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October 16th, 2009, 21:54 Posted By: wraggster
When T-Mobile started selling the G1 handset last October in the US and UK, expectations were high. It was the first smartphone to run Google's Android operating system, which was widely heralded as having the potential to provide stiff competion for Apple's iPhone.
Has it? Not yet, but as the year has gone on, there have been more signs that Android is picking up traction with handset makers, operators and application developers.
As we approach its first birthday, it looks set to become an important platform for mobile entertainment firms and the wider mobile industry.
Or, as Google CEO Eric Schmidt put it in its Q3 financials conference call: “Android adoption is literally about to explode. You have all the necessary conditions. You have the vendors, you have the distribution, and so forth.”
The key to the optimism around Android right now is handsets. It was a slow start, with the G1 quickly selling a million units, but precious few handsets following in its wake. Mobile World Congress this year – predicted to be an Android-fest – yielded only one significant new Android phone, HTC's Magic.
However, that too went on to sell a million units in just four months, thanks to a deal with Vodafone. Since then, the pace of new handset announcements has picked up. There are now 12 Android phones available through 32 operators in 26 countries, with more already announced.
They include HTC’s Hero and Tattoo, LG’s GW620 and Acer’s Liquid smartphone. Meanwhile, Motorola is hoping its Dext handset will help it make a comeback, while social handset maker INQ has confirmed that its first Android phone will go on sale in 2010.
Earlier this year, analyst Strategy Analytics predicted that eight million Android handsets will ship by the end of 2009 – an estimate that could prove conservative given Google's own claim that 18-20 new Android phones will have been announced by then.
There was even a rumour this summer that Nokia was preparing to unveil its first Android handset, although this has turned out (so far) to be untrue.
Don't forget that Android can be used for other devices too. Acer is one of the companies putting it in netbooks, while Archos recently showed off its Archos 5 Internet tablet, which runs Android and comes with its own dedicated AppsLib app store.
There is even an Android-powered handheld gaming device, Hardkernal's ODROID, which is looking to take on PSP and DS.
One of the reasons handset makers like Android is the way they can customise it by layering their own user interfaces on top.
Motorola's MOTOBLUR, which will debut in the Dext, is a good example. It syncs people's contacts, posts, messages and photos from social networking sites including Facebook, MySpace, Twitter, Gmail and Last.fm, delivering them to the homescreen of the phone. It's an Android handset, but MOTOBLUR is all Motorola.
HTC has also rolled out its own souped-up Android UI, called Sense. Available on the Hero (with the Tattoo to follow), it includes widgets, 'scenes' to offer different homescreens based on the time of day, more social network aggregation, and a visually arresting 'perspectives' content interface.
Meanwhile, Sony Ericsson has shown off its own beautiful Android UI, codenamed Rachael. This ability to customise Android shouldn't be underestimated – it lets handset makers take advantage of Google's smartphone OS while retaining some control over the user experience.
However, it's also true to say Android isn't the only smartphone OS that's capable of this - HTC is taking Sense to Windows Mobile too.
In time, operators may also launch their own customised Android handsets too. Verizon Wireless announced a major partnership with Google this month to start selling Android phones, although Vodafone opted for Linux for its new Vodafone 360 initiative, which seemed tailor-made for the Android treatment.
There is excitement around Android phones, but what about its App Store. Here, Google has faced more criticism, particularly from developers.
The topline stats released by Google look good enough: 10,000 apps are now available on the store, with users having downloaded an average of 40 apps to their handsets. 80% of Android users download at least one app per week.
However, there are problems, summarised neatly by AdMob's estimate that Android Market is only generating $5 million of paid app sales a month, compared to iPhone's App Store's $200 million.
Free apps are doing very well on Android, but paid apps are not. Puzzle game Trism, for example, famously made $250,000 in two months on iPhone for its developer, but has sold less than 500 copies on Android, meaning a paltry return of $1,500.
It's partly down to billing, as unlike Apple, Google doesn't get credit-card details from every user when they activate their handset. In the additional absence of operator billing, Android Market requires users to pay via the Google Checkout system instead.
Meanwhile, developers complain that their paid apps are swamped by freebies, and that the way their apps are presented doesn't give users enough information to make a buying decision.
Some even darkly suggest that by its nature, Google doesn't care much about paid content. However, the company has moved to head off this criticism recently unveiling improvements to the next version of Android Market, including separating out paid and free apps, and letting developers provide screenshots, icons and longer descriptions for their apps.
