badly
yesterday morning when Walsh submitted a new offer that was flatly rejected by Woodley. Walsh,
angered by the damage that the dispute has wrought on the airline, claimed that the threat of
strike action had cost the national carrier £27m and led to the loss of 103,000 passengers.
However, some of their differences over the latest BA offer appear to have been surmounted by
yesterday evening, leaving just a few outstanding issues to be settled. Nonetheless, sources
close to the discussions warned that the talks were "hanging by a thread" with the first BA cabin
crew strike in 13 years no more than 24 hours away.
BA has pledged to fly 65% of its passengers to their destinations by using a fleet of chartered
jets and 1,000 volunteer cabin crew.
Earlier this week, Woodley said Unite would suspend the strike if BA put a previous formal offer
to the union back on the table. BA had withdrawn that offer last Friday after Unite set strike
dates for the three-day walkout starting tomorrow, and a further four days of industrial action
starting on 27 March.
Problems remain for Walsh and Woodley even if they do hammer out an agreement that allows for a
temporary suspension of industrial action. Representatives of Bassa and Cabin Crew 89, Unite's
cabin crew arms, have warned that they might not recommend the compromise.
The earlier BA offer included a three-year pay deal and the partial repeal of the staffing cuts
that triggered the dispute.
Meanwhile, train passengers will learn today whether the first national rail strike in 16 years
is likely this Easter when the RMT union announces the result of a signallers' ballot.
Maintenance workers at Network Rail, have already voted in favour of a strike.
Dan Milmoguardian.co.uk © Guardian News & Media Limited 2010 | Use
of this content is subject to our Terms & Conditions | More Feeds

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TimesOnline: Britain -
20 hours and 27 minutes ago
Rail and air bosses were locked in a trial of strength with union leaders last night as industrial
action threatened to bring transport chaos in the run-up to Easter.  
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Techno-Science.net -
21 hours and 28 minutes ago
Les scientifiques regardent pour la première fois la météo à
l’intérieur de la plus grosse tempête...
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"Bloody-Disgusting" -
22 hours and 19 minutes ago
Arriving on DVD April 20th is Michael Lander's Peacock, which features the star studded
cast: Cillian Murphy, Ellen Page, Susan Sarandon, Keith Carradine, Bill Pullman and Josh Lucas. In
the thriller John Skillpa, a quiet bank clerk living in tiny Peacock, Nebraska, prefers to live an
invisible life. Then, in a moment, everything changes. A train caboose runs off its tracks and
crashes into John's backyard and destroys more than the weathered planks of his wood fence. When
neighbors descend on the scene, they discover John's other personality, Emma, for the first time
and mistakenly believe her to be John's wife. This launches John into the glare of the spotlight
and eventually shatters the delicate balance of his sanity.
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Generation Nouvelles Technologies -
1 days and 2 hours ago
NEW YORK, March 18, 2010 /PRNewswire/ -- - Des changements dans les attitudes des consommateurs par
rapport à l'environnement, la culture et l'interconnexion sont en train de créer de
nouveaux modes de voyage L'industrie du voyage ...
|
Boing Boing -
1 days and 3 hours ago
Dollyhead Books says, "A musician has spoken today of his shock at being removed from a train for
'behaving suspiciously' by writing a list of songs which included the band name The Killers." Tom
Shaw was travelling on a South West Trains when he began writing a list of song titles which his
band The Magic Mushrooms would play at a forthcoming gig. But the 25-year-old was approached by two
security staff employed by the train company and asked to leave the train at Fareham railway
station. Mr Shaw, who works with young people with learning difficulties, said that they told him
he had been behaving suspiciously and asked him to explain the list he had been writing.
Independent: Man thrown off train over Killers gig list...

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Suchablog -
1 days and 3 hours ago
Le
géant de l’internet (et futur maitre du monde) Google serait en
train de travailler sur un projet intitulé Google TV aux cotés de Sony,
Intel et Logitech. Un boitier fonctionnant sous Android serait actuellement en
développement et pourrait être intégré directement dans un
téléviseur.
Sony s’occuperait évidemment de la partie téléviseur, Intel de la
partie processeur avec ses Atom, et Logitech serait en charge de développer une
télécommande équipée d’un petit clavier.
