Chromebooks are generally easy, but sometimes you need to bring out the big guns to fix a problem. This is how to recovery a broken Chromebook.
Chromebooks are the easiest-to-use laptops out there, but even the best designed system can be susceptible to failure. In this case, it may be necessary to recover your Chromebook.
Fortunately, it’s an easy process. To get started, you’ll need the Chrome browser — or another Chrome OS device — and the Chromebook Recovery Utility extension installed. You’ll also need a spare USB drive that you’ve already backed up, since using that drive for the recovery media will wipe and files that are already there. If you have a newer Chromebook that only has USB-C ports, make sure to have a USB-C flash drive or the appropriate adapters.
How to recover your Chromebook
Plug the USB drive into your second machine. On your second machine, open the Chromebook Recovery Utility. Select “Get Started,” then select the manufacturer and model of your Chrome device. You may also enter the model number, which would be printed on the bottom of the device. Click “Continue.”
Select the USB drive you’d like to use to create the recovery media. Pay super close attention to which flash drive you select, since everything on that drive will be erased. The recovery image for your Chrome device will be downloaded and installed to the USB drive.
Once the flash drive is ready to go, enter recovery mode on your device. On a Chromebook, this is done by turning the device all the way off, holding the Esc and Refresh (the circular arrow) keys then pressing the power button. On a Chromebox, there will be a specific hole on the device that has the recovery button inside. Stick a paperclip or similar object inside to hold down the recovery button, then press the power button.
Your device will prompt you to insert the recovery media into one of the USB ports. Once it recognizes the recovery media, the device will start recovering. Don’t fret if your device doesn’t recognize the recovery media right away. If you’re using a USB-A to USB-C adapter, try a different adapter or a USB-C flash drive. If you’re using a Chromebox, you may need to use an SD card as recovery media instead.
Once the device comes back on, it will be just like if you purchased it new or Powerwashed it. Sign into the device with your Google account, and you’re all done!
If you need to re-use the USB drive you recovered your Chrome device with, simply open the recovery utility again, click the settings gear in the upper right, then select “Erase recovery media.”
Have you ever had to recover a Chrome device? Let us know down below!
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- Join our Chromebook forums
We’re giving away a pile of Sprint phones! Enter here!
If you’re in the US and currently a Sprint subscriber, or looking to switch to Sprint, this is your lucky week! We have teamed up with Sprint to give away not one phone, but EIGHT phones! Winners can choose from the Essential Phone, the Moto Z2 Force, the LG G6, or the LG V20!
THE PRIZE: Eight Android Central readers will win a new phone: their choice of an Essential Phone, a Moto Z2 Force, an LG G6, or an LG V20! These phones are courtesy of Sprint, and as such are locked to Sprint service.
THE GIVEAWAY: Head down to the widget at the bottom of this page. There are multiple ways to enter, each with varying point values. Complete all of the tasks for maximum entries and your best shot at winning! Keep in mind that all winning entries are verified and if the task was not completed or cannot be verified, a new winner will be chosen. Service is not included with the phone and is the responsibility of the winner. Once again, the phones are locked to Sprint; we make no promises that you can unlock the phones, and there will be no substitutions if you win and can’t use the phone. You’ve been warned!
The giveaway is open until December 18th, 2017, and the winner will be announced right here after the closing date. Good luck!
Enter for a chance to win an Essential Phone, a Moto z2, an LG G6 or an LG V20!
Sharp wants to gain a foothold in the OLED market by teaming up with rival company Japan Display. Sharp’s chief executive, Tai Jeng-wu, told reporters at the Tokyo Stock Exchange that he wants to form a “Japan alliance” to better compete with the South Korean makers that are dominating the industry.
Reports earlier this year suggested Sharp was planning to introduce OLED TVs to its production lines, but just a month later South Korean rival LG, already a leader in OLED products, revealed its plans to invest a further 7.8 trillion Korean won ($7 billion) into its OLED businesses over the next three years.
Tai said he plans to consult the government about forming the all-Japan alliance, as well as discuss potential investment in JOLED, an affiliate of Japan Display, which has recently made headlines for its plans to mass-produce “printed” OLED panels.
There’s a huge demand for OLED products, both from manufacturers and, increasingly, consumers. But with only one or two key players producing them, it’s been a challenge taking the technology mainstream. This “Japan alliance,” if successful, could make strides in opening the market for everyone.
