Android Market gets a web store with OTA installations, in-app purchases coming soon

Google’s Android Market now has a web client. Finally! And guess what else, it’s already live. Hit the source link below to get exploring. It’s very simple, really, you can browse the entire Market catalog on your desktop or however else you’re accessing the web, you can purchase anything that takes your fancy, and then — via the magic of over-the-air transfers — it downloads and installs onto your Android handset. A neat My Market Account section will let you nickname your registered devices to make them more recognizable as well.

Google has also just announced that Android will soon support in-app purchases. Widespread developer interest has been cited as the major reason for doing it, so you’ve got those lovable coders to thank for the oncoming wave of micropayments you’ll have to deal with in your Android apps. The in-app purchasing SDK is releasing to devs today and will be “live to users prior to the end of this quarter.”

Update: Invalid request. Yep, that’s the message we keep getting when we try and download an app. Google promises that it should be working soon…

Update 2: And now it appears to be working!

Android Market gets a web store with OTA installations, in-app purchases coming soon originally appeared on Engadget on Wed, 02 Feb 2011 13:33:00 EDT. Please see our terms for use of feeds.

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Android Market gets a web store

Google’s Android Market now has a web client. Finally! And guess what else, it’s already live. Hit the source link below to get exploring.

Developing… check out our liveblog of Google’s Honeycomb event for the latest.

Android Market gets a web store originally appeared on Engadget on Wed, 02 Feb 2011 13:33:00 EDT. Please see our terms for use of feeds.

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The Daily iPad ‘newspaper’ launches, $.99 weekly or $39.99 per year

The Daily

Rupert Murdoch’s iPad-only magazine The Daily, once described as “The New York Post Goes to College,” is now a go. Launched at a New York event this morning, it pledges to offer “the best of traditional journalism” with “the best of contemporary technology” like 360 degree photos and, naturally, lots of fancy multimedia content that is all pushed directly to the iPad every day. It’s priced at $.99 per week or $39.99 annually and launches today, unsurprisingly with Egypt taking the “cover” image. The team behind the new-age zine showed off plenty of that technology, including a magazine-like reading interface, letting you flip through pages, and a “carousel,” that gives you a higher-level view of the pages for easier browsing.

The Daily also includes audio versions, with professional voiceover so you won’t have to worry about GPS voice, plus video overviews of all the content if you just don’t have time for reading or listening. You can share stuff you like on Twitter or Facebook and others will be able to read those stories for free via the web — but not all the content, naturally. The site will offer app reviews and features with links right to the App Store. Sports fans get full schedules and news updates for the teams they like. Again, The Daily launches today, and we’re told that the first two weeks will be courtesy of Verizon. Good on ya, VZW!

Update: It’s now available in the App Store.

Continue reading The Daily iPad ‘newspaper’ launches, $.99 weekly or $39.99 per year

The Daily iPad ‘newspaper’ launches, $.99 weekly or $39.99 per year originally appeared on Engadget on Wed, 02 Feb 2011 11:14:00 EDT. Please see our terms for use of feeds.

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LG G-Slate fully detailed by T-Mobile: 3D viewing and recording, available March (updated)

Though it was technically announced back at CES, T-Mobile just barely talked about the LG G-Slate there, spending more time chatting up Dell’s Streak 7 and letting Motorola’s Xoom get virtually all of the Honeycomb attention. Well, that’s changed today with a handful of official new details: turns out the G-Slate features a 1GHz dual-core Tegra 2 processor, 32GB of internal storage, both a gyroscope and accelerometer, and — this is key — stereoscopic rear-facing video cameras capable of 1080p 3D capture, one of which doubles as a 5 megapixel still camera with LED flash. There’s also a third 2 megapixel camera up front for video chat over T-Mobile’s HSPA+ network or WiFi. Going back to that 3D business for a moment, you’ll need glasses (it’s unclear if they’re active or passive) to enjoy recorded or downloaded 3D content on the G-Slate’s 8.9-inch display — but you’ll also be able to output 1080p video over HDMI to the external display of your choice. Pricing is still an open question, but the companies are now comfortable enough to say that we can expect it “this spring,” so go ahead and start thinking about all the blooming springtime plant life you’ll be filming in three glorious dimensions. Follow the break for the full press release.

Update: While T-Mobile hedges its bets with a “spring” launch, LG says that it’ll be hitting US soil in March as one of the first Honeycomb tablets. The honor of being first will almost certainly go to the Motorola Xoom — Google’s in-house “dogfooding” tablet.

Continue reading LG G-Slate fully detailed by T-Mobile: 3D viewing and recording, available March (updated)

LG G-Slate fully detailed by T-Mobile: 3D viewing and recording, available March (updated) originally appeared on Engadget on Wed, 02 Feb 2011 00:01:00 EDT. Please see our terms for use of feeds.

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Android 3.0 Honeycomb emulator has traces of smartphone support

Thought Honeycomb was just for tablets? Well, it’s not! Sure, tablets might be Google’s main thrust with the release, but we’ve been able to dig up enough evidence in the preview SDK’s emulator released yesterday to suggest that these guys are still keeping their eyes on the smartphone prize.