Le but étant d’intégrer sur nos téléviseurs une
interface qui offrira un accès à Google, YouTube, Picasa, Gmail, Twitter,
Facebook et sans doute d’autres applications qui verront le jour très bientôt.
Un kit de développement sera d’ailleurs mis à disposition des
développeurs d’ici environ deux mois. (via le NY Times)
Become the master of the world : ✓ Check
|
CiteULike: Borelli's watchlist -
1 days and 4 hours ago
J Exp Biol, Vol. 212, No. 17. (1 September 2009), pp. 2721-2729.
The compound eye of the bee is an array of photoreceptors, each at an angle to the next, and
therefore it catches an image of the outside world just as does the human eye, except that the
image is not inverted. Eye structure, however, tells us little about what the bee actually
abstracts from the panorama. Moreover, it is not sufficient to observe that bees recognise
patterns, because they may be responding to only small parts of them. The only way we can tell what
the bee actually detects is to train bees to come to simple patterns or distinguish between two
patterns and then present the trained bees with test patterns to see what they have learned. After
much training and numerous tests, it was possible to identify the parameters in the patterns that
the bees detected and remembered, to study the responses of the trained bees to unfamiliar patterns
and to infer the steps in the visual processing mechanism. We now have a simple mechanistic
explanation for many observations that for almost a century have been explained by analogy with
cognitive behaviour of higher animals. A re-assessment of the capabilities of the bee is required.
Below the photoreceptors, the next components of the model mechanism are small feature detectors
that are one, two or three ommatidia wide that respond to light intensity, direction of passing
edges or orientation of edges displayed by parameters in the pattern. At the next stage, responses
of the feature detectors for area and edges are summed in various ways in each local region of the
eye to form several types of local internal feature totals, here called cues. The cues are the
units of visual memory in the bee. At the next stage, summation implies that there is one of each
type in each local eye region and that local details of the pattern are lost. Each type of cue has
its own identity, a scalar quantity and a position. The coincidence of the cues in each local
region of the eye is remembered as a retinotopic label for a landmark. Bees learn landmark labels
at large angles to each other and use them to identify a place and find the reward. The receptors,
feature detectors, cues and coincidences of labels for landmarks at different angles, correspond to
a few letters, words and sentences and a summary description for a place. Shapes, objects and
cognitive appraisal of the image have no place in bee vision. Several factors prevented the advance
in understanding until recently. Firstly, until the mid-century, so little was known that no
mechanisms were proposed. At that time it was thought that the mechanism of the visual processing
could be inferred intuitively from a successful training alone or from quantitative observations of
the percentage of correct choices after manipulation of the patterns displayed. The components were
unknown and there were too many unidentified channels of causation in parallel (too many cues
learned at the same time) for this method to succeed. Secondly, for 100 years, the criterion of
success of the bees was their landing at or near the reward hole in the centre of the pattern. At
the moment of choice, therefore, the angle subtended by the pattern at the eye of the bees was very
large, 100-130 deg., with the result that a large part of the eye learned a number of cues and
several labels on the target. As a result, in critical tests the bees would not respond but just
went away, so that the components of the system could not be identified. Much effort was therefore
wasted. These problems were resolved when the size of the target was reduced to about the size of
one or two fields of the cues and landmark labels, 40-45 deg., and the trained bees were tested to
see whether they could or could not recognise the test targets. 10.1242/jeb.030916
Adrian Horridge

|
Eurosport -
1 days and 9 hours ago
 Thierry Henry serait-il en train de voir le bout du tunnel?
Après un bon match en Liga le week-end dernier, le capitaine de l'équipe de France a
été titularisé en pointe mercredi soir en Ligue des champions par Josep
Guardiola. Il en a aussi profité pour effectuer une petite mise au point.
|
AccessOWeb : News Web 2.0 -
1 days and 9 hours ago
D'après le New York Times, Google serait en train
de travailler sur un projet de Google TV.
Pour cela, un boitier serait en préparation, ce dernier tournerait avec une version
d'Android, et des partenaires seraient déjà partant pour l'aventure.