On December 18th, Patreon will be changing how it handles service fees. Currently, Patreon takes five percent of whatever creators make on the site but because of various processing fees that also apply, creators actually lose seven to 15 percent of their earnings. So now, Patreon says it wants to streamline those fees and on the 18th it will charge patrons a new service fee of 2.9 percent plus 35 cents per pledge. That means creators will now only see a flat five percent taken from their pledges. However, while the funding platform is presenting this change as a benefit for creators, many are concerned that these new charges will cause a good portion of their patrons to stop pledging.
Hey @Patreon @PatreonSupport, I was just *fine* with paying the fees. This new fee structure is going to cost me my $1 and $5 patrons who make up the bulk of my support.
— Dr. NerdLove (@DrNerdLove) December 7, 2017
Because the fee is charged per pledge, it will affect those who give small amounts to many creators much more than it will those who pledge the same amount but to just one or two creators. For example someone pledging $10 to one creator would see their payment increase to $10.64. But someone paying $1 to 10 creators each would see their payment increase to $13.79. Many creators are, therefore, worried they’ll lose a lot of their $1 to $5 pledges.
Got a response from @patreon. It boils down to “you’re gonna lose patrons but whatever, it will probably be fine” 😑 pic.twitter.com/K4CbQGK8Iy
— Inceltic Frost (@jephjacques) December 7, 2017
Some patrons have already said that they will have to pledge to fewer creators or reduce their pledges across the board. Some are already doing so ahead of the December 18th change. And a few creators are even trying to retain their support base by reducing their pledge tier amounts.
So I did some math. If I want to charge my patrons the same amount as before the new @Patreon fee adjustment (pledge + 2.9% + $0.35), my tiers will be devalued thusly:
$5 original pledge UPDATED TO $4.50
$2 original pledge UPDATED TO $1.60
$1 original pledge UPDATED TO $0.63
— Blue @ CALA 52A (@bluedelliquanti) December 7, 2017
For those who can’t access their Patreon just now, here’s the post I’ve just written about Patreon’s new fee policy, how it affects you if you’re a Patreon and how I’m adjusting my tiers so you don’t get screwed pic.twitter.com/SB9pAKQhJc
— Chris Scullion (@scully1888) December 7, 2017
Update: We reached out to Patreon for comment and a company spokesperson said, “We think endlessly about the creator and patron impact for every decision we make. After running tests with both creators and patrons, we settled on a fee that would impact creators and patrons in the smallest way possible, considering both the amount that patrons pledge and the likelihood that they’ll keep supporting their creators on Patreon.”
Companies that are testing delivery robots hit a stumbling block in San Francisco this week. The city’s Board of Supervisors voted to require permits for any autonomous delivery devices, restricting them to specific (and less-crowded) areas of the city. Additionally, these robots aren’t allowed to make actual deliveries — they are only allowed to be used for testing purposes. This restriction doesn’t apply to delivery drones; the San Francisco Board of Supervisors only has jurisdiction over the sidewalks.
Complaints were first brought by a group called Walk San Francisco, which campaigns for the safety of pedestrians. The group was concerned that these autonomous robots, which use lasers and sensors to navigate, would pose a hazard to the elderly and young children on the city’s crowded sidewalks.
When it was first proposed, this legislation was an outright ban. It’s been soften to regulation, which makes sense. After all, San Francisco is known as a tech-forward city, with its proximity to Silicon Valley. Still, it’s one of the first places that delivery robots first began operating, so it’s a little surprising that the city would make moves to restrict them so drastically. It’s a challenge for companies like Marble, which have been operating as a test in San Francisco’s Mission and Potrero Hill districts (with human handles to help).
Source: BBC, San Francisco Board of Supervisors
The next big hurdle for virtual reality is obvious to anyone who’s put on a headset: Getting rid of all of those wires. We’ve seen cordless solutions from TPCast and Intel, but now Amimon, a company best known for developing wireless video technology, is getting into the ring. Its spin on wireless VR uses the 5GHz spectrum, instead of the 60GHz band used by competitors. That allows it to work through walls and without direct line of sight, something the 60GHz frequency range can’t do. Most importantly, Amimon promises a lag-free experience. According to the company, it could even support up to 10 VR or AR headsets in the same room (either with their own computers, or a souped-up gaming server).
