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May 11th, 2012, 13:09 Posted By: wraggster
via http://www.emucr.com/
NES.emu for Android v1.4.26 is released. NES.emu is a commercial port of the NES emulator FCEUX for Android. NES/Famicom emulator based on FCEUX (GPL), designed and tested on the original Droid/Milestone and the Xoom, but works on many devices with similar specs. It uses the most up-to-date revision of well-known PC emulator FCEUX (most other Market apps are built from older & less accurate versions of FCE Ultra).
Features:
* Accurate emulation and similar compatibility to FCEUX 2.1.4
* Backup memory and save state support, auto-save and ten manual slots for save states. State files from FCEUX should work on NES.emu and vice-versa.
* Supports ROM-based games in .nes and .unf formats
* Famicom Disk System emulation using .fds files (select your BIOS in the options first)
* VS UniSystem support, push Start to insert coins
* Zapper/Gun support, touch screen to fire, touch & hold outside of display area to simulate firing away from the TV
* Zip file support
* Configurable on-screen multi-touch controls in addition to keyboard controls (needs Android 2.1+ for multi-touch, up to 3 touches supported at once)
* Multiplayer-capable Wiimote + Classic Controller and iControlPad support (no need to purchase a separate app, see website for full instructions)
Note:
No ROMs are included with this app and must be supplied by the user. A number of public domain games/demos are available at www.pdroms.de. Transfer games anywhere to your SD card and browse to them from within the app (default SD card directory is /mnt/sdcard). Enable the Direct Texture option if supported by your device to increase performance. On fast devices with 60hz displays like the Xoom, set frameskip to 0.
Visit the homepage at explusalpha.com for more info, ports for other platforms, and my other apps. Please report any crashes or device-specific problems via email (include your device name and OS version) so future updates continue to run on as many devices as possible.
NES.emu for Android v1.4.26 Changelog:
- Fixed Wii Classic Controller detection for newer models
- Android: Disabled OES_texture_npot on all Adreno 200 GPUs (LG Optimus V, etc.) due to faulty OpenGL driver causing blank font rendering
https://play.google.com/store/apps/d...usalpha.NesEmu
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May 11th, 2012, 13:08 Posted By: wraggster
via http://www.emucr.com/
iNES v3.6.19 for Android is released. iNES emulates classic NES and Famicom video game consoles. It runs NES, Famicom, DiskSystem, and VS System games right on your Android device.
Features:
* Specifically optimized for Android devices, using ARM assembler to run at maximal possible speed.
* Full screen portrait mode emulation, with options for simulating scanlines and fuzzy display.
* Records soundtrack to MIDI files.
* Play with you physical keyboard, touch screen, or accelerometer.
* Save gameplay at any point and go back to that point once your character gets killed.
* Xperia Play special buttons supported.
iNES package itself does not contain any games. You should place your own game files onto the SD card before running iNES.
Please, do not run any software you do not own with iNES. The author cannot and will not tell you where to find free NES games.
iNES v3.6.18 for Android Changelog:
- Made user-assigned key mappings override default key mappings.
- Xperia Play [X] button now acts as FIRE-A (was START before).
- Added persistent fast-forwarding option.
- Added low disk space warning
https://play.google.com/store/apps/d...d=com.fms.ines
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May 11th, 2012, 13:07 Posted By: wraggster
via http://www.emucr.com/
MD.emu for Android v1.4.26 is released. MD.emu is a commercial port of the Sega Genesis/Mega Drive and Master System/Mark III emulator Genesis Plus (GPL) for Android. Sega Genesis/Mega Drive and Master System/Mark III emulator based on Genesis Plus (GPL), designed and tested on the original Droid/Milestone and the Xoom, but works on many devices with similar specs. While not currently as fast as some other Genesis apps available (performance is similar my SNES app depending on the game), MD.emu features very accurate emulation is able to properly display graphics in many games other apps do not. Examples include Panorama Cotton, Star Control, and the VS mode in Sonic 2. My goal for future updates is to eventually provide Sega CD support.
