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An app like Bannersnack is something you never think you need — until you do. Designed by a digital marketer from Romania, Gabriel Ciordas, the app was originally called FlashEff and was used to create Flash banners for online marketers. Over time, however, HTML5 and graphics overtook Flash and the company pivoted to offering easy-to-use design tools for marketers and business owners.
The service is free to try and costs $7 a month 30 static images; $18 a month gets you embedded banners with full analytics. The company is completely bootstrapped and has been working in the space since 2008.
“Bannersnack has always been self-funded. We built our resources step by step, as our business grew together with our efforts. We think it’s fair to say that we worked for every penny we’ve ever gotten and further invested it back into growing our business,” said Ciordas.

The service has 100,000 monthly users who create 180,000 visuals a month. They offer standalone graphics as well as responsive HTML5 images. The most interesting tool, the Banner Generator, creates banners in multiple sizes instantly, freeing business owners up to do what they do best: sell stuff.

Again, it is rare to see a product so focused on a single, important niche, and Bannersnack fits the bill. While you could fire up Pixelmator and try to make your own banners, this tool is surprisingly pleasant to use and works quite well.
“Our main objective is to empower marketers, designers, and business owners, while reshaping the way agencies and businesses create visuals for their marketing purposes,” said Ciordas. After all, not everyone has the skills or talent to create flashing banners featuring exciting mortgage reduction opportunities and free iPad sweepstakes.
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Security companies Fortinet and Kromtech found seventeen tainted Docker containers that were essentially downloadable images containing programs that had been designed to mine cryptocurrencies. Further investigation found that they had been downloaded 5 million times, suggesting that hackers were able to inject commands into insecure containers to download this code into otherwise healthy web applications. The researchers found the containers on Docker Hub, a repository for user images.
“Of course, we can safely assume that these had not been deployed manually. In fact, the attack seems to be fully automated. Attackers have most probably developed a script to find misconfigured Docker and Kubernetes installations. Docker works as a client/server architecture, meaning the service can be fully managed remotely via the REST API,” wrote researcher David Maciejak.
The containers are now gone, but the hackers may have gotten away with up to $90,000 in cryptocurrency, a small but significant amount for such a hack.
“Today’s growing number of publicly accessible misconfigured orchestration platforms like Kubernetes allows hackers to create a fully automated tool that forces these platforms to mine Monero,” said a writer of a report by Kromtech. “By pushing malicious images to a Docker Hub registry and pulling it from the victim’s system, hackers were able to mine 544.74 Monero, which is equal to $90,000.”
“As with public repositories like GitHub, Docker Hub is there for the service of the community. When dealing with open public repositories and open source code, we recommend that you follow a few best practices including: know the content author, scan images before running and use curated official images in Docker Hub and certified content in Docker Store whenever possible,” wrote Docker’s head of security David Lawrence in a Threatpost report.
Interestingly, of late hackers have moved from attacking AWS Elastic Compute servers on Amazon’s platform to Docker and other container-based systems. While there are security systems available to manage Docker and Kubernetes containers, users should remain vigilant and assess their vulnerabilities before hackers get more of an upper hand.
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Avast has found that many low-cost, non-Google-certifed Android phones shipped with a strain of malware built in that could send users to download apps they didn’t intend to access. The malware, called called Cosiloon, overlays advertisements over the operating system in order to promote apps or even trick users into downloading apps. Devices effected shipped from ZTE, Archos and myPhone.
The app consists of a dropper and a payload. “The dropper is a small application with no obfuscation, located on the /system partition of affected devices. The app is completely passive, only visible to the user in the list of system applications under ‘settings.’ We have seen the dropper with two different names, ‘CrashService’ and ‘ImeMess,’” wrote Avast. The dropper then connects with a website to grab the payloads that the hackers wish to install on the phone. “The XML manifest contains information about what to download, which services to start and contains a whitelist programmed to potentially exclude specific countries and devices from infection. However, we’ve never seen the country whitelist used, and just a few devices were whitelisted in early versions. Currently, no countries or devices are whitelisted. The entire Cosiloon URL is hardcoded in the APK.”
