How To Create A Floating Sticky Side Bar On Blogger

Elements that float along your screen are pretty cool and attention grabbing. They are more commonly known as the “Sticky” floating widgets that stick to your screen as you scroll and tend to have a higher click through rate. This is the reason why at MyBloggerLab, we are using a Floating subscription widget in the sidebar that has been quite useful for us. Many of our users kept on emailing us about how they can create a “Sticky” floating sidebar widget in Blogger. In the past, we have already shown you how to make a Sticky Floating Footer bar in Blogger. In this article, we will show you how to create a floating “sticky” Sidebar widget in Blogger?

Remember: This works pretty well with all kinds of widgets present in your sidebar. It is not necessary that a person can only use if for email subscription boxes. You can use it for promotion of your items, galleries, popular postsInstagram photos, and basically everything that you wish for. 
how to cure premature ejaculation

Image result for premature ejaculation


premature ejaculation is something no guy ever wants,it's embarrassing, and it can break relationship and even marriage. the question is,

  WHAT IS THE MAJOR CAUSE OF PREMATURE EJACULATION?

1. Masturbation



Masturbation is something most teenage and adult do in secret not to get caught. because of that, they have to rush the process  and that unknowingly to them has started creating quick ejaculation for them self. if you are the kind of guy stop it SERIOUSLY!!!!      

2. Natural 

Some are born with that problem, pretty bad and sad huh? don't worry i'm gonna treat that filty problem for you. question how? probably you might be thinking that i'll recommend a drug for you isn't it? chill no time for pills cause you'll getting the solution naturally.

Remedy

1. Mind Controlling 



During sex some people have the tendency of loosing control of them self,  try controlling you pleasure oppositely. how? behave like you ain't enjoying it, remove you focus on the sex, because it's the main reason you keep on ejaculating quickly. continue doing that, you'll find out that the time you've spent on sex have grown. 

2. Pc Muscle 

Image result for pc muscle

You see the image above, it show you the location to your pc muscle. Try stopping your urine by squeezing the shit out of your pc muscle for 20sec. Hold it, you'll find out you urine finally stopped (that's the muscle). When you're about to ejaculate during sex or masturbation hold your pc muscle, you'll stop your sperm from pumping out. Now you are ready to rock your woman till she crys. Oops!!! One more thing always exercise your pc muscle so as to master NSSD (no sperm shall drop). Go do your thing.
Sega Is Prepping a Mega Drive Mini, but Who’s Building It?

MegaDrive1

Sega announced this weekend that it’s prepping a new Mega Drive Mini to take advantage of the recent craze for retro hardware. The question of who is building it, however, is somewhat less clear — and that matters, given how the company handled its last micro console.
Last year, AT Games, a business partner of Sega’s and longtime manufacturer of Sega retro consoles announced its Sega Genesis Flashback. The “console” — I use the term loosely — was panned by virtually every single reviewer. Kotaku called it “hot garbage,” while Polygon concluded, “The sad thing about the Sega Genesis Flashback is that, while it may be enough to satisfy the under-the-tree urge in the absence of alternatives, every unit purchased represents a lost future customer for a good Genesis throwback console.” (emphasis original).
Sega’s Mega Drive Mini was announced without any hint of a manufacturer until ATGames announced it would be doing the manufacturing… only to delete the announcement shortly thereafter. Whether this means that the company jumped the gun on the announcement or somehow factually announced the wrong thing is unclear. The Mega Drive Mini is being launched to celebrate the 30th anniversary of the console, so hopefully Sega will put some effort behind it this time.
What is clear is that ATGames is going to have improve its game substantially if it wants to hit the quality bar Nintendo has been setting in this field. The NES Classic and SNES Classic may not be perfect, and plenty of people will prefer to roll their own emulator around something like a Raspberry Pi, but the games Nintendo ships work flawlessly out of the box. The ATGames Sega Genesis, in contrast, was hammered for poor wireless controllers, frame rate drops, audio issues (though this was still much improved from previous ATGames consoles), and mostly shipping a dumpster worth of games as opposed to focusing on a smaller number of high quality titles.
Sega, meanwhile, isn’t betting solely on newfound consumer appreciation for 1990s hardware. The company is also bringing a range of its games to the Switch, including Sonic the Hedgehog, Phantasy Star, and Thunder Force 4. Studio M2 is behind the work, which is good news given generally positive reactions to the company’s previous ports of 8-bit and 16-bit titles. Sega has also launched a new retro game push into smartphones, with a new Sega Forever app for iOS and Android. Polygon has the details there, for the curious.
On the whole, it’s not surprising to see Sega mining its back catalog for hits to bring to new platforms — the Switch is certainly popular and we can understand grabbing a few retro titles for quick game sessions or to introduce kids to the way we gamed when we were their age (cue: “My first monitor was actually a rock, and I was glad to get one! Rocks were expensive back then!”). But if Sega actually cares about this new console, it needs to put it the hands of a company that’ll do a better job than ATGames — or require its partner to build a console worth buying in the first place.
Apple’s New eGPU Support: Promising, With Major Caveats
ET MacBook

