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Tech Book Face Off: Breaking Windows Vs. Showstopper!

For this Tech Book Face Off, I felt like expanding my horizons a bit. Instead of reading about programming languages or software development or computer science and engineering, I thought I would take a look at some computer history from the business perspective. There are plenty of reading options out there in this space, but I settled on a couple of books about Microsoft. The first, Breaking Windows: How Bill Gates Fumbled the Future of Microsoft by David Bank, is about Bill Gate's hardball business tactics that won him a monopoly in the PC desktop market, but then nearly destroyed the company in that fateful confrontation with the US Justice Department and caused him to miss the Internet and, later, the mobile revolution. The second, Showstopper! The Breakneck Race to Create Windows NT and the Next Generation at Microsoft by G. Pascal Zachary, has an even longer subtitle that neatly describes the book on its own. Both of these books were written quite a while ago, so let's see how their stories hold up today.

Breaking Windows front coverVS.Showstopper! front cover

Breaking Windows


The narrative starts out with the backstory of how Gates came into his PC desktop monopoly by realizing that software—specifically the computer's operating system—would be an important and valuable part of the PC ecosystem. As PC hardware got cheaper and more prevalent, the software volumes would grow with the spread of the hardware, and at essentially zero marginal cost to Microsoft. All they needed to do was become the defacto standard OS. That's what Gates set out to do, and he succeeded with Windows 3.1 and then Windows 95. The bulk of the story takes place after Microsoft had achieved its monopoly and was deciding on strategies to defend it.

One of the main strategies was to identify competitors that were creating software that was somewhat tangential to Windows or could be added as a compelling feature, and whose software was becoming popular enough to potentially pose a threat to Windows by becoming a new platform. Microsoft would then create their own version of that software and integrate it into Windows or otherwise absorb the other company's software, nullifying the threat to their monopoly.

The most prominent example of this absorption strategy came with Internet Explorer and the browser wars between Microsoft and Netscape. Netscape Navigator started out with nearly the entire market of the World Wide Web before Microsoft got into the browser business. By the time Microsoft had revved up to IE 3.0, they had claimed a significant amount of market share from Netscape, and because of bundling IE with Windows and offering it for free to older versions of Windows, Netscape was doomed to lose in the long (or not-so-long) run.

Everything was not all peaches and cream within Microsoft, though. There were two warring camps fighting for the soul of Microsoft. On one side was the Windows team led by Jim Allchin that was developing the next big thing: Windows NT. On the other side was the Internet Platform and Tools Division led by Brad Silverberg that wanted to leave Windows behind and try to capture as much of this new Internet frontier as possible, using IE as the platform. Gates would end up siding with Allchin and IE became a part of the Windows platform instead of growing into one of its own.

It's almost comical seeing some of these disagreements today. One of the most important features of the IE platform that was integrated into Windows as an option was Active Desktop, but this feature seems so inconsequential today. Making the desktop background a web page was fraught with problems, and all that has survived is a way to enable single-click icons instead of the usual double-click to run a program. I don't think hardly anyone used it, especially after dealing with multiple desktop crashes. I remember it being a novelty for a while, but I soon stopped enabling it because it was so annoying and a double-click is so ingrained in my desktop usage.

Of course, the disagreement with the Justice Department over Microsoft's monopoly was not so insignificant. Part of the reason their tactics got them into trouble was because IE was offered as a free upgrade for older versions of Windows that didn't have it or had older versions of IE. If Microsoft had truly made IE an integrated part of Windows and only released new versions of it with new versions of Windows, Microsoft's competitors wouldn't have had as strong of a case. Microsoft wouldn't have had as strong of a monopoly, either, because IE was getting new versions much faster than Windows was and people that didn't upgrade Windows were still getting free upgrades of IE.

Even so, the government's eventual breakup proposal was preposterous. They wanted to force Microsoft to set prices for Windows versions with and without IE based on how many bytes each version was, like it was produce or meat or something. The government obviously had no understanding of what software really was, no idea how ridiculous that sounded, or what a good solution to the real problems of Microsoft's monopoly would actually look like. In the end that proposal was dropped, and the entire court case seemed to have done nothing more than give Microsoft a ton of bad press.

In the mean time Gates had done plenty of other damage to Microsoft and Windows because of deciding to pursue these retrenchment strategies with the browser and other things related to the Internet. Bank makes the case that Gates should have pursued the Internet platform strategy in order to disrupt his own business and grab the larger market that was just coming to light, but I'm not so sure that would have worked, either. If he had done that, would he have been able to beat Google before they rose to the top, or would he have been able to foresee the coming of mobile and the smartphone before Apple took over with the iPhone? It's hard to imagine Microsoft getting all of that right and still being top dog today. (Although they're now doing quite well now under Satya Nadella.)

