Why Steve Ballmer Is Ruining Microsoft


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I think what he was getting at was that Windows developers feel somewhat lost at the moment and Microsoft aren't answering their questions, which is bad for the developers. That said, I can't agree or disagree with that statement as I'm not a developer and so don't know how much support Microsoft are providing at this time.

Me neither, but my friend is making an XNA game and he's rather annoyed about it. He tells me changing the code around won't even take all that long if he knew what he should be targeting.

I'm guessing everything will be built around WinRT in the future given all the platforms they've stopped developing recently, but that's still just a guess.

Me neither, but my friend is making an XNA game and he's rather annoyed about it. He tells me changing the code around won't even take all that long if he knew what he should be targeting.

I'm guessing everything will be built around WinRT in the future given all the platforms they've stopped developing recently, but that's still just a guess.

It must be extremely frustrating for some start ups for that reason. Look at Bastion, one of the greatest XNA games ever. Games like that don't come quickly or cheaply, but where is the studio supposed to move to for a new game? Perhaps they just have to move on to a new framework.

I like windows and Microsoft but I truly believe Linux like Ubuntu will be the future not now but in time. Look how far Linux has come over the last 10 years. And Microsoft has really done nothing at all same outdated kernel and registry lol registry . Times are changing fast. My Linux pc looks and performs 900000 times better then windiws 8 could ever dream of.

I'm running core I 7 with 8gigs ram and intelHD4000 graphics . I play games on all 3 consoles .

sorry, how far has Linux come, exactly? :laugh:

i mean, Linux's market share continues to be like .5% year-after-year. The average person has NO clue what Linux is.

when I see that video that they want Steve Ballmer out of Microsoft someday, do you know what do I mean?

I know what they mean, although they don't list their reasons all too well in the video.

But do I know what you mean? I can't be sure. Do you agree that they should remove Ballmer? If so, why?

Balmer is indeed ruining microsoft, windows RT is a disaster, it is missing so much functionality over win8. Win8 is a disaster, it forces you to use metro which is very unproductive compared to win7 for me due to the need for so many mouse clicks for simple tasks. Surface has sold around 400,000 units i read which is a flop. office 2013 has a default solid white colour everywhere which is a nightmare and most users don't know that they can change the colour to shades of black.

Office 2013 should have never shipped as white, office rt and windows rt should have been delayed until they had the full functionality of win8. Win8 should never have made metro mandatory and should have been delayed as it is very buggy and many of the applications on the start screen don't work as people want, you can't change the default photo viewer on the metro app for example, there's tons of other similar problems too.

Steve ballmer clearly doesn't realise that these things are hated, he isn't the right man to be CEO for those reasons.

Linux won't take off until there is a commercial competitor to adobe creative suite released for linux either by adobe themselves or by another company.

Windows 8 does not force you to use metro.

Office 2013 is the best office by miles.

You can change the default photo viewer to any application that supports viewing photos.

I still think Sinofsky would have been my pick for CEO. He did a great job of getting MS back on track. I really liked windows 7 and I really love windows 8 and the new direction MS is going. They have made so many improvements to the server division as well. Server 2012 is amazing. The enhancements put in both W8 and S2012 are awesome. People hated on him becuase he was labelled as a "control freak" however that personality was much needed at MS becuase MS was starting to slack off and you can even tell by going to each division's website that looked and felt like a different company made it and it was a mess! Sinofsky brought it all together and MS is stronger becuase Sinofsky had his **** together and got MS back on track.

Everyone hates people like him for no reason when people like him are desperatly needed in a world were people are slackers, and not giving a damn about quality and control. I really wish they kept him at Microsoft.

Everyone hates people like him for no reason when people like him are desperatly needed in a world were people are slackers, and not giving a damn about quality and control. I really wish they kept him at Microsoft.

I think Ballmer got rid of him because he was the one person who had a legit shot at taking Ballmer's job. The other reasons were just excuses.

I think Ballmer got rid of him because he was the one person who had a legit shot at taking Ballmer's job. The other reasons were just excuses.

And Sinofsky would be doing a way better job then Ballmer!

As I said on another forum, what MS is failing at right now is giving people clear direction on what they're doing.

http://ventspace.wor...-on-directxxna/

The way they basically just let XNA die without telling anybody was absolutely terrible and I believe it is one of their greatest mistakes for the new Windows 8 and Windows 8 Phone platforms. They just spent the last decade telling developers that C++ is a legacy technology and Windows developers should use .NET; XNA was the .NET-friendly framework to make games for all their platforms. Now they release these new platforms and don't give developers any easy way of making games in .NET; we're back to a COM-based API (DirectX) that can only be called by C++ code, and all the C++ hype ("Going Native") is sending the wrong message to .NET developers. I bet there would twice as many games for Windows 8 (Store) if they had updated XNA to work on it.