Laptops make tradeoffs by definition, but one of the largest has always been in graphics. Physics simply doesn’t allow for a high-end desktop GPU in a svelte, laptop-friendly form factor. And the lighter and thinner you make the portable, the less room you’ve got for an aggressive, power-hogging GPU. The promise of an external graphics dock is that you can eat your laptop steak and have it too, thanks to a second enclosure that handles the GPU, provides power to it, and in some cases includes additional features and capabilities not found in the laptop itself.
Apple recently added support for eGPUs to macOS 10.13.4, which has caused its own problems based on how the support was implemented. Such headaches might be worth it, if they yield huge performance improvements — but Ars Technica’s findings suggest professional users will want to pay attention to the list of situations where an eGPU either doesn’t work, or works less well than you’d expect.
Note: There are informal solutions and workarounds for some of the headaches Ars identifies, but in some cases they’re rather difficult to pull off and require a high level of expertise. Formal support is limited to Thunderbolt 3-equipped devices, Nvidia GPUs aren’t supported, and Boot Camp isn’t supported (getting the eGPU to work in Windows is possible, but Ars describes this as an “absolute nightmare.”). You can’t power the built-in display with an eGPU, so you’d better have an external monitor handy. Some applications, like Final Cut Pro, refuse to do any work on the external graphics solution. Other games, like Hitman, apparently crash at launch when you attempt to run them on the external graphics card.
Now, the good news is that when it works, the eGPU can deliver substantial performance improvements:
Wow-Egpu
Performance improvements tend to be excellent, as one would expect when replacing an RX 460 laptop GPU with a full-fledged RX 580 desktop part. With that said, the gains will tend to accrue to titles that push the GPU in the first place — Civilization VI saw much smaller improvements, for example. This has generally been the case in 3D gaming, however — some titles always see larger improvements than others — so it’s not a knock on the external GPU idea, as such.
Overall, the caveats to Apple’s support for eGPUs seem higher than they truly need to be. It makes sense that some applications might need updates to take advantage of the capability. But the lack of support for Windows Boot Camp, the non-support for Nvidia GPUs, and the Thunderbolt 3 requirements mean the feature is accessible to only a fraction of Mac owners. Some of these issues can be bypassed relatively easily, but others can’t. The benefits are very real, but make certain you’re going to see them before pulling the trigger on this kind of upgrade.
God of War Might Be the Best-Looking PS4 Game to Date

