davidw
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Former Apple securities lawyer pleads guilty to insider trading charges
The "max" fine and prison time in this case is based on the max fine for an individual convicted of insider trading being $5M and 20 years per count. Thus this $30M fine and 120 years prison time reflects the 6 counts of insider trading he was guilty of.
The reason why the "max" is so high is because insider trading is insider trading, regardless of the amount of money involve. A person netting $.5M from insider trading faces the same max sentences, as one that netted $5M or $500M. Plus the forfeit of their netted profit.
It's doubtful that the sentencing judge will impose the max fine and sentence in this case. Even if given the max, the fine can be $30M, but the prison time can be serve consecutively concurrently and thus only 20 years. -
AirTags help Toronto man track down stolen Range Rover
frank777 said:These thieves were also able to steal the car despite him having placed his keys into a faraday box, which prevents criminals remotely copying a key fob and mimicking its signal to unlock the car.
I feel like this part deserved a bit more explanation.A "faraday box" is just a term use to describe any covering that blocks outside radio waves. It need not be a six sided box made of metal mesh, like what most would envision.A key fob uses a RFID chip to store it's data. A scanner can read that data from a few feet away. Like when the key is in your pocket or purse. Think of the anti-theft security chip on high price retail store items. They use a RFID chip, that can read by a scanner when exiting the store. So you can put your key in a "faraday box" to prevent this. This is consider a "faraday box".There are also wallets that are "faraday box" to prevent thieves from reading your CC number off an embedded RFID chip used for contactless transactions, like when standing in a check out line. But I read that if you keep two or three CC with RFID chip, in a regular wallet, the scanner can not zone in on any one of the CC, to read its number.
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Epic's 'Support a creator' program pays out only 5% of game content makers' sales
crowley said:StrangeDays said:crowley said:Mike Wuerthele said:dantheman827 said:StrangeDays said:So they take 95% from their platform, but sued Apple for taking the 15/30% from its platform. Hmmm
It's the same thing with the iTunes affiliate program... they pay you to bring users to them.
Say you've made a skin for Fortnite. You then put it up for sale, since you're one of Epic's blessed. If Epic sells your skin for $10, you get $0.50. If Jim says that "Hey, look at this cool skin on Fortnite" and somehow links it to you, he gets nothing, and since it's your skin, you get $0.50.
If it was like the iTunes affiliate program (which cut apps out about three years ago), Jim that did the referral would get probably $0.02 and you'd get the $0.50 since its your skin.
It sounds not dissimilar to an affiliate code for patrons of particular creators, and 5% isn't at all out of line for that kind of referral kick back. It's not at all like commission.Epic operates a Support-A-Creator program, which hands participants a Creator Code that players can enter into the game. Purchases made while a code is active on an account gives a small credit to the owner of that code.
https://daringfireball.net/linked/2022/06/27/epic-95-split
The "creators" being referenced are not necessarily the creators of Fortnite content; they're Twitchers, YouTubers, Instagrammers, any other kind of influencers. It's a way for Fortnite players to nominate someone who they want to patronise and kick back 5% of any Fortnite purchases to.Creators (i.e., active video makers, streamers, storytellers, artists, cosplayers, musicians, and community builders) who meet the following criteria are eligible to participate:
- Are at least 13 years old, or at least 14 years old if you are a resident of South Korea.
- Have 1,000+ followers* on at least one of the following eligible social platforms:
- YouTube, Twitch, Twitter, Facebook, Instagram, or VK
It's therefore a completely different payment program when compared to a commission to creators of Fortnite level and skins. You may well argue that there should be better compensation for those Fortnite creators, since there is currently none apart from brand deals and piggybacking on this Support-A-Creator scheme, but that's a different matter. And from that Verge article it seems like a compensation scheme may well be in the works:
Since it seems like (i) Epic is in the early days of rolling out a content creation platform for Fortnite, and (ii) aren't charging for much (or any?) of the non-Epic created content, and (iii) what little there has been has been branded and therefore paid for by the brands; I don't think this is nearly as much of a stinger as it would seem by all the Apple fans jumping on it.And many of the groups I interviewed discussed a major expected upgrade they referred to as “Creative 2.0.”WHAT IS THE EPIC GAMES SUPPORT-A-CREATOR PROGRAM?
Support-A-Creator enables Creators to earn money by creating content for Fortnite, Rocket League, and many games in the Epic Games Store. Epic believes that Creators are an essential part of building communities around awesome games. We recognize how important Creators of all kinds have been to our success, so we built this program to share in that success.
We’re looking for Creators that focus on the quality of the moments they make and share, the communities they build, and the love they have for the games they play.
No where does Epic state that a "creator" is someone that can earn money by just "referring" to one of Epic games. One must first create contents for the game, that Epic is using in their games, to be a "creator".
What Epic is stating in what you quoted from them, is that "creators" that are ...... active video makers, streamers, storytellers, artists, cosplayers, musicians, and community builders, etc. ...... can participate in their "Support A Creator" program, where by they can earn a 5% commission from players IAP, when they enter their affiliate code. A "creator" must first create content for an Epic game, before they can get an "affiliate code". And in order to get an "affiliate code", they must also have some "influence". i.e. .... active video makers, streamers, storytellers, artists, cosplayers, musicians, and community builders.
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App Store and Google Play growth flat in Q1 2022, says study
Madbum said:Apple grew 5.8 percent vs Google. Losing 8 percent is considered the same by this author? Is this Core math? -
Apple sued for not paying New York Apple Store staff weekly
daven said:crowley said:hackintoisier said:Seems frivolous.
"Department that individuals who spend more than 25% of working time engaged in “physical labor” fit within the meaning of the term “manual worker.” .
90% of your work responsibility might be considered "physical labor" but if you only spend 10% of your work time doing them, your job is not considered "manual worker". However, if even just 5% of your job responsibility was considered "physical labor" and you spent more than 25% of your work hours performing them, then your job would be considered "manual worker".
And I'm pretty sure, but not certain, that the spirit of the law is meant to when one performs "physical labor" on a some what continuous basic as to be tiring or monotonous over time, for over 25% of your day or week. Not performing "physical labor" a little at time along with your regular job description.
Like adding up the 2 minute you spent walking to the supply room, the 2 minute it took you find the item, the 2 minute to took to carry back the item to the counter and the 1 minute it took you to use a razor blade to open the package as 7 minutes of "physical work" and this adds up with other "physical work", like the 30 seconds it took you to walk to the end of the counter to take a telephone call (an hour later), and the 1 minute it took you to bag 20 purchases in the day plus the occasional 5 minutes it took you to help a customer carry a purchase to a car.
Now if your job was to go to the supply room and fetch inventory for all the sales people when needed, help customers carry their purchases to a car and kept inventory and stocking the supply room the rest of the time and this is what to do most of your work hours, then that can be considered a "manual worker" job.