There was so much more in this book, like the section on how XML came to be. (Of course bloated, complicated XML was created at Microsoft. In the book it was portrayed as a genius innovation by Adam Bosworth that would help Microsoft take over Internet data flows in spite of Gate's decisions. I'm so glad JSON has stopped that nonsense.) I could keep going, but it's all in the book. It was a wonderful trip down memory lane, covering plenty of things I had forgotten about that were a big deal at the time (remember the AOL shortcut bundled on the Windows Desktop). The book is decently written, if a bit confusing at times. Bank jumps around a lot, and there's no overarching timeline to the narrative. Regardless, it gives great insights into what was happening at Microsoft through all of the turmoil in its history and is well worth the quick read.

Showstopper!


As the subtitle describes, Showstopper! is the story of how the first version of Windows NT was conceived and built. It makes for quite an engaging story, as the NT team was arranged within Microsoft in a unique way for the company. Instead of being a department that reported to and was directly overseen by Bill Gates, the team was more of a startup company within Microsoft that operated fairly independently and was left more or less to its own devices. Gates did check in and imposed some of his own requirements from time to time, but not anything like other departments within Microsoft.

One of the main reasons for this independence was the force of nature that was Dave Cutler, the chief architect and director of Windows NT. Cutler was aggressive and expected incredible things from his team, and he did not get along well with Gates, either. Gates had hired him when Cutler had left Digital Equipment Corp. and respected and trusted him enough to let Cutler run things as he saw fit, so Gates pretty much left him alone.

Cutler had brought along a number of programmers from his team at Digital to be the core of the NT team, and as he took on more Microsoft employees to build out the team, a rivalry emerged between the two groups:
The Digital defectors also were more methodical about their jobs, hewing to textbook engineering practices in contrast to the Microsofties, who often approached a problem helter-skelter. Cutler's people took work seriously, while Microsofties sometimes tossed nerf balls in the hallways or strummed guitars in their offices. The differences in style were apparent to Cutler's people, who derisively referred to Microsoft as "Microslop." By the same token, Microsofties were put off by the clannishness of Cutler's gang.
Regardless of these divisions, work got done and NT progressed through big scope changes and constant feature creep. Throughout the project Cutler never really trusted or approved of the graphics team. He had always been a terminal kind of guy and didn't see the need for a GUI, and he did not agree with the graphics team's much more laid back approach to software development. The graphics team was dealing with their own internal issues as well, having chosen a new, immature programming language to write the GUI: C++. While it was a new language at the time and the supporting tools were rough and unstable, G. Pascal Zachary's assessment of the language seems a little off:
While it was portable, however, C was difficult to master and gave a programmer a great deal of latitude, which increased the likelihood of coding errors. A more inspired choice—a gambler's choice—was C++, a newer language that was all the rage among software theorists. By preventing code writers from making mistakes, C++ promised faster results and greater consistency, which would benefit programs that were the work of many people.
C++ is hardly easier to master than C! With C++ being a superset of C, C is most certainly the simpler language. While it may be true that C++ can support larger projects, it is also quite easy to make C++ programs much more complicated than C. These kinds of off-the-cuff assessments were fairly common in the book, and they made it seem like Zachary was either over-simplifying things or he didn't fully appreciate the technical aspects of these topics. This tendency to over-simplify was especially apparent whenever he was discussing features of NT. The discussions nearly always dealt in generalities, and it was difficult to figure out which features, exactly, he was talking about. He would mention that features were missing from NT or that programmers were adding features on their own whims without specifying what those features actually were. Not knowing what he was referring to became quite frustrating at times.

Even with the occasional vagueness, other discussions were satisfyingly to the point, like whenever the client-server architecture of NT came up:
Time and again, Cutler had hoped to dispel doubts about client-server. In his design, the kernel code treated the entire graphical portion of the operating system, including the Windows personality, as an application. It was a classic design choice. Client-server ensured reliability but degraded performance. It was probably Cutler's most momentous decision.
The performance hit incurred with the client-server model was a constant issue during the development of NT, and it wasn't until near the end of the project, and after a year delay, that the performance was brought under control and near parity with Windows 3.1. The story of how Cutler's team achieved the necessary performance while fixing the innumerable bugs as NT came closer and closer to release was one of the best threads of the book.

The book is also riddled with pieces of advice on software development, most often in the form of little narratives about different aspects of the project and a vast array of the programmers and testers that worked on it. Things like adding programmers to a late project makes it later, working longer hours is counterproductive, first make it right then make it fast, the number of bugs in a system is unknowable, and automated testing and stress tests improve code quality all appeared at various points in the story. It was enjoyable to see all of these hard-won nuggets of wisdom come up and be acknowledged during the course of such a high-profile project.