When the original God of War came out in 2005, it was arguably the most attractive game on the PS2. Thirteen years later, Sony Santa Monica is still capable of blowing us away. This new heartfelt interpretation of God of War on the PS4 stands alongside Uncharted 4 and Horizon as the most visually impressive games on both the vanilla model and the PS4 Pro.
After the massive shrug that was 2013’s God of War: Ascension, a complete redesign was absolutely necessary. As such, every aspect of the series has been rethought for this impressive comeback. We’re dealing with a different pantheon, more methodical combat, a close-up camera that never cuts away, and a palette of emotions that actually extends beyond pure rage.
At our sister site IGN, God of War has earned a perfect score. Jonathan Dornbush wrote up the review, and he praises everything from the single-shot camerawork to the Nordic backdrop to the emotional development of Kratos. And whether he was playing on a standard PS4 or a PS4 Pro, the visuals were delightful throughout:
Similarly, Metacritic has this installment sitting at 95/100 based on 86 scored reviews – the highest metascore in the series. There are plenty of perfect and near perfect scores, but some outlets like The Daily Dot and Twinfinite went as low as 4/5. There are some criticisms of the puzzle design and some repetition in certain battles, but even the lowest-scoring reviews still gush about the game’s high points. It’s clear that this game will be a real contender when we reach GOTY season.
DigitalFoundry has analyzed God of War, and the results are impressive across the board. With silky smooth animations, top-notch dynamic lighting, a very reactive environment, loads of GPU-accelerated particles, and best-in-class checkerboard rendering, this is one of the best looking games of the generation.
On the standard PS4, it’s no surprise to see a 1080p resolution and a 30fps target. The frame rate is mostly stable, and the anti-aliasing being applied here is undeniably attractive. Even if you’re playing on a 4K screen, the original model or the Slim deliver exemplary results – especially if you have an HDR-capable display.
But if you have a PS4 Pro, you get to choose between two modes: Performance and High Resolution. In Performance mode, the resolution stays at the 1080p we see in the base model, but the 30fps cap is removed. At the game’s most peaceful, you can see the frame rate rise to a wondrous 60fps, but you should expect to hover between 40fps and 50fps during most scenes. It’s a nice option to have, but that kind of fluctuation isn’t to everyone’s taste.
Toggle on the High Resolution mode, and we’re given a checkerboarded 2160p image capped at 30fps. While it suffers from occasional dropped frames just like the base version, it’s not anywhere close to ruinous. Given some time, it’s even possible that a patch could smooth out the handful of situations that cause dips to 29 or 28fps. And as for the visual trickery on display, DF’s John Linneman calls it “one of the finest implementations of checkerboard rendering we’ve seen,” so we need not worry about the fidelity here. It’ll definitely give your 4K TV a workout.
Call of Duty: Black Ops 4 May Drop Single-Player, Offer Battle Royale Mode
CoD4-Feature

Later this year, the 15th main franchise Call of Duty title will arrive. Call of Duty: Black Ops 4 is a sequel to the 2015 Black Ops 3, but we’re already hearing rumors Activision might opt for a different approach to the series this time.
Previous main Call of Duty titles have always included a story. This used to be a differentiating factor between the Battlefield series and CoD, and while the quality of the storylines and characters has inevitably varied, Infinity War and Treyarch have usually done a reasonable job of packing at least a few standout missions into each game. Sneaking into Pripyat in a gillie suit remains one of my favorite gaming memories.
But this year, we may see Black Ops 4 junk its single-player campaign in favor of an expanded Zombies and Battle Royale mode. It may also reflect the newfound priority on e-sports, which don’t care about single-player campaigns. This is bound to have an affect on overall gameplay — developers have to consider how player abilities, weapons, and tactics will play in front of an audience in addition to their impact on the game itself. It also tends to change how devs balance a title.
Zombies1
The success of PUBG has sent virtually every publisher sprinting to build new games or convert old ones with new combat modes. Cliff Bleszinski’s Boss Key’s Early Access title Radical Heights launched so early, most of its buildings are featureless boxes. Ars Technica recently wrote about the game, noting: “Nothing in Radical Heights feels like it was built for the kind of emergent battles—either close-up or ranged—that pop up in a given 15-minute battle royale game. Everything in this game’s world is either stupidly flat (with one to three empty, useless cars tossed in for good measure) or set up as an obnoxious, twisty series of corridors.”
We’re not suggesting that Activision would ship a Battle Royale mode so terrible that Rock Paper Shotgun notes, “If Radical Heights was any more early access, we might well be trying to play a design document.” But the fact that the company is pivoting away from storytelling to put more effort into ideas like Battle Royale and its long-running Zombie mode suggests e-sports could have a significant negative impact on single-player gaming in the future. If a game becomes established as a multiplayer e-sport, it’s guaranteed to drive users towards itself for years to come. That alone likely explains the focus on multiplayer — it’s the easiest way to turn the game into a major event.
Activision didn’t comment on the rumor to Polygon, but said it will reveal more details about Black Ops 4 on May 17.
Yakuza 6 Looks Great, Except For All Those Damn Jaggies
Yakuza 6

