OpenAI has successfully convinced the court to dismiss the lawsuit filed by Elon Musk’s xAI, accusing the company of stealing its trade secrets. In her decision, US District Judge Rita F. Lin wrote that xAI’s complaint “does not point to any misconduct by OpenAI” and instead attributes all listed misconducts to its eight former employees who “ left for OpenAI at around the same time.”
Lin said that xAI accused two of its former employees of stealing its source code before leaving at a time when they were already speaking to an OpenAI recruiter. However, the company didn’t say if the recruiter told those former employees to do so. xAI’s lawsuit also accuses two other former employees of keeping their work chats on their devices even after leaving, another of refusing to provide certifications related to confidential information after his departure, and another of unsuccessfully trying to access xAI hiring and datacenter optimization information when he was already working for OpenAI.
“Notably absent are allegations about the conduct of OpenAI itself,” the judge noted. xAI didn’t include any information that directly accuses OpenAI of making those employees steal its trade secrets. It also didn’t include allegations that those former employees used any stolen trade secrets after they were already working for OpenAI. To be precise, OpenAI’s motion for dismissal was granted with leave to amend, so the lawsuit may not be completely over just yet. That means xAI can still file an amended complaint addressing what the judge wrote in her decision until March 17, 2026.
OpenAI and xAI have a longstanding feud, and this is just one of the several lawsuits between the two companies. In fact, Musk has an ongoing complaint against OpenAI and Microsoft, accusing the former of violating its nonprofit status. Musk, who was an early funder of OpenAI, is now asking the company for $79 billion to $134 billion in damages from “wrongful gains.”
This article originally appeared on Engadget at https://www.engadget.com/ai/xais-trade-secret-lawsuit-against-openai-has-been-dismissed-101912599.html?src=rss
As OIN 2.0 changes its funding and governance model, Shane Coughlan steps in as global ambassador to sell the shift to enterprises without alienating free software critics.
At the Raspberry Pi Foundation, we believe that learning to program equips young people with the knowledge and skills they need to thrive in an increasingly digital world. For many educators, teaching programming effectively can be challenging, particularly when their learners are at different stages in their programming journey. Ask learners to write code too early, and they might struggle or feel intimidated. Rely too heavily on step-by-step instructions, and you limit learners’ chances to explore ideas or develop deeper understanding.
The PRIMM framework — Predict, Run, Investigate, Modify, Make — provides educators with a structure for teaching programming. This research-informed teaching approach balances support with independence and helps learners build their understanding before they write their own code, whatever their starting point.
To help educators use this approach confidently, we have launched a new short online course, Using PRIMM to teach programming, which is available on our new Training Hub platform for free.
What is the course about?
This practical, self-paced course gives educators the knowledge they need to use the PRIMM approach to design and adapt programming activities to suit their learners.
The course takes 1–2 hours to complete, and we have designed it for educators working in formal or non-formal learning environments around the world, using any block-based or text-based programming language. All you need is some experience of creating and adapting simple programs.
The course starts with considering the five stages of PRIMM, when and why to use each stage, and how they work together to support learning. It covers how PRIMM aligns with key teaching principles such as scaffolding, managing cognitive load, and progression, and examines how the approach supports formative assessment by making learners’ thinking — and any misunderstandings — more visible.
Active, social learning
Although pedagogy forms the core of this course, we have deliberately avoided a theory-heavy approach. Instead, the course is designed to help you learn through hands-on activities. By reflecting, taking part in discussions with other computing educators, and completing practical tasks, you will explore how PRIMM works in real teaching contexts.
After an introduction to the core ideas of PRIMM, you will design a new programming activity, or adapt an existing one, using the PRIMM structure. This will support you to think carefully about what your learners know and can do, likely misconceptions, and how each stage of PRIMM can be used effectively, including when your learners have varied learning needs and levels of programming experience.
With its emphasis on activity design, the course will support you to develop resources you can use and keep adapting in your own setting. By the end, you will have a complete PRIMM activity designed specifically for your learners, and a clear sense of how to teach programming in a structured and supportive way.
Join the course on the Training Hub
Using PRIMM to teach programming is available on our new Training Hub, where we offer all our professional development courses for free. The Training Hub offers flexible, reflective learning experiences across a range of topics, helping you build your subject knowledge and bring research-informed teaching approaches into your day-to-day practice.
Whether you are an experienced computing teacher, a volunteer educator, or a parent looking to support their child’s learning, we invite you to join us there.