Courting developers will be important to Android’s future success. Only this week, the Mobile Monday event in London saw location platform firms suggesting LBS developers were switching from Android to iPhone in the hope of making money faster.
Despite the problems, there is an increasing groundswell of support for Android from mobile entertainment firms.
Games publishers are porting their iPhone games, while music service Spotify launched its Android app the same day as iPhone, complete with the extra feature of being able to run in the background. Android has also seen innovation in areas still new to iPhone, such as its thriving cluster of augmented reality apps.
Android hasn't helped handset firms and operators knock iPhone off its perch, then, but providing a headache for Symbian and Windows Mobile is a decent enough achievement.
Gartner has already predicted that by 2012 Android will be the second largest smartphone platform, selling 76 million handsets a year and taking a market share of 14.5%.
Based on the evidence so far, Android's future is ripe with potential.
http://www.casualgaming.biz/news/293...id-One-Year-On
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October 16th, 2009, 21:53 Posted By: wraggster
A big deal for social games and news apps, but curtains for piracy?
Apple has announced that iPhone developers will now be able to use in-app payments in free applications, as well as paid apps.
A big deal? Most certainly, for several reasons. Until now, anyone wanting to use microtransactions (including subscription-based billing) in an iPhone app had to charge at least 59p for it.
Now, those apps can be free. It means social games publishers like Zynga and Playfish will be able to launch free games that make money from virtual item sales, for example.
Meanwhile, the change may remove the need for games publishers to create free 'Lite' versions as demos: they'll simply be able to offer the full game for free, but with most of its content locked until a user pays.
The change could be big news for news organisations too, who can now offer free apps with a certain amount of content, but built-in paywalls to access other stuff.
http://www.develop-online.net/news/3...or-iPhone-Apps
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October 16th, 2009, 21:46 Posted By: wraggster
It's uncanny. When known software gets repackaged for iPhones and iPod Touches and passes through the hallowed gates of the App Store, something happens: Almost invariably, it gets cheaper. Waaay cheaper. Good right? Well, not always.
The App Store is a strange new place for developers. Veterans and newcomers engage in bareknuckle combat, driving prices down to levels people wouldn't have imagined charging just a few years ago. Margins drop to razor-thin levels while customers expect apps to get cheaper and cheaper, but with ever increasing quality and depth.
For developers, for other software platforms and potentially for the increasingly fickle customers themselves, it's uncharted, and treacherous, territory. But the most bizarre thing of all is—in an effort to keep people in the App Store, and to prevent competitors from getting a toehold in the mobile app business—Apple's charting a course straight into it.
"The App Store is a very competitive environment," says Caroline Hu Flexer, co-founder of Duck Duck Moose, an indie developer of children's edutainment apps like Itsy Bitsy Spider. "As an independent developer without a large PR budget or well-known brands, it can be very challenging, and you're pretty much at the mercy of Apple."
The Problem
Most iPhone apps had no life before the App Store, and currently have no life outside it. But with those that did, you start to see a pattern. App prices could reasonably be expected to fall over time—an older game is worth less to customers than a newer game, and with other types of software, a late-stage price drop is a great way to scoop up late adopters. What's strange, though, is how prices dramatically collapse after hitting Apple's store.
Two weeks ago we flagged some bizarre differences in pricing between equivalent PSP and iPhone games. Big titles, like Tetris and Fieldrunners, were inexplicably cheaper on the iPhone, even in cases where it was executed better. This didn't make a whole lot of sense. As it turns out, it had nothing to do with Sony and the PSP, and everything to do with the App Store.
As you can see in the chart above, many apps and services take a price dip in the App Store. Zagat's premium To Go guides cost a healthy $4/month for Windows Mobile phones, but sell for just $10/year on the iPhone. CoPilot 7, a navigation app, used to set you back a full $200 on a Microsoft-badged device (later lowered to $100); the much-improved version 8 sells in the App Store for a measly $35 today. The premium version of WeatherBug runs $5 for people who happened to buy BlackBerry's touchscreen phone, but just $1 for anyone who bought Apple's. VR+ voice recorder, a full-featured dictaphone app, runs $30 on BlackBerry, and an incredible $2 in the App Store. So how can this little App Store, itself a subsection of the iTunes store, squeeze so many developers to the point of near-suffocation?
The Economy
Some of this is pure Econ 101: The store serves a massive, captive audience that's pre-trained to spend money in iTunes. The promise of higher volume makes it easier for developers to lower prices, which they use, along with interesting features and clever marketing, to set themselves apart from the competition.
