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sexta-feira, 29 de março de 2019

17 Best URL Shortener to Earn Money

  1. Clk.sh

    Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  2. Short.am

    Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  3. Linkbucks

    Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  4. Bc.vc

    Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
    Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.
    • The payout for 1000 views-$10
    • Minimum payout -$10
    • Referral commission-10%
    • Payment method -Paypal
    • Payment time-daily

  5. Wi.cr

    Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  6. Shrinkearn.com

    Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
    Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.
    • The payout for 1000 views- up to $20
    • Minimum payout-$1
    • Referral commission-25%
    • Payment methods-PayPal
    • Payment date-10th day of every month

  7. Adf.ly

    Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  8. Fas.li

    Although Fas.li is relatively new URL Shortener Service, it has made its name and is regarded as one of the most trusted URL Shortener Company. It provides a wonderful opportunity for earning money online without spending even a single $. You can expect to earn up to $15 per 1000 views through Fas.li.
    You can start by registering a free account on Fas.li, shrink your important URLs, and share it with your fans and friends in blogs, forums, social media, etc. The minimum payout is $5, and the payment is made through PayPal or Payza on 1st or 15th of each month.
    Fas.li also run a referral program wherein you can earn a flat commission of 20% by referring for a lifetime. Moreover, Fas.li is not banned in anywhere so you can earn from those places where other URL Shortening Services are banned.
  9. Ouo.io

    Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  10. BIT-URL

    It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  11. CPMlink

    CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  12. Al.ly

    Al.ly is another very popular URL Shortening Service for earning money on short links without investing any single $. Al.ly will pay from $1 to $10 per 1000 views depending upon the different regions. Minimum withdrawal is only $1, and it pays through PayPal, Payoneer, or Payza. So, you have to earn only $1.00 to become eligible to get paid using Al.ly URL Shortening Service.
    Besides the short links, Al.ly also runs a referral program wherein you can earn 20% commission on referrals for a lifetime. The referral program is one of the best ways to earn even more money with your short links. Al.ly offers three different account subscriptions, including free option as well as premium options with advanced features.
  13. Short.pe

    Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  14. LINK.TL

    LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  15. Cut-win

    Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  16. Oke.io

    Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
    Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.
    • The payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-20%
    • Payout options-PayPal, Payza, Bitcoin and Skrill
    • Payment time-daily

  17. Linkrex.net

    Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
    You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.
    • The payout for 1000 views-$14
    • Minimum payout-$5
    • Referral commission-25%
    • Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
    • Payment time-daily

O Grande Potencial para o Sucesso

Em Memória de Alter Yossef ben Shmuel, Hanne Bruche bat Yaacov, Samuele ben Yossef, Samuel ben Avraham, Regina bat Alter, Braindel bat Shmuel Biniamin, Lea bat Michael  e Ester Sandra bat Avraham Z"L

e-Mussar

Sabedoria para o Crescimento Pessoal

 

 

 

À  LUZ  DO  MUSSÁR

      

        

        

Sobre o estágio inicial da Criação, a Torá nos relata que "a Terra era surpreendentemente vazia e estéril". Dessa massa sem vida, o Criador produziu solo, água, plantas e animais. A Terra desolada brotou com todo tipo de vida, preparando o terreno para o homem, a peça central da Criação, para que ele pudesse prosperar e desenvolver seus poderes espirituais.

Este 'palco' criado pelo Todo-Poderoso proporciona à humanidade a oportunidade de retificar sua natureza e ganhar a vida eterna.

Aprendemos daqui que uma possível situação de caos e vazio não é nem final nem sem esperanças. É apenas um bloco de construção através do qual o Criador nos dá oportunidades e estabelece a maravilha da existência.

Nunca nos desesperemos por causa de nossas deficiências ou fraquezas. Inspiremo-nos ao nos lembrar de que o Todo-Poderoso criou tudo a partir de um vazio absoluto. Desta maneira conseguiremos transpor todos os desafios e chegar a vidas plenas, felizes e com muito sucesso!

 

                                Shabat Shalom a Todos!

 

 

Baseado nos comentários de Rashi (Rabino Shlomo ben Ytschak (França, 1040-1104)) – Bereshit 1:2

 

 

Para parar de receber o e-Mussar:

mande para (to): emussar@terra.com.br
        assunto (subject): PARAR

 

Why Is King Removing In-Game Ads?



