HP Says Memory’s Contribution To PC Costs Just Doubled To 35%

HP has revealed that memory now accounts for 35% of the cost of materials it needs to build a PC, up from between 15 and 18% last quarter. And the company expects RAM’s contribution will rise through the year. From a report: Speaking on the company’s Q1 2026 earnings call, interim CEO Bruce Broussard said the company has secured long-term supply agreements for the year and also “qualified new suppliers [and] built in strategic inventory positions for key platforms and cut the time to qualify new material in half to accelerate our product configuration changes.”

That sounds a lot like HP Inc is signing up new suppliers at a brisk pace. Broussard said the company has also “expanded lower-cost sourcing across our commodity basket, lowering logistics costs with agile end-to-end planning processes.” The company is using its internal AI initiatives to power those new processes. The company is also “configuring our products and shaping demand to align the supply we have with our customer needs” and “taking targeted pricing actions to offset the remaining cost impact in close partnership with both our channel and direct customers.”


Read more of this story at Slashdot.

Does your freehub pickup leave you wanting? Halo has the answer

Halo’s new Mantadrive freehub offers almost instantaneous pickup.

Halo initially announced the Mantadrive last year, but the COREbike show this week was the first time we’ve seen it up-close.

It is being offered in an SS (singlespeed) version designed for dirt-jump bikes and BMX, although Halo says it is developing an option for road and gravel, too.

Near-instant engagement

halo mantadrive
The Cro-mo axle and freehub should make the Mantadrive tough. Warren Rossiter / Ourmedia

Halo already had one of the toughest and fastest freehubs on the market with the Supadrive. That hub’s combination of three pawls with 12 micro teeth on each pawl creates a fast engagement that Halo claims is more reliable and tougher than standard freehub designs.

Halo has upped the game with the new Mantadrive, though. The 750 Mantadrive uses five pawls on a 150-point engagement drive ring (5×150 = 750). The combination creates a near-instant 2.4-degree angle of engagement.

Halo tells us the new system differs from traditional freehubs in that the leaf-sprung ‘pawls’ have a different profile and feature seven machined ‘teeth’. Halo claims those, in combination with the 150-tooth ring, make missed engagements a thing of the past.

That said, if you’re not a fan of noisy freehubs, it’d be best to avoid the Mantadrive – its sound has been described as akin to a jet engine.

The engagement angle is one of the shortest we’ve seen on any hub system, only outdone by Industry Nine’s Hydra 2 with its 870 points of engagement and Onyx’s Vesper with its instant-engagement sprag clutch system.

Mantadrive engagement ring
The Mantadrive engagement ring has 150 teeth. Warren Rossiter / Ourmedia

According to Halo, the Mantadrive also has higher durability, especially in high-torque situations.

The toughness is further enhanced by using a tough Cro-mo axle and freehub.

Mantadrive pawls
Each of the five sprung pawls has seven teeth. Warren Rossiter / Ourmedia

Halo claims the almost-instant engagement is perfect for testing mountain bike applications and dirt jumpers thanks to the near-immediate reaction to pedal inputs that’s ideal for navigating obstacles and quick accelerations.

Halo’s Mantadrive offers a rapid 2.4-degree pickup. Warren Rossiter / Ourmedia

The rear hub comes in Boost, 12x142mm and M10x135mm versions, making it compatible with plenty of older frame standards. More options are on the way, including 148/150/157mm widths. There will be mountain bike versions with Boost in XD and HG, and microspline.

Halo says it will also offer lightened road and gravel versions.

The Mantadrive hubset is priced at £299.99 for this limited-edition purple pair, and from £190 to £220 for the rear hub only, depending on specification.

Honor says its 4.8mm thick MagicPad 4 is the world’s slimmest Android tablet

Ahead of a full release at Mobile World Conference (MWC), Honor has teased the MagicPad 4 that it calls the world’s thinnest Android tablet. The new model is just 4.8mm thick (not counting that camera bump), a full millimeter thinner than the MagicPad 3 and slightly less than the 5.1mm iPad Pro and Samsung Galaxy Tab S11, the company revealed.

On top of being thinner, the MagicPad 4 has a new 12.3-inch 165Hz OLED display. While slightly smaller than before, it should be considerably better than the LCD display on the previous model. The new model weighs 145 grams less than before at 450g thanks to that screen and the slightly smaller 10,100 mAh battery (with a 66W fast charger in the box). 

The new tablet is powered by Qualcomm’s Snapdragon 8 Gen 5 chipset and comes with up to 16GB of RAM and 512GB of storage. It’s equipped with 13MP rear and 9MP front cameras, along with eight speakers for spatial audio. The MagicPad 4 will run MagicOS 10, Honor’s flavor of Android 16. There’s no word on pricing or availability yet, but we’ll likely learn more at the company’s press conference on Sunday — along with the company’s weird robot revealed yesterday. 

This article originally appeared on Engadget at https://www.engadget.com/mobile/tablets/honor-says-its-48mm-thick-magicpad-4-is-the-worlds-slimmest-android-tablet-114346615.html?src=rss

xAI’s trade secret lawsuit against OpenAI has been dismissed

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

‘Using PRIMM to teach programming’: A new short course for educators

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.

Using PRIMM to teach programming artwork

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.

A computer science teacher sits with students at computers in a classroom.

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.

The post ‘Using PRIMM to teach programming’: A new short course for educators appeared first on Raspberry Pi Foundation.

Apple introduces age verification for apps in Utah, Louisiana and Australia

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 Touch-Screen MacBook Pro To Have Dynamic Island, New Interface

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.


Read more of this story at Slashdot.

Rogue devs of sideloaded Android apps beg for freedom from Google’s verification regime

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 US Had a Big Battery Boom Last Year

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.


Read more of this story at Slashdot.

Apple Vision Pro’s Retrocade Is The Nostalgic Virtual Arcade We’ve Been Waiting For

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.

Oculus launches Arcade along with several new VR games
The launch today of pre-orders for the redesigned $100 Gear VR is accompanied by the availability of Arcade, offering “more than 20 classic games like Pac-Man, Sonic the Hedgehog, and Gauntlet” all playable in a virtual arcade. The app is available as a beta release from the Oculus Store. Prices
UploadVRIan Hamilton

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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.

You can find Retrocade on the visionOS App Store via the Apple Arcade subscription.


UploadVR uses a 5-Star rating system for our game reviews – you can read a breakdown of each star rating in our review guidelines.

Titan Isles Launches Today On PlayStation VR2

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.