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Cisco beats Q1 targets with broad-based growth

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Cisco reported its first quarter financial results Wednesday, beating market expectations.

Non-GAAP earnings came to 75 cents per share. Revenue for the quarter was $13.1 billion, an increase of 8 percent year-over-year.

Wall Street was looking for earnings of 72 cents a share on revenue of $12.87 billion.

“We had a strong start to fiscal 2019 and we believe our opportunity has never been greater,” CEO Chuck Robbins said in a statement. “Our customers are looking to Cisco as a trusted partner to help them operate in a multi-cloud world and to transform their businesses. Our strategy is working and we are well positioned with our growing and differentiated portfolio across multiple domains to bring our customers a more secure, automated and simple IT infrastructure.”

The San Jose, Calif.-based company said it saw broad-based growth across all geographies, product categories and customer segments. Service revenue was up 3 percent, and Product revenue was up 9 percent. Specifically in Product revenue, Applications was up 18 percent, Security, up 11 percent, and Infrastructure Platforms, up 9 percent.

Revenue in the Americas increased 5 percent, EMEA revenue was up 11 percent, and APJC revenue increased 12 percent.

For Q2, Cisco gave an outlook of earnings between 71 cents and 73 cents per share, with revenue growth between 5 percent to 7 percent year-over-year.

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The Feature That You Likely Didn’t Know Your iPhone Camera Had

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If you’ve ever wanted to take photos while recording video without having to resort to screen captures of video stills, Apple has something for that in almost all of the new phones it’s released since September 2019. QuickTake is a built-in and easy-to-use feature that lets you record video and snap pictures using the same device, with no need to switch between camera modes or download any additional camera apps.

There’s a small catch, however. While the process is very simple when you know how to turn it on, it may affect the overall quality of your photos. In essence, if your photo settings are adjusted for higher-quality images, those settings won’t carry over to video. And since QuickTake uses video camera sensors rather than the regular ones, there’s not much you can do to change that. Newer iPhone models do support up to 4K video, which could yield better results.

Regardless, whatever your reasons for wanting to take photos while simultaneously recording video with your iPhone may be, it’s a very simple process.

How to use QuickTake

Making use of your iPhone’s QuickTake feature doesn’t require any special setup or settings changes — it’s already part of the default Camera app so long as you’re using iOS 13 or newer.

  1. Open the Camera app and leave it on the default Photo mode. You should see “Photo” highlighted in yellow, just above the Shutter Button.
  2. When you’re ready to record, press and hold the Shutter Button to begin recording video. Recording will stop if you release the Shutter Button.
  3. Slide your finger from the Shutter Button over to the Lock icon in the bottom-right corner of the screen (where the button for swapping between front- and rear-facing cameras normally is).
  4. The Lock icon will change to a small Shutter Button, and the video recording button will change to the regular recording icon. At this point, your iPhone will continue to record video if you remove your finger from the screen.
  5. While your video is recording, tap the small Shutter Button in the bottom-right corner of the screen to take photos.
  6. Tap the recording button (it will look like a Stop button while recording) to stop taking video.

The QuickTake video you’ve recorded and all of the photos you snapped will appear in your Photos app. Due to videos being added to the Photos app once recording stops (rather than when it starts), the new video will appear after your QuickTake photos.

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The Science Behind The Deadly Lake

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A buildup of carbon dioxide gas is not uncommon for crater lakes, with many of them occasionally releasing bubbles of it over time. Volcanic activity taking place below the Earth’s surface (and below the lake itself) will cause gasses to seep up through the lakebed and into the water. Something that generally isn’t a concern as deeper, colder water is able to absorb substantial amounts of carbon dioxide, but if the concentration gets too dense it can create bubbles that float up to and burst on the surface of the water.

This in itself is common, and the volume of carbon dioxide usually released in this manner will dissipate into the air quickly. However, it’s theorized that Lake Nyos had been amassing an uncharacteristically large amount of gas due to a combination of factors like location, local climate, overall depth, and water pressure. Once that buildup had been disturbed, it all came rocketing out.

Whether it was due to a rock slide, strong winds, or an unexpected temperature change throwing off the delicate balance is still unknown. But whatever the catalyst was, it caused the lower layer of deep, carbon-infused water to start to rise. Which then began to warm up, reducing its ability to contain the gas. The resulting perpetual cycle of rising waters and gasses creates the type of explosion you might see after opening a carbonated beverage after it’s been shaken vigorously.

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The Super Nintendo’s Secret Weapon

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The Super Nintendo featured seven different video rendering modes, each offering a different level of display detail, shown in one to four background layers. Most of the Super Nintendo’s games utilized Mode 1, which could display 16-color sprites and backgrounds on two layers plus a 4-color sprite on a third layer. This little trick was the key to the parallax scrolling effect you’d see in games like “Super Mario World,” where background elements would scroll at different rates from foreground elements.

Mode 7, however, was the only one of these display modes that permitted advanced visual effects. In a nutshell, Mode 7 allows the Super Nintendo to take a 2D image and apply 3D rendering effects to it, such as scrolling, curving, stretching, and more. By switching to Mode 7, games could transform one of their background layers into an independently moving image, which could be used for gameplay modifications and simple spectacle. Plus, with a bit of creative warping, a 2D image could be changed into a pseudo-3D view, having 2D sprites move around in a flat 3D space. It’s kind of like rolling a ball on a treadmill.

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