Showing posts with label IPhone. Show all posts
Showing posts with label IPhone. Show all posts

Friday, February 15, 2013

How to Convert a Tethered Jailbreak to an Untethered Jailbreak for iOS 6 & iOS 6.1

This instructable will show all of you people who could not wait to jailbreak your IPhones from a tetherd jailbreak to a untethered one. If you have a  iPhone 4, 4S, 3GS, or iPod touch 4th gen, and want to convert to an untethered Jailbreak version, it is now possible. WARNING!!! Jailbreaking your ...
By: mfrontuto

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Thursday, February 14, 2013

Rapid Racing iPad App

My name is Paul, I am 15 years old, and I made an app! I've been learning how to build games for the iPhone and iPad for about 3 years and just published my first iPad game to the AppStore. Check it out, its free! http://www.appstore.com/rapidracing My answers to the Make-To-Learn contest: What I ...
By: Gerome42

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Kickstarter Goes Mobile With New iOS App

01-Discover-iPhone-5

It’s Valentine’s Day and what better way for a crowdfunding site to show its love for you than release an iOS app? The new app will go live on iTunes shortly and allows users to follow their funded projects and search for new projects from the comfort of their iOS device. No word on an Android version yet.


“The app is a whole new way to experience Kickstarter. We took things we’ve learned from the past three years of building the site, and applied them to a total redesign for the iPhone,” wrote Yancey Stickler, CEO.


The app allows you to find and fund projects on your mobile and browse projects based on popularity and category. You can also follow the projects you’ve funded once you’ve logged in using your Kickstarter account.


It also allows project creators to manage their pages and notifies creators when they get pledges. You can even upload video straight to your project while on the road. The app, built by Brandon Williams and Andrew Cornett, is available today.





Wednesday, February 13, 2013

can i Splice A usb socket extension cable into power cable???

Hello, I have a little sub woofer box and 4  speakers connected to it, it has a line out 3.5 mm headphone jack which i connect my iphone to, the Subwoofer box has a power cable which plugs into the mains power. This is for work and it does the job just fine. my question is though i want to put a USB...
By: Benji29

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Monday, January 28, 2013

Apple, cross-promotion, Discovery Engineering, eCPA, Electronic Arts, Europe, Facebook, Fantasy Sports, guano, iPhone, potato, sheep, South America, SPI, whales, wolves

A BROWSER MANIFESTO – PART 10

After doubling European farming output with the potato, there was a further tripling of value from another South American import: the bird droppings known as guano. Let’s apply the fertilizer metaphor to how we can make games better with a new technical discipline that I’ll call Discovery Engineering. In short, how do we start with the same game but add engineering and technology that brings in much more new daily traffic as well as more frequent return visits?

Our gaming guano starts with my very old concept that great games must be Simple, Hot and Deep. I’ve been saying this since I founded Electronic Arts in 1982 and it remains true nearly 30 years later. Consider the ocean, which is simple enough in concept and access that everyone likes to go to the beach. The babies are playing in the sand and puddles while the kids that can walk are getting wet and letting the lapping waves chase them. It’s hot and the graphics and sound are fantastic; everyone is enthralled by the spectacle and can’t get enough. And no matter how far you go it just keeps getting deeper until you need a surfboard or scuba gear and have to worry about sharks. The analogy I used earlier was how the depth satisfies the whales, also known as wolves, who generate your revenue. The wolves need to conquer the sheep that are represented by the casual players. Hence the game must appeal to everyone like the ocean. You cannot even begin to make this work if the game is not Simple, Hot and Deep.

There are additional things that can now be embodied in the game itself that will drive more traffic and return visits. Game mechanics that are very satisfying to play by yourself are of less value than mechanics that engage you in competition and contact with other players, which provokes both viral spread and higher return rates. Repeatable game mechanics that are driven more by algebra and stats, like Fantasy Sports, are not only more efficient to build than a content treadmill, but they provoke endless competitive comparisons leading to higher return rates and more spending.

