Google's 10 biggest acquisitions so far

1. Motorola Mobility



Price: $12.5 billion
Announced: August 2011
FTC Approval: TBD


The crown jewel of Google's acquisitions -- but for its patents, not its "Hello Moto" ads. This monster deal will convert Google from smartphone OS provider to smartphone maker, which may make some of its other partners nervous. Companies like HTC and Samsung, however, have expressed satisfaction in the deal for its investment in the protection of Android from legal attacks by rivals such as Apple and Research in Motion.

The key is Motorola's patent treasure trove of 17,000 patents and 7,500 awaiting approval. Google's struggle to protect itself is not new, and after its failure to buy Nortel's patent cache earlier this year, this move represents a stunning counterattack. In its note following the announcement today, Nomura wrote to investors that it expected the patent crisis for Google to now subside. The main concern -- besides the big-money price tag? CitiGroup's note warned that, given past regulatory delays, the deal may not close before 2012.



2. DoubleClick



Price: $3.1 billion
Announced: April 2007
FTC Approval: December 2007 (March 2008 in Europe)



Of the big three, DoubleClick will be the most obscure name for the layman reader. But it shouldn't be, given the huge role DoubleClick's display ad business plays for Google. Regulators knew that, which led to protracted investigation, especially in Europe. Once given the green light, Google made DoubleClick its core business for display ads, what analysts had considered a weakness for the company. Reports from the time noted the steep price tag but applauded Google for taking steps to catch up with Yahoo! and Microsoft in such ads. DoubleClick was the first, and biggest, of Google's major advertising capability buys -- what CitiGroup called Google's "very expensive but very significant strategic thrust."



3. YouTube



Price: $1.65 billion
Announced: October 2006
FTC Approval: November 2006



The video giant wed the search giant in late 2006 to mostly positive feedback. Analysts noted the move, though expensive, gave Google "a leader in two of the big three, email, search, and video," as Goldman Sachs wrote in a report from the time of the announcement. The biggest concern experts had at the time of the sale? How Google would address copyright concerns with the user-driven video site. Google has managed to deal with such copyright issues successfully, while keeping YouTube relevant and looking forward. Corollary purchases such as On2 will allow Google to continue to innovate -- and make more money -- from the site.



4. AdMob

Price: $750 million
Announced: November 2009
FTC Approval: May 2010



The purchase of AdMob is consistent with the strategy already exhibited by this list: Google aggressively ramping up its advertising inventory. Along with Invite Media and AdMeld, this plunged Google into mobile advertising. Mobile apps are an increasingly important venue for ads -- just ask anyone who plays Hanging With Friends.

Google announced in May that in its first full year with the company, AdMob grew by over 3.5 times, getting over 2.7 billion daily ad requests. The company plans to use the AdMob network in further integration with DoubleClick's ad tools to ultimately operate on a single platform across all devices.



5. ITA Software



Price: $700 million
Announced: July 2010
FTC Approval: April 2011



This Cambridge, MA-based travel search company made the software for travel search sites and airlines. Google's purchase troubled some in the industry, who feared for the competitive viability of clients such as Kayak and TripAdvisor. To meet concerns during a lengthy review by the Federal Trade Commission, Google first promised to honor all ITA contracts. Shortly before approval, it went a step further and "formally committed to let ITA's customers extend their contracts into 2016," senior VP Jeff Huber wrote on Google's blog.

Now that competition has been presumably safeguarded for the next five years, Google can launch into its plans for ITA's technology: new flight search capability. Huber's post imagined a day when a user can simply type "flights to somewhere sunny for under $500 in May" and immediately see flight times, fares, and ticket vendors within Google's search.



6. Postini




Price: $625 million
Announced: July 2007
FTC Approval: August 2007



Postini was one of the first partners with Google Apps and is now a core part of that area of Google's business. According to Google's Postini site, Google Postini provides security and archiving services to over 26 million users, and is a core part of its message security and discovery capability.

Four years since its purchase, Google decided this July to use Postini email security features in Gmail, which analysts touted as a major step in bolstering Google Apps security for enterprise. Don't be surprised to see more Postini integration into Google Apps and Gmail in the future.