Bon, concrètement, que va nous apporter la Google TV. J'aurais tendance
à dire pas beaucoup plus que certains savent déjà faire. On parle donc de
transposer le Web sur la TV donc d'accéder à Youtube, Picassa, Twitter, faire des
recherches, etc ... du surf quoi, mais rien de bien innovant sachant que certaines marques de TV
d'aujourd'hui nous proposes déjà ce genre de choses, soit depuis un boitier de type
médiacenter soit directement depuis la TV
Logitech serait sur les rangs pour fournir son savoir faire en matière de
télécommande, clavier, etc ...
On va attendre pour voir, cette Google TV devrait d'abord être
distribué aux US.
Article original écrit par Philippe LAGANE et publié sur AccessOWeb

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sciences -
1 days and 10 hours ago
Download the attachment
Et aussi... Daniel Cohn Bendit et le «surdéni de démocratie»; Gorillaz
prend le train des régionales en marche...
|
Charts in France.net - Actualité musicale -
1 days and 10 hours ago
Le groupe indépendant américain Train, dont l'excellent morceau commence à
tourner sur nos ondes, publiera son nouvel album en France en mai (et sur les plateformes de
téléchargement légal à partir du 26 avril). La formation se produira
par ...
|
Puissance-Nintendo -
1 days and 11 hours ago
Nous avons pris l'habitude au cours des années, depuis que Sony a fait son arrivée
sur le marché des consoles de jeu, de voir la firme japonaise copier sans honte Nintendo.
Aujourd'hui c'est de nouveau à l'un de ces fameux copiages auxquels nous avons le droit,
mais en plus, une vidéo nous montre Kevin Butler en train de se moquer de Nintendo et de
Microsoft.

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GameSetWatch -
1 days and 12 hours ago
[In his latest column for GameSetWatch, UK writer and journalist Fraser
McMillan discusses Valve's seminal first-person action title Half-Life 2, examining and revisiting the
smart design decisions behind the classic game.]
I've just finished Half-Life 2 for the first time. It has taken me three attempts - once on Xbox
360 and twice on PC - to see Valve's defining game to its conclusion. That this relatively minor
feat took so long is entirely my fault, ironically a product of the impatient wish to blast
through as quickly as possible.
Two and a half years after I initially booted it up, the end credits rolled. The final, completed
playthrough attempt lasted less than a week, and I'm glad I bit the bullet and experienced it
this way.
Not that it was anything like a chore; by taking things at my own, or, more accurately, Valve's
pace, I had time to absorb the world and explore its nooks and crannies, my eyeline expertly
guided by the seemingly omnipotent hand of City 17's creators.
I finally understand why everyone has waxed lyrical about Gordon Freeman's second adventure for
the last half-decade or more. Conducive to this is the fact that my tastes have matured, and my
thoughts on games delved into deeper, more analytical territory. Articulating why I liked X and
disliked Y is no longer particularly hard in most cases.
When I can't explain these, it's usually because I was baffled by just how terrible each element
of the design was. On a handful of occasions, though, it's a sign that what I played was so
confoundingly fantastic that my critical brain didn't even attempt to kick in. This is the
position I'm in now. Deconstructing Half-Life 2 feels wrong in a way, like teasing a dog with
some food only to scoff it yourself. It shouldn't really be done because it's against the nature
of the beast and could cheapen the experiences of all involved. It's not even entertaining; just
perversely, cruelly compelling.
Half-Life 2 is designed so as to not appear designed. That's ostensibly odd, but makes a
surprising amount of sense. A lot of effort has been poured in to create the impression of
effortlessness. Most of what we do, see or hear in Half-Life 2 feels distinctly of our own
volition. If not in the act itself, the mere observation of incidental detail off the critical
path is a component of the illusion of presence and agency, even though each individual's journey
will, in the end, be effectively identical to other players'.
This facet of its design makes itself known from the instant the G-Man's face fades out to reveal
an unexceptional train car. As well as evoking the timeless introduction to its predecessor, this
scene serves to create the illusion of reality; of an ambient world that exists beyond just our
interfacing with it.
Airborne robots which we'll later come to despise fly by the carriage, inspiring curiosity. A
fairly normal looking landscape passes increasingly slowly as the vehicle comes to a halt. Our
two co-passengers occupy themselves, one waiting eagerly for the doors to open as the other sits
opposite, dejectedly staring into nothingness. We can talk to the latter or leave him be. As
we're let off, the former sighs; "Well, end of the line."