If things work out just right, the App Store can move a lot of software for you. Spread your lower margins over tens of thousands of sales, and your $2 app could make just as much, if not more, than your old, slower-selling $30 app did. The App Store recently passed the 2-billion-download mark, and there are likely well over 50 million App-Store-ready devices in peoples' hands right now. A vast majority of these downloads—averaging an insane 35 per device—will likely have been free. Only Apple knows just how many. But even if just 5% of the 2 billion downloads were paid for, that's one hell of a market.
It's true that prices are falling as more and more iPhone and iPod Touch owners enter the market. But prices won't stop falling. And more and more developers from all over the world are submitting apps, too, so fewer devs are guaranteed visibility. Not all of the people investing time and money in their products are reaping the return they (reasonably!) expected.
Newsweek's exposé on the end of easy money at the App Store goes a long way toward making the case against going all-in as an iPhone dev. Not only are development costs high, while success appears to be basically randomized. But the story doesn't explain exactly what happened to make the situation so grim.
The Culture
Giz stories rage about app prices all the time, and in your own private way, so do most of you. Buying $1 songs and $2 TV shows has given us an expectation that apps should be cheap, no matter what their use. The glut of free apps you see filling out the app charts every day doesn't help either. Software is worth less to us now, even though we use it more.
I spoke with Steve Andler of Networks In Motion, the company that makes Gokivo. It's an app that we savaged for its introductory price of $10 a month, which then dropped to $5 a month a few weeks ago.
Andler explained reaching the unrealistically low costs with one thing: diminished features. Their app pulls up-to-date map, traffic and POI data from NIM's servers in real time, meaning that—beyond developer costs—they have to constantly pay for new, fresh data to pass on to their customers. But even at $5 a month, it's just about impossible for Gokivo to compete with an app like MotionX GPS Drive, which is $3 a month, or $25 per year.
Andler says there are subtle differences in services offered, which is true—MotionX, for example, doesn't yet read street names aloud when it gives you directions—but your average user probably doesn't know this, and there's a good chance MotionX might add it in an update later on, as their market share and revenues grow. But the damage is done. The app-buying customer is spoiled: As far as we are concerned, turn-by-turn GPS apps should now cost no more than $3 a month, period. This is the new retail, and it's weird.
Loren Brichter, father of Tweetie, is used to getting yelled at by jaded app shoppers. He's charging $3 for Tweetie 2, an update—but a whole new version, really—of his well-established Twitter app. Offering the software as a free upgrade isn't realistic for him:
I priced Tweetie at $2.99 not based on how much work I put into it (it would have been more), or to try and undercut other apps (it would have been less), but simply because I felt like $2.99 was a reasonable price to pay for a Twitter client. Impulse purchase, but not bargain-basement. I never liked playing pricing games either—a popular pastime of other App Store devs. It's always been $2.99, and will probably always be $2.99.
His decision wasn't easy. And even though his app is the darling of the tech press, and has hundreds of great user reviews, he's being lambasted for charging three measly dollars for a high-quality app that people will use again and again and again. Before the App Store, a complaint this petty wouldn't have even made sense.
Apple
From the outside, it appears that Apple is encouraging a race to the bottom. The top 10 lists in each App Store category—one of the only ways for an app to get any meaningful amount of iTunes visibility—are almost exclusively the territory of low-priced impulse buys, and are hard to cling onto for more than a few weeks at time. Flexer, of Duck Duck Moose, says she's experienced it firsthand:
The ranking by volume (as opposed to revenue) on the App Store seems to drive the prices of apps down. Aside from being featured by Apple, exposure of an app is dependent on its ranking in the top lists, so developers lower prices to obtain a higher ranking.
This is echoed and amplified by the makers of Twitterific, an app that, in a bid to stay competitive, saw its price fall from $10 to $4, despite active development and a growing featureset:
While these changes represent perks for users, it also means that sustaining profitability for a given piece of software in the App Store is nearly impossible unless you have a break-away hit.
And if things don't change?
Myself and others like me will have no choice but to focus our development efforts elsewhere.