7. AdMeld


Price: $400 million
Announced: June 2011
FTC Approval: Under review



If this purchase goes through, Google will have its end-to-end solution in online display advertising. In a note from shortly after the purchase announcement, Credit Suisse demonstrated that the purchase of AdMeld fit as the final piece in the puzzle: an ad would start with the advertiser and go through an ad agency to a demand side platform -- Google's June acquisition Invite Media. Then the ad would go to an ad exchange -- covered by Google's acquisition later in this list, DoubleClick. Next, on to its ad network and then to a supply side platform -- AdMeld. From AdMeld, the ad would reach users via a publisher such as yet another acquisition featured here, YouTube. For those keeping score, that kind of ad system would make use of four relatively recent purchases, three of which make Google's all-time top 10.



8. Slide



Price: $182 million or $228 million
Announced: August 2010
FTC Approval: No approval required



The social gaming site slots in at number eight whether you go by the originally reported value of $182 million or the later, higher reported cost. Slide.com relied upon the SuperPoke! and SuperPoke! Pets Facebook applications for its business. If digitally "throwing" sheep at your Facebook friends is not your thing, Slide has been busy since joining Google. The company offers VideoInbox, a Facebook app that serves up "the five best videos every day."

Slide has come out with other apps since its purchase by Google, but interestingly not for the Android operating system. Instead, creations such as Disco, a group messaging app, are currently offered only on Apple's iOS. But given Google's recent activity, don't be shocked if Slide's apps start to come pre-loaded on Motorola models.



9. WideVine Tech



Price: $150 million
Announced: December 2010
FTC Approval: No approval required



WideVine was a video optimizer and one of the last major independent digital rights managers. Fortune's own Dan Primack reported in February that the company had seriously overpaid given an internal valuation of between $30 or $40 million, according to a WideVine investor. (Google said it could not confirm numbers on acquisitions for which it has not publicly released details.)

Whatever the price, industry experts saw the purchase of WideVine as part of the company's continued investment in Google TV since the DRM tech acquired through WideVine could assuage future licensing concerns over the service. As an anti-piracy stalwart, WideVine's DRM operations also open up the potential for premium (read: paid) content on YouTube. As with On2, one acquisition fed directly into another.




10.On2 Technologies



Price: $133 million
Announced: August 2009
FTC Approval: January 2010



On2 Technologies made Theora and VP8, high performance video codecs for online streaming. After the purchase, the Free Software Foundation immediately called for Google to open-source VP8. It had used Adobe Flash for the videos on another notable acquisition -- YouTube.

On2's purchase has proven crucial to Google's video efforts. Google did open-source VP8 that May as a crucial piece of its video format, WebM. YouTube is switching over to WebM for both new videos and its existing catalog, while Google's rival Microsoft has allowed its own new acquisition, Skype, to switch to WebM for all its video calls.

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10 small but brilliant things about Google Plus

Have you heard about all the nifty things the new Google Plus social network can do? Of course you have. But have you dug around to see what’s really good beyond the headline items? Well we have, and we’ve brought back some small yet superb details to crow about.

1: Automatic photo uploading from your phone
At first, the Android app for Google+ seems like a nice way to check activity, post about how awesome it is to skip work for a ball game, and so on. But head into the app’s settings, enable Instant Upload, and the way you use your phone, and Google+, changes entirely. Everything you shoot is almost instantaneously synced to a private album in Google+. From there, it’s just one click to sharing the photo, but you’ll want to type out a sentence. Even if you don’t share your stuff, Google+ is basically freeing you from the need to find a cord, fire up a program, and monkey around with your phone storage — everything you shoot is in Google+, too. But you decide whether to put it out there.

2: Unlimited photo storage (pretty much) in Picasa
To make Google+ a place where people want to share their photos, among many, many competitors, Google had to pull out the big guns. In this case, those guns are server storage, something Google has more of than anybody else, by a good long shot. Google can offer almost unlimited photo storage in Picasa, so that photos smaller than 2048 by 2048 in pixels and videos less than 15 minutes long don’t “count” against your storage space. Shoot and shoot and share and shoot again, and Google just keeps smiling at your feeble attempts to take up space.

3: Quick, easy, undo-able photo editing, with I’m Feeling Lucky
Photo presentation in Google+ is a nice, content-forward experience, with a black backdrop and easy sharing or deletion. Even nicer is that Google threw a few of the most helpful photo filters and editing tools in there, too. Click the Actions button just underneath a photo, and you’ll get rotation tools — and more important, Edit Photo. A right-hand sidebar pops up with some Instagram-like filters: cross-process, Orton, and black-and-white. There’s auto-color and auto-contrast and the ever-helpful I’m Feeling Lucky button, which helps non-photo-nerds by applying the most common light and color corrections to your shots.