The dropper is part of the system’s firmware and is not easily removed.
To summarize:
The dropper can install application packages defined by the manifest downloaded via an unencrypted HTTP connection without the user’s consent or knowledge.
The dropper is preinstalled somewhere in the supply chain, by the manufacturer, OEM or carrier.
The user cannot remove the dropper, because it is a system application, part of the device’s firmware.
Avast can detect and remove the payloads and they recommend following these instructions to disable the dropper. If the dropper spots antivirus software on your phone it will actually stop notifications but it will still recommend downloads as you browse in your default browser, a gateway to grabbing more (and worse) malware. Engadget notes that this vector is similar to the Lenovo “Superfish” exploit that shipped thousands of computers with malware built in.
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The first thing to understand about media-sharing app Rapchat is that co-founder Seth Miller is not a rapper and his other co-founder, Pat Gibson, is. Together they created Rapchat, a service for making and sharing raps, and the conjunction of rapper and nerd seems to be really taking off.
Since we last looked at the app in 2016 (you can see Tito’s review below), a lot has changed. The team has raised $1.6 million in funding from investors out of Oakland and the Midwest. Their app, which is sort of a musical.ly for rap, is a top 50 music app on iOS and Android and hit 100 million listens since launch. In short, their little social network/sharing platform is a “millionaire in the making, boss of [its] team, bringin home the bacon.”
The pair’s rap bona fides are genuine. Gibson has opened or performed with Big Sean, Wiz Khalifa and Machine Gun Kelly, and he’s sold beats to MTV. “My music has garnered over 20M+ plays across YouTube, SoundCloud and more,” he wrote me, boasting in the semi-churlish manner of a rapper with a “beef.” Miller, on the other hand, likes to freestyle.
“I grew up loving to freestyle with friends at OU and I noticed lots of other millennials did this too (even if most suck lol) … at any party at 3am – there would always be a group of people in the corner freestyling,” he said. “At the same time Snapchat was blowing up on campus and just thought you should be able to do the same exact thing for rap.”
Gibson, on the other hand, saw it as a serious tool to help him with his music.
“I spent a lot of time, energy and resources making music,” he said. “I was producing the beats, writing the songs, recording/mixing the vocals, mastering the project, then distributing & promoting the music all by myself. With Rapchat, there’s a library of 1,000+ beats from top producers, an instant recording studio in your pocket, and the network to distribute your music worldwide and be discovered…. all from a free app. Rapchat is disrupting the creation, collaboration, distribution, & discovery of music via mobile.”
“We have a much bigger but also more active community than any other music creation app,” said Miller.

While it’s clear the world needs another sharing platform like it needs a hole in the head, thanks to a rabid fan base and a great idea, the team has ensured that Rapchat is not, as they say, wicka-wicka-whack. That, in the end, is all that matters.
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A report by CSOOnline presented the possibility that Microsoft would be able to ban “offensive language” from Skype, Xbox, and, inexplicably, Office. The post, which cites Microsoft’s new terms of use, said that the company would not allow users to “publicly display or use the Services to share inappropriate content or material (involving, for example, nudity, bestiality, pornography, offensive language, graphic violence, or criminal activity)” and that you could lose your Xbox Live Membership if you curse out a kid Overwatch.
“We are committed to providing our customers with safe and secure experiences while using our services. The recent changes to the Microsoft Service Agreement’s Code of Conduct provide transparency on how we respond to customer reports of inappropriate public content,” said a Microsoft spokesperson. The company notes that “Microsoft Agents” do not watch Skype calls and that they can only respond to complaints with clear evidence of abuse. The changes, which go into effect May 1, allows Microsoft to ban you from it services if you’re found passing “inappropriate content” or using “offensive language.”