That said, I think the most fundamental issue with Microsoft's mobile platforms now is that it's just late to the party. Windows 8 could be twice as good as iOS in every respect, it still would only have a 100th of the applications, and no one would buy it because of that, and it's a vicious circle because developers won't spend money on supporting a platform that no else is supporting.

The way they basically just let XNA die without telling anybody was absolutely terrible and I believe it is one of their greatest mistakes for the new Windows 8 and Windows 8 Phone platforms. They just spent the last decade telling developers that C++ is a legacy technology and Windows developers should use .NET; XNA was the .NET-friendly framework to make games for all their platforms. Now they release these new platforms and don't give developers any easy way of making games in .NET; we're back to a COM-based API (DirectX) that can only be called by C++ code, and all the C++ hype ("Going Native") is sending the wrong message to .NET developers. I bet there would twice as many games for Windows 8 (Store) if they had updated XNA to work on it.

You can use C# for WinRT apps, and they use dx11 and have some of the former XNA API as well as I understand it. It actually cleaned up most of my concerns about .NETs inadequacy

It seems more like they wanted to merge all their various tech into one runtime instead of just having 5,000 different optional targets with vastly different capabilities as before.

You can use C# for WinRT apps, and they use dx11 and have some of the former XNA API as well as I understand it.

DirectX11 is a COM-based, C++ API like all versions of DirectX before it. I'm not aware of any official managed framework or wrapper on top of it that is supported for Windows Store apps. Shawn Hargreaves made a bunch of XNA-like helper classes, but those are also for C++, and all the managed wrappers and frameworks that I know (SlimDX, SharpDX, MonoGame, etc) are community projects. C++ is the only language ever mentionned in official documentation when it comes to games and DirectX for Windows Store.

The biggest problem is that in the case of Windows they really need to stop dicking around and make a decision to kill off win32, replace it with WinRT that allows the writing of desktop and metro applications. They then need to get all their own divisions in line - no use lecturing third parties when each division can't even abide by their user interface guidelines and having consistency between the different software titles they make. Most importantly they need to put out a coherent vision - not this scatter gun approach but a vision on how everything can fit together which once again Microsoft seem to be like Sun Microsystems in their inability to bring together their products and deliver it in a cohesive way for customers be they end users or in the enterprise.

DirectX11 is a COM-based, C++ API like all versions of DirectX before it. I'm not aware of any official managed framework or wrapper on top of it that is supported for Windows Store apps. Shawn Hargreaves made a bunch of XNA-like helper classes, but those are also for C++, and all the managed wrappers and frameworks that I know (SlimDX, SharpDX, MonoGame, etc) are community projects. C++ is the only language ever mentionned in official documentation when it comes to games and DirectX for Windows Store.

I see your point. Some people have managed to make it work though apparently http://www.codeproject.com/Articles/532582/DirectXplusandplusWinRTpluscontinued

I believe it still uses it to display either way, but I didn't realize it wasn't exposed directly.

The biggest problem is that in the case of Windows they really need to stop dicking around and make a decision to kill off win32, replace it with WinRT that allows the writing of desktop and metro applications. They then need to get all their own divisions in line - no use lecturing third parties when each division can't even abide by their user interface guidelines and having consistency between the different software titles they make. Most importantly they need to put out a coherent vision - not this scatter gun approach but a vision on how everything can fit together which once again Microsoft seem to be like Sun Microsystems in their inability to bring together their products and deliver it in a cohesive way for customers be they end users or in the enterprise.

That's kind of like suggesting .net 1.0 should've had all the features of .net 4.5. They had to start somewhere. Whether or not what you suggest will actually happen I couldn't say.

That's kind of like suggesting .net 1.0 should've had all the features of .net 4.5. They had to start somewhere. Whether or not what you suggest will actually happen I couldn't say.

There is a difference - Microsoft had road maps outlining where .NET was heading and as a developer you knew that if you started planning today that a feature not present in 1.0 would eventually be in there. Where is the road map for WinRT? that is what developers need - a road map for WinRT, where does win32 fit into the equation, where is the desktop going to be - legacy or are we talking about coexistence but Windows 9 will provide the refinement required to bring together a closer relationship between the 'Modern' and 'Traditional Desktop' world.