4: Profiles for better Google search results
Sensing some need to let actual people have a say over the machine math that produces search results, Google previously offered Google Profiles as a dedicated spot where you, the person, could have a say and show up in searches. But like the best advice about vegetables and tax receipts, Profiles weren’t widely adopted by the general user. As Google+ gains users, it’s making the Profile an essential tool in connecting to others and discovering interests, which in turn is causing users to more accurately and fully fill out their Profile. It’s a sweet syrup that helps us swallow the bitter bill of self-promotion, with the healthy result of having a say in what Google says about us.

5: Keyboard shortcuts, both built-in and add-on
Like most Google products, Google+ has a good built-in list of keyboard shortcuts that let you run through stream items, start a new post, and generally navigate the social realm without reaching for your mouse or moving your fingers onto the trackpad. If you want even more no-pointer-needed functionality, try the Google+ Manager for Firefox or Goo Plus Manager in Chrome.

6: Simultaneous YouTube video watching for groups
The group video chat Hangouts inside Google+ have received lots of attention and rave reviews, and for good reason. Hangouts are like group Skype chats, just with Google helping on the server side and with a more polite single-focus video window. But the part that gets less play is how everyone in the Hangout can see the same YouTube video at once, watching it in real time and commenting on specific moments (in text by default, but by voice if you’d like). That’s handy for training, presentation critiques, and other moments when you can’t all be around the same screen.

7: Drag-and-drop sharing
Technically, yes, you can grab links from other Web pages and drop them into Facebook or Twitter for sharing. But Google+ lets you snag photos, links, YouTube videos, and other items and just drag them into the sharing panel. You can even drag Web items into the Share box on that black Google toolbar we mentioned above for truly lazy content making.

8: The universal Google toolbar
Once you’ve activated Google+, nearly every Google Web service shows a kind of universal toolbar, black and seemingly bolted to the top of your viewing window. It provides universal notifications about new Google+ happenings in a little red number square, quick posting to your Google+ stream, and a quick click to see your profile. But it also somewhat normalizes the links to other Google services you’ll see (Gmail, Calendar, Documents, etc.) and provides a consistent feeling to Google’s Web services, a win/win for both the search giant and its most dedicated users.

9: Handy chat client to unburden Gmail
Google+ has the same kind of built-in Gmail/AIM chat window in its lower-left corner that Gmail offers. Gmail, which now does far more than it was originally built for (including free phone calls), could use some help lightening its loading time and memory bulk. So consider keeping Gmail for email and opening Google+ when you are available to be social.

10: Post-publish editing… Enough said
Inspiration comes a lot faster than clean, conscientious copy. On most social networks, that’s just too bad. Twitter and Facebook don’t let you clean up your words or remove photos — you have to delete your post entirely and destroy the comment or reply chain. Google+ provides a little arrow in the upper-right corner of all your posts that drops down to offer editing — as well as comment striking, turning off comments, and yes, post deletion if things really went the wrong way.

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XNA Game Studio.....


INTRODUCTION:



Microsoft XNA is a set of tools with a managed runtime environment provided by Microsoft that facilitates computer game development and management. XNA attempts to free game developers from writing "repetitive boilerplate code" and to bring different aspects of game production into a single system. The XNA toolset was announced March 24, 2004, at the Game Developers Conference in San Jose, California. A first Community Technology Preview of XNA Build was released on March 14, 2006. XNA Game Studio 2.0 was released in December 2007, followed by XNA Game Studio 3.0 on October 30, 2008. XNA Game Studio 4.0 Beta was released on the 12th of July 2010 along with the Windows Phone 7 Development Tools beta.

XNA currently encompasses Microsoft's entire Game Development Sections, including the standard Xbox Development Kit and XNA Game Studio.

  • XNA Game Studio is an integrated development environment (IDE) for development of games. Five revisions have been released so far.
  • The XNA Framework Content Pipeline is a set of tools that allows Visual Studio and XNA Studio to act "as the key design point around organizing and consuming 3D content".


XNA BUILD:

XNA Build is a set of game asset pipeline management tools, which help by defining, maintaining, debugging, and optimizing the game asset pipeline of individual game development efforts. A game asset pipeline describes the process by which game content, such as textures and 3D models, are modified to a form suitable for use by the gaming engine. XNA Build helps identify the pipeline dependencies, and also provides API access to enable further processing of the dependency data. The dependency data can be analyzed to help reduce the size of a game by finding content that is not actually used. For example, XNA Build analysis revealed that 40% of the textures that shipped with MechCommander 2 were unused and could have been omitted.


XNA FRAMEWORK:

The XNA Framework is based on the native implementation of .NET Compact Framework 2.0 for Xbox 360 development and .NET Framework 2.0 on Windows. It includes an extensive set of class libraries, specific to game development, to promote maximum code reuse across target platforms. The framework runs on a version of the Common Language Runtime that is optimized for gaming to provide a managed execution environment. The runtime is available for Windows XP, Windows Vista, Windows 7, and Xbox 360. Since XNA games are written for the runtime, they can run on any platform that supports the XNA Framework with minimal or no modification. Games that run on the framework can technically be written in any .NET-compliant language, but only C# and XNA Game Studio Express IDE and all versions of Visual Studio 2008 are officially supported.

The XNA Framework thus encapsulates low-level technological details involved in coding a game, making sure that the framework itself takes care of the difference between platforms when games are ported from one compatible platform to another, and thereby allowing game developers to focus more on the content and gaming experience. The XNA Framework integrates with a number of tools, such as the Cross-platform Audio Creation Tool (XACT), to aid in content creation. The XNA Framework provides support for both 2D and 3D game creation and allows use of the Xbox 360 controllers and vibrations. XNA framework games that target the Xbox platform can currently only be distributed by members of the Microsoft XNA Creator's Club which carries a $99/year subscription fee. Desktop applications can be distributed free of charge under Microsoft's current licensing.


XNA GAME STUDIO EXPRESS:

XNA Game Studio Express is intended for students, hobbyist, and independent (and homebrew) game developers. It is available as a free download. Express provides basic "starter kits" for rapid development of specific genres of games, such as platform, real-time strategy, and first-person shooters. Developers can create Windows games for free with the XNA Framework, but to run their games on the Xbox 360 they will have to pay an annual fee of US$99 (or a four-month fee of US$49) for admission to the Microsoft XNA Creator's Club/XNA "Creator's Club". The initial release had no way of shipping precompiled binaries to other Xbox 360 players, but this was changed in "XNA Game Studio Express 1.0 Refresh"; it is now possible to compile Xbox 360 binaries and share them with other Microsoft XNA Creator's Club/Creator's Club members.

The first beta version of XNA Game Studio Express was released for download on August 30, 2006, followed by a second version on November 1, 2006. Microsoft released the final version on December 11, 2006.

  • On April 24, 2007, Microsoft released an update called XNA Game Studio Express 1.0 Refresh.

VERSIONS:

  1. XNA Game Studio 2.0: XNA Game Studio 2.0 was released on December 13, 2007. XNA Game Studio 2.0 features the ability to be used with all versions of Visual Studio 2005 (including the free Visual C# 2005 Express Edition), a networking API using Xbox Live on both Windows and Xbox 360 and better device handling. It is also available to download free on the XNA Creators Club website.

  2. XNA Game Studio 3.0: XNA Game Studio 3.0 (for Visual Studio 2008 or the free Visual C# 2008 Express Edition) allows production of games targeting the Zune platform and adds Xbox Live community support. A beta of the toolset was released in September 2008. The final release was released on 30 October 2008. XNA Game Studio 3.0 now supports C# 3.0, LINQ and most versions of Visual Studio 2008. There are several more new features of XNA Game Studio 3.0 also, such as a trial Mode added to XNA Game Studio 3.0 that will enable creators to easily add the required trial feature to their games, Xbox LIVE multi-player features like in-game invites, create cross-platform games that work on Windows, Xbox 360 and Zune.


  3. XNA Game Studio 3.1: XNA Game Studio 3.1 was released on June 11, 2009. The API includes support for video playback, a revised audio API, Xbox LIVE Party system and support for games to use the Xbox 360 Avatars.This version of the software is available for students to download as part of Microsoft's DreamSpark program which adds a 12-month trial subscription to the XNA Creators Club.

  4. XNA Game Studio 4:XNA Game Studio 4 was announced and released as a 'Community Technical Preview' at GDC on March 9, 2010. It adds support for the Windows Phone 7 platform (including 3D hardware acceleration), Configurable Effects, Built-in State Objects, Graphics Device Scalars and Orientation, Cross-platform and Multitouch Input, and Visual Studio 2010 integration. It is currently available as a Beta and is due for final release in 2010.


XDK EXTENSIONS:

Formerly known as XNA Game Studio Professional, XDK Extensions is an add-on to XNA Game Studio and requires the Microsoft Xbox 360 Development Kit. Both are only available for licensed Xbox developers. The extensions include additional managed APIs for achievements, leaderboards, and other features reserved for licensed game titles. Titles developed using XDK Extensions include winners of Microsoft's Dream-Build-Play competition among others. The most heavily publicized of these was The Dishwasher: Dead Samurai.


