Archive

Archive for the ‘Gadgets’ Category

HTML5 vs. Flash comparison finds a few surprises, settles few debates

March 11th, 2010
Think we'd all be better off if HTML5 could somehow instantly replace Flash overnight? Not necessarily, according to a set of comparisons from Jan Ozer of the Streaming Learning Center website, which found that while HTML5 did come out ahead in many respects, it wasn't exactly a clear winner. The tests weren't completely scientific, but they did find that HTML5 clearly performed better than Flash 10 or 10.1 in Safari on a Mac, although the differences were less clear cut in Google Chrome or Firefox. On the other hand, Flash more than held its own on Windows, and Flash Player 10.1 was actually 58% more efficient than HTML5 in Google Chrome on the Windows system tested. As you may have deduced, one of the big factors accounting for that discrepancy is that Flash is able to take advantage of GPU hardware acceleration in Windows, while Adobe is effectively cut out of the loop on Mac -- something it has complained about quite publicly. According to Ozer, the differences between HTML5 and Flash playback on a Mac could be virtually eliminated if Flash could make use of GPU acceleration. Hit up the link below for all the numbers.

HTML5 vs. Flash comparison finds a few surprises, settles few debates originally appeared on Engadget on Wed, 10 Mar 2010 23:36:00 EST. Please see our terms for use of feeds.

Permalink ReadWriteWeb  |  sourceStreaming Learning Center  | Email this | Comments




Read the rest of the story from source

Author: admin Categories: All News, Gadgets, Sci/Tech, iPhone / iPod Touch Tags:

HP attacks Apple iPad over Flash

March 11th, 2010

Filed under: iPad

During CES 2010, HP gave the public a slight tease of its upcoming slate device. The touchscreen device, which runs Windows 7, sports a form factor similar to Apple's iPad, as well as similar uses; it supports eBooks, music, videos, and of course, the Internet. But wait, there's more. According to a post on HP's Voodoo blog, the device will give you a "full Web browsing experience," not a "watered-down Internet" with "sacrifices." In other words, the HP slate device supports Flash and, well, the iPad doesn't.

While the blog posting didn't mention the iPad by name, it was fairly clear that the statement in question was an indirect jab at it. Accompanying the post is a short, 30 second clip. The highlight of the clip, which occurs toward the end, shows the user going to Hulu.com and watching a Flash-based video.

The reason that the clip is only 30 seconds long, and the Hulu portion is at the end of it, is that running Flash may have drained all of the device's batteries before all footage could be shot. (Just kidding! I couldn't help myself).

On a serious note, while the lack of Flash on the iPhone, and now the iPad, has its drawbacks, these drawbacks have been muted to a degree. The advent of the App Store created a non-Flash, potentially monetizable, playground for the creations of developers and content creators to play in. In addition, HTML 5 is emerging as a potential Flash development alternative.

via [AppleInsider]

TUAWHP attacks Apple iPad over Flash originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 22:45:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Add to digg Add to del.icio.us Add to Google Add to StumbleUpon Add to Facebook Add to Reddit Add to Technorati

IPhone - Apple - Windows 7 - Adobe Flash - App Store


Read the rest of the story from source

Author: admin Categories: All News, Gadgets, Sci/Tech, iPhone / iPod Touch Tags:

Irresistible iPhone Apps Fridge Magnets [IPhone]

March 11th, 2010
$13 dollars. Whole package. Must. Resist. More »




Read the rest of the story from source

Author: admin Categories: All News, Gadgets, Sci/Tech, iPhone / iPod Touch Tags:

JooJoo revamps interface ahead of launch, adds local video playback — and changes color

March 10th, 2010
The JooJoo tablet's launch date might have been pushed back a month while Fusion Garage sorts out issues with the capacitive touchscreen, but it looks like the extra time has given the company a chance to tweak the interface and add in some features. Obviously the most noticable change is the revised homescreen, which has gone from line art on a garish solid color background to a nicely rendered icon grid over a high-res customizable wallpaper, but Fusion Garage has also ditched the confusing pinch-to-go-back gesture and replaced it a vertical swipe that brings down a status bar containing the home button, status indicators, browser navigation controls, and a combination address bar / search field. Scroll behavior has been revised as well, with two separate behaviors: a two-finger scroll that works like a scroll wheel, and a single finger "pan" that works like a mouse arrow. That's so you can move around sites like Google Maps, which have different interface elements mapped to each control -- CEO Chandra Rathakrishnan pointed out to us that devices like the iPhone avoid the issue by using dedicated apps, but Fusion Garage wants to deliver the "full web experience." It's an interesting solution and a clever spin on things, but we're waiting to try it out for real before we pass any judgment.