LLVM/Clang 22.1 was released overnight as the first stable release of the LLVM 22 series. This is a nice, feature-packaged half-year update to this prominent open-source compiler stack with many great refinements…
Now that Apple has started blocking users under 18 in certain regions from downloading apps, the company has introduced new age verification tools. Those will help developers “meet their age assurance obligations under upcoming US and regional laws, including in Brazil, Australia, Singapore, Utah and Louisiana,” the company said in a news release on its Developer site.
As of February 24, 2026, users in Australia, Brazil and Singapore won’t be able to download apps rated 18+ unless their age is confirmed through “reasonable methods.” Apple noted that any apps distributed in Brazil that are declared to contain loot boxes will be updated to 18+. While the App Store can perform those checks automatically, “developers may have separate obligations to independently confirm that their users are adults,” Apple wrote. For that, developers can employ the company’s Declared Age Range API (on iOS, iPadOS and macOS) to get “helpful signals” about a user’s age.
In Utah as of May 6, 2026 and Louisiana on July 1, 2026, “age categories will be shared with the developer’s app when requested through the Declared Age Range API.” That API will also provide “new signals,” like whether age-related regulatory requirements apply to the user and if the user must share their age range. “The API will also let you know if you need to get a parent or guardian’s permission for significant app updates for a child,” Apple says.
Under Utah’s new law, users must be over 18 to make a new account with an app store, while underage uses will need to link their account to a parent’s in order to get permission to use certain apps. Louisiana and Texas also passed similar laws and California plans to enact age-based rules for app stores in 2027.
Those rules are designed to protect children from predators, financial harm and other problems. However, critics have described the laws as blunt tools that harm privacy and internet anonymity. “A poorly designed system might store this personal data, and even correlate it to the online content that we look at,” the Electronic Frontier Foundation notes. “In the hands of an adversary, and cross-referenced to other readily available information, this information can expose intimate details about us.”
This article originally appeared on Engadget at https://www.engadget.com/apps/apple-introduces-age-verification-for-apps-in-utah-louisiana-and-australia-080855449.html?src=rss
Apple’s forthcoming touch-screen MacBook Pro models — the company’s first-ever laptops to support touch input — will feature the iPhone’s Dynamic Island at the center top of their OLED displays and a new interface that dynamically adjusts between touch and point-and-click controls, according to a Bloomberg report citing people familiar with the plans.
The 14-inch and 16-inch models, code-named K114 and K116, are slated for release toward the end of 2026 and won’t be part of Apple’s product announcements in the first week of March. The redesigned interface brings up a contextual menu surrounding a user’s finger when they touch a button or control, and enlarges menu bar items when tapped, adapting the available controls based on whether the input is touch or click.
Apple does not plan to position the machines as iPad replacements or describe them as touch-first; the physical design retains the full keyboard and large trackpad of the current MacBook Pro. Last year’s Liquid Glass redesign in macOS Tahoe, which added more padding around icons and touch-optimized sliders in the control center, was partly groundwork for this shift.
WINSYSTEMS’ SBC-ZETA-3950 is a rugged mini single board computer based on the Intel Atom Apollo Lake E3950, designed for industrial and space-constrained applications. It combines a COM Express Mini Type 10 module with a rugged carrier board in an 84 x 55 mm form factor. The SBC-ZETA-3950 uses the quad-core Intel Atom E3950 processor running […]
37 groups urge the company to drop ID checks for apps distributed outside PlaySoon, developers who just want to make Android apps for sideloading will have to register with Google. Thirty-seven technology companies, nonprofits, and civil society groups think that the Chocolate Factory should keep its nose out of third-party app stores and have asked its leadership to reconsider.…
The United States installed a record 57 gigawatt hours of new battery storage on its electric grids in 2025, a nearly 30% increase over the prior year that arrived even as the Trump administration cut tax credits for wind and solar in last summer’s One Big Beautiful Bill.
The figures come from a Solar Energy Industries Association report published Monday, which also projects the market will grow another 21% this year by adding 70 gigawatt hours in 2026 alone. Battery tax credits themselves survived the legislation largely intact, and the majority of last year’s new installations were stand-alone systems not tied to specific solar projects.
In Texas, solar met more than 15% of electricity demand throughout the summer and beat out coal for the first time, and the SEIA report predicts the state will overtake California this year in total deployed storage. Supply chain restrictions reinforced by the bill and project cancellations could slow the pipeline this year, the report cautions.
Retrocade on Apple Vision Pro is the nostalgic virtual 1980s arcade experience VR gamers have been waiting for, and arguably the best visionOS title yet, though multiplayer is sorely missing.