Amimon, which will be debuting the technology at the VRX conference in San Francisco today, says its solution has advantages over the WiGig-powered alternatives. Since it doesn’t need to be in view of a receiver, you can step outside with a pair of augmented reality glasses and still be able to connect to a computer in your home. It’ll also be able to work in a variety of spaces, from crowded rooms to huge open environments. The main reason companies are eyeing 60GHz/WiGig for VR is due to its low latency and massive data throughput, but Amimon claims its patented technology can do the same in the 5GHz spectrum.
Amimon’s wireless VR module
As you’d expect, the company’s tech is currently compatible with all of the major VR headsets: Oculus Rift, HTC Vive and PlayStation VR. It can output 2K video at 90FPS for the two PC-powered headsets, as well as 1080p at 120 FPS for the PS VR. Amimon describes it as a complete solution for wireless VR — it’s able to both transmit lag-free video, as well as all the necessary sensor data.
At this point, Amimon’s wireless module is still in its early stages. The company isn’t discussing any release timing yet, as that will depend on future partners. Similarly, pricing is still up in the air, but it expects the first generation of wireless accessories to cost around $100.
Of the more than two dozen sections in our massive holiday gift guide, the PC gaming is one of the largest. That’s because there are so many directions you can go in here: You can splurge on a laptop (we recommend three here) or pick up any number of accessories like headphones, a mouse, keyboard, mic or webcam. Or, you know, you can pick up some actual games. Find all that in our guide at the link below, and while you’re there, check out the 100-plus other items in there.
Source: Engadget Holiday Gift Guide 2017
Sony’s PlayStation 4 has continued to sell well, and just broke 70 million consoles sold. That shouldn’t be a big surprise given its market trajectory, moving past 60 million systems in June and 50 million a year ago. More importantly, it shows that Microsoft’s cheaper Xbox One S and supercharged Xbox One X released last month haven’t noticeably diminished Sony’s console sales. But more notable is news about the PSVR, which has moved 2 million units since it launched in fall 2016.
Until now, we haven’t really known how successful Sony’s VR headset has been. The device launched as a cheaper mid-grade option between top-tier desktop computer systems like Oculus VR ($400) or HTC Vive ($600) and far cheaper smartphone-based units like Google’s Daydream or Samsung’s Gear VR. Instead, PSVR relies on the PS4 and more powerful PS4 Plus, and Sony’s headset broke 1 million units sold last June.
According to analysts, the PSVR took almost 50 percent of the million VR units sold in Q3 2017, beating out the Oculus Rift’s 21 percent share and HTC Vive’s 16 percent cut. Today’s PSVR news means it’s continued to move a not-insignificant number of units for a $350-plus-additions device. But it’s still leading a niche market. As we pointed out on the PSVR’s one-year anniversary, it has sold almost 10 million games for its system but has yet to release a killer must-have game to bring more than a fraction of the tens of millions of PS4 owners into the fold.
In the past, the app VSCO has focused much more on photography than on social networking. But now, it’s taking additional steps towards allowing people to connect on its service. Today, VSCO announced that it’s introducing an in-app messaging feature, which will roll out over the course of the next few weeks. VSCO X members will receive the feature first.
Creators can message with the people who follow them, though VSCO is implementing tools to make sure people have control over who can contact them on the service. Once the feature is enabled on an account, you can initiate a message from a person’s profile account. If they follow you, a “Message” option will appear underneath their name.
VSCO’s team says the messaging feature is one of the most requested among its community. They envision Messages as a way to “share inspiration and learn from other creators in the VSCO community.”
Duolingo is moving beyond gamifying language learning and into podcasts. The first season focuses on simple-to-understand Spanish-language stories. But they aren’t fiction. The first episode is about a boy who loves soccer (football to the rest of the world) and his local Mexican team getting promoted to Division One. The podcast has a NPR feel to it, which is probably because it’s hosted by Martina Castro, who co-founded the broadcaster’s Radio Ambulante series.
CEO Luis von Ahn told VentureBeat that the idea is to bolster peoples’ comprehension wherever they’d typically listen to podcasts. If you want a preview of what’s on offer before you download it, there’s a transcript available. You an listen via the Duolingo app, and you can also find it on iTunes, Google Play Music, Spotify, SoundCloud and plenty of other places.