What else? The text-entry situation has been improved: there's now both a smaller keyboard designed for one-handed operation that can be moved around the screen so it doesn't obscure content, and a full-screen multitouch keyboard that does chording so it recognizes more than one key at a time. There's no auto-correction or prediction, though. Flash is now fully working, and YouTube videos can either be played back using Flash or the custom H.264 HD breakout player we've already seen; that player supports a range of codecs can also be used for videos stored on a USB thumb drive. And finally, and perhaps most oddly, the JooJoo has changed colors. Instead of black, the back casing is now a "champagne" color, a picture of which you can see below -- Chandra told us that unhappy preorder customers can just have their $499 refunded if they desperately wanted black instead. All we desperately want to do is get a review unit and tell you what the JooJoo is actually like to use -- if all of these promises hold up, it could be very intriguing indeed.

Continue reading JooJoo revamps interface ahead of launch, adds local video playback -- and changes color

JooJoo revamps interface ahead of launch, adds local video playback -- and changes color originally appeared on Engadget on Wed, 10 Mar 2010 18:13:00 EST. Please see our terms for use of feeds.

Permalink   |   | Email this | Comments




Read the rest of the story from source

Author: admin Categories: All News, Gadgets, Sci/Tech, iPhone / iPod Touch Tags:

Count The Beats: Inspiration… two apps for the musician on the move

March 10th, 2010

Filed under: Multimedia, Software, iPhone, App Store, Music

Recently I've been preparing to move home and finally did last weekend. Naturally I had to pack up all my musical gear, equipment and of course, my Mac. In the week leading up to the move, I've had my iPhone and nothing else. With no creative outlet and the pressure of looming project deadlines, I found myself scouting the app store for a fix to help me start fleshing out a few creative ideas.

This is what I found that worked well for me.

1. TonePad and TonePad Pro

The iTunes Store describes TonePad Pro as "...the easiest way to make music. Discover the inner musician in you. Create songs by simply touching." And this is exactly what I found. With a 16 x 16 matrix, and an easy-to-use user interface (literally start tapping your fingers and music is made), I found myself coming up with little melodies and tunes immediately. Although you only have the 16 x 16 matrix, to me, what initially seemed quite limiting soon became a boundary for creative focus.

You can save an unlimited number of tunes to listen back to, and upload them to a shared server where your buddies can check out what you've been musing. With the paid version, you can save your melodies into a ringtone that will sync back to your iPhone, too.

2. Flourish

Flourish is something a bit more immersive. While having a steeper learning curve, there's loads more to explore here. The user interface is really fresh and unique (especially for the iPhone), and presents a creative challenge in focusing your composition whilst giving you the space to try different approaches to what you are creating.

Basically Flourish represents musical phrases as physical loops:

-Record loops with expressive multi-touch keyboards.
-Generate percussive and melodic sequences.
-Build arrangements by ear or by eye.
-Select from a consonant collection of instruments.
-Sequence loops by connecting them in chain.

Check out the Flourish website for a few demo clips.

Let us know in the comments below what other apps for the iPhone / iPod Touch, or the Mac, that are inspiring you to make music.

TUAWCount The Beats: Inspiration... two apps for the musician on the move originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 18:00:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Add to digg Add to del.icio.us Add to Google Add to StumbleUpon Add to Facebook Add to Reddit Add to Technorati

iPhone - App Store - Apple - ITunes - IPod Touch


Read the rest of the story from source

Author: admin Categories: All News, Gadgets, Sci/Tech, iPhone / iPod Touch Tags:

Brizzly: The iPhone New Best (Free) Twitter App [IPhone Apps]

March 10th, 2010
It's not that Brizzly's perfect, or that it does justice to its source material (the unassailably pretty, wonderfully lean Birdfeed)—it's that it comes close enough, and it's free. More »