Here’s how it works: the emulator can be set to load at an arbitrary screen resolution. By default, that’s WXGA, 1280 x 768 — perfect for tablets, but obviously a wee bit large for even the biggest smartphones. Well, it turns out that setting the emulator to WVGA (like you might find on a modern mid- to high-end smartphone) triggers a moderately different shell UI that lacks most of the whiz-bang home screen stuff Google’s shown on the Honeycomb tablets. In fact, the default launcher crashes out entirely, which means you need to install a replacement (Launcher Pro works nicely) just to play around.

Once you get in, it’s pretty raw, but you immediately notice that the emulator’s got some traces of smartphone support. Notably, the status bar reverts to a more smartphone-friendly form, albeit one with pre-Gingerbread background coloration and incorrectly-inverted font colors. The lock screen (pictured above) is back to its old form, not the webOS-esque circular lock in the Honeycomb tablet UI. The browser — which has been completely revamped in Honeycomb — works, though without visible tabs; Google might be thinking that they’d take up too much real estate on a screen this small.

Again, you can’t glean much here, but it’s interesting primarily because the emulator knows to revert to a smartphone UI layout at the lower resolution — a possible sign that Honeycomb will be a true dual-mode, dual-purpose platform from day one. And even if it isn’t, it looks like they’re setting themselves up for a two-UI strategy down the road.

[Thanks, Andrew]

Android 3.0 Honeycomb emulator has traces of smartphone support originally appeared on Engadget on Fri, 28 Jan 2011 16:19:00 EDT. Please see our terms for use of feeds.

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Microsoft announces Q2 earnings: $6.63b profit, Xbox revenue up 55%, Windows down 29%

Microsoft just announced it’s had itself a solid second quarter, posting an $6.63 billion profit on record revenues of $19.95 billion. That’s more or less about the same as last year, when it racked up a $6.66 billion profit on $19 billion in revenue — and while the numbers look stable and Redmond managed to slightly beat estimates, things are changing fast underneath the bottom line: strong Kinect and Xbox 360 sales drove Entertainment and Devices Division revenue up 55 percent to $3.6 billion, but Windows and Windows Live revenue fell nearly 30 percent to $5.05 billion. That means the revenue gap between Microsoft’s consumer device business and the Windows business is now just some $1.3 billion, compared to $4.8 billion this time last year — and it undoubtedly explains why Xbox got top billing at Ballmer’s CES keynote this year, after traditionally being ignored, and why Microsoft is moving Windows to ARM as the mobile and tablet spaces heat up.

As for Windows Phone 7, there’s nary a peep, even though Microsoft was just crowing about moving 2 million licenses yesterday — we’re taking that to mean the infant OS hasn’t had any meaningful impact on revenue yet. We’re going to jump on the call at 5:30PM ET, we’ll let you know if anything good happens.

Update: Corrected the profit numbers: it’s a $6.63b profit and a $8.17b operating income, not a $8.17b profit.

Update 2: As noted by our friend Michael Gartenberg, Microsoft’s Q210 Windows division revenue was boosted by the inclusion of $1.71 billion in deferred Windows 7 upgrade sales and OEM pre-sales, so if you take those out, the gap between Windows and Xbox went from 3.1 billion in Q210 to 1.3 billion this quarter, and Windows sales are down 8 percent. It’s not a huge change for the big picture, but it’s worth noting the revenue deferral in context — Microsoft moved cash around so it would have a huge launch quarter for Windows 7, and now things are evening out.

Microsoft announces Q2 earnings: $6.63b profit, Xbox revenue up 55%, Windows down 29% originally appeared on Engadget on Thu, 27 Jan 2011 16:15:00 EDT. Please see our terms for use of feeds.

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Nokia smartphone market share shrinks to 31 percent, operating profit takes a beating too

Stephen Elop’s first quarterly results as Nokia CEO have just come out, and while the company’s still growing, others seem to be speeding ahead of it. Nokia’s reporting its converged mobile devices (smartphones, to you and us) reached volumes of 28.3 million during Q4 2010, which is a neat bump from 20.8 million at the same time last year and 26.5 million in the previous quarter. However, in the context of the broader smartphone marketplace, that figure now amounts to only a 31 percent share, according to Nokia’s own estimates, which is a major dip relative to its 40 percent slice in Q4 2009 and 38 percent in Q3 2010. Elop’s perspective on the matter is as follows:

“In Q4 we delivered solid performance across all three of our businesses, and generated outstanding cash flow. Additionally, growth trends in the mobile devices market continue to be encouraging. Yet, Nokia faces some significant challenges in our competitiveness and our execution. In short, the industry changed, and now it’s time for Nokia to change faster.”

When your operating profit goes from €1.47b (€950m net) a year ago to €1.09b (€745m net) this year, the response should indeed be to change and to change fast. Nokia’s still not disclosing sales figures of the N8, but given that this was the first full reporting period where the company’s Symbian flagship has been on sale, it doesn’t seem to have had quite the impact Espoo will have hoped for. Wanna try again with the N9?