Features:
* Very accurate sound emulation with high quality re-sampling
* SVP chip support for Virtua Racing (needs a fast device)
* 6-button controller and 4-player multitap support
* Backup memory and save state support, auto-save and ten manual slots for save states.
* Supports ROM-based games in .bin, .smd, and .sms formats, optionally in zip files
* Configurable on-screen multi-touch controls in addition to keyboard controls (needs Android 2.1+ for multi-touch, up to 3 touches supported at once)
* Multiplayer-capable Wiimote + Classic Controller and iControlPad support (no need to purchase a separate app, see website for full instructions)
Note:
No ROMs are included with this app and must be supplied by the user. A number of public domain games/demos are available at www.pdroms.de. Transfer games anywhere to your SD card and browse to them from within the app (default SD card directory is /mnt/sdcard). Enable the Direct Texture option if supported by your device to increase performance. On fast devices with 60hz displays like the Xoom, set frameskip to 0.
Visit the homepage at explusalpha.com for more info, ports for other platforms, and my other apps. Please report any crashes or device-specific problems via email (include your device name and OS version) so future updates continue to run on as many devices as possible.
MD.emu for Android v1.4.26 Changelog:
- Fixed Wii Classic Controller detection for newer models
- Android: Disabled OES_texture_npot on all Adreno 200 GPUs (LG Optimus V, etc.) due to faulty OpenGL driver causing blank font rendering
https://market.android.com/details?i...lusalpha.MdEmu
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May 11th, 2012, 13:04 Posted By: wraggster
via http://www.emucr.com/
FPse v0.11.23 for Android is released. FPse for Android is the fastest and most compatible PSone emulator for handheld devices. FPse support OpenGL via external Plugin.
FPse features the following:
-High performance
-High compatibility
-High sound quality
-Real-time save states
-Audio track emulation (using .cue files)
-Force-feedback
-Dynamically loadable Overlay Pads
-Guncon emulation
-Analog Stick emulation
-Compatible with G-Sensor, Touchscreen and Hardware keys
-Supports .img, .iso, .bin, .cue, .nrg , .mdf and .Z disc image formats
-Full Support for IcontrolPAD, BGP100,Zeemote
-OpenGL support via external plugin (see Update just below)
FPse v0.11.23 for Android Changelog:
- Since Version 0.11.1 FPse support OpenGL!!
- FPse 0.11.23 Fixes and changes and OpenGL plugin and its source code can be found here: http://www.fpsece.net/forum2/viewtop...p=24904#p24904
https://play.google.com/store/apps/d....emulator.fpse
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May 11th, 2012, 12:58 Posted By: wraggster
via http://www.emucr.com/
Mame4droid Reloaded v1.2 is released. MAME4droid Reloaded emulates arcade games supported by original MAME 0.134u4. This MAME4droid version is targeted to Dual-Core devices (1GHz and 512MB RAM minimum), because it is based on a high specs 2009 PC MAME build. Anyway don't expect arcade games of the 90 to work at full speed. With some games that are really bad optimized (like outrun or mk series) you will need at least a 1.5 ghz dual-core device. This is related to MAME build used, since it is targeted to high specs PC's as i said before. This version doesn't have an uml back end ARM dynamic recompiler, which means drivers based on high specs arcade CPUs won't be playable (it has not sense since this games will be slow in any case).
Mame4droid Reloaded Features:
- Save States
- Support for 2.1 and upper Android devices.
- Native support for Android Honeycomb tablets.
- Autorotate.
- HW Keys remapping.
- Touch Controller can be shown/hidden.
- Smooth image.
- Overlay Filters, scalines, CRT..
- Digital or Analog touch selectable.
- Animated touch stick or DPAD.
- Button Layout customizable control.
- iON's iCade and iCP (as iCade mode) external controllers supported.
- Wiimote support using WiiCrotroller Market app.
- Tilt Sensor as left/right.
- 1 to 6 buttons optionally shown.
- Options for video aspect ratio, scaling, rotate.
Mame4droid Reloaded v1.2 Changelog:
(Added local multiplayer, Added true analog input, Fixed Taito X system, Added P4,P3,P3 as P1 input)
http://www.mediafire.com/?8icy8jsgg0gfrql
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May 11th, 2012, 12:56 Posted By: wraggster
via http://www.emucr.com/
Mupen64Plus AE v1.9.2 is released. This is a N64 emulator for Android. Mupen64Plus Android Edition is a commercial Android port of the N64 emulator Mupen64Plus. Mupen64Plus AE is in Beta testing.
Mupen64Plus AE v1.9.2 Changelog:
- Fixed touchpad setting forgotten after each game
- Fixed checking for libs in wrong folder
- Sped up analog redraw a tad (too laggy on low-density screens)
- Fixed Special Button mapping screen
http://www.mediafire.com/?r7fr444ubchoctp
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May 11th, 2012, 12:54 Posted By: wraggster
via http://www.emucr.com/
DosBox Turbo v1.3.8 for Android is released. DosBox Turbo is a commercial DosBox port to Android. DOSBox emulates an Intel x86 PC, complete with sound, graphics, mouse, joystick, modem, etc., necessary for running many old MS-DOS games that simply cannot be run on modern PCs and operating systems.
DosBox Turbo FEATURES:
★ NEW! Absolute Finger & Pointer tracking, use DOS applications intuitively on a touch screen! (experimental)
★ Gestures Support (Swipe Up/Down, double tap, Long Press)
★ Button Mapping Support
* NEW! DPad Mapping Support
★ NEW! Support for Sony Xperia Play buttons & remapping.
★ ARMv7 processor optimization for enhanced speed
★ Support for Phones & Tablets
★ Use DPAD and Optical Trackpad as mouse/joystick.
★ Honeycomb and ICS Support (Android 3.2 and 4.0)
★ Highly optimized port of the lastest DosBox version. Additional enhancements for modern ARMv7 phones.
★ Virtual Mouse emulation mode, with left & right click!
★ Can remap volume keys to mouse or joystick buttons.
★ Virtual Multi-Touch *Analog* Joystick emulation!
★ Full Sound Support!
★ Full Android Input Method support (use any keyboard from the market - HackersKeyboard recommended!)
★ FAST!! ( http://goo.gl/Tt7X5 )
★ Special Key Combination emulation.
★ Switch to portrait or landscape mode without restart!
★ Stretch scaling to full landscape.
★ Default Fast & HQ Scaling modes.
★ Supports external USB/Bluetooth mice & joysticks [Android 3.1+]
★ Supports Right Click on Trackpads & mice. [Android 4.0+]
★ Full ASUS Transformer keyboard & trackpad support.
★ Can be used with any 3rd Party Keyboard replacement to emulate DPAD or Cursor Keys (try Full Keyboard, Hackers Keyboard, GamePad etc).
DosBox Turbo v1.3.8 for Android Changelog:
- 1.3.8:
- Fix Fast Forward (now found in Special Keys menu)
- When using Landscape screen scaling factor, the screen is now centered.
- Display current cycle speed on restart & cycle change.
- Cycle Up/Down (when mapped) now uses settings in dosbox.conf
- Recent Changes:
- Increase mem limit in cfg to 32MB
- More ARM7 Speed optimizations.
- Add new 2-Finger Gesture (see FAQ for usage)
- More Button mappings for Xperia Play & DPAD users.
- Audio Pre-Buffer Setting
- Custom DOS Game Covers
https://play.google.com/store/apps/d...ishstix.dosbox
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May 11th, 2012, 00:31 Posted By: wraggster
Remember when Nokia said that overwhelming demand had postponed the UK launch of the Lumia 900? Forget it, Phones4U let us know that it received an early shipment of the Finnish flagship and will offer them to customers today instead of next Monday. It's available on Vodafone, Orange and O2 and will set you back between £20 and £40 each month depending on your plan, either in both Black orWhite, the latter exclusive to the independent seller.
http://www.phones4u.co.uk/shop/shop_...%20Lumia%20900
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May 11th, 2012, 00:30 Posted By: wraggster
Remember the 2005 lawsuit over Apple's effort to keep RealNetworks' Harmony DRM off of the iPod, calling the countermeasures an abuse that locked customers into Apple's FairPlay copy protection and the iTunes Store? You're forgiven if you don't -- the complaint was filed in 2005. Even with iTunes having gone primarily DRM-free over three years ago, though, owners of iPods bought between September 12th, 2006 and March 31st, 2009 are just now getting notices that they qualify for a slice of any damages if they register and Rhapsody's former owner the class action group wins in court. Of course, there's no guarantee that RealNetworks former Rhapsody users will win and get you music money to feed your iPod, iPod classic, iPod nano or iPod touch, but unless you're planning to sue Apple yourself, there's no penalty for a legitimate claim.
Update: RealNetworks has chipped in to let us know that it's "not involved in any way" with the lawsuit, which is actually an independent complaint centered around the Rhapsody users themselves. RealNetworks hasn't embroiled itself in a legal fight with Apple to date.
http://www.engadget.com/2012/05/10/i...-class-action/
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May 11th, 2012, 00:23 Posted By: wraggster
It's deemed likely that Apple had the top-selling cellphone in Japan this past fall, but how did it do in all of 2011? Quite well, if you go by MMRI's estimates. The iPhone had 30 percent (almost 7.3 million) of the Land of the Rising Sun's 24.2 million sales among individual smartphone labels, or nearly double Sharp's 17.5 percent. Don't think that Android-powered smartphones like the Aquos SH-12C didn't make an impact, though: virtually every other smartphone in Japan, 69 percent, was running some flavor of Google's mobile OS. Apple managed to shake up a sometimes insular overall keitai market as well, having come just short of Fujitsu for the top spot in all cellphones. Researchers are expecting the smartphone space in Japan to grow by a healthy 15 percent in 2012, although it's still a wildcard as to whether or notKDDI's iPhone support will keep Apple riding high for another year.
http://www.engadget.com/2012/05/10/i...phone-in-2011/
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May 10th, 2012, 23:38 Posted By: wraggster
Increasing intricacy could rapidly see making mobile games mimic the triple-A console space, predicts Total War Battles lead
The man leading the Total War Battles team at The Creative Assembly has predicted that mobile developers could soon find themselves facing the same challenges currently prevalent in the sphere of triple-A console games making.
Speaking in a feature in the new edition of Develop, The Creative Assembly's Renaud Charpentier, who lead the internal division that created Total War Battles: Shogun for iOS, stated a belief that as mobile game development tools, team sizes and techniques increase in scope and complexity, studios making mobile titles will soon mimic those making big budget console games.
Initially reflecting on his pleasure at moving from working on the likes of The Creative Assembly's infamously intricate PC games to a small mobile team and a smaller team, Charpentier spoke fondly of the efficiency, creativity and energy he experienced in building an iOS title, drawing comparisons with the console development space in the mid-to-late-ninties.
"It sounds perfect," Charpentier stated. "But it is going to change quickly, because those [mobile] devices are getting more powerful all the time. As that happens, surely we will need more people. It's the same as the change in the console space from PlayStation 1 to Playstation 3. Perhaps the 'iPad 4' will probably be more powerful than a PS3, and you will have big players wanting to do triple-A on the device.
"I don't see how they will avoid having at least 30 or 40 people on the game. That is even already the case at some places making triple-A games for mobile. It's almost going full cirle. A console complexity is starting to be seem when making mobile games."
http://www.develop-online.net/news/4...ole-complexity
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May 10th, 2012, 23:29 Posted By: wraggster
A look at how the citizens of the world's largest phone market use their devices.