Sometimes the words of wisdom were quite humorous, too. At one point Cutler had written an email that included this gem: "If you don't put [bugs] in, you don't have to find them and take them out!" Well, yes, that's great. If only it were that easy! Of course he was trying to encourage his programmers to be more diligent and rigorous, but what a way to say it.

Throughout the book, new people were continuously introduced, each with their own mini-narratives told within the larger context of the NT project. It was nice to learn about so many different people that had a hand in the project, and there were dozens of stories related of the approximately 250 people that helped NT over the finish line, but it became exhausting to keep track of everyone as the names kept piling on. The number of people became pretty overwhelming even though only a small fraction of them made it into the book.

The scope and accomplishment that is Windows NT is quite astounding. Nothing like it had ever been done before, and the scale of the project was beyond anything achieved in software development up to that point. The scale of development wouldn't be surpassed until Windows 2000, seven years later. Even with the rough edges and occasional frustrations, the story of how NT was built was a fascinating and entertaining read. I would definitely recommend giving it a read if you're at all interested in how Microsoft managed to revolutionize its Windows operating system.

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Resident Evil 2 Remake | Review


Resident Evil 2 Remake | Review

Resident Evil 2 Remake - Review




The best remake of mine is playing the 2002 remake of the first Resident Evil on GameCube with its perfectly refreshed visuals, totally new areas to explore, and unnerving new monsters. Now, in 2019, Capcom has given me another experience I'll recollect for quite a while: this ground-up remake of Resident Evil 2 is an extremely fun, exceptionally frightening experience because of its totally new and modern graphics, controls, and some brilliant quality-of-life upgrades. The two playable characters' stories aren't as different as I've expected, yet I enjoyed every gory moment of my return to Leon Kennedy and Claire Redfield's shoes. 

Reliving familiar frights can often make for a less than exciting horror experience. But, with the remake of Resident Evil 2, Capcom shows respect for the original while additionally putting forth an admirable attempt to give the macabre atmosphere and tense gameplay a recognizable upgrade. In doing as such, this revamp of the classic survival horror game shows that the series can still offer an terrifying experience like no other.




Resident Evil 2 takes place in the zombie-infected Raccoon City. The story follows rookie cop Leon Kennedy and college student Claire Redfield, who is searching for her brother, Resident Evil protagonist Chris Redfield. Leon is drawn into the path of a mysterious femme fatale. Claire takes responsibility and tries to protect a kid. Their stories intersects - players experience one story, then play the other character's perspective—making an tapestry of one night's event in Raccoon City.

Resident Evil 2 is terrifying, and in an effective way that few other games manage to accomplish. The game is astonishing in the manner in which it fills players with fear, building anxiety with splendid sound design, cunningly placed jump scares, and overwhelming darkness. Players spend vast majority of the game fumbling through the dark, often running low on supplies and constantly having to deal with variety of undead horrors like zombies, lickers, and that's only the tip of the iceberg. Even standard zombies are a threat this time around, making each experience tense and meaningful.




Out of all the freaky monsters in Resident Evil 2, the scariest is by far the Mr. X Tyrant. Mr. X's appearance in the first Resident Evil 2 earned him a frightful reputation, but in the remake, he's a true force to be reckoned with. Whenever he shows up, Mr. X relentlessly stalks players, following them room to room like a slasher movie villain. Hearing his relentless footsteps getting louder and louder, knowing there is nothing you can do to stop him, fills you with a true sense of dread. With Mr. X breathing down their neck, Resident Evil 2 players will understand the horror movie trope of people tripping or committing mistakes when running from the villain isn't as outlandish as it appears. Players will fumble with their inventory as they attempt to rapidly solve puzzles before Mr. X arrives, or they may make a wrong turn and end to up at a dead-end, leaving them no choice but to confront the hulking monstrosity head-on.

Both Claire and Leon have two different versions of the campaign, and subsequent to completing the first run for the one, you'll be incited to begin a follow-up with the other. Called Second Scenarios, they allow you to see the larger story from a different perspective. Both scenarios are completely isolated from another, and decisions in that won't affect the other, however what makes these second runs a bit worthwhile are some experiences and sub-plots that don't happen in the first. It's an exceptionally fascinating approach to encounter the story, and with four versions of the campaign between the two leads - with the initial two averaging 11-14 hours - you always uncover new details and events that were absent in the previous playthroughs.