One of the first ideas anyone with any interest in retro gaming has when they first try VR is a faithful recreation of a 1980s video game arcade. Earlier this month, Resolution Games released the best version of this idea we’ve seen yet, exclusively on Apple Vision Pro’s $7/month aptly-named Apple Arcade game subscription service.
The Facts
What is it?: A virtual 1980s arcade with 10 iconic games Platforms: Apple Vision Pro Developer: Resolution Games Price: Available via the $7/month Apple Arcade subscription
Retrocade was developed by Resolution Games, the veteran XR game studio behind dozens of top titles across all major headsets. Chances are, if you’re a VR gamer, you’ve seen their logo pop up before a game you love. Apple contracted Resolution to build Game Room for Vision Pro’s launch and the Gears & Goo tower defense game that released last year, both also on Apple Arcade. Resolution also ported its flagship cross-platform title Demeo to visionOS.
Retrocade is also available as a flatscreen game on iPhone and iPad, and if you’re a mobile gamer I’m sure you’d have fun with it. But where it really shines is in its native visionOS version, with realistic true-scale cabinets placed in either your physical space or a nostalgic depiction of a typical 1989 American arcade.
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UploadVR-captured footage in VR mode. Would you believe me if I told you I intentionally sucked at Pac-Man to keep the footage short enough for all our social platforms?
In this virtual arcade you’ll find the following 10 licensed games cabinets:
Breakout (1976 – Atari)
Space Invaders (1978 – Taito)
Asteroids (1979 – Atari)
Pac-Man (1980 – Namco)
Centipede (1981 – Atari)
Frogger (1981 – Konami)
Track & Field (1983 – Konami)
Galaga (1981 – Namco)
Bubble Bobble (1986 – Taito)
Haunted Castle (1988 – Konami)
While the virtual cabinets are impressively realistic, and the control elements like joysticks and buttons are animated, I should note that you don’t actually directly interact with them using your hands. Instead, the game requires a Bluetooth gamepad, such as a PlayStation DualShock controller, the controls of which map to those of the cabinets.
Pressing the Select button on your controller inserts a virtual coin into the cabinet, and Start remotely presses its 1 Player mode button. From here, the action buttons (eg, AB/XY) map to the cabinet’s action buttons and you can use either of the sticks, or the D-Pad, to move the joystick.
Asteroids in the mixed reality mode (at Resolution Games).
The virtual coins inserted into the cabinets are unlimited, by the way. There are no microtransactions in Retrocade, though that might be an interesting monetization option for people unwilling to pay the subscription fee for Apple Arcade.
When playing any of the games, you can switch between being inside the virtual arcade, with all the other cabinets visible around you, or to have only the cabinet you’re playing in your physical space. Retrocade can be a VR or mixed reality game, whichever you prefer.
There have been other official attempts in the past to bring a retro arcade to VR, such as the discontinued Oculus Arcade for the Samsung Gear VR phone-holder headset and Oculus Go. But both headsets were 3DoF, rotation tracking only, meaning you couldn’t lean around and appreciate the cabinet as an object in space.
A decade later, Retrocade on Apple Vision Pro is the same idea but done right – mostly. The combination of the powerful M-series chipset, high-resolution micro-OLED displays, rock-solid positional tracking and hard work of Resolution Games delivers a feeling that the cabinet is truly there in front of you, and the virtual arcade environment induces a deep feeling of immersive nostalgia.
Bubble Bobble in VR mode.
The smallest details of each cabinet are faithfully recreated in real-time, and the on-by-default CRT filter, to my eyes at least, looks identical to what you’d get from a real display of the era. Retrocade would be a delight to look at if it were just a non-interactive passive environment. And yet what you get here is 10 fully-playable, true-to-original games too – some of the most iconic of all time.
All this is not to say that Retrocade is perfect.
I understand why Resolution chose to require a controller, as it’s far more precise and reliable than hand tracking input would have been. Though I do wish hand tracking input was an experimental option, or at least supported for pressing buttons. There’s something a little jarring about having such a realistic cabinet not respond to poking at the buttons.
Another issue is that the mixed reality mode operates as a Full Space, so it doesn’t support visionOS Shared Space multitasking. You can’t put on a movie or YouTube video in the background, if that’s your thing, and nor could you have an instant messaging or security camera app open. If you absolutely need multitasking, you can play Retrocade in a 2D window, where it essentially acts like the iPad app. But this entirely removes the magic of having a virtual cabinet.