Last week, we reported that China has became the biggest smartphone market in the world, knocking the US from the top spot, thanks to a 45 per cent year-on-year increase.
Chinese mobile ad firm Guohe is behind the infographic, revealing that 47 per cent of iPhone users have over 50 apps, compared to just 16 per cent for Android.
Meanwhile, 62 per cent of iPhone users have paid for premium apps, falling to just 23 per cent for Android users.
http://www.mobile-ent.biz/news/read/...n-china/017993
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May 10th, 2012, 13:49 Posted By: wraggster
Seeing as how Google Play will soon require applications to disclose their privacy policy, one is now available for Spark 360 (it should be linked from the official Google Play site eventually). I don’t have one for Trophies yet, but it will be essentially the same – your account information is never sent to third parties, and is only stored on your device.
If you’ve noticed that your account has recently been locked, it’s possibly due to the Hotmail 0-day flaw that has already been patched. I received a handful of emails starting around Friday about locked accounts and users being unable to log in or update information in Spark 360. Around Sunday, there had been another spike in accusations of hacking in Google Play comments, and as of this writing (May 2), one or two still appear per day. This suggests to me that not everyone has yet noticed their locked accounts – this is probably exacerbated by the fact that Spark 360 isn’t very vocal about login errors due to an omission that will be corrected in the next release (specifically, the Android version of Spark 360 may not always display an error dialog, so it may be a while before the user learns of any issues).
I’ve written about this at length already, but please note that I take security very seriously, and take precautions to avoid putting anyone’s data at risk. I hope the new Privacy Policy will make this a little more clear and explicit.
http://0xff.akop.org/2012/05/02/spar...rivacy-policy/
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May 10th, 2012, 00:58 Posted By: wraggster
Despite their occasional protests to the contrary, both Nintendo and Sony have seen the pervasive mobile market take chunks of the portable gaming industry. The mobile app space burgeoned as game developers undercut each other constantly, in a race toward 99 cents that set a buck as the de facto price point for the new marketplace. This, in turn, made a massive price disparity between mobile games and their handheld competition, which tends to retail for much more. Why buy a $30 DS game, when you can buy 30 games for the same price?However, we're now seeing yet another race all the way to the bottom: free. Even as the PC space is largely adopting a free-to-play, microtransaction-driven business model, the shift is similarly occurring in the mobile market. Recent F2P hits have started a run of similar titles, with some paid apps adopting a free-to-play option.The change began subtly. Rovio's breakout hit Angry Birds may have stuck near the top of the Top Paid Apps charts, but the Top Grossing arena was ruled by little blue men early last year. Smurfs Village spent months as the Top Grossing app, no doubt bolstered by co-marketing for the then-upcoming film. Still, the free app had an inviting price point, and even a few 99 cent purchases per user would easily push it above the revenue for a one-time dollar fee. Then, Tiny Tower became the talk of the iOS App Store blogosphere, using a similar model inspired by social gaming on Facebook, even garnering recognition as Apple's official Game of the Year.http://www.joystiq.com/2012/05/08/po...-race-to-zero/
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May 10th, 2012, 00:24 Posted By: wraggster
Mystery, solved. That SGH-i667 'Mandel' Windows Phone that cropped up earlier in the month (and is shown above on the left)? Word on the street at that point was that it had been nixed from AT&T's lineup, but somehow, that same device actually made the trip to New Orleans. Sure enough, it debuted at CTIA as the Focus 2, a mid-range followup phone that's destined to tempt smartphone buyers to the WP7 side with a rock-bottom $50-on-contract price point. Hard to say if Samsung and AT&T mutually decided to carry through with launch plans after initially spiking 'em (or if that intel was just wrong to begin with), but we can think of it least one recently-canned phone that's hoping it's the former.