With this sequence, Valve instantly and very tangibly contend that though this remains a
Half-Life game, it's one of an evolved character. They turned the first-person-shooter on its
head with that first title, Citizen Kane-ing the genre to an extreme degree, but the setting
allowed the team to concentrate on a specific goal without concerning themselves much with the
outside world.
Forced to emerge from the secluded comfort zone of Black Mesa, the sequel establishes itself as
both successor and pioneer from the off, and continues in this mould for much of its duration. It
should be noted at this point that it's not perfect but - Freeman's basking in the adulation of
every NPC notwithstanding - Half-Life 2's universe is absolutely convincing.
Not through the kind of emergent systems that make Far Cry 2's war-torn state so wonderfully
plausible, but in an entirely different and equally valid manner, one that single-handedly
authored a rigorous and, ultimately, highly successful template for linear video games that is
still being ignored to this day.
It's all in creating an illusion of substance and openness and propelling the player through it
at whatever pace is required. A lot of elements of Half-Life 2 feel dynamic in nature despite
being at least somewhat intended or even heavily scripted.
The odd set-piece is obnoxiously predictable, but in a franchise that lives and breathes on these
cues it's astounding how sparse these are. Allow yourself to be engulfed in the sly deception and
these fade into such insignificance it's laughable. Many modern releases remain patronisingly
transparent without anything close to such a sustained barrage of both subtle and overwhelming
instances.
It's equally incredible when you realise just how paper thin the mirage is. Hang around too long
in one spot or put on the blinkers and dash through and it's all too easy to break, but even when
compelled to do so it's tough not to be rapidly, subconsciously re-immersed. We're the hapless
cobras rising from the basket as Valve expertly play their tune, transitioning from staccato to
legato when appropriate.
The reminders that this is a fully realised world continuously flow towards us, and by
alternately sticking to convention and craftily subverting our expectations of what video games
are, Half-Life 2 capitalises on our gullibility to this effect. How clever I thought I was by
navigating over to the beach hut using painstakingly arranged miscellany and my trusty old
gravity gun. Empty, besides some assorted junk and a small item crate. The ammunition it
contained was already maxed out in my inventory.
At first I was scandalized; how dare you, Valve, how dare you so gratuitously undermine my
efforts? Then I realized that my impression of this place as a cohesive, unified land that simply
exists had been augmented. My irritation morphed into unabated admiration. Why does there have to
be an explicit reward for venturing into a hidden or ostensibly unreachable spot? My prize was
much more interesting.
Merely paying attention also pays dividends both in terms of the strength of the universe and the
narrative. Peering through the view-box in the door you'll see something that often leads to far
more questions than answers, but which also fleshes out the core experience. Keeping your eyes
peeled means you can witness things that have the capacity to alter your perception of the City
and its inhabitants or prepare you for a challenge ahead.
It's unlikely that many players have seen all of these, but both static and active environmental
incidentals can frighten, inform, bait or warn. Some allow us to begin filling in the gaps
ourselves in imagined ways. We begin to construct an image of who lived in this cell by its
contents, what prompted that piece of graffiti or what unspeakable things must have befallen that
rotting corpse in the viaduct. It happens infrequently enough to make the player feel special, as
if they're the only one to have observed such details. Again, these can prompt the same reaction
as a totally unscripted emergent event, but within a much more solid framing than any games of
that particular propensity are likely to achieve any time soon.
I've noticed that actual examples of the virtues I've cited are somewhat lacking from this
article. Perhaps, though, this stems from the broader effect of believability that Half-Life 2 so
decisively realises. It already presents the most attractive science fiction setting yet seen in
our medium, but the manner in which it shapes our experiences in such gentle and minor ways is
its crowning achievement.
My failure to cherry pick the most impressive of these idiosyncrasies is indicative only of its
intransigent formula. Memories of my time with the game are not necessarily of these individual
pieces, but of the great chunks of the puzzle they gelled into. Firm authorial control in games,
Valve have proven, can also relax when properly timed. The most important lesson we can
extrapolate from Half-Life 2 is that if you're going to force us down a linear path, you should
do your utmost to make it feel as far away from this reality as possible. Maybe it's obvious
advice, but it's one that far too few have taken onboard over the years.


|
Mashable! -
1 days and 14 hours ago
Amazon has just added a major new platform to its Kindle arsenal: Mac. The free
application lets you read ebooks on your computer, including those you’ve purchased
previously from Amazon.