The more pressing problem with Retrocade, though, is that you might feel lonely. The magic of the real arcade was not just the cabinets, but the people there beside you. The real Bubble Bobble and Track & Field supported simultaneous multiplayer, while the other games supported alternating turns. What I really want here is SharePlay – to see friends as Personas standing beside me, able to interact with the cabinet too. The only social layer in Retrocade is that the game sends your stats to Apple Game Center, so you can asynchronously compete with friends, but this just isn’t the same thing as feeling together.
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UploadVR-captured footage in mixed reality mode, showing how the cabinet truly feels as if in your physical environment.
Retrocade – The Final Verdict
If you accept it as a singleplayer experience, Retrocade is a beautifully polished rendition of the virtual 1980s arcade VR gamers have dreamed of. It’s a shame that it’s exclusive to a $3500 headset, but it seems Apple paid for the development of the game. Hopefully other VR platforms get something similar, perhaps from another arcade game company like Sega, in the near future.
The PlayStation VR2 port of Titan Isles has blasted its way onto Sony’s headset.
Today, Psytec Games has released their high-mobility action-adventure shooter Titan Isles on Sony’s PlayStation VR2. The game lands just twelve days after Psytec announced its PS VR2 release date.
Designed to make the most of PS5’s hardware, the PS VR2 port runs at a native 90fps on base PS5, boosted to 120fps on PS5 Pro. The devs also confirmed that both the base and Pro versions utilize native resolution and eye-tracked foveated rendering for maximum visual clarity. Psytec Games has also made the most of the PS5 controller’s adaptive triggers, giving each weapon its own resistance, plus headset haptics and full bHaptics support.
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We previously reviewed Titan Isles when it debuted on Meta Quest, and found it to be “a compelling action adventure that’s equally enjoyable in co-op and single-player.” Our reviewer went on enthusiastically, writing that Titan Isles was “the most fun I’ve personally had with a VR co-op experience since Dungeons of Eternity.”
Titan Isles is available starting today on the PS VR2 store at a cost of $24.99. The game is also available on Steam and Quest.
It’s quite a mouthful but today AMD posted Linux kernel patches for preparing SEV-SNP BTB isolation support for further enhancing the security of virtual machines (VMs) for confidential computing…
A 10-week-old boy named Hugo has become the first baby born in the UK from a womb transplanted from a deceased donor, after his mother Grace Bell — who was born without a viable womb due to a condition called MRKH syndrome, which affects one in every 5,000 women — underwent a 10-hour transplant operation at The Churchill Hospital in Oxford in June 2024.
Hugo was born just before Christmas 2025, weighing nearly 7lbs, at Queen Charlotte’s and Chelsea Hospital in west London, following IVF treatment and embryo transfer at The Lister Fertility Clinic. Bell’s transplant is one of three completed so far as part of a UK clinical research trial that plans to carry out 10 such procedures from deceased donors, and Hugo is the first baby born from any of them.
Earlier in 2025, a separate effort produced baby Amy, the first UK birth from a living womb donation — her mother had received her older sister’s womb in January 2023. Globally, more than 100 womb transplants have been performed, resulting in over 70 healthy births.
Lutris 0.5.21 is now available as the latest version of this open-source Linux game manager. With Lutris 0.5.21 comes some new runners for executing games in different environments…
The urine of chimpanzees contains high levels of alcohol byproduct, most likely because the chimps regularly gorge themselves on fermented fruit, according to a new paper published in the journal Biology Letters. It’s the latest evidence in support of a hotly debated theory regarding the evolutionary origins of human fondness for alcohol.
As previously reported, in 2014, University of California, Berkeley (UCB) biologist Robert Dudley wrote a book called The Drunken Monkey: Why We Drink and Abuse Alcohol. His controversial “drunken monkey hypothesis” proposed that the human attraction to alcohol goes back about 18 million years, to the origin of the great apes, and that social communication and sharing food evolved to better identify the presence of fruit from a distance. At the time, skeptical scientists insisted that this was unlikely because chimpanzees and other primates just don’t eat fermented fruit or nectar.
But reports of primates doing just that have grown over the ensuing two decades. Earlier this year, we reported that researchers had caught wild chimpanzees on camera engaging in what appears to be sharing fermented African breadfruit with measurable alcoholic content. That observational data was the first evidence of the sharing of alcoholic foods among nonhuman great apes in the wild. The authors measured the alcohol content of the fruit with a handy portable breathalyzer and found almost all of the fallen fruit (90 percent) contained some ethanol, with the ripest containing the highest levels—the equivalent of 0.61 percent ABV (alcohol by volume).