Sixteen months after the initial Japanese release, those of us in the west have finally received a proper English-subbed PS4 release of Yakuza 6: The Song of Life. And as the first Yakuza game made exclusively for current-gen hardware, we were excited to see how well the streets and shops of Japan hold up.
Sega released a demo of Yakuza 6 earlier this year, but it had to be temporarily removed because players could actually play the entirety of the game for free. Whoops! It’s back upin its intended form, and all of your progress in the prologue will transfer over to the full game. If you want to get a feel for the style of storytelling and combat, it’s well worth an hour of your time.
Over at IGN, our sister site, Yakuza 6 received a Good score of 7.5/10. Reviewer Tristan Ogilvie praised the lack of loading screens when you start a fight or enter a building, but he wishes they had swung for the fences with a combat overhaul. But overall, it feels like a more polished and streamlined experience than the previous Yakuza games – highly recommended as a jumping-on point.
The combat is easy to pick up in this iteration, and that’s great for first-time players, but some of the complexities found in Yakuza 0 or Yakuza Kiwami are nowhere to be found here. Similarly, it seems that the side activities have been shaved down a bit, and large parts of the game are surprisingly empty compared with other recent releases.
On average, other outlets are more fond of the game than IGN is. With 82 reviews on record, Yakuza 6 enjoys a metascore of 83/100 thanks to a number of excellent rankings from the likes of GameInformer (93/100) and GamesRadar+ (90/100). Even if it isn’t the most innovative installment in the series, there’s still more than enough of the classic Yakuza charm to win over the hearts of new converts and diehards alike.
In terms of visuals, the Dragon Engine developed for this release is a nice step up. The lighting effects here are lovely, and they meaningfully add to the ambience of both quaint small-town Hiroshima and the gritty streets of Tokyo. Digital Foundry hasn’t done a full breakdown of the finished product, but its analysis of the 2016 Japanese demo is still worth checking out for a better understanding of the engine improvements.
The demo ran at 900p with a 30fps target, and it seems like that’s roughly on par with what shipped on the vanilla PS4. The back of the box says that the game enjoys PS4 Pro enhancements as well, but it’s clear that we’re not dealing with anything close to 4K. DualShockers has made up a handy comparison, and the differences in visuals are minor.
All said, it’s a fine looking game, but it desperately needs better anti-aliasing. Jaggies and moiré patterns are highly noticeable throughout your adventure, and it detracts from an otherwise lovely aesthetic. Most visual nitpicks we typically bring up are only relevant to fellow super nerds, but the aliasing here sticks out like a sore thumb. Hopefully, the next major installment will have a proper AA solution.
Every Nintendo Switch Can Be Hacked, and Nintendo Can’t Patch It
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The Nintendo Switch has been a massive success for Nintendo, shipping nearly 15 million units to date and outselling the lifetime sales of the Wii U in less than a year. Nintendo has always worried about the system’s security — the company has refused to provide backup options for saved games because it’s terrified the capability will be abused by hackers. Now, the entire point is moot. Every single Switch ever shipped has a flaw that Nintendo literally can’t patch out of the system.
According to the hacker team ReSwitched, their attack Fusée Gelée, is:
[A] coldboot vulnerability that allows full, unauthenticated arbitrary code execution from an early bootROM context via Tegra Recovery Mode (RCM) on NVIDIA’s Tegra line of embedded processors. As this vulnerability allows arbitrary code execution on the Boot and Power Management Processor (BPMP) before any lock-outs take effect, this vulnerability compromises the entire root-of-trust for each processor, and allows exfiltration of secrets e.g. burned into device fuses.
Translation: Katherine Temkin and her team have found the keys to the kingdom. However Nintendo may address this in the future, there’s no fixing the Switches that have already shipped — because the vulnerability that allows this exploit to exist is a code mistake in the read-only bootrom set before the device leaves the factory. There’s nothing to be done about it once the device has left the building.
The hack is a buffer overrun attack that allows data to be copied into protected memory, where it shouldn’t have access, and allows the attacker to run arbitrary code. Ars Technica notes that forcing a Switch into USB recovery mode is potentially difficult — except that there are methods, including specialized devices, that can perform this task simply and on demand.
