[UPDATE: Confirmed. I have now authorized my 6th computer through iTunes, and an additional iPod Touch. I am now at six computers, and three "mobile devices"]

I've yet to see any mention of it anywhere. In short: Apple announced their "iCloud" product yesterday and the media from Reuters to Macworld to Ars Technica to The Next Web and everyone else who are supposed to be industry pundits and "experts" were just urinating themselves in excitement, all trying to get the word out first and their live-blogging and whatnot. It's about hits on the shitty Flash Adverts on their web pages, you see.

In all their coverage it seems they missed the one real question (for me, anyway) of how Apple managed to placate the labels to allow the number of music file copies per purchase to double.

Since the beginning of Apple's iTunes, you could copy your purchases onto up to five devices. To do this, you have to "authorize" your device with iTunes. You could authorize a maximum of five devices. The only way to authorize a sixth is to have iTunes "revoke" all five authorizations so you can start over. In this case a "device" is a computer system, to which your mobile "device" must be physically connected to for synching those purchases.
Google's Android OS is making a lot of waves in the news and that's because it is techno-geeks who hold the interest in it. The pundits who babbled how the iPad will be a failure because it lacks adobe Flash and USB ports and all the techno-crap desktop and laptop computers require. Those techno-geeks just don't understand the masses at large couldn't care any less about that stuff.

Apple has it right: create the technology in a way so the technology disappears and all that is left is the content people want to work with. I'm writing this post on my iPad using an app called Blogsy and I'm loving it. I don't need the big, loud, energy-sucking desktop computer to run a lightweight web browser to write and post it.
There have been cries and proclamations of Second Life's demise since I can remember way back in 2006. Of course many will quickly proclaim just what it is that happens to be killing Second Life off and it ranges all the way from how interactive Linden Lab is with their customers to grid stability to the policies and rules the company introduces and (erratically) enforces.
I don't claim to be an expert and surely much of these things are contributing to the bogging-down of Second Life in terms of user concurrency and just plain old "mind share” out there in the wild open Internet in general. I see the 'problems' facing Linden Lab and surely I have my own reasons as to why Second Life is showing it's age and the patches of rust and crust.