Read the rest of the story from source

Author: admin Categories: All News, Gadgets, Sci/Tech, iPhone / iPod Touch Tags:

iPad SDK 3.2 beta 4 squashes rumors of a camera, but adds new gesture controls

March 10th, 2010
There's only about a month to go before Apple drops the iPad on the world, and it looks like all those theories about a last-minute camera addition were just fond fanboy wishes -- iPhone SDK 3.2 beta 4 just came out, and in addition to stripping out several video-call related icons, we've been told the docs contain this little tidbit about that Camera tab:
Launching the Photos application under the iPad Simulator will initially show three tabs: Photos, Albums, and Camera. The Camera tab represents photos available via the Camera Connection Kit for iPad, and is not relevant for the Simulator. The Camera tab will disappear after a few seconds.
So much for that, then. In the meantime, we also have some good news -- 9to5 Mac did some digging and found some files indicating that Apple's opening up some new gestures to app developers, namely the long tap currently used to pop up the copy / paste menu and the triple-tap used to flip the display on and off when using VoiceOver. It's a small consolation, to be sure, but at least the iPad, will, um, be a great game machine, right?

[Thanks, Anonymous]

iPad SDK 3.2 beta 4 squashes rumors of a camera, but adds new gesture controls originally appeared on Engadget on Wed, 10 Mar 2010 17:25:00 EST. Please see our terms for use of feeds.

Permalink MacRumors  |  source9to5 Mac  | Email this | Comments




Read the rest of the story from source

Author: admin Categories: All News, Gadgets, Sci/Tech, iPhone / iPod Touch Tags:

GDC 2010: Call of Duty: World at War Zombies postmortem

March 10th, 2010

Filed under: Gaming, Retail, Software, Developer, iPhone, App Store

Russell Clarke of Ideaworks Game Studio hosted a post-mortem report near the end of the first day of GDC 2010 about Call of Duty: World at War Zombies for the iPhone. The game was one of the first big brand hits on the App Store -- it successfully brought a game mode from one of Activision's Call of Duty console games (originally developed by Treyarch) to Apple's handheld device. After a quick joke about how a "post-mortem" was an appropriate exercise for a game about zombies, Clarke got into the nuts and bolts of how Ideaworks went about adapting the game for the iPhone.

The most major feature of the game's development, he said, was the decision last year around this time to sit down and work on prototyping for about six weeks. Nowadays, there are a few successful first person shooters around the App Store, but last year, FPSes were still a new genre for the iPhone, so the team decided to really brainstorm how one would work on a touchscreen.


They started by looking at the original game developed by Activision and Treyarch. Zombies is a extra mode of Call of Duty: World at War that was developed as a "lunchtime project" -- a few developers threw it together on a whim, and enjoyed it so much that they released it as DLC, outside of the original game. So Ideaworks wanted to run with that vibe -- create a game that you could play on your lunch break, or squeeze into a few minutes. They did find that the App Store tended towards more casual and family games, but they didn't feel that the mature game could be successfully translated to a family-friendly format. Instead, they decided to stick with the blood and gore: "Activision," Clarke joked, "said we would have to learn to love our 17+ rating, and live with not releasing in every country in the world."

And they also wanted to create a game with "relaunchability," a term that a developer at Treyarch coined. "What keeps you relaunching the game," said Clarke, "is that, like most zombie games, you don't really win. You're just postponing your inevitable death." He also said that learning became a big function of the gameplay -- the game allows you to defend the same environment against zombies every time, so eventually you learn the best spots to make a stand, and so on.

Before development even started, they created a set of benchmarks in terms of performance and gameplay that they wanted to hit: Twenty zombies felt right for gameplay (you'd only be fighting 10 at any given time, but 10 more would be hanging around in the background), 20 FPS seemed like a good target for speed, 2000 triangles for graphics, and of course two thumbs ("the amount that most people have") for control.

The controls were probably the most interesting part of prototyping -- Clarke says his team really tried to brainstorm an interesting way to control an FPS on the iPhone. The problem, however, was that in an FPS game, you're doing three things (running, looking, and shooting), but you only have two thumbs to do them with. One prototype they created had you tilting the accelerometer around to move (while looking and shooting with two onscreen controls), but for some reason, that made everyone who tested it rather dizzy. In the end, they went with a compromise, including a few different choices: a dual stick standard, an aiming assist system, and even a mode that only slightly uses the accelerometer to look around.