SwitchHacker
On her page, Temkin notes:
[Fusée Gelée isn’t] a perfect, ‘holy grail’ exploit– though in some cases it can be pretty damned close. The different variants of Fusée Gelée will each come with their own advantages and disadvantages. We’ll work to make sure you have enough information to decide which version is right for you around when we release Fusée Gelée to the public, so you can decide how to move forward.
Nintendo’s decision to prevent saved game backups on the Switch was consumer-hostile to start with. Now, security breaches like this make it nonsensical. Every single Switch in-market today can be hacked, full-stop. It’s true that these kinds of hacks can also be used to facilitate piracy (something Temkin notes in her FAQ), but by refusing to provide valid solutions for capabilities gamers want, Nintendo pushes more people towards piracy in the first place.
In the same way that not everyone who jailbreaks a phone wants to steal software, not everyone who jailbreaks a Switch wants to pirate games. Oftentimes, especially with a mobile system, people want to backup games they’ve already poured hundreds of hours into. Whatever marginal utility locking down saved games solved, it’s over now.
One more thing to keep in mind: Nintendo may not be able to prevent the hack, but it’s possible they will take action to lock Switches compromised in this fashion from connecting to Nintendo servers or using Nintendo services. Keep a careful eye on how the situation develops before committing to anything.
Here’s How the Inside of Your Gaming Console Really Works
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Whether you own a Nintendo Switch, a PS4 Pro, or an Xbox One X, you’ve got a platform capable of playing new, cutting-edge games — but what sets these machines apart from each other, or from mainstream gaming PCs? In many cases, less than you might think.
Traditional PCs are designed as generalist systems with the option to add workload-specific accelerators, like high-end GPUs. Because consoles fit into smaller spaces and are purpose-built for gaming, they can take advantage of a higher degree of component integration. Smartphones, game consoles, and PCs all use a type of highly integrated processor known as an SoC, or System-on-Chip. The SoC contains the actual CPU cores, the CPU L1 and L2 caches, a graphics processor, various I/O connectivity (USB ports, hard drives), and the memory controller that interfaces between the other function blocks and the main system RAM. In the old days, these functions were typically broken out into multiple chips on the motherboard; today they’re integrated into a single functional block.
For reference and example, here’s the motherboard off a launch PlayStation 3.
PS3
Image by Wikimedia
The Nvidia-built GPU is on the left, the Cell Broadband Engine (CPU) is on the right, and the chip above the CBE is the southbridge, where I/O connectivity was provided. The CPU’s XDR RAM is the four blocks of just to the right of the CBE. Compare that with the Xbox One X:
Xbox-One-X
Image credit: Digital Foundry
While machines like the PS3 eventually moved to a single SoC later in the platform’s lifespan, the Xbox One X and PS4 debuted with these technologies in place. The rationale is simple: The fewer chips on the board, the less complex the routing and the fewer components you have to pay to install. The Xbox One X’s central SoC is the large processor on the board surrounded by its memory. While we’ve focused on the Xbox One X and Switch as the most-and-least powerful consoles of their respective generations, these trends hold true for the PS4 and PS4 Pro as well.
What’s impressive is that you can see this same design philosophy on a device like the Nintendo Switch and on your own smartphone.
Switch-iFixit
Image credit: iFixit
This image, from iFixit, shows the Switch’s SoC (red), the 4GB of RAM (orange), and its Wi-Fi and Bluetooth controllers (2x green boxes). What’s surprising isn’t that mobile devices are tightly integrated, but that we’ve seen this integration play out even in large systems. The same is absolutely true of PCs. While many PCs continue to offer large numbers of external expansion ports via PCI Express (thereby requiring certain minimum amounts of real estate), many to all of those connective ports use silicon built directly into AMD and Intel’s latest CPUs.
At a hardware level, PCs and consoles are more alike than ever. Switch runs on ARM, but the Xbox One and PS4 (and their upgrades) are all x86 processors that use a PC-derived graphics architecture. Practically speaking, the only difference between the Xbox, PS4, and PC are the operating system they run and the capabilities the developer has chosen to expose to end users.
post credits: extremetech
Nintendo Won’t Bring Virtual Console to the Switch, Plans Online Service
Nintendo Switch