These new rules give Microsoft more power over abusive users and it seems like Microsoft is cracking down on bad behavior on its platforms. This is good news for victims of abuse in private communications channels on Microsoft products and may give trolls pause before they yell something about your mother on Xbox. We can only dare to dream.
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It’s moved beyond tradition and into the realm of meme that Apple manages to dominate the news cycle around major industry events, all while not actually participating in said events. CES rolls around and every story is about HomeKit or its competitors; another tech giant has a conference and the news is that Apple updated some random subsystem of its ever-larger ecosystem of devices and software .
This is, undoubtedly, planned by Apple in many instances. And why not? Why shouldn’t it own the cycle when it can — it’s only strategically sound.
This week, the 2018 Game Developers Conference is going on and there’s a bunch of news coverage about various aspects of the show. There are all of the pre-written embargo bits about big titles and high-profile indies, there are the trend pieces and, of course, there’s the traditional ennui-laden “who is this event even for” post that accompanies any industry event that achieves critical mass.
But the absolute biggest story of the event wasn’t even at the event. It was the launch of Fortnite and, shortly thereafter, PlayerUnknown’s Battlegrounds on mobile devices. Specifically, both were launched on iOS, and PUBG hit Android simultaneously.
The launch of Fortnite, especially, resonates across the larger gaming spectrum in several unique ways. It’s the full and complete game as present on consoles, it’s iOS-first and it supports cross-platform play with console and PC players.
This has, essentially, never happened before. There have been stabs at one or more of those conditions on experimental levels, but it really marks a watershed in the games industry that could serve to change the psychology around the platform discussion in major ways. 
For one, though the shape of GDC has changed over the years as it relates to mobile gaming, it’s only recently that the conference has become dominated by indie titles that are mobile centric. The big players and triple-A console titles still take up a lot of air, but the long tail is very long and mobile is not synonymous with “casual gamers” as it once was.
“I remember the GDC before we launched Monument Valley,” says Dan Gray of Monument Valley 2 studio ustwo. “We were fortunate enough that Unity offered us a place on their stand. Nobody had heard of us or our game and we were begging journalists to come say hello, it’s crazy how things have changed in four years. We’ve now got three speakers at the conference this year, people stop you in the street (within a two-block radius) and we’re asked to be part of interviews like this about the future of mobile.”
Zach Gage, the creator of SpellTower, and my wife’s favorite game of all time, Flipflop Solitaire, says that things feel like they have calmed down a bit. “It seems like that might be boring, but actually I think it’s quite exciting, because a consequence of it is that playing games has become just a normal thing that everyone does… which frankly, is wild. Games have never had the cultural reach that they do now, and it’s largely because of the App Store and these magical devices that are in everyone’s pockets.”
Alto’s Odyssey is the followup to Snowman’s 2015 endless boarder Alto’s Adventure. If you look at these two titles, three years apart, you can see the encapsulation of the growth and maturity of gaming on iOS. The original game was fun, but the newer title is beyond fun and into a realm where you can see the form being elevated into art. And it’s happening blazingly fast.
“There’s a real and continually growing sense that mobile is a platform to launch compelling, artful experiences,” says Snowman’s Ryan Cash. “This has always been the sentiment among the really amazing community of developers we’ve been lucky enough to meet. What’s most exciting to me, now, though, is hearing this acknowledged by representatives of major console platforms. Having conversations with people about their favorite games from the past year, and seeing that many of them are titles tailor-made for mobile platforms, is really gratifying. I definitely don’t want to paint the picture that mobile gaming has ever been some sort of pariah, but there’s a definite sense that more people are realizing how unique an experience it is to play games on these deeply personal devices.”
Mobile gaming as a whole has fought since the beginning against the depiction that it was for wasting time only, not making “true art,” which was reserved for consoles or dedicated gaming platforms. Aside from the “casual” versus “hardcore” debate, which is more about mechanics, there was a general stigma that mobile gaming was a sidecar bet to the main functions of these devices, and that their depth would always reflect that. But the narratives and themes being tackled on the platform beyond just clever mechanics are really incredible.