King recently decided to abandon in-game advertising and considering my position with the NativeX Games Task Force (where we collaborate with mobile game developers to increase the engagement, retention, and monetization) this sparked a few questions and discussions in circles of people around me. Why are they doing this? What's their motive? Were players leaving? Did they need a better ad experience? These are all good questions, but before addressing them specifically around King let's look at the two major groups of developers who don't want or like ads. There might be more groups than this, but in my experience most developers fall into these two buckets.

Purist Developers


I've encountered several developers who don't want to break the 4th wall in their game design. They've created a story and world where they feel players should immerse themselves, and advertisements would make players aware that this is just a game. I have a hard time believing this in mobile gaming, but I won't argue that point against developers who feel this way.

There are also developers who believe that the game they are creating will be good enough that players will "want" to spend money in game through in app purchases (IAPs). With those developers, I wish and hope that they're right! I would hope that a game could achieve 100% conversion rate, 75% or even 30%. Unfortunately, you'll never have 100% conversion and most developers won't see more than 10% conversion (in a F2P title) just because one word is associated with their game... free. Some consumers have preconceived notions or assumptions with the word free, and game designers/developers will never be able to change how those people feel about the word free.

Lastly in the purist category, there are some developers who think that advertisement revenue cannibalizes their IAP revenue.  This can be true, but only if they slap ads into a game without thinking how to "intelligently" integrate advertisements. I can take any game and completely destroy it with advertisements. I think we all can, but you can also increase your game/company revenues significantly with the addition of advertisements too. That is, if you care for more revenue.

Elective Developers


The other kind of developers out there that don't use ads are those who have enough cash flow or resources and don't feel the need to include advertising revenue, or any other benefits associated with it. They can "elect" to include ads or not. Most of the time this way of thinking spawns from great success, so it's really difficult to criticize their decision to remove ads because they're obviously doing something right being as successful as they are. If you haven't guessed it yet, King falls under this category.

Many developers think of advertisements as a "necessary evil" in order to make a living out of doing something they love. On the flip-side  advertisers believe they are offering a service or product that the consumer values. Which is right? Well that depends on the game/platform and the consumer. Let's look at Hay Day for example. My wife has been playing for over a year, and is level 60-something at the time of writing this. She has never made an IAP. She will never make an IAP. I asked her why and her response was, "because it's free." However, she will watch videos for currency. She actually likes to watch ads for currency. This is a case where a consumer finds value in an advertisement and the developer is benefiting from it as well. Of course on the other end of the spectrum, 20-some year old hardcore gamers who only buy Call of Duty will hate advertisements. (Ok that's sort of an extreme example, but I think you get the idea.)

You Think I'm Saying King is Making a Mistake?


Not necessarily, but I believe there's a role for advertisements in most games. I've seen the effects first hand from players who won't spend. However, the data at my fingertips from the NativeX network and from the shift I've witnessed in the past few years shows the importance of advertising. However, this is sort of a win-win scenario for King. They're successful so advertising isn't as important, they're getting some press coverage for the announcement and in the eyes of gamers it looks like they're "doing good."

Do I think this stance can last? That all depends on their future success. If they stay on top, or keep releasing hits then yes, but if revenues start declining or they're not meeting expectations then they might reintroduce ads. There's also always the possibility of reintroducing ads back in games that are "sunsetting" so we could always see them pop back into games that aren't in the spotlight anymore.

If you'd like to talk about this or any other games you can find me here at my blog or on Twitter.

Going To Rapier Con Febuary 8-10

My son and I will be going to Rapier Con in Jacksonville, FL during the weekend of February 8-10. It's the first time I'll have played real miniature games in years. We're looking forward to it. Plus, I got a new cell phone (S9+) over the holidays, so I actually have an awesome camera again to shoot photos. It's been years since I had a good camera, hence the lack of photos and articles here. I'm edging my way back into miniature gaming. :-)

Watch Dogs 2 #9


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SF - The Joy of Kindness \ The Wisdom of Our Sages


The Joy of Kindness \ The Wisdom of Our Sages 

D'var Torah: "Rabbi Yehudah said in the name of Rav: 'Each and every day a Heavenly voice issues from Mount Sinai and proclaims, 'The entire world is sustained on the merit of Chaninah, My son. While Chaninah, himself, suffices himself on a small amount of carob.'" If Rabbi Chaninah's merit sustained the entire world, why did he receive such a little portion? Rabbi Chaninah was a master of loving kindness. He barely required anything for himself because the joy of bestowing kindness to other people totally sustained his heart and soul. His primary happiness in life came through giving to others. Since Rabbi Chaninah ben Dosa emulated the kindness of HaShem so perfectly, he merited to be the blessing of sustenance for the entire world!

Moral: The golden attribute of bestowing good to others is the key to all fulfillment, success, and joy. The more we dedicate ourselves to being kind to others, the more we will be beloved by mankind and Heaven.

Application: Envision Rabbi Chaninah ben Dosa granting kindness and care to everyone around him. See him act with friendliness and goodness to his family, friends, and neighbors. Imagine how his love of goodness and good deeds awakens intense joy and contentment in his heart.  Reflect on the fact that his dedication to helping others gave him the merit to be the blessing of sustenance for the the entire world. Flow with loving kindness, good deeds, and ever increasing joy.
(Based on Brachos 17b, according to the commentary of Da'as Torah)

The Salant Foundation is currently looking for a Shul or community to partner with us in sharing the merit of the unique and important Salant Kollel. There are practical and easy ways (such as adoptakollel.org) to create a special mutual relationship between the Kollel and a Shul or community. If you think your Shul or community or workplace might want to participate in supporting the Salant Kollel, please contact Rabbi Zvi Miller at salantorg@gmail.com, and we will discuss how to implement your idea. Thank you!

L"N R' Yochanon Mordecai ben Ephraim and Moras Esther Leah bas Yehudah Yoseph.
       R' Maair Ben R' Yakutiel Javayeer z"tl 

Refuah Shleimah

Yochanon Baruch ben Fruma Ettta
Riva bas Henya
Zivia bas Raizel
Tzvi ben Chana
Leah Hadassah bas Michal Chana
Chava Bas Michal Chanah
Chaya Harriet Bat Sophie Lee
Mazal Malkah Mollie Bas Sarah
Yakir Efraim Ben Rachel Devora
Chaya Leah bas Sara
Chaya Shaina Chana Bas Itcha
Netanel Ilan ben  Shayna Tzipora
Shumel Ben Navat
Salant Foundation, 1330 NE 172 St., North Miami Beach, FL 33162
Sent by salantorg@gmail.com in collaboration with
Constant Contact

I Settle All Video Game Arguments, Part 1: Game Reviews

There was a ridiculous controversy recently because a games journo was bad at this difficult game. All time spent debating it was time wasted. I am writing this so that such time-wastage never happens again. I live to serve.
"You can speak your mind but not on my time."
      - William Martin Joel
 
One of the painful things about being in the games biz for a long (LONG) time is that you see the same tedious arguments brought up and rehashed, again and again, by new generations. I am writing a series of posts to settle these debates once and for all.

Don't bother to thank me. Seeing my own face whenever I look into the mirror is reward enough.

First up, I will settle all debates regarding games reviewers: How good should a reviewer be at a game? What topics are a reviewer allowed to bring up when doing a review? Are review scores and review aggregators a good thing? Does anyone still care about game reviews?

So the next time someone gets Mad On the Internet about a game review or mega-butthurt because the newest installment of their fave series gets a 91% when they KNOW it should have gotten a 93%, you can send them to this page and get on with your life.

A thoughtful and useful review of Avernum. Hmm. Let me check if it's still, 17 years later, making me money? Yep!!!
Why Are You Authorized to Settle This Argument Forever?

Because I am old, and that makes me wise. Also, once PC Gamer gave one of my most popular and enduring games a 17% review, literally said it was worse than choking to death on your own vomit, and provided a helpful sidebar with a list of rock stars who choked to death on their own vomit.

Believe me, every possible opinion you can have about game reviews, I have had at one time or another.

(Also, we have a kick-ass new indie, retro role-playing game coming out in early 2018, and I want to make sure everyone's heads are on straight before they start reviewing it.)

The Most Important Fact About Reviews

Think about your friends. (For the purpose of this exercise, I will assume you have friends.) When they recommend games/movies/TV shows to you, you take their personalities into account, right?

For example, there are some people who I listen to when they say a movie is good, and there are others who I won't, because they only like cheesy romantic comedies and Shrek. Or some guy will say I have to play Face Obliterator 5000, and I like him and all, but I'm not a fan of the Face Obliterator genre. Or, while his wife is great, no, I don't want to see the new Benedict Cumberbatch movie. Under any circumstances.

They're good people. We just have different tastes. I don't make them watch the long, depressing foreign movies I like, and they restrict their evangelizing Rick & Morty to me to one hour per day. I only accept recommendations from people when I've found their tastes line up with mine. You're the same way, right?

Pick Reviewers The Same Way

Reviewers are just individual humans, with their own tastes, and no one human can be a perfect, impartial justice machine for evaluating a work of art. Any decent reviewer can say how buggy a game is and whether it runs OK on their PC. Beyond that, it's just, like, your opinion, man. 