Independent of the game, additional technology layers can be wrapped around it to generate more free traffic. The APIs of an SNS like Facebook are one great example. Apple makes it easy to send an email invitation but any of these ideas is going to be more effective if the game is not limited to one platform. Everyone that is looking at email or Facebook is but one click away from the browser, regardless of his or her preferred game platform. If your game runs in the browser without requiring any plug-ins, installs or memberships you have a better chance of getting the recipient of an invitation to try it right now. If they like a short trial session, they may later become a Facebook member or buy an iPhone but even if they don’t they can play your game in any case.

My favorite example of Discovery Engineering is how we do cross-promotion. Many people dislike this idea because they don’t understand it and are clinging to the past. Old School thinking says that customers go to destinations and that you would be crazy to distract them or let them exit prematurely once you have gone to all the trouble to bring them to your game. But if your game is in the browser, the player only invested in one simple click to get to you. Not only was the “investment” nothing, he’s busy right now, possibly at work or at school, and he’s going to be leaving your website within seconds regardless of how you treat him.

The principle of cross-promotion is to get something of value when, inevitably, he leaves. Hence we show a display ad banner offering a few other games to try. If the current game is no longer holding his attention, he’s a goner anyway. But if he clicks on a game in the banner, he goes to a competitor’s game for a free trial, and that competitor now owes our company a return click from one of their customers that we don’t already have. If your product is lousy this will only make you fail faster. But if you make a superior game you will double your customers this way, because your game is good enough that your departing player will remember to come back to your game again. And your competitor is giving you a new customer who will also like your game, so you’ll have two good customers instead of just one. Voila, your eCPA just dropped in half, which dramatically increases the chance that the game’s lifetime value will be profitable.

It is for the same reason that auto dealerships cluster together on the same street. But many game developers are too paranoid and distrusting to do this kind of cross-promotion. They’re afraid to help a competitor or they’re insecure or overly protective about their game. But we know this works for us; it’s the best guano we’ve got.

Monday, May 23, 2011

Rhodes 3.0, Ruby-Based App Builder Adds Support for NFC, Windows Phone

Rhomobile, makers of an open source Ruby-based framework for building mobile applications for major smartphone operating systems, recently launched the latest version of their toolkit, Rhodes 3.0. The updated framework has added support for NFC (near field communications), the backbone for the upcoming mobile wallet systems and more. Rhodes is also the first framework outside of Microsoft's official channels to support Windows Phone 7.

Rhodes Adds Support for NFC

According to Rhomobile founder and CEO, Adam Blum, support for NFC is limited to Android for now, but as other platforms add support for NFC, Rhodes 3.0 will expand to support the additional operating systems. This includes Nokia's upcoming Windows Phone devices, which are expected to be the first Windows Phone devices to support NFC. The addition of Windows Phone to the lineup of NFC-enabled phones is important because that would then leave Apple's iPhone/iOS as the last of the top four major platforms (Android, iPhone, RIM, Nokia/Windows Phone) without support for NFC.(Note: Android's OS supports NFC and some BlackBerry phones will include NFC capabilities at launch later this year).
The company says it's "very excited" about the possibilities provided by Near Field Communication, and sees it as "the single most important innovation in mobility since the creation of the modern smartphone as exemplified by the first iPhone."
To put it mildly!
In Rhodes 3.0, the support for NFC is read/write, meaning that devices can both read information from NFC tags and write information to them. And it will work across the diversity of NFC-enabled platforms and devices through its unified API.

Windows Phone Support & More

The other major update to Rhodes 3.0 is the added support for Windows Phone 7, Microsoft's new mobile operating system. Rhodes is the first third-party framework to support this platform. To do so, it provides a way to write native Windows Phone 7 code using HTML5 for interfaces (Views in the Rhodes Model-View-Controller pattern).
This addition will make it easy for developers to write for Windows Phone, whether they're interested in cross-platform code-sharing or not.
Also new to the Rhodes 3.0 toolkit is an update to the RhoStudio, the Integrated Development Environment for Rhodes, which now allows for the ability to change the code on the fly and have the app changed too, without a full rebuild. And it has introduced RhoSimulator, a tool for device independent emulation without installing the underlying OS SDK.
Interested developers can grab the latest copy of Rhodes and other tools from here.