Ever since Nintendo launched the Wii, it’s brought a version of its Virtual Console service to all of its handhelds and living room consoles. The titles available for each platform have varied with the system and the region in which you live, but broadly speaking, the VC has been used to round up titles from classic Nintendo systems including the NES, SNES, Game Boy, GBC, GBA, N64, GameCube, Genesis, MegaDrive, TurboGrafx-16, and Neo Geo. Games brought to the Virtual Console service were supposed to be as identical to their original versions as it was possible to be. While there are some issues with slowdowns or glitches in specific titles, Nintendo has hewed fairly close to this goal. But the Switch isn’t going to get a VC library — Nintendo is rolling that capability over to its Switch Online Service, instead.
“There are currently no plans to bring classic games together under the Virtual Console banner as has been done on other Nintendo systems,” a Nintendo spokesperson told Kotaku. It’s fair to note that the VC service, while providing some limited features for certain titles, like save states, always was a bit of a slapdash affair. It’s not at all clear, for example, why a title like Final Fantasy III / VI (in North America) would be available only for the Wii, but not on its successors, the Wii U or 3DS. Similarly, the living room consoles never saw the same GB, GBC, and GBA titles that were released for the 3DS on their virtual console.
Nintendo Switch
Some companies have already brought classic game ports to Switch, and this work will continue, but there’s no plan to launch a unified Virtual Console service like what Nintendo has debuted for its other consoles. Instead, the company will launch a Switch Online Service for $19.99 a year, $7.99 for 3 months, or $3.99 per month. The new service will include the ability to save games in the cloud — a capability that Switch owners have been clamoring for since the Switch launched last March. You’ll also have the option to pay $34.99 per year instead of $19.99, but then back up the saved games from eight devices to the cloud under a single family account rather than paying on a per-device basis. And assuming the library of available games grows like older VC libraries, you’ll get access to a wide range of titles over time without having to buy them again on every device. We generally prefer ownership over eternal renting at ExtremeTech, but with prices as low as $20 per year, it’s hard to argue that the overall cost is a burden.
Nintendo has announced that there’s a library of 20 classic games that’ll be available to Switch Online Service subscribers when the service launches in September, including Balloon Fight, Dr. Mario, Super Mario Bros. 3, Donkey Kong, Ice Climber, The Legend of Zelda, Mario Bros., Soccer, Super Mario Bros., and Tennis. The Nintendo Switch Online smartphone app will apparently still be used to “enhance the online experience for compatible games through voice chat and other features,” and an unspecified list of Special Offers will be made available to members as well.