Like its applications for iPhone
and iPod touch, BlackBerry,
and the PC, Kindle for Mac is
designed to sync with your Kindle device, so if you’re reading an ebook on your Mac, you
can pick right up where you left off when you’re reading from your Kindle on the train.
Kindle for Mac can be downloaded from Amazon’s website now, but note, it requires Mac OS X 10.5 or above. In a
statement, Amazon says that full text search and the ability to create and
edit notes and highlights will be added in the near future.
The addition of a Mac app was expected, and gives Amazon a presence on yet another key platform.
Next up will almost certainly be an iPad app, a move that will be closely watched since Apple
will be launching its own “iBooks” app that makes iPad a direct competitor to Kindle. With
iPad hitting stores on April 3rd, expect Amazon to get its app out the door in short order.
Tags: amazon kindle, apple, ebooks,
Kindle, mac


|
Presence PC - Actualites -
1 days and 21 hours ago
 Selon plusieurs rumeurs et des photos publiées sur un forum chinois, Microsoft serait
en train de travailler sur une Xbox 360 Slim et nous avons la photo de ce qui semble être sa
carte mère.
|
Psssst! -
1 days and 21 hours ago
Auteur: Lugalle
Posté le: 17 Mar 2010 19:24 (GMT -4)
Sujet Réponses: 10
Ah! le monde merveilleux des tinamis…
Durant 200 ans on s’est fait fourrer à l’os par des entrepreneurs du secteur
privé.
Alors quand on en a eu notre voyage, on s’est élu des gouvernements forts qui
n’ont de comptes à rendre qu’à la population et qui ont livré: de
l’électricité pas chère, de l’assurance-santé qui nous
fourre pas et toutes sortes de choses du même acabit.
Et les zasties de libéraux sales à Krollebitche* sont en train de tout câlisser
ça à terre grâce aux morons de la Beauce† et de
Québec qui votent tout croche (sans compter l‘argent et le vote
ethnique).
* «Petites frisettes» en marollien.
† La Beauce est la région du Québec au plus bas taux de
scolarité.
_________________
Поскольку я
имею ответов на
все
вопросы…
|
Unification France -
1 days and 22 hours ago
Mark Stern, le président de SyFy, a laissé entendre au Hollywood Reporter
que la chaîne serait en train de réfléchir à la création d'une
troisième série pour la franchise Battlestar Galactica.
- Infos
Battlestar Galactica
|
Presence PC - Actualite Composants -
1 days and 22 hours ago
 Selon plusieurs rumeurs et des photos publiées sur un forum chinois, Microsoft serait
en train de travailler sur une Xbox 360 Slim et nous avons la photo de ce qui semble être sa
carte mère.
|
Presence PC - Actualites -
1 days and 23 hours ago
Selon plusieurs rumeurs et des photos publiées sur un forum chinois, Microsoft serait en
train de travailler sur une Xbox 360 Slim et nous avons la photo de ce qui semble être sa
carte mère.
|
Gamersyde -
1 days and 23 hours ago
Voilà quelques jours que nous avions laissé passer le train des images de Red Dead
Redemption. On le reprend en route en vous proposant, non seulement la fournée du jour, mais
aussi celles que nous avions malencontreusement laissées échapper. Une fois encore,
une belle invitation au voyage pour la fin du mois de mai. MAJ 2 : Ajout d'une galerie d'images en
720p.
|
Suchablog -
2 days and 2 hours ago
Selon tout vraisemblance, Google serait en train de déployer sur certains
utilisateurs la nouvelle version de son moteur de recherche annoncée en novembre 2009.
Une nouvelle page de résultats avec un menu latéral
agrémenté d’icônes serait au programme, ainsi qu’un
nouveau logo disponible sur la page d’accueil de Google.com…
Screenshots disponibles dans la suite de ce billet.
Voyez-vous déjà ces résultats de recherches chez vous ? Le nouveau Logo ?
Depuis longtemps ?
|
Actualité Tom's Guide FR -
2 days and 3 hours ago
 La
rumeur veut que Microsoft soit en train de préparer secrètement une version Slim de
sa Xbox 360. Une photo des entrailles de la possible future console a été
postée sur un forum chinois.Disposition des portsCelle-ci est sensiblement plus petite que
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