Steve Jobs to Developer: Name Change ‘Not That Big of a Deal’

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Apple is mighty protective of its iPod trademark, and if you violate it, you’ll get no sympathy from Steve Jobs.

Apple recently sent a letter to software company Little App Factory, requesting that it change the name of its most successful application: “iPodRip,” an app that enables you to copy and transfer songs from your iPod.

In response, John Devor, CEO of Little App Factory, sent a lengthy, emotional e-mail to Jobs. An excerpt:

Dear Mr. Jobs,

….
We are in desperate need of some assistance and we beseech you to help us to protect our product and our shareware company, both of which we have put thousands upon thousands of hours of work into. Our company goal is to create Mac software of the highest quality with the best user experience possible. I myself dropped out of school recently to pursue a path in the Mac software industry, and you yourself have been a consistent inspiration for me.

If there is anything at all you can do with regards to this matter, we would be most grateful.

Best,

John Devor

Jobs’ reply?

Change your apps name. Not that big of a deal.

Steve

Sent from my iPhone

Complying, Little App Factory has since renamed iPodRip to iRip.

That’s unfortunate for Little App Factory, but we have to admit it’s pretty funny Jobs didn’t even take the time to check for correct punctuation. In any case, it’s understandable why Apple is protective of its iPod trademark: It’s the name of one of Apple’s most successful products. From a business perspective, Apple’s legal team has to pursue companies big or small trying to use the mark “iPod.” (On the other hand, it’s more difficult to sympathize for Apple when it’s chasing down companies using the word “Pod.”)

Little App Factory’s full letter is available at CrunchGear, which originally reported this story.

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Photo: happylandfill/Flickr


Android’s Rapid Growth Has Some Developers Worried

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A year after its release, Google’s open source Android operating system has become a sensation. After a slow start, it is now available on at least 12 phones, with more devices waiting in the wings.


Good news for Android fans, right? Not really, say some developers. A slew of problems have made managing Android apps a “nightmare,” they say, including three versions of the OS (Android 1.5, 1.6 and 2.0), custom firmware on many phones, and hardware differences between different models.

For users, it means apps in the store could be buggy, might not work well depending on their handsets, and could deliver a frustrating experience. Unaware of the increasing back-end complexity, they would then be more likely to leave bad reviews for those apps — a potentially lethal blow for small businesses, say developers.

“Instead of working on updates to our apps, we find we are trying to make each app work for multiple versions of the OS and different hardware capabilities,” says Chris Fagan, co-founder at Froogloid, an Android focused application development company. “We are not complaining about all the growth, but if you are a small or a new Android developer coming in and trying to learn I could see your head exploding. It would be overwhelming,” he says.

The problem echoes similar concerns over Java in the 1990s. Originally touted as a way for developers to build apps that would run on any computer (”write once, run anywhere”), developers found that wide variations in Java virtual machines as well as available hardware meant that Java’s promise was really “write once, debug everywhere.” While Java is still used — particularly in the mobile space, where it powers games and other apps written for Java-capable cellphones — it is not nearly the cross-platform panacea it was originally conceived as.

Fagan’s concerns about the fragmentation of Android is being echoed by other developers, says Sean Galligan, vice president of business development at Flurry, an mobile app analytics company.

“There’s no question that we are starting to hear developers express concern,” says Galligan. “Android is growing very fast and there’s a lot of excitement for it but it’s also a lot for work, especially for medium and small developers.”

Since the launch of the first HTC T-Mobile G1 phone running Android OS, a number of handset makers have jumped on the bandwagon. HTC alone has five Android handsets available, while others like Motorola have shifted completely to the Android platform. In the past two months, Motorola released two new Android-based handsets, the Cliq and Droid. And in a bid to differentiate themselves, handset makers are creating custom user interfaces like the HTC Sense, the Motorola Blur and the Rachael UI from Sony Ericsson.

Android phones vary significantly in the hardware, too — phones with and without camera flash, some have physical keyboards, others don’t.

“You may build an app that works perfectly with all three firmwares, but then when you run it on carriers’ ROMs it completely blows up,” says Fagan. “So we find ourselves having to create apps that are compatible with multiple firmwares, multiple ROMs and multiple devices with different hardware.”

It’s in sharp contrast to the iPhone platform. Apple has tightly controlled the introduction of new iPhones and updates to its operating system. It has just three iPhone models available since it first introduced the phone in 2007. And all iPhone users are prompted to update their phones to be on the same version of the operating system.

While Apple pioneered the app store idea with the iPhone, Android, too, offers Market, a store for distribution of third-party programs. Unlike with the Apple app store, Android developers do not have to go through an approval process to get their apps on the Android Market.Currently, the Android market has about 10,000 apps compared to the 100,000 in Apple’s app store.

For developers, Apple’s autocratic ways may be frustrating, but they can pay off.