XNA INDIE GAMES:

Xbox 360 games written in XNA Game Studio can be submitted to the Creators Club community, for which premium membership is required, this costs US$49 for 4 months or US$99/year. All games submitted to the community are subjected to peer review by other creators. If the game passes review then it is listed on Xbox Live Marketplace. Creators can set a price of 80, 240 or 400 points for their game. The creator is paid 70% of the total revenue from their game sales as a baseline. Microsoft originally planned to take an additional percentage of revenue if they provided additional marketing for a game, but this policy was rescinded in March 2009, leaving the flat rate intact regardless of promotion.

Microsoft also distributes a free year premium Creators Club subscription for educational establishments through their DreamSpark program and MSDNAA. These accounts allow students to develop games for the Xbox 360, but a premium Xbox Live account is still required to submit the game for the Marketplace.

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Windows Azure........

INTRODUCTION:


Microsoft's Windows Azure Platform is a cloud platform offering that "provides a wide range of Internet services that can be consumed from both on-premises environments or the Internet"(though the platform itself is not made available for on-premises deployments). It is Microsoft's first step into cloud computing following the launch of the Microsoft Online Services offering. In short, it's Microsoft infrastructure as a service.

Azure Services Platform is an application platform in the cloud that allows applications to be hosted and run at Microsoft datacenters. It provides a cloud operating system called Windows Azure that serves as a runtime for the applications and provides a set of services that allows development, management and hosting of applications off-premises.All Azure Services and applications built using them run on top of Windows Azure.

Windows Azure has three core components: Compute, Storage and Fabric. As the names suggest, Compute provides computation environment with Web Role and Worker Role while Storage focuses on providing scalable storage (Blobs, Tables, Queue, Drives) for large scale needs.

The hosting environment of Windows Azure is called the Fabric Controller - which pools individual systems into a network that automatically manages resources, load balancing, geo-replication and application lifecycle without requiring the hosted apps to explicitly deal with those requirements.In addition, it also provides other services that most applications require — such as the Windows Azure Storage Service that provides applications with the capability to store unstructured data such as binary large objects, queues, drives and non-relational tables.Applications can also use other services that are a part of the Azure Services Platform.

Azure Services Platform provides an API built on REST, HTTP and XML that allows a developer to interact with the services provided by Windows Azure. A client-side managed class library is also provided that encapsulates the functions of interacting with the services. It also integrates with Microsoft Visual Studio so that it can be used as the IDE to develop and publish Azure-hosted applications. Windows Azure is commercially available as of 1st Feb 2010. Users can purchase Windows Azure service time from the http://www.microsoft.com/azure website.

Azure also offers Content Delivery (CDN) services as an option. Currently in no-cost "Community Technology Preview" the Azure CDN enables worldwide low-latency delivery of static content from Azure Storage to end users from 18 data centers worldwide.


COMPETITORS:

Windows AZURE has some of its competitors also in the industry...like


IMPLEMENTATION:

The Windows Azure platform uses a specialized operating system, called Windows Azure, to run its "fabric layer" — a cluster hosted at Microsoft's datacenters that manages computing and storage resources of the computers and provisions the resources (or a subset of them) to applications running on top of Windows Azure. Windows Azure has been described as a "cloud layer" on top of a number of Windows Server systems, which use Windows Server 2008 and a customized version of Hyper-V, known as the Windows Azure Hypervisor to provide virtualization of services.

The platform includes five services — Live Services, SQL Azure (formerly SQL Services), AppFabric (formerly .NET Services), SharePoint Services and Dynamics CRM Services — which the developers can use to build the applications that will run in the cloud. A client library, in managed code, and associated tools are also provided for developing cloud applications in Visual Studio. Scaling and reliability are controlled by the Windows Azure Fabric Controller so the services and environment don't crash if one of the servers crashes within the Microsoft datacenter and provides the management of the user's web application like memory resources and load balancing.

The Azure Services Platform can currently run .NET Framework applications compiled for the CLR, while supporting the ASP.NET application framework and associated deployment methods to deploy the applications onto the cloud platform. It can also support PHP websites. Two SDKs have been made available for interoperability with the Azure Services Platform: The Java SDK for AppFabric and the Ruby SDK for AppFabric. These enable Java and Ruby developers to integrate with AppFabric Internet services.


OFFICIAL DOWNLOADS:

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