Playing Monument Valley 2 together with my daughter really just blew my doors off, and I think it changed a lot of people’s minds in this regard. The interplay between the characters and environment and a surprisingly emotional undercurrent for a puzzle game made it a breakout that was also a breakthrough of sorts.
“There’s so many things about games that are so awesome that the average person on the street doesn’t even know about,” says Gray. “As small developers right now we have the chance to make somebody feel a range of emotions about a video game for the first time, it’s not often you’re in the right place at the right time for this and to do it with the most personal device that sits in your pocket is the perfect opportunity.”
The fact that so many of the highest-profile titles are launching on iOS first is a constant source of consternation for Android users, but it’s largely a function of addressable audience.
I spoke to Apple VP Greg Joswiak about Apple’s place in the industry. “Gaming has always been one of the most popular categories on the App Store,” he says. A recent relaunch of the App Store put gaming into its own section and introduced a Today tab that tells stories about the games and about their developers.
That redesign, he says, has been effective. “Traffic to the App Store is up significantly, and with higher traffic, of course, comes higher sales.”
“One thing I think smaller developers appreciate from this is the ability to show the people behind the games,” says ustwo’s Gray about the new gaming and Today sections in the App Store. “Previously customers would just see an icon and assume a corporation of 200 made the game, but now it’s great we can show this really is a labor of love for a small group of people who’re trying to make something special. Hopefully this leads to players seeing the value in paying up front for games in the future once they can see the craft that goes into something.”
Snowman’s Cash agrees. “It’s often hard to communicate the why behind the games you’re making — not just what your game is and does, but how much went into making it, and what it could mean to your players. The stories that now sit on the Today tab are a really exciting way to do this; as an example, when Alto’s Odyssey released for pre-order, we saw a really positive player response to the discussion of the game’s development. I think the variety that the new App Store encourages as well, through rotational stories and regularly refreshed sections, infuses a sense of variety that’s great for both players and developers. There’s a real sense I’m hearing that this setup is equipped to help apps and games surface, and stayed surfaced, in a longer term and more sustainable way.”
In addition, there are some technical advantages that keep Apple ahead of Android in this arena. Plenty of Android devices are very performant and capable in individual ways, but Apple has a deep holistic grasp of its hardware that allows it to push platform advantages in introducing new frameworks like ARKit. Google’s efforts in the area with ARCore are just getting started with the first batch of 1.0 apps coming online now, but Google will always be hamstrung by the platform fragmentation that forces developers to target a huge array of possible software and hardware limitations that their apps and games will run up against.
This makes shipping technically ambitious projects like Fortnite on Android as well as iOS a daunting task. “There’s a very wide range of Android devices that we want to support,” Epic Games’ Nick Chester told Forbes. “We want to make sure Android players have a great experience, so we’re taking more time to get it right.“
That wide range of devices includes an insane differential in GPU capability, processing power, Android version and update status.
“We bring a very homogenous customer base to developers where 90 percent of [devices] are on the current versions of iOS,” says Joswiak. Apple’s customers embrace those changes and updates quickly, he says, and this allows developers to target new features and the full capabilities of the devices more quickly.
Ryan Cash sees these launches on iOS of “full games” as they exist elsewhere as a touchstone of sorts that could legitimize the idea of mobile as a parity platform.
“We have a few die-hard Fortnite players on the team, and the mobile version has them extremely excited,” says Cash. “I think more than the completeness of these games (which is in and of itself a technical feat worth celebrating!), things like Epic’s dedication to cross-platform play are massive. Creating these linked ecosystems where players who prefer gaming on their iPhones can enjoy huge cultural touchstone titles like Fortnite alongside console players is massive. That brings us one step closer to an industry attitude which focuses more on accessibility, and less on siloing off experiences and separating them into tiers of perceived quality.”