With yesterday's announcement that Apple is allowing free apps to include in-app purchases, things just got even more tumultuous. Depending on how this is handled, the top "free" apps could all be paid apps in disguise. Either that or the paid app rankings will be dominated by free-on-a-trial-basis teasers. In either case, the rankings open themselves up for opportunistic abuse, and the highest goal for any honest, talented app developer—to just crack that list—just became more uncertain.
http://gizmodo.com/5378390/the-app-s...d-for-oblivion
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October 15th, 2009, 19:39 Posted By: wraggster
Oh sure, we've seen hacker after hacker brag about their success in connecting some sort of keyboard to Apple's iPhone, but have any of them bothered to take the time to explain the process behind the magic? Exactly. The man behind AwghBlog, however, is a kinder, gentler soul, and he's found the time to detail in quite specific terms how he connected a legacy PS/2 keyboard (you know, the one you're not using any longer) to Apple's cash-cow of a smartphone. Best of all, the guide actually explains how to build a PS/2 keyboard-to-iPhone converter, so you're not necessarily tied to a certain board. Hit the read link if you're down for a weekend project.
http://www.engadget.com/2009/10/15/h...-just-for-you/
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October 15th, 2009, 19:00 Posted By: wraggster
Company finally releases its first App after initial rejection from Apple
British grocery giant Tesco has released an iPhone App that lets users pinpoint where certain goods can be found within its fleet of stores.
The free App asks users to type in a product name into their iPhone, to which the App returns a list of nearby stores stocking the item, and at the same time details which row and shelf the product can be found.
Apple initially rejected the App – entitled Tesco Finder – back in September after it was found to be defective.
“The application is genuinely unique and useful,” said Nick Lansley, head of research and development at Tesco.
“I’ve road-tested it myself in stores from Hendon to Holyhead and I’m delighted with how easy it is to use. I found everything from a brand of premium cider to basmati rice immediately.
“Apps are great fun and this one is just the start of how we can use technology to make the shopping experience easier and easier.”
http://www.mcvuk.com/news/36134/Tesc...a-shop-sat-nav
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October 15th, 2009, 18:56 Posted By: wraggster
Publishers are approaching iPhone and iPod Touch development with the wrong strategy, according to Wedbush Securities analyst Michael Pachter, and don't realise how dangerous the device could be to their business in the long term.
"I think the publishers are completely lame on this. I think they have it wrong," Pachter told Bonus Round. "EA's chasing it because they think it's an opportunity. I think the iPod Touch is the most dangerous thing that ever happened to the publishers, ever."
Putting well established franchises such as Madden on the iPod Touch for USD 10 cheapens their value, he explained. "Whether it's the same experience or not, and it's not, why would I ever spend USD 60 for Madden if I can get it for USD 10 on my iPod Touch?"
While he believes the iPod Touch versions of games are geared towards a different audience, he doesn't think that makes the device's surge in popularity any more desirable.
"It's going to be a different audience, it's going to be young kids because iPod Touch is USD 199 this Christmas, it'll be USD 149 next year, USD 129. When it's USD 99, every nine year old kid is going to have one of those instead of a DS or a PSP, and if you train kids that this is the game that you want to play... How about Tetris? Why would you pay USD 20 for Tetris when you can get it for USD 6.99 or USD 3.99 on iPod Touch?
"It's a serious threat to pricing. And once people start to look at this as a substitute for the DS for smaller kids, for 12 and unders, then you're going to train a whole generation of 12 and unders that this is a perfectly acceptable gaming experience at that low price point."
Furthermore, the analyst believes the device could spawn a whole generation that won't ever move on from playing games on their Apple device.
"All the 20 year old kids playing games now started paying on the GBA and you work your way up. And if you start with an iPod Touch I'm not sure they do work their way up. I think Apple intends to capture that audience and keep them," he said.
"It's dangerous and I'm not a big fan of it from a publisher perspective."
http://www.gamesindustry.biz/article...for-publishers
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October 15th, 2009, 16:28 Posted By: 10shu
Iron fist 3rd strike will hit the store tomorow morning.
it will be free for people who already bough previous version of the game.
-All new revamped control system
-The game feature 20+ characters
-6 fighting style <boxe,karate,boxethai,fullcontact,kickboxing,brawl e r>
-6 game mode <training,punchbag,speedbag,punchometer,story,spar r ing>
-Simultaneous support for OpenGL ES 1.1 and 2.0
-2 player match via bluetouth BETA
new video trailer:
few new screenshots:
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October 14th, 2009, 19:25 Posted By: wraggster
Smart Settings from MobiFun Soft installs a 'Start menu' on your home screen. The start menu is fully customizable - you can include all your favorite applications and contacts. Smart Settings can also disable the standard unlock combination for non-touch UI phones (S60 3rd Edition). You can replace it with the most convenient and secure combination for your phone. As a bonus Smart Settings can also set up auto lock period in specific profiles.
http://my-symbian.com/s60v3/software...Auto=762&faq=1
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October 14th, 2009, 19:24 Posted By: wraggster
Best Spam Killer from Smartphoneware is the way to eliminate SMS spam effectively and to avoid SMS from unwanted persons. Spam Killer is SMS firewall that kills spam and junk messages before they reach your inbox thus filtered messages do not disturb you. Filters can target specific phone numbers or number ranges (block by country, company, operator, etc), contacts or contact groups, or analyze the text content.
http://my-symbian.com/s60v3/software...hp?search=Best Spam Killer
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October 14th, 2009, 19:23 Posted By: wraggster
Whitelist Mobile by DTarasov Mobile Solutions protects your time and privacy by keeping unwanted calls and SMS/MMS off your phone in easy and convenient way. You can decide who can or can't reach you by mobile using whitelist functionality. You can block all contacts except address book or anyone not from whitelist. You can silent or reject incoming calls and delete unwanted incoming messages without any sound or phone flash. And you can always check whitelist log to see blocked events and read deleted messages.
http://my-symbian.com/s60v3/software...Auto=768&faq=1
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October 14th, 2009, 19:21 Posted By: wraggster
As noted here on MMi last night, new iPhone 3GSes are shipping with an updated bootrom that is resistant to 24kpwn. Dev-Team member MuscleNerd confirms that the new bootrom, iBoot-359.3.2, is no longer vulnerable to the memory segment overrun exploit.
This is the first time Apple has upgraded the bootrom during a normal production cycle, rather than when a new model is introduced. The bootrom is a snippet of code that runs at startup time, and checks on the status of the boot image. It's generally used to verify that the image has not been corrupted, but can also be used to check for unauthorized firmware. The 24kpwn exploit - otherwise known as 0x24000 Segment Overflow - bypassed the signature...
http://modmyi.com/forums/iphone-news...ts-24kpwn.html
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October 14th, 2009, 19:20 Posted By: wraggster
9to5mac reports they've got a source who says this exact app is in the works for the iPhone. Supposedly we're all waiting on the integration of MobileMusicStore (iTunes.app) with this - basically, if you're listening to a station in the US that supports tagging, you'll be listening to a song, tap an info button or something to grab all the info on that song, and be able to click to purchase it straight from your iPhone/iPod Touch.
The iPhone/iPod Touch have been able to receive FM for a while now - it's how they talk to the Nike+ line of products. Turning that on for device owners to listen to the radio would be great, and also a ton of additional revenue for Apple and artists. Or at least Apple and labels.
Their source mentions iPod.app might even see some FM functionality before the release of Radio.app proper.
http://modmyi.com/forums/iphone-news...radio-app.html
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October 14th, 2009, 19:18 Posted By: wraggster
Would you like a little Pwnage Pi[e]?
Pwnage Tool 3.1.4 is out, jailbreaks the 3.1.2 release of the iPhone software for iPhone 2G/3G/3GS and iPod Touch 1G/2G for all you OS X folks who've been waiting. It also now jailbreaks the iPhone 3G[S] out of the box! Check out their blog post for full details.
Quote:
This release allows your baseband to remain unlocked at 3.1.2, but it does not unlock a new baseband put there by restoring to official 3.1.x. It is super important that people who need the unlock to understand they can keep it only by starting at 3.0 (or earlier) and updating solely to custom IPSWs that don’t update the baseband. For those who have been onboard the “unlock train”, simply install ultrasn0w via Cydia once you’ve restored to your custom IPSW. Don’t forget to turn off the “3G” setting in Settings->General->Network if you use T-Mobile in the U.S.A.
http://modmyi.com/forums/iphone-news...2-3gs-oob.html
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October 14th, 2009, 16:37 Posted By: wraggster
News from Summeli
I have been porting the AntSnes to the 5th edition. The reason I have been a bit lazy is that I can’t get the TRK debugger working with N97. So I have been working only with filelogger. That sucks!
Here’s some video of the current state of the AntSnes to the 5th edition. I’m running only the regular c-core in the video, so the final version could be a bit faster with the asm-optimized emulator core. I just can’t get the previous asm-optimized core from 3rd edition to work with the S60 5th edition for some reason, and I’m too lazy to add all loggings to all sources.. Hopefully the next N97 firmware will help to my debugger problem.
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October 14th, 2009, 16:35 Posted By: wraggster
News from Summeli
The build chain was originally made by Harry Li. I just continued the project and added support for static library linking, debugging etc. The 1.0 version can also build static libs, which can easily be linked from Symbian .mmp files,or Qt’s .pro files. Now we should be able to use the old already ported symbian engines(gpsp etc) with Qt too, so the porting process from the old Avkon based UI system to the Qt’s UI should be more pleasant
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