Authenticity was another question -- obviously the iPhone doesn't have the processing power of the latest and greatest consoles, so Ideaworks had to work hard to walk the line between keeping the game running smoothly and keeping it detailed enough to compare to the bigger title. They did a lot of pruning on the original model work, turning geometry into straight textures, and cutting off 3D modeling that couldn't actually be seen by the player (the original team had even modeled tree roots underground, rendered on the Xbox 360 and Playstation 3, but never actually seen). They did things like not animating enemies when they weren't in the player's line of sight, and just using a sphere for the grenade hit model rather than actually modeling the shape, since it worked just as well. In the end, the iPhone had only about 1/7th of the geometry of the original game, but Ideaworks tried to make it at least look as similar as they could.

Multiplayer was a challenge, but fortunately, Activision had already created an online backend, so when Ideaworks hooked into that system, they were able to put together all of the multiplayer ideas they had (2-player, 4-player, and even a full online system) and then some (host migration was a project one of their engineers threw together in his spare time, and Bluetooth multiplayer was also added in on a whim).

Finally, Clarke shared a few lessons from the game's development. In terms of the controls, they learned that offering a choice to the player is sometimes the right move, and when there is a choice, you usually need to force it at some point (if you hide a different control scheme in the options, most players will never find it). Piracy was something else they learned -- while Clarke was hesitant to speak much about his opinions on piracy, he did say that it was easier to pirate the game than anyone on his team believed, and that in the first days of the release, they saw a significant number of extra users playing than had actually bought the game.

Still, Clarke said that the game had done very well -- they've been high on the App Store's Top Paid list ever since release, and while he didn't mention sales for the main game, he said that the lite version has seen over three million downloads. Clarke's panel offered up an interesting look behind one of the App Store's big name hits.

TUAWGDC 2010: Call of Duty: World at War Zombies postmortem originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 17:00:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Add to digg Add to del.icio.us Add to Google Add to StumbleUpon Add to Facebook Add to Reddit Add to Technorati

iPhone - AppStore - Activision - Call-of-Duty-World-at-War - Apple


Read the rest of the story from source

Author: admin Categories: All News, Gadgets, Sci/Tech, iPhone / iPod Touch Tags:

It’s Time to Declare War Against Apple’s Censorship [Rant]

March 10th, 2010
The App Store censorship horse may have been beaten to death, but mainstream German media—whose iPhone applications have been censored by Apple because of its content—are not surrendering. I'm glad. In fact, I hope they win this war. More »




Read the rest of the story from source

Author: admin Categories: All News, Gadgets, Sci/Tech, iPhone / iPod Touch Tags:

iPhone devsugar: Unit testing for iPhone view controllers

March 10th, 2010

Filed under: Apple

Unit testing refers to a software validation methodology that allows programmers to test individual program units for correctness. It's been an ongoing question in the iPhone developer community as to whether the iPhone's view controller class is testable or not.

In response to these discussions, iPhone developer Jonah Williams has written up a view controller unit testing how-to over at the Carbon Five web blog. His write-up offers examples that show how to incorporate some best practices into your code.

Williams points out how broken NIB bindings are a common problem for iPhone OS applications. To address these issues, he regularly adds simple assertions that test that each IB outlet and action are set properly from inside his view controller class implementations. These assertions check that IBOutlet instance variables are not set to nil and that IBAction targets have been assigned, adding a layer of protection against broken bindings.

Another typical view controller issue involves responding to application memory warnings. To respond, he adds tests that ensure that each view-dependent property gets correctly released and re-created as views unload and then later reload. By building these into test methods, he can execute this behavior on demand, and ensure that the sequence will execute flawlessly in real world conditions.

Finally, Williams discusses view controller interdependencies. Often instances are tightly intertwined, with objects acting as clients for each other. For example, a simple table view controller, living within a navigation controller, might present a detail view via yet another view controller when a row is selected. That's three separate controllers to account for, when you really only want to test one at a time. Williams suggests isolating these view controllers away from their interdependencies to test each component separately and provides examples of how you can do so.

What made Williams' approach pop for me is how he carefully exposes and isolates dependencies for testing. These are features that can otherwise be hard to inspect and validate in the normal course of programming. His write-up is well worth reading through, and provides an excellent jumping off point for investigating view controller unit testing.

TUAWiPhone devsugar: Unit testing for iPhone view controllers originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 10 Mar 2010 16:30:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Add to digg Add to del.icio.us Add to Google Add to StumbleUpon Add to Facebook Add to Reddit Add to Technorati

iPhone - Apple - Operating system - Unit testing - Unofficial Apple Weblog


Read the rest of the story from source

Author: admin Categories: All News, Gadgets, Sci/Tech, iPhone / iPod Touch Tags: