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Showing posts with label ios. Show all posts
Showing posts with label ios. Show all posts

iPhone 5 preview

iPhone 5 preview: New, smaller Dock connector
Way back in February, we learned Apple was planning to ditch the traditional Dock connector to go with something smaller. With the next iPhone, new technologies like LTE 4G networking will need every millimeter and milliamp of battery they can get, while AirPlay and Wi-Fi sync are reducing the need for physical cables.
The moment rumors of a new Dock port emerged, many expressed hope it would feature a MagSafe-style connector, like Apple's MacBook line of laptops. Symmetrical, it could be plugged in without worrying about up or down, and magnetically coupled for better ease of use. Others dream of ThunderBolt (sadly, that requires PCI architecture, which iOS currently does not have). Others simply wanted to make sure all their old Dock accessories would still be compatible and still work.
Compatibility is an easier topic to look into, if only slightly...
Apple could be getting ready to ditch the traditional dock connector
The current 30-pin Dock connector is a monstrosity of legacy standards and abandoned interconnects. Up until a few years ago, the 30-pin Dock connector had 6 FireWire pins, 4 of which have now been re-tasked to HDMI. It still has 2 serial pins (sending and receiving), and 4 video pins (including the aging composite and component), it has an accessory detector and an audio connection detector, it has grounds on both ends, and it has 2 pins that are unassigned.
The Dock probably doesn't need the unassigned pins anymore. It probably doesn't need all those grounds. Given Apple's fearless aggression when it comes to dropping aging technology, it probably doesn't need the composite and component video pins, or the serial pins.
If Apple really wanted to, they could probably cut all the way down to 4 pins of pure USB (2 data, power, ground). If they did that, however, they could just go with a micro-USB connector, put a smile on the EU's face, and be done with it.
But they're not. They're going with a Dock connector, only newer and smaller. It's tempting to assume the worst, that Apple wouldn't go to micro-USB simply to maintain proprietary control over their Dock connector licensing program. We could also assume the best, however, Apple might be doing what they did with the original Dock -- making a single connector that can do multiple things in the most compact packaging possible. Likely there's elements of both at play.
Multiple things, however, means more pins. TechCrunch claims they've heard 19 pins. iLounge heard 8. 9to5Mac found strings in iOS 6 for 9 pins.
Apple cut-the-cord to iTunes with iOS 5. Cutting the 30-pin dock connector down to size is a logical next step.
So lets build back up again.
4 USB pins, plus 4 HDMI (2 data, 2 clock) pins would come out to 8 pins total. Add a proprietary detector pin, and you have 9. (There'd still be a 3.5mm jack for legacy audio.)
Take those 9, however, and add back the 4 audio Line pins (left and right, in and out) for and you have 13. If USB 3.3v and 5v are kept separately as they are now, that's 14. 2 serial pins, 3 composite and component pins (video out + Pb, Y, and Pr), and that could be a way to reach 19.
Obviously, for accessory makers and current and past accessory owners alike, a 19 pin Dock would offer a far more options. With the adapter we learned about in July, it would allow backwards compatibility for the widest range of existing accessories, including the aging video standards.
Unless Apple makes a very elaborate, and very expensive adapter or set of adapters -- which based on past history is highly unlikely -- an 8 or 9 pin Dock would greatly reduce compatibility with current and past accessories. Old cables could charge and transfer USB and HDMI data, but not much else.
Bottom line, space will be at a premium in the iPhone 5, and given the way Apple shoves old connectors aside, even their own FireWire, to make room for the future, it wouldn't be surprising if the newer, smaller Dock connector goes with the fewest pins possible.

It is the new Ipad


2048 X 1536 , yes that is the resolution of the Retina Display of the New Ipad . It is four times the resolution of the Ipad 2 . I was looking for some quad core magic in the New Ipad . But seems like Apple gave the processor a boost to 1.2GHz on the same dual core , now called the A5X . Adding 4 times the resolution simply means that the load on the CPU and GPU increases so Apple introduced quad core graphics in the New Ipad . Gamers Rejoice . 

Another great improvement comes in the form of the 5 mega pixel rear camera . It seems a plethora of augmented reality games are coming on its way in HD format . Guess what all this comes at the same price of $499 for the 16 GB version . So rush to an Apple Store and get it now .Caution : If you have the Ipad 2 stay away from the new Ipad because as soon as you see the home screen on your Ipad 2 and then compare it to the New Ipad you will be forced to buy the New Ipad . 


Dance Central 2 Dance Cam iPhone and Android app lets you shoot, remix, and share your own music videos

If you think you're the next Madonna, Kylie Minogue, or Chico Slimani, you may want to check out Microsoft's new Dance Central 2 Dance Cam mobile application, which you can download from the App Store and Android Market for free.
The app features songs from the likes of La Roux, Sean Kingston, and Enrique Iglesias; and allows you to shoot, remix, and share your very own music video.

Yes, once you've finished throwing shapes in your living room, you can upload your masterpiece to Zuckerberg's Facebook and challenge some of your buddies to a good ol' fashioned dance off. [Note to Soccer AM fans: Rocket wuz robbed last week!]

If your pals accept the challenge, the app will combine your performances into a single production.

You can nab Dance Central 2 Dance Cam from the App Store   and Android Market   for free, so go and grab your dancing shoes.

Streetbike: Full Blast



There are an awful lot of products on the App Store. The presentation, scope, and ambition of these titles tends to vary quite dramatically. On the whole, though, the quality bar is astoundingly high.

That’s why playing a game like Streetbike: Full Blast is a little depressing. It’s not going to win any plaudits for originality or innovation, and it doesn’t contribute anything to the genre it inhabits.

It’s just a very average racing game which has both wheels firmly planted in the middle of the road.






Knee scabs

The premise is that you’re racing on a superbike through rush hour traffic on the streets of a gleaming metropolis. You can either take part in league racing, competing in a series of challenges - overtaking a certain number of cars, completing a race without crashing, and so on - and tracks, or you can opt for a Quick Play race on a single track.

You steer with tilt-shift controls that make use of the accelerometer, and there are three buttons for brake, accelerate, and nitro boost. You can also customise the controls so that acceleration is automatic.

The graphics and sound are pretty poor, considering the capabilities of the iOS platform. The bikes and riders are distinguished purely by their colourways, and the sound effects of the engines are just a monotonous drone overlaid with a generic guitar track.

The roads and cities are similarly generic. The cars and trucks you overtake are not much better than pixellated blocks of colour, and the cityscape in the background seems oddly distended. Buildings have a tendency to just pop up on the horizon.

There’s also a lens-flare effect, apparently to heighten the realism of racing in daylight when the sun is high in the sky. This is all very well, but we can't help but feel that developer Turtles Entertainment should have invested less energy in these kinds of flourishes and more in the gameplay itself.


Burnt rubber

A typical race will involve 11 other bikes. While the tilt-shift controls might feel over-sensitive or inappropriate (though these can be tweaked in the options menu), it doesn’t matter how far you fall behind because the rubber-banded AI has a tendency to allow you to catch up and take pole position within a single lap.

This rubber-banding is modulated based on the difficulty settings – based around classes of engines – but it’s definitely in there.

Elsewhere, if you don’t feel like plugging away at the leagues to open up new tracks and earn credits for new bikes you can pay real cash outright to unlock all these features at once.

But without a multiplayer option against other non-NPCs (which is an essential feature of any modern racing game) these spoils will only be appreciated by you and you alone.

Streetbike: Full Blast is very much a racing game, and it incorporates most of the features you’d expect in a racing game. But the quality needed to set it apart is entirely lacking.