http://www.engadget.com/2012/05/09/s...e-focus-2-att/
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May 9th, 2012, 23:59 Posted By: wraggster
At Chicago's Billy Goat Tavern, construction workers found physical threats an effective way to discourage smart-ass Whitney Young High School students from playing annoying jukebox songs over and over again. But with Google's newly-patented technology for the Collaborative Rejection of Media for Physical Establishments, you no longer need to resort to violence to prevent Elton John Songs from being played on jukeboxes in bars. Its invention, boasts Google, 'enables customers of an establishment to collaboratively reject a media file that is currently playing and/or pending to be played within that establishment by entering data into a personal wireless portable computing device on their person, for example a cellular telephone.' But don't get your hopes up too high, kids. Much like Google's dual-tier stock plan, the patent calls for 'customer status levels including a premium status and a standard status,' so a premium customer will be able to veto attempts by lowly standard customers to kill his requests to play MC Hammer's 'Can't Touch This'. The patent comes from a quirky Outland Research IP portfolio acquired by Google; its inventor is Louis B. Rosenberg, a Stanford PhD and professional film maker.
http://tech.slashdot.org/story/12/05...kill-free-bird
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May 9th, 2012, 23:40 Posted By: wraggster
Reached the figure "weeks ago", but strangely decided not announce it.
On Sunday, The Independent said Google Play is on course to pass 15 billion app downloads, though Google told TechCrunch the milestone is old news.
In December, Google Play reached ten billion app downloads, which means the extra five billion downloads could have arrived within Q1, depending on Google's definition of "weeks".
Apple's App Store leads the market with 600,000 apps, while Google Play has around 500,000 apps, leaving BlackBerry App World behind on 70,000 and Windows Phone Marketplace on 50,000, a lot of which are porn-based.
Additionally, the Apple App Store hit 25 billion app downloads in March and awarded a $10,000 iTunes card to the person that hit the milestone.
http://www.mobile-ent.biz/news/read/...wnloads/017978
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May 9th, 2012, 16:12 Posted By: wraggster
Having become a staple for 35 million life-observing extroverts already, Twitpic has suddenly decided to launch itself into the world of iOS apps. You may justifiably question the point of yet another platform for sharing photos and videos over Twitter, given how well the official app, Instagram and others now handle such things. But then you'd be missing out on a community that has been steadily growing since even before mobile photography took off, and whose visual ramblings are actually much funnier and more amazing than even the brightest shots of the Dutch skyline.
http://www.engadget.com/2012/05/08/twitpic-for-iphone/
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May 9th, 2012, 16:08 Posted By: wraggster
Microsoft's "Smoked by Windows Phone" challenge has been long on claims that Windows Phone can outrace your smartphone platform of choice in day-to-day tasks, but it's been short on hard numbers. Until now, that is. Company Evangelist Ben Rudolph claims that over 50,000 smartphones -- or 98 percent of all contenders -- have been beaten in the challenges since the company started running them back at CES, with just 638 people having proved their devices faster at a trade show or a Microsoft Store. That's good news for advocates, although it doesn't come without its share of controversies over fairness and whether or not the challenges overlook the advantages of your Android phone, BlackBerry or iPhone. Ultimately, the real challenge for Microsoft may be translating those successes into real improvements for its so-so market share.
http://www.engadget.com/2012/05/08/s...-success-rate/
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May 9th, 2012, 16:08 Posted By: wraggster
Apple already made clear that it was expanding iOS 5-like notifications to the desktop with OS X Mountain Lion, but it now looks as though that's extending to your web browser, too. Some visitors toiCloud.com have reported seeing notifications show at the top of the page that were both based on iOS' look and which were clearly not ready for prime time -- not unless Default Title for English is a newiCloud feature, at least. There's no indication of how advanced notifications might become in Apple's web portal, or if they'll transition from development cocoon to public butterfly at all. In the meantime, though, keep an eye on the top of your browser and let us know if you see anything leap out in the near future.
http://www.engadget.com/2012/05/08/a...notifications/
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