Update: Nokia’s investor relations call has borne a few more interesting tidbits from the new man in charge. Elop is quoted as saying Nokia must “build or join a competitive ecosystem,” with the latter verb in that sentence sure to renew discussions of why the Finnish company should / shouldn’t switch to an OS such as Android or Windows Phone 7. We still think that’ll be the very last resort over in Espoo, but Elop apparently thinks Nokia has the brand recognition and operator relationships to make such a move if it wanted to. Which of course it doesn’t. Or does it? Let’s wait for Nokia’s Strategy and Financial Briefing in London on February 11th — Mr. Elop’s expected to be a lot more specific about his company’s roadmap going forward on that day.

Nokia smartphone market share shrinks to 31 percent, operating profit takes a beating too originally appeared on Engadget on Thu, 27 Jan 2011 06:28:00 EDT. Please see our terms for use of feeds.

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Sony’s next-gen PSP (NGP) has a quad-core ARM Cortex-A9 processor, quad-core GPU as well

You know that crazy next-gen PSP (NGP) with multiple touchpads, dual analog sticks, and quadrupled resolution that Sony just trotted out? Yeah, it’s got a quad-core Cortex-A9 and a quad-core Imagination Technologies PowerVR SGX543MP4+ GPU doing the grunt work within. We’ve never seen a handheld this powerful. Then again, considering the darn thing won’t be launching until this holiday season, maybe quad-core parts will be the least Sony will need in order to match up to the “super phones” coming up this year. We’re just wondering how long any of these souped-up portables will last on a charge. Full spec sheet after the break.

Continue reading Sony’s next-gen PSP (NGP) has a quad-core ARM Cortex-A9 processor, quad-core GPU as well

Sony’s next-gen PSP (NGP) has a quad-core ARM Cortex-A9 processor, quad-core GPU as well originally appeared on Engadget on Thu, 27 Jan 2011 02:48:00 EDT. Please see our terms for use of feeds.

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Sony’s next-gen PSP has a quad-core ARM Cortex-A9 processor, quad-core GPU as well

You know that crazy next-gen PSP with multiple touchpads, dual analog sticks, and quadrupled resolution that Sony just trotted out? Yeah, it’s got a quad-core Cortex-A9 and a quad-core Imagination Technologies PowerVR SGX543MP4+ GPU doing the grunt work within. We’ve never seen a handheld this powerful. Then again, considering the darn thing won’t be launching until this holiday season, maybe quad-core parts will be the least Sony will need in order to match up to the “super phones” coming up this year. We’re just wondering how long any of these souped-up portables will last on a charge. Full spec sheet after the break.

Continue reading Sony’s next-gen PSP has a quad-core ARM Cortex-A9 processor, quad-core GPU as well

Sony’s next-gen PSP has a quad-core ARM Cortex-A9 processor, quad-core GPU as well originally appeared on Engadget on Thu, 27 Jan 2011 02:48:00 EDT. Please see our terms for use of feeds.

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Sony’s next PSP, codenamed NGP

Betcha didn’t think this day would come, but it finally has. Sony has just come clean with its next-generation PlayStation Portable. It’s actually codenamed NGP and will revolve around five key concepts: Revolutionary User Interface, Social Connectivity, Location-based Entertainment, Converging Real and Virtual (augmented) Reality. It will be compatible with the PlayStation Suite and is backwards-compatible with downloadable PSP games and content from Sony’s PlayStation Store.

Specs include a quad-core ARM Cortex-A9 processor, 5-inch touchscreen OLED display with 960 x 544 resolution, dual analog sticks (not nubs as on the current generation), 3G, WiFi, GPS, a rear-mounted touchpad, the same accelerometer / gyroscope motion sensing as in the PlayStation Move, an electronic compass, and cameras on both the front and back. Available this holiday season. Wait… what?!

Games will come on “new media,” not UMD anymore, but we’re unclear on what sort of flash memory is being used. Sony’s rather proud of the fact it’s offering the world’s first dual analog stick combo on a portable device, though we’re more geeked about the quadrupling of pixel count from the original PSP.

Sony’s live event has been graced by demos of some pretty popular games, including Killzone, Resistance, Little Big Planet, and Uncharted — with the latter serving as a demo platform to show off how the NGP’s rear touchpad can be used to more intuitively climb up some vines. That touch panel on the back is the same size and positioned directly under the front OLED touchscreen, which allows for some pretty sophisticated controls when using the two simultaneously.

The new console’s UI will be called LiveArea, which has a bunch of vertically navigable home screens and built-in social networking through PlayStation Network. You can jump between games and the LiveArea without losing your progress and comment on your buddies’ great feats of mobile gaming.

In closing its presentation, Sony trotted out Hideo Kojima to show off a cutscene from MGS 4 rendered in real time on the NGP. It was pulled directly from the PS3 version of the game and ran at 20fps, which looked very smooth indeed to our liveblogging eyes. Videos and Sony’s full PR are now available below.

Continue reading Sony’s next PSP, codenamed NGP

Sony’s next PSP, codenamed NGP originally appeared on Engadget on Thu, 27 Jan 2011 01:27:00 EDT. Please see our terms for use of feeds.

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