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Updated Apple Store iPhone app allows build to order Mac purchases

Apple on Monday updated its "Apple Store" application for the iPhone, offering the ability to order a custom Mac, and also more quickly receive help when at a retail store.

The free application (iTunes link) is currently available on the App Store. Version 1.3 is a 3.2MB download, and is available in English, French, German, Italian and Spanish. It requires iOS 4.0 or later.

The release of the software coincides with the debut of Apple's improved retail stores, which were upgraded on Sunday. The company now makes use of interactive iPad displays to provide product information, pricing and features.

According to Apple, new features of Apple Store 1.3 are:

  • Enhanced in-store mode lets you get help and support quickly when you're at an Apple Retail Store.
  • The ability to custom-configure a new Mac with the options you want.

Using the new application, users can make modifications and upgrades to a Mac order placed from their iPhone. For example, users can add more RAM or upgrade the hard drive of a Mac before they finalize their order -- features that were previously only available on Apple's website.

The software is still only written for the iPhone and iPod touch, prompting some initial negative reviews from users in the App Store. Though the application can be run on an iPad, as all iOS software can, it is not optimized for the screen size and resolution of the touchscreen tablet.

"It's the best way to get the most from the Apple Store -- whether you're on the go or at the store," Apple's description reads. "Wherever you are, you can research and buy products, read reviews, make Genius Bar and One to One appointments, view in-store events, and more. And when you're in an Apple Retail Store, you can request help, receive meet-up alerts, and more."
Apple Store
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Hon Hai Tumbles After Explosion at Foxconn Factory in China

May 23 (Bloomberg) -- Hon Hai Precision Industry Co., the maker of Apple Inc. iPhones and iPads, tumbled to the lowest in almost two years in Taipei trading after an explosion at a factory in Chengdu, China, killed three workers.
The company, Foxconn Technology Group's flagship unit, dropped as much as 5.2 percent to NT$97.70, the lowest since August 2009. In Hong Kong, handset-manufacturing unit Foxconn International Holdings Ltd. tumbled as much as 5.7 percent.
The maker of Apple Inc.'s iPhones and iPads said the explosion, which also left 15 employees injured, started with combustible dust at about 7 p.m. on May 20. The incident comes a year after a spate of suicides at Foxconn's main manufacturing base in Shenzhen prompted the electronics maker to raise wages and move more Chinese production inland.
"We expect Hon Hai's original facilities in Shenzhen could quickly make up some of the shortfall from Chengdu by ramping up the idle capacity," Kirk Yang, an analyst at Barclays Capital in Hong Kong, wrote in a note today. "We would see any resulting price weakness as a sensible time to add to positions."
Foxconn spokesman Edmund Ding didn't answer calls to his mobile phone. The company, which is working with local government officials to investigate the cause of the explosion, has declined to comment on the details of the accident beyond the statement.
'Serious' Condition
"All operations at the affected workshop remain suspended and production at all other workshops that carry out similar processing functions have also been halted pending the results of the investigation," Foxconn said in its statement. "All other production operations in our facilities in China continue operating normally."
Sichuan Provincial People's Hospital has admitted four workers in "serious" condition with large areas of their bodies burnt, said Li Wei, a doctor at the hospital burn unit, said by phone today. He declined to comment further.
Apple, the world's second-biggest company by market value, said it's in contact with Foxconn to investigate the incident.
"We are working closely with Foxconn at this point to understand what caused this terrible event," Steve Dowling, a spokesman for Cupertino, California-based Apple, said in a May 20 phone interview. "We are deeply saddened by the tragedy."
The $2 billion plant where the explosion took place opened in October, Xinhua reported May 20. The facility makes Apple's iPad 2, the Beijing-based Economic Observer reported on its website, citing unidentified company workers.
Police in Chengdu said they concluded preliminarily that the explosion, in a polishing workshop, wasn't intentionally caused, China News Service said.
--With assistance from Weiyi Lim in Singapore, Jiang Jianguo in Shanghai. Editors: Young-Sam Cho, Dave McCombs



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