“I think what is happening is people are starting to recognize that iOS devices are everywhere, and they are the primary computers of many people,” says Zach Gage. “When people watch a game on Twitch, they take their iPhone out of their pocket and download it. Not because they want to know if there’s a mobile version, but because they just want the game. It’s natural to assume that these games available for a computer or a PlayStation, and it’s now natural to assume that it would be available for your phone.”
Ustwo’s Gray says that it’s great that the big games are transitioning, but also cautions that there needs to be a sustainable environment for mid-priced games on iOS that specifically use the new capabilities of these devices.
“It’s great that such huge games are transitioning this way, but for me I’d really like to see more $30+ titles designed and developed specifically for iPhone and iPad as new IP, really taking advantage of how these devices are used,” he says. “It’s definitely going to benefit the App Store as a whole, but It does need to be acknowledged, however, that the way players interact with console/PC platforms and mobile are inherently different and should be designed accordingly. Session lengths and the interaction vocabulary of players are two of the main things to consider, but if a game manages to somehow satisfy the benefits of all those platforms then great, but I think it’s hard.”
Apple may not be an official sponsor of GDC, but it is hosting two sessions at the show, including an introduction to Metal 2, its rendering pipeline, and ARKit, its hope for the future of gaming on mobile. This presence is exciting for a number of reasons, as it shows a greater willingness by Apple to engage the community that has grown around its platforms, but also that the industry is becoming truly integrated, with mobile taking its rightful place alongside console and portable gaming as a viable target for the industry’s most capable and interesting talent.
“They’re bringing the current generation of console games to iOS,” Joswiak says, of launches like Fortnite and PUBG, and notes that he believes we’re at a tipping point when it comes to mobile gaming, because mobile platforms like the iPhone and iOS offer completely unique combinations of hardware and software features that are iterated on quickly.
“Every year we are able to amp up the tech that we bring to developers,” he says, comparing it to the 4-5 year cycle in console gaming hardware. “Before the industry knew it, we were blowing people away [with the tech]. The full gameplay of these titles has woken a lot of people up.”
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Player Unknown’s Battlegrounds, the ‘battle royale’ style game where everyone tries to be the last player standing while scrounging for supplies to keep them alive, has launched on Android in Canada MobileSyrup reports, which could presage a future release in the U.S.
The arrival of the mobile version of the game more generally known as PUBG coincides with it reaching the 5 million player milestone on Xbox, where it’s been available since late last year after debuting on the PC in early access earlier in 2017. It’s not cross-play compatible, unlike Fortnite, however, so if you’re playing the Android version you’ll be matched up against others with the app, which is published by Chinese Internet giant Tencent.
This Android port wasn’t developed by original PUBG studio Bluehole, but they say they oversaw the creation of this mobile version. Based on early testing with a Pixel 2 XL, it looks and feels a lot like the original.
PUBG doesn’t have quite the hype of Fortnite right now, since that’s begun a cross-platform play mobile beta and also Drake just played a session with one of the most popular professional esports players in the world. But a mobile version close at hand (and available now, if you’re Canadian) is reason to get excited.
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MyBagCheck is a clever system that ensures you’ll be able to spend those extra few hours in a foreign city without having to lug around 50 pounds of Samsonite. The founder, Micah B. Lewis, created the app to allow people who have bags to get those bags picked up and stored during the day, something every traveler would love. The app is self-funded and Lewis spent $60,000 of his own money… Read More
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Snapchat is bringing one of the best recent features of Instagram Stories to its own app, with the ability to add GIF stickers from Giphy to your posts. This is a notable reversal of the typical pattern we’ve seen of Instagram cloning Snapchat features, but it’s a good one for users since GIF stickers for Stories are basically the greatest thing ever invented on social media. The… Read More
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The Essential Phone is currently in the midst of being rolled out in a range of new colors, including three that will be released excessively on Essential’s own website, with a staged release schedule that began Thursday. On Friday, however, Essential revealed a surprise fourth new color, “Halo Gray,” which will be exclusive to Amazon and which is now available to… Read More
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