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Temporarily Down for Maintenance
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Dan Fernandez leads the team responsible for bringing our technical documentation and learning resources into a more modern experience that supports new capabilities that were impossible to deliver via MSDN. Recently, I invited Dan to record a few episodes of Azure Friday with Donovan Brown and spend some time showing off the work his team is doing to provide the best doc and learning experience. Last December, I wrote 4 tips for learning Azure in the new year , in which I included links to several resources, including the Azure documentation. In that post, I admit that I did a disservice by glossing over the revolution that Microsoft Docs truly represents — both internally and externally. Not only did it radically change how we create documentation, it improved how you can learn and use Azure. At Microsoft Ignite , the team working on Microsoft Docs delivered a new approach to learning with Microsoft Learn, which added a new dimension to what's available for those seeking to learn Azure. Dan gives a quick tour of Microsoft Learn. With Microsoft Learn, you learn-by-doing with interactive, step-by-step tutorials creating real resources in Azure.
Cloud gaming , sometimes called gaming on demand or gaming-as-a-service , is a type of online gaming that runs video games on remote servers and streams them directly to a user's device, or more colloquially, playing a game remotely from a cloud. It contrasts with traditional means of gaming, wherein a game runs locally on a user's video game console, personal computer, or mobile device. Cloud gaming platforms operate in a similar manner to remote desktops and video on demand services;  games are stored and executed remotely on a provider's dedicated hardware, and streamed as video to a player's device via client software. The client software handles the player's inputs, which are sent back to the server and executed in-game. This approach provides several disadvantages, notably forcing the user to consistently maintain a high-speed internet connection to an external organization. This built-in barrier to entry not only locks out users who wish to play video games in areas without this internet connection, but also precludes the player from owning their personal copy of the software, and permanently locks the user into a rental agreement, tying the purchase of the game to the solvency of the streaming provider if the company goes out of business, the game ceases to exist. It is also inherently wasteful [ clarification needed ] , and has insurmountable lag built-in to the distribution model, forcing users to make connections to potentially geographically-distant servers for the sole purpose of sending command inputs and retrieving video and audio streams that are viewed once and then immediately discarded. Advocates of this system argue that this increased set of restrictions makes the game accessible without the need to download and install it locally, and on a wider range of devices including mobile devices such as smartphones and tablets , digital media players , or a proprietary thin client -like device  due to lower hardware requirements over running the game locally. Cloud gaming requires significant infrastructure for the services to work as intended, including data centers and server farms for running the games, and high-bandwidth internet connections with low latency for delivering the streams to users.