If you want reviews, don't just sit there. Find a couple reviewers you like and read them. If a web site doesn't have regular reviewers and just uses a rotating stable of whatever recent college grad is most desperate that week, it's not going to be useful to you. It takes work to find a site that works for you, but that's life.

Fun bonus fact: All awards for art, from the Nobel prizes down to video game awards, are arbitrary and meaningless. If you want to obsess about the Oscars, hey, you do you, but don't pretend they have any value beyond distracting you for a minute.
Are Numerical Review Scores Dumb?

On the surface, yes, evaluating a complex work of art and boiling it down to a single number is dumb. I mean, it's not like critics have an Art Scale, and they can put the last Call of Duty on it and say, "This game weighs 8.3 Arts, and the last game only weighs 7.1 Arts, and that's 1.2 Arts more!!! So this game gets a 93%."

Review scores, in practice, are fine. However, remember, a high or low number is just a reviewer giving an opinion, and if you trust his or her opinions, you're fine. High number means they like it. If a reviewer I trust says, "Yeah, this game is a B-," I know what's goin' on.

Is It OK For a A Video Game Reviewer to Be Bad at Games?

Of course. A lot more game reviewers should be bad at games. Fact is, most people who play computer games are bad at them, and they deserve reviewers who advocate for them and can say, "If you blow 20 bucks on this, you'll die 500 times on the first level and hate it. Don't waste your money."

Look, I love laughing at game professionals flailing at games as much as anyone. Remember when that unnamed Polygon writer tried Doom and showed no signs of ever having played it (or any video game) ever before? That was a hoot.

(My favorite bit is when the player unloads a full shotgun blast into a health pack resting on the ground, in what I can only assume is a post-modern deconstruction of late-stage capitalism.)

But some people watched that video and said, "Wow, I should never buy this game," and were right to say it. So the video was useful after all.

This is why I was a huge fan of Conan O'Brien's Clueless Gamer series, before it devolved into a series of tedious celebrity skits. Watching someone who isn't fully proficient in our art form and its weird conventions struggling to enjoy it can be painfully useful.

In the end of Ratatouille, a supposedly heroic writer gives a good review to a restaurant whose kitchen is infested with rats. GROSS! Never trust reviews.


But This Goes Both Ways, Right?

Yes. Some gamers have very little money and lots of time to fill. They don't want to spend twenty of their limited bucks on a one-hour art piece, and they deserve reviewers who advocate for them as well.

Is It OK For a Video Game Reviewer to Have Strong Political Opinions?

Yeah, why not? A lot of people only want games that support their particular political opinions. They can use politics-fixated reviewers as canaries in a coal mine. The writers are exposed to bad opinions so that you don't have to be.

Again, you have to pick a reviewer compatible with you. If someone doesn't like a game because it's too politically whatever or has too much of the color blue, use that person or don't. You get to choose what reviewers you watch.

What If I Think a Reviewer Sucks?

Don't read their reviews. That'll show 'em!

(And leave it at that. Don't be an asshole to them because you don't agree with them. Not reading them is really the only vote you get.)

Review aggregator sites would have you believe every Marvel movies is one of the Best Movies Ever Made. Which, I mean, Marvel is fine I guess, but nobody will remember any of these flicks in 3 years.
How About Game Aggregator Sites? Are They Cool?

So you can go to a place like MetaCritic, which averages 50 different game review scores to take all those accumulated opinions and blends them together to create one number which represents Objective Truth. (Interestingly, Objective Truth is, the vast majority of the time, between 70% and 90%).

Look, is this useful? Kind of. I suppose.

I mean, look. Suppose ten people you don't like give you their scores for a game. That won't be very useful. But what if you take those ten dumb opinions, blend them together, and take the average? That won't be any more useful, will it? Do you think that if you mix a lot of dumbness together, somehow smartness is made? Does this work with political parties too?

But it's all subjective. If you get value out of MetaCritic, use it. It's no sweat off my nose.

But Aren't Game Developer Payments Sometimes Determined By Metacritic Scores? Isn't That Bad?

All Metacritic is doing is getting some numbers and averaging them together. Yes, taking this random number and paying developer bonuses based on it is kind of shady. But on the list of Ways the Game Industry Mistreats Its Employees, it's like 893 out of 1200.

And if you look at the list of Concrete Things That Can Be Done to Make Developers' Lives Better, "Being mad at MetaCritic" is not on it at all.

My kids don't even know video game reviews EXIST, but they will buy anything even mentioned by this guy. God. Why do I even pretend I know anything?
One Last, Horrifying Truth About Game Reviews

I'm ancient, and even I don't use them anymore. There's no review that can tell me anything I can't get by watching the game on Twitch.tv for ten seconds and checking the Steam reviews to make sure it's not too buggy.

In Conclusion

Take responsibility for yourself. Accept that the world is full of people different than you and there's space for all of us. As long as they're not punching you in the nose, people are allowed to have dumb opinions in their dumb heads. When choosing who you allow precious space inside your own head, choose someone you trust.

I will trust in the good people of the Internet to take this sensible advice and act with a bit of basic empathy in the future. I consider this entire discussion closed.

One Final Small Bit Of Whimsy

For a games web site, there's a huge advantage to having reviews written by inexperienced, eager people who try to stir up arguments instead of calming them. Those people work cheaper, and their work tends to stir up anger which gets more clicks. Sure, these poor writers/targets get screamed at, but that's what they were hired for. Their employers don't care as long as the clicks keep coming.

In the end, however, we're talking about video game reviews. In the global scheme of things, game reviews are REALLY unimportant.

Here's what keeps me up at night: How do we know that the journalists covering politics, the economy, and wars aren't being picked in exactly the same way?

### 

If you're intrigued by giant indie RPGs with cool adventures and epic stories, you can wishlist our next game on Steam. Give it a terrible review if you want. We just need the attention. News about our work and random musings can be found on our Twitter.

quinta-feira, 28 de março de 2019

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Introducing Android Q Beta

Posted by Dave Burke, VP of Engineering

In 2019, mobile innovation is stronger than ever, with new technologies from 5G to edge to edge displays and even foldable screens. Android is right at the center of this innovation cycle, and thanks to the broad ecosystem of partners across billions of devices, Android's helping push the boundaries of hardware and software bringing new experiences and capabilities to users.

As the mobile ecosystem evolves, Android is focused on helping users take advantage of the latest innovations, while making sure users' security and privacy are always a top priority. Building on top of efforts like Google Play Protect and runtime permissions, Android Q brings a number of additional privacy and security features for users, as well as enhancements for foldables, new APIs for connectivity, new media codecs and camera capabilities, NNAPI extensions, Vulkan 1.1 support, faster app startup, and more.

Today we're releasing Beta 1 of Android Q for early adopters and a preview SDK for developers. You can get started with Beta 1 today by enrolling any Pixel device (including the original Pixel and Pixel XL, which we've extended support for by popular demand!) Please let us know what you think! Read on for a taste of what's in Android Q, and we'll see you at Google I/O in May when we'll have even more to share.

Building on top of privacy protections in Android

Android was designed with security and privacy at the center. As Android has matured, we've added a wide range of features to protect users, like file-based encryption, OS controls requiring apps to request permission before accessing sensitive resources, locking down camera/mic background access, lockdown mode, encrypted backups, Google Play Protect (which scans over 50 billion apps a day to identify potentially harmful apps and remove them), and much more. In Android Q, we've made even more enhancements to protect our users. Many of these enhancements are part of our work in Project Strobe.

Giving users more control over location

With Android Q, the OS helps users have more control over when apps can get location. As in prior versions of the OS, apps can only get location once the app has asked you for permission, and you have granted it.

One thing that's particularly sensitive is apps' access to location while the app is not in use (in the background). Android Q enables users to give apps permission to see their location never, only when the app is in use (running), or all the time (when in the background).

For example, an app asking for a user's location for food delivery makes sense and the user may want to grant it the ability to do that. But since the app may not need location outside of when it's currently in use, the user may not want to grant that access. Android Q now offers this greater level of control. Read the developer guide for details on how to adapt your app for this new control. Look for more user-centric improvements to come in upcoming Betas. At the same time, our goal is to be very sensitive to always give developers as much notice and support as possible with these changes.

More privacy protections in Android Q

Beyond changes to location, we're making further updates to ensure transparency, give users control, and secure personal data.

In Android Q, the OS gives users even more control over apps, controlling access to shared files. Users will be able to control apps' access to the Photos and Videos or the Audio collections via new runtime permissions. For Downloads, apps must use the system file picker, which allows the user to decide which Download files the app can access. For developers, there are changes to how your apps can use shared areas on external storage. Make sure to read the Scoped Storage changes for details.

We've also seen that users (and developers!) get upset when an app unexpectedly jumps into the foreground and takes over focus. To reduce these interruptions, Android Q will prevent apps from launching an Activity while in the background. If your app is in the background and needs to get the user's attention quickly -- such as for incoming calls or alarms -- you can use a high-priority notification and provide a full-screen intent. See the documentation for more information.

We're limiting access to non-resettable device identifiers, including device IMEI, serial number, and similar identifiers. Read the best practices to help you choose the right identifiers for your use case, and see the details here. We're also randomizing the device's MAC address when connected to different Wi-Fi networks by default -- a setting that was optional in Android 9 Pie.

We are bringing these changes to you early, so you can have as much time as possible to prepare. We've also worked hard to provide developers detailed information up front, we recommend reviewing the detailed docs on the privacy changes and getting started with testing right away.

New ways to engage users

In Android Q, we're enabling new ways to bring users into your apps and streamlining the experience as they transition from other apps.

Foldables and innovative new screens

Foldable devices have opened up some innovative experiences and use-cases. To help your apps to take advantage of these and other large-screen devices, we've made a number of improvements in Android Q, including changes to onResume and onPause to support multi-resume and notify your app when it has focus. We've also changed how the resizeableActivity manifest attribute works, to help you manage how your app is displayed on foldable and large screens. To you get started building and testing on these new devices, we've been hard at work updating the Android Emulator to support multiple-display type switching -- more details coming soon!

Sharing shortcuts

When a user wants to share content like a photo with someone in another app, the process should be fast. In Android Q we're making this quicker and easier with Sharing Shortcuts, which let users jump directly into another app to share content. Developers can publish share targets that launch a specific activity in their apps with content attached, and these are shown to users in the share UI. Because they're published in advance, the share UI can load instantly when launched.

The Sharing Shortcuts mechanism is similar to how App Shortcuts works, so we've expanded the ShortcutInfo API to make the integration of both features easier. This new API is also supported in the new ShareTarget AndroidX library. This allows apps to use the new functionality, while allowing pre-Q devices to work using Direct Share. You can find an early sample app with source code here.

Settings Panels

You can now also show key system settings directly in the context of your app, through a new Settings Panel API, which takes advantage of the Slices feature that we introduced in Android 9 Pie.

A settings panel is a floating UI that you invoke from your app to show system settings that users might need, such as internet connectivity, NFC, and audio volume. For example, a browser could display a panel with connectivity settings like Airplane Mode, Wi-Fi (including nearby networks), and Mobile Data. There's no need to leave the app; users can manage settings as needed from the panel. To display a settings panel, just fire an intent with one of the new Settings.Panel actions.

Connectivity

In Android Q, we've extended what your apps can do with Android's connectivity stack and added new connectivity APIs.

Connectivity permissions, privacy, and security

Most of our APIs for scanning networks already require COARSE location permission, but in Android Q, for Bluetooth, Cellular and Wi-Fi, we're increasing the protection around those APIs by requiring the FINE location permission instead. If your app only needs to make peer-to-peer connections or suggest networks, check out the improved Wi-Fi APIs below -- they simplify connections and do not require location permission.

In addition to the randomized MAC addresses that Android Q provides when connected to different Wi-Fi networks, we're adding new Wi-Fi standard support, WPA3 and Enhanced Open, to improve security for home and work networks as well as open/public networks.

Improved peer-to-peer and internet connectivity

In Android Q we refactored the Wi-Fi stack to improve privacy and performance, but also to improve common use-cases like managing IoT devices and suggesting internet connections -- without requiring the location permission.

The network connection APIs make it easier to manage IoT devices over local Wi-Fi, for peer-to-peer functions like configuring, downloading, or printing. Apps initiate connection requests indirectly by specifying preferred SSIDs & BSSIDs as WiFiNetworkSpecifiers. The platform handles the Wi-Fi scanning itself and displays matching networks in a Wi-Fi Picker. When the user chooses, the platform sets up the connection automatically.

The network suggestion APIs let apps surface preferred Wi-Fi networks to the user for internet connectivity. Apps initiate connections indirectly by providing a ranked list of networks and credentials as WifiNetworkSuggestions. The platform will seamlessly connect based on past performance when in range of those networks.

Wi-Fi performance mode

You can now request adaptive Wi-Fi in Android Q by enabling high performance and low latency modes. These will be of great benefit where low latency is important to the user experience, such as real-time gaming, active voice calls, and similar use-cases.

To use the new performance modes, call WifiManager.WifiLock.createWifiLock() with WIFI_MODE_FULL_LOW_LATENCY or WIFI_MODE_FULL_HIGH_PERF. In these modes, the platform works with the device firmware to meet the requirement with lowest power consumption.

Camera, media, graphics

Dynamic depth format for photos

Many cameras on mobile devices can simulate narrow depth of field by blurring the foreground or background relative to the subject. They capture depth metadata for various points in the image and apply a static blur to the image, after which they discard the depth metadata.

Starting in Android Q, apps can request a Dynamic Depth image which consists of a JPEG, XMP metadata related to depth related elements, and a depth and confidence map embedded in the same file on devices that advertise support.

Requesting a JPEG + Dynamic Depth image makes it possible for you to offer specialized blurs and bokeh options in your app. You can even use the data to create 3D images or support AR photography use-cases in the future. We're making Dynamic Depth an open format for the ecosystem, and we're working with our device-maker partners to make it available across devices running Android Q and later.

With Dynamic Depth image you can offer specialized blurs and bokeh options in your app.

New audio and video codecs

Android Q introduces support for the open source video codec AV1. This allows media providers to stream high quality video content to Android devices using less bandwidth. In addition, Android Q supports audio encoding using Opus - a codec optimized for speech and music streaming, and HDR10+ for high dynamic range video on devices that support it.

The MediaCodecInfo API introduces an easier way to determine the video rendering capabilities of an Android device. For any given codec, you can obtain a list of supported sizes and frame rates using VideoCodecCapabilities.getSupportedPerformancePoints(). This allows you to pick the best quality video content to render on any given device.

Native MIDI API

For apps that perform their audio processing in C++, Android Q introduces a native MIDI API to communicate with MIDI devices through the NDK. This API allows MIDI data to be retrieved inside an audio callback using a non-blocking read, enabling low latency processing of MIDI messages. Give it a try with the sample app and source code here.

ANGLE on Vulkan

To enable more consistency for game and graphics developers, we are working towards a standard, updateable OpenGL driver for all devices built on Vulkan. In Android Q we're adding experimental support for ANGLE on top of Vulkan on Android devices. ANGLE is a graphics abstraction layer designed for high-performance OpenGL compatibility across implementations. Through ANGLE, the many apps and games using OpenGL ES can take advantage of the performance and stability of Vulkan and benefit from a consistent, vendor-independent implementation of ES on Android devices. In Android Q, we're planning to support OpenGL ES 2.0, with ES 3.0 next on our roadmap.

We'll expand the implementation with more OpenGL functionality, bug fixes, and performance optimizations. See the docs for details on the current ANGLE support in Android, how to use it, and our plans moving forward. You can start testing with our initial support by opting-in through developer options in Settings. Give it a try today!

Vulkan everywhere

We're continuing to expand the impact of Vulkan on Android, our implementation of the low-overhead, cross-platform API for high-performance 3D graphics. Our goal is to make Vulkan on Android a broadly supported and consistent developer API for graphics. We're working together with our device manufacturer partners to make Vulkan 1.1 a requirement on all 64-bit devices running Android Q and higher, and a recommendation for all 32-bit devices. Going forward, this will help provide a uniform high-performance graphics API for apps and games to use.

Neural Networks API 1.2

Since introducing the Neural Networks API (NNAPI) in 2017, we've continued to expand the number of operations supported and improve existing functionality. In Android Q, we've added 60 new ops including ARGMAX, ARGMIN, quantized LSTM, alongside a range of performance optimisations. This lays the foundation for accelerating a much greater range of models -- such as those for object detection and image segmentation. We are working with hardware vendors and popular machine learning frameworks such as TensorFlow to optimize and roll out support for NNAPI 1.2.

Strengthening Android's Foundations

ART performance

Android Q introduces several new improvements to the ART runtime which help apps start faster and consume less memory, without requiring any work from developers.

Since Android Nougat, ART has offered Profile Guided Optimization (PGO), which speeds app startup over time by identifying and precompiling frequently executed parts of your code. To help with initial app startup, Google Play is now delivering cloud-based profiles along with APKs. These are anonymized, aggregate ART profiles that let ART pre-compile parts of your app even before it's run, giving a significant jump-start to the overall optimization process. Cloud-based profiles benefit all apps and they're already available to devices running Android P and higher.

We're also continuing to make improvements in ART itself. For example, in Android Q we've optimized the Zygote process by starting your app's process earlier and moving it to a security container, so it's ready to launch immediately. We're storing more information in the app's heap image, such as classes, and using threading to load the image faster. We're also adding Generational Garbage Collection to ART's Concurrent Copying (CC) Garbage Collector. Generational CC is more efficient as it collects young-generation objects separately, incurring much lower cost as compared to full-heap GC, while still reclaiming a good amount of space. This makes garbage collection overall more efficient in terms of time and CPU, reducing jank and helping apps run better on lower-end devices.

Security for apps

BiometricPrompt is our unified authentication framework to support biometrics at a system level. In Android Q we're extending support for passive authentication methods such as face, and adding implicit and explicit authentication flows. In the explicit flow, the user must explicitly confirm the transaction in the TEE during the authentication. The implicit flow is designed for a lighter-weight alternative for transactions with passive authentication. We've also improved the fallback for device credentials when needed.

Android Q adds support for TLS 1.3, a major revision to the TLS standard that includes performance benefits and enhanced security. Our benchmarks indicate that secure connections can be established as much as 40% faster with TLS 1.3 compared to TLS 1.2. TLS 1.3 is enabled by default for all TLS connections. See the docs for details.

Compatibility through public APIs

Another thing we all care about is ensuring that apps run smoothly as the OS changes and evolves. Apps using non-SDK APIs risk crashes for users and emergency rollouts for developers. In Android Q we're continuing our long-term effort begun in Android P to move apps toward only using public APIs. We know that moving your app away from non-SDK APIs will take time, so we're giving you advance notice.

In Android Q we're restricting access to more non-SDK interfaces and asking you to use the public equivalents instead. To help you make the transition and prevent your apps from breaking, we're enabling the restrictions only when your app is targeting Android Q. We'll continue adding public alternative APIs based on your requests; in cases where there is no public API that meets your use case, please let us know.

It's important to test your apps for uses of non-SDK interfaces. We recommend using the StrictMode method detectNonSdkApiUsage() to warn when your app accesses non-SDK APIs via reflection or JNI. Even if the APIs are exempted (grey-listed) at this time, it's best to plan for the future and eliminate their use to reduce compatibility issues. For more details on the restrictions in Android Q, see the developer guide.

Modern Android

We're expanding our efforts to have all apps take full advantage of the security and performance features in the latest version of Android. Later this year, Google Play will require you to set your app's targetSdkVersion to 28 (Android 9 Pie) in new apps and updates. In line with these changes, Android Q will warn users with a dialog when they first run an app that targets a platform earlier than API level 23 (Android Marshmallow). Here's a checklist of resources to help you migrate your app.

We're also moving the ecosystem toward readiness for 64-bit devices. Later this year, Google Play will require 64-bit support in all apps. If your app uses native SDKs or libraries, keep in mind that you'll need to provide 64-bit compliant versions of those SDKs or libraries. See the developer guide for details on how to get ready.

Get started with Android Q Beta

With important privacy features that are likely to affect your apps, we recommend getting started with testing right away. In particular, you'll want to enable and test with Android Q storage changes, new location permission states, restrictions on background app launch, and restrictions on device identifiers. See the privacy documentation for details.

To get started, just install your current app from Google Play onto a device or Android Virtual Device running Android Q Beta and work through the user flows. The app should run and look great, and handle the Android Q behavior changes for all apps properly. If you find issues, we recommend fixing them in the current app, without changing your targeting level. Take a look at the migration guide for steps and a recommended timeline.

Next, update your app's targetSdkVersion to 'Q' as soon as possible. This lets you test your app with all of the privacy and security features in Android Q, as well as any other behavior changes for apps targeting Q.

Explore the new features and APIs

When you're ready, dive into Android Q and learn about the new features and APIs you can use in your apps. Take a look at the API diff report, the Android Q Beta API reference, and developer guides as a starting point. Also, on the Android Q Beta developer site, you'll find release notes and support resources for reporting issues.

To build with Android Q, download the Android Q Beta SDK and tools into Android Studio 3.3 or higher, and follow these instructions to configure your environment. If you want the latest fixes for Android Q related changes, we recommend you use Android Studio 3.5 or higher.

How do I get Android Q Beta?

It's easy - you can enroll here to get Android Q Beta updates over-the-air, on any Pixel device (and this year we're supporting all three generations of Pixel -- Pixel 3, Pixel 2, and even the original Pixel!). Downloadable system images for those devices are also available. If you don't have a Pixel device, you can use the Android Emulator, and download the latest emulator system images via the SDK Manager in Android Studio.

We plan to update the preview system images and SDK regularly throughout the preview. We'll have more features to share as the Beta program moves forward.

As always, your feedback is critical, so please let us know what you think — the sooner we hear from you, the more of your feedback we can integrate. When you find issues, please report them here. We have separate hotlists for filing platform issues, app compatibility issues, and third-party SDK issues.

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