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    • Creative Sound Blaster AE-X PCIe review: your headphones will love it by Steven Parker If you have been reading Neowin for any length of time, you may remember that I reviewed the Sound Blaster Audigy FX Pro back in April. I found it to be an excellent budget sound card, even though it lacked support for formats such as DTS over the included SPDIF port. Anyway, Creative reached out to me again asking if I was interested in reviewing the Sound Blaster AE-X. It is a card mainly targeted at headphone wearers, which I'll get into a bit later. Before we get underway, here is a disclaimer: Creative Labs provided a free sample without any review pre-approval. Here are the full specs of it: Creative Sound Blaster AE-X Dimensions: 179 x 126 x 18 mm Weight: 263g / 9.28 oz Platform: PCI-e DAC: ESS ES9039Q2M Connectivity Options Side: Rear: 1 x HD Audio Front Panel Connector, 1 x ⅛“ Headphone port, 1 x RCA Line-out (Left) port, 1 x RCA Line-out (Right) port, 1 x Coaxial SPDIF-out port, 1 x ⅛“ Mic in/Line-in port, 1 x TOSLINK SPDIF-in port Surround: No DNR / SNR: THD+N: 0.0001% Dynamic Range 130 dB Recording Resolution: PCM up to 32-bit / 192kHz (Stereo) Direct Mode: Line Out (Stereo): PCM up to 32-bit  384 kHz Coaxial SPDIF Out: PCM up to 24-bit 192.0 kHz Headphone Amp: PCM up to 32-bit / 384kHz (Stereo) Native DSD: DSD64, DSD128, DSD256 Output Impedance: 1Ω, Supported Headphone Impedance: 8–600Ω, IEM: 0.5Vrms, Low: 1.5Vrms, Mid: 3Vrms, High: 6Vrms, Maximum output power: 350mW @ 32Ω (High), Maximum output voltage: 6Vrms (High) Front Panel Headphone Amp: PCM up to 32-bit / 192kHz (Stereo) Native DSD: DSD64, DSD128 Output Impedance: 10Ω, Supported Headphone Impedance: 32–300Ω, Maximum output power: 40mW @ 32Ω, Maximum output voltage: 1.9Vrms ASIO: ASIO 2.3 Total Harmonic Distortion: THD+N: 0.0006% Dynamic Range: 114 dB Scout Mode: Yes EMI shielding: No (but it passed all the FCC emission tests) Operating temperature: 0–45°C Input Power: 12V⎓0.5A Warranty: 1 Year (MSRP) Price: $179.99 / £169.99 The Sound Blaster AE-X was announced at the end of May, and it becomes clear that it is mainly for headphone wearers. I should also note that the card does not support DDL/DTS encoding technology, but it is said to support decoding through the coaxial SPDIF port. I was able to test this working with the classic Windows Sound properties, but I could not get a DTS (decode) signal through my Logitech Z906, it defaulted to 3D sound whenever I played DTS content through Plex or Emby. In addition, this card only supports two channels (stereo) over the speakers. The surround support is limited to the Headphone Amp, so before I get underway, what we have here is a card mostly intended for headphone use, especially with its SPDIF In (Toslink) port where you could connect another device like a console. So what about the highlights of this card? The AE-X is powered by the ESS SABRE DAC (ES9039Q2M), which is capable of a 130 dB dynamic range. In addition, it supports 32-bit/384 kHz playback for deeper detail and clarity. The headphone amplifier delivers up to 350 mW @ 32Ω, which admittedly far surpasses standard onboard audio, offering support for studio-grade headphones. DSD256 and ASIO 2.3 are also supported. What doesn't it have? No support for What-U-Hear, Super X-Fi, or the SmartComms Kit No EMI shielding, but it passed all the FCC emission tests (from the FAQ) I also want to make it clear that I am no audiophile. For me, it's purely subjective and it should just "work" out of the box. First impressions As I said in the introduction, I was a bit sad to see that the AE-X only supports stereo output, meaning it would not be on par with my ALC1220 over my speakers, as I mentioned it seems like this card is marketed toward headphone users. Since I am not an avid gamer that would rule me out as a potential customer, but I can still test its capabilities! The card arrived in a nice-looking box, as shown above. It's quite a bit larger than the Audify FX Pro that I reviewed back in April, and at first I thought the covering meant that it was EMI shielded, but it isn't as mentioned above in the highlights section. What's in the box: 1 x Sound Blaster AE-X PCIe card 1 x 3.5 mm CTIA TRRS to Dual TRS Headset Splitter Cable 1 x Quick Start Guide Aside from the Quick Start Guide, which someone at my age (I guess) needs a magnifying glass to read thanks to the tiny fonts, Creative Labs also has the manual online, which first requires you to prove that you're human in order to access it (so I can't direct link it). Anyway, the box is mostly made up of cardboard, and the only plastic in it is the anti-static bag for the card itself. Design Top Bottom The card itself looks pretty cool and actually wouldn't look out of place in an all-white build. There's only one connector, and for some reason it is awkwardly placed on the side (front-facing) that is for the front panel audio connector, which will let you use the headphones through the front PC audio jack. Since the front panel Headphone Amp has fewer capabilities than