New Analyst Mockup and Sales Estimates for Apple’s Tablet

Posted on August 7, 2009 by MacRumors : Mac News and Rumors.
Categories: Uncategorized.

Image from Piper Jaffray
Fortune summarizes a new research report from Piper Jaffray analyst Gene Munster, who estimates that Apple could sell two million of its rumored tablet computer in 2010 at $600 each, adding a small but not inco...

HiMyTribe puts a social networking spin on business

Posted on by Chris Holt.
Categories: Uncategorized.
HiMyTribe, a new addition to the App Store, lets you know the location of contacts and colleagues who share your interests for better networking.

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Still No MMS on AT&T — But Would You Use it Anyway?

Posted on by Rene Ritchie.
Categories: Uncategorized.

iPhone MMS - AT&T Late Summer

Apple announced that iPhone 3.0 would include MMS functionality way back on March 17 at the Sneak Peak Event. At WWDC 2009 Apple announced MMS would be available by launch day, June 19, to iPhone users all over the world — except on AT&T.

Since then AT&T, already enjoying the disdain accredited to all modern, oligopolistic carriers, has taken an even worse beaten than usual in the arena of public perception. Either they were incapable of supporting the sheer number of iPhones they exclusively locked down on their network, or they were incompetent in handling the roll out in a timely manner. Even Apple’s VP of iPhone Software, Scott Forstall, gave AT&T their equivalent of the stank-eye during his WWDC keynote segment. “Late summer” is all we’ve heard in terms of schedule, and the summer… it grows late.

But here’s the thing we’re curious about: let’s say AT&T did launch MMS back on June 19 like the rest of the world, or let’s say they launched it today even — would you really use it? How many and how much? What kind of an onslaught is AT&T desperate to delay looking at here?

[Thanks to iPhoneduke for the prompt]

Would You Use MMS on Your iPhone?(trends)

This is a story by the iPhone Blog. This feed is sponsored by The iPhone Blog Store.

Still No MMS on AT&T — But Would You Use it Anyway?


Patent Watch: Apple Taking Stand Against Abused iPhones

Posted on by Rene Ritchie.
Categories: Uncategorized.

patent-090806

According to Apple Insider, Apple has filed for a patent that would help them determine (we supposed prior to fulfilling any warranted repairs) whether an end user had subjected the iPhone or iPod to abuse including such as exposing it to extreme cold, heat, or moisture:

“The system may include an interface by which a diagnostic device may access the memory to analyze the records and determine whether a consumer abuse event occurred, when the event occurred, and, in some embodiments, what type of abuse event occurred,” the patent reads. “By providing the capability to quickly and easily detect whether consumer abuse occurred in an electronic device, a vendor or manufacturer diagnosing a returned product may be able to better determine whether or not to initiate a product return under a warranty policy.”

Yet Apple has also applied for a Karaoke patent, which for some poor iPhones or iPods, may end up being a far worse form of torture…

This is a story by the iPhone Blog. This feed is sponsored by The iPhone Blog Store.

Patent Watch: Apple Taking Stand Against Abused iPhones


Review: Formula Racing for iPhone

Posted on by Chris Holt.
Categories: Uncategorized.
From the poorly translated interface text to the broken game mechanics to the uninspired game design, Formula Racing is a mess of a game.

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iSimulate brings iPhone apps to the big screen

Posted on by Mike Schramm.
Categories: Uncategorized.

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Apple's iPhone simulator built into Xcode is nice, but it doesn't completely replicate the actual feel of playing with an iPhone (not to mention that things like multitouch and accelerometer info can't be tested on screen). Enter iSimulate, a new app from a company called vimov. In conjunction with a program on your Mac, it allows you to take the input (including multitouch and accelerometer) of an iPhone, and wirelessly connect it to an app running on your monitor. The effect, as you can see above, is basically an iPhone controlling a big-screen app.

Which has all sorts of possibilities. Developers can use it to both test and show off their apps, which is nice. But perhaps more importantly, (assuming it works smoothly -- we haven't tested it yet) it will let people use apps on their big screen monitors. Playing on the iPhone's screen is fun and all, but wouldn't it be nicer to play on two big screens at the same time?

The app might not quite be ready for that use quite yet -- not only is the app for your Mac called an "SDK" (which definitely means it's meant for developers, not gamers), but the price might be prohibitive as well. They launched it at $2, and the price is going up exponentially (it's now $8) until it arrives at its final price of $32. But this is definitely a great idea. And it if happens to be popular even at that price (for consumers and developers), we wouldn't be surprised to see Apple finally "get it" in terms of bringing some of the App Store's offerings to their own big screen.

iSimulate brings iPhone apps to the big screen originally appeared on The Unofficial Apple Weblog (TUAW) on Fri, 07 Aug 2009 03:00:00 EST. Please see our terms for use of feeds.

The Unofficial Apple Weblog (TUAW)iSimulate brings iPhone apps to the big screen originally appeared on The Unofficial Apple Weblog (TUAW) on Fri, 07 Aug 2009 03:00:00 EST. Please see our terms for use of feeds.

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