Resident Evil 2's more serious tone is additionally improved by the upgraded, fantastically atmospheric presentation, which gives familiar details from the classic game to a greater extent an articulated look and feel. Moving away from the static camera angles of the original, everything has been redesigned in light of over-the-shoulder gameplay, giving to a greater extent an unmistakable and obtrusive feeling of fear while exploring, This is increased significantly more by the flawless audio and visual design of the game, giving a creepy, isolating vibe all throughout the game. In number of cases, you'll just have the light of your flashlight as you walk the dark hallways of the bloody and ruined police headquarters, with the ambient rain and distant monsters sounds ramping up the tension. You feel safe in RE2, even when you really are.

Now, talking about the zombies, I must say these are the most terrifying and at the same time most perfect zombies I've ever seen in a game. And rather than pixelated characters running from pre-rendered background to pre-rendered background, Resident Evil 2 is a completely 3D, over-the-shoulder affair with atmospheric lightning effect, noteworthy facial animations, and the most terrifying looking zombies I've ever seen in a game. They're juicier than ever and I love the way in which they lurch around and respond when you blow off very specific chunks of their heads and hands cordiality of the satisfyingly detailed dismemberment system.

As always, inventory and ammunation management is still a key part of Resident Evil 2's gameplay. This is a real survival horror, where it generally appears as though you're barely scratching by with enough ammunition and medification. You can't carry all that you find with you, so what you should store and what you should carry is a fight continuously being waged in your mind.


The Verdict

Capcom did a fabulous job of resurrecting all the best parts of the classic Resident Evil 2 and making them look, sound, and play like a 2019 game. It's simply a strong horror game that delivers anxiety-inducing and grotesque situations, toping some of the series' best entries. But above all, the remake is an impressive game for the fact that it bets everything on the pure survival horror experience, unquestionably grasping its frightening tone and rarely letting up until the story's conclusion. The only disappointment you will find is the two characters stories' which aren't different enough to 

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Let's Play Batman Arkham Origins Walkthrough Part - 3 - Enigma [1080P HD...

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Watch Out! Hedgewars Releases Long-Awaited V1.0.0



Have you heard of Hedgewars? What began as a simple attempt to clone Team 17's Worms Armageddon has evolved into one of the most polished and community driven libre game projects on the scene. After more than ten years of continuous development the project is finally celebrating the release of version 1.0.0.

Boasting full campaign support, several online multiplayer modes, full customization, and mod support, Hedgewars is without a doubt an impressive endeavor that rivals its source of inspiration in many levels. So whether you are a Worms Armageddon fan or if you are just looking for some online turn-based fun, we definitely recommend a download.

Code license: GPLv2

Art license: GFDLv1.2 and GPLv2

Comments about this article? Post them here.


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Control, Wolfenstein 2: The New Colossus Lead March's PlayStation Now Offerings - Eurogamer

Control, Wolfenstein 2: The New Colossus lead March's PlayStation Now offerings

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WW2 Italian Bersaglieri Motorcycle Squad


Last month a did a little review and a couple of videos on the excellent 28mm Italian Motorcycles from Dog Tag Miniatures.

https://yarkshiregamer.blogspot.com/2019/02/28mm-dog-tag-miniatures-italian-ww2.html

I have constructed, painted and based the entire squad now ready for their first action in our next Op Compass Campaign Game in a few weeks time.


The first model type in the squad are these rider only solo motorcycles, titled Despatch Riders. I particularly like the scarf covered faces and the dark shades, almost the CHiPs of the desert.


Then we have a motorbike and pillion passenger both in a firing position, not sure who is steering !


Next up are two Sidecar Combos one of which was the "model" for the initial review post. I have had a bit of difficulty with the join between bike and sidecar which I found quite fragile and difficult to bend to the correct angle without breaking it. I ended up putting supports under the sidecar and using grass tufts to hide them.


There was a few queries on the previous post about whether or not the sidecar is on the correct side, it is, I have a photo of an original. The BMW 75 combo used by the German Forces has the side car on the other side as is normal for countries who drive on the right however these are Moto Guzzi bikes made in Lecco on Lake Como in Northern Italy.


My basic research into this discovered that until Mussolini came to power there was no official side of the road to drive on (those who have driven in Italy will vouch that nothing has changed !). Before El Duce proclaimed that people would drive on the right the North tended to favour left hand drive and there is some suggestion that some areas held out as a "lefty" for some time, therefore I can only assume that as Moto Guzzi came from the North their factory was tooled up for this. That's my theory, any Italian friends out there ?


The final model is this trike which I absolutely love. The mini is bought with an open back and I have added an Ammo box I had lying around and sat a figure on it. The figure came as a pillion rider for one of the Sidecar Combos but I preferred him like this.


These are a great addition to my Italian Desert Force and something I have been waiting for, for a long time.


And yes I did give them individual number plates.


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About London By J. Ewing Ritchie

About London by J. Ewing Ritchie

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