the rear headphone port, I decided not to use it. Rear of card PCI-e interface The rear of the card is completely open and is normally where you would find the front panel connector. The PCIe interface side is completely covered, which initially made me think it was EMI shielded. I/O panel Side (front-facing) with Front panel connector On the outer rear bracket side we have the TOSLINK SPDIF in, Coaxial SPDIF out, RCA line out (Right), RCA line out (Left), Headphone out, and Mic/Line in ports. On the front facing portion of the card itself is the F-panel connector. Usage Test System Our test system consists of the following: AMD Ryzen 9 9950X3D Gigabyte X870E AORUS MASTER (BIOS F12) Corsair RM1000x (2024) Thermal Grizzly Kyronaut (33x33x0,2mm) 2x 32GB Kingston Fury Beast RGB DDR5 6000MT/s CL36-38-38-80 T-Force Z540 2TB (PCIe Gen5) NVIDIA GeForce RTX 5090 Founders Edition (NVIDIA) Creative Sound Blaster AE-X Windows 11 25H2 Pro I installed the card into the Gigabyte X870E AORUS MASTER which includes the RealTek ALC1220 onboard audio. For our subjective listening tests, I used the Coaxial SPDIF port to my Logitech Z906 speakers. For headphone tests I used the OneOdio Studio Max 2 Wireless DJ Headphones that I reviewed last month. After installing the audio driver, I installed Creative Nexus, which is a relatively new app designed for the latest Sound Blaster cards. Then I discovered the AE-X needed both a driver update from 1.00.15.0001 to 1.01.09.000 and a firmware update from 1.00.06.0000 to 1.00.06.0002, then I was set to go. It should be noted that the card did not work without the driver (not Plug and Play). As you can see above, you can manage the firmware, driver, and inputs via Advanced Settings on the Device tab. By default Nexus enabled "Direct Mode". Upon clicking on Acoustic Engine, the Equalizer can be enabled and set to four different presets, which are: Gaming Music Movies Footsteps Enhancer There's also a dedicated Scout Mode for gamers. I mainly used Tidal and Spotify in the past week to listen to some of my Liked Songs (which now total over 700) in Shuffle mode; there were no pops or interference that I could hear. I also found a 5.1 Surround Music playlist on Tidal that sounded really great over Studio Max 2 headphones. When I reviewed the Audigy FX Pro, I went out and purchased a Logitech Z906 set second-hand for €100 specifically to use with the card, but in this instance all I could get on the AE-X was the 3D output of surround sound through Coaxial SPDIF and although it still sounded great, it isn't quite as good as DTS Interactive via my onboard Realtek ALC1220. Conclusion So what have I learned? The AE-X lacks multi-channel support for 5.1/7.1 setups and drops support for modern surround technologies like Dolby or DTS, functioning strictly as a stereo output device. So to really benefit, you will need Studio-grade headphones to "hear" the benefits of this card. With that being said, I can imagine it will appeal to gamers who are switching between console and PC. By utilizing the SPDIF in port, you could just plug your headphones into the AE-X (front or rear port) and then switch between PC and Console without having to move the headphones to a different port. As I said in the Sound Blaster Audigy review, the EQ in the Creative Nexus app offers safe presets, which allows a user to further tweak the lows, mids, and highs for a personal listening experience. Of course it all depends on the headphones you hook up to it. Speaking of headphones, I kind of wish I had higher-quality Studio-grade headphones to really test this card with; I'm not usually wearing headphones in my day to day duties. The only time I will wear them is if I want to listen to music very late at night and I don't want to disturb my neighbors, so my rating (verdict) is based on this fact. Someone with a PC/Console setup and wears headphone religiously to game, and consume media will benefit much more than I from the high-quality Headphone Amps that are included in the AE-X. Once again, I do feel like Creative could have gone the extra mile to support the S/PDIF port a bit more. Why include it if you're not supporting the main popular digital formats? It seems like the decision was more of a legacy-based one, offering uncompressed 2-channel PCM audio, for users with high-fidelity audio systems and external DACs. Maybe I will be lucky enough to review a card that truly includes all these features in the future. I am sure readers with far more knowledge on audio systems than me will correct me in the comments below. I'll just say I am happy to learn what I don't know! Where to buy The Sound Blaster AE-X is available to purchase now in preorder for $179.99 on the U.S. Creative website, or for £169.99 on the Creative UK website and will start shipping to customers from June 25.
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    • Or... just use Bitwarden. Free, and has on-prem option as well. Works both on desktop and mobile, wherever you are. The age of local password files is over.
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