“Apple maintains an iron grip on what they do and there’s an advantage to that,” says Kelly Schrock, owner of Fognl, which has three apps on the Android market. “IPhone developers don’t have to worry about fragmentation and creating apps for the iPhone is much easier.”

Android Versions Create Confusion

Founded about the same time as the first Android phone hit the market, Froogloid today has more than 100,000 users across its three apps: a2b, Key Ring and CowPotato. But with Android’s growth, managing these apps is becoming quite a challenge, says Fagan.

The diversity of devices running Android OS has led to some unexpected results, says Fagan.

For instance, the Sprint HTC Hero was launched without its GPS setting turned on. When run, the a2b application could trigger it — but Froogloid soon found that the standard commands they used reacted differently on the Hero than on other Android devices. Instead of launching the GPS settings, it set off the “screen unlock pattern” settings, says Chris Pick, requiring Froogloid to write custom code in their app for that particular device.

Google says it has emulators available that allows developers to test their application running on simulated devices so they can see how it behaves.

But it doesn’t always work, says Fagan. “In a sense, we are shooting blind with the emulators because we have no idea how it is really working on the device.”

For instance, explains Pick, the graphics for their 3D game app, Cowpotato worked fine on the emulator but crashed when run on Motorola’s Droid phone. Pick suspects a bug in the graphics driver on the Droid. Writing for a fix for it took care of the problem but its not the best solution, he says.

“When we have to start writing rules based on the phone model in our code, it adds more code to our code base, creates more work for us and makes the app heavier,” says Pick.

Different versions of the OS also means new functionality is added or some removed. Understanding these changes and making software backward compatible takes time, say Schrock. “It’s a multiplication of work to support all of them.”

A bigger problem is the customization of firmware or custom ROMs. For instance, Google offers a basic homescreen with the Android code. But device manufacturers or network carriers can always modify it. Sometimes the changes are simple, such as replacing all white color with grey, or red with yellow. That allows handset makers and carriers to tailor Android better for their customers, something that Google says it supports “strongly.”

“That isn’t a big deal,” says Fagan. “However, when they start changing fundamentally how certain activities are controlled, such as user settings and screen orientation, it creates issues for developers that have built their apps on an out of the box version of the firmware/SDK.”

Custom ROMs are always available for developers to look through, points out Froogloid.

“Google has mandated that every one base their releases on the standard versions,” says Pick.”But this slips under the radar.”

Ultimately, developers will have to start making tough decisions on who they want to target and versions of the operating system they want to support, says Galligan.

“Developers have to identify which devices and carriers appeal to the market they are creating an app for and develop just for it,” he says.

A one-man band, Schrock says without any employees he can’t maintain four different app versions.

“It’s getting a lot riskier on the Android. It’s not 4x increase in the cost but it will be a lot more work.” And while Schrock says the apps are not his meal ticket, he doesn’t want to make choices that could cut off some Android users from his apps.

“I will have to decide then how much return I am getting and if it is worth it.”

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Photo: (marketingfacts/Flickr)


Research In Motion Woos BlackBerry Developers

BlackBerry

SAN FRANCISCO — BlackBerry maker Research In Motion has been losing developers’ hearts to newer, sexier platforms like the Apple iPhone and Google-backed Android operating system. Now RIM is trying to win them back with a host of enhancements to the BlackBerry services platform and new ways for developers to make money.

RIM will allow in-app transactions, create a new payment service, build a better browser and offer higher quality mobile gaming support, Jim Balsillie, co-CEO of Research In Motion promised developers at the company’s second developer conference today. RIM will also support Adobe Flash for BlackBerry phones and allow developers to create Flash-based content for the smartphones.

The announcements probably aren’t enough to help RIM steal developers away from rival operating systems but could put the BlackBerry on a more equal footing, experts contacted by Wired.com say.

“All these things are just a matter of getting to parity,” says Steve Howard, president and CEO of MobiHand, an operator of app stores for smartphones. “They are not dramatically leapfrogging anyone else on the platform side but they are creating a more creative environment for BlackBerry developers.”

RIM has about about 56 percent share of the U.S smartphone market and sold more than 65 million phones, landing the company in Fortune magazine’s recent list of fastest growing firms. But it faces stiff competition from rivals such as Apple’s iPhone and the new army of smartphones running Google’s Android operating system. RIM launched its app store, the BlackBerry App World, in April but it hasn’t attracted the same number of developers to its platform as the iPhone or Android. The App World store has just about 2,000 apps available for download, compared to the iPhone App Store’s 100,000 apps or Android’s 12,000.

RIM isn’t giving up, though.

“We heard you,” Balsillie told developers. “We know you want much more native APIs, access to app data and deep rich integration.”

Here are some of the announcements that RIM hopes will stir developers.

Monetization of Apps: RIM plans to present a new BlackBerry Payment Service that will allow developers to make more money off their apps by selling digital content, upgrades or subscriptions. In-app transactions are already popular with developers on Apple’s App store. With BlackBerry apps, users will be able to use either PayPal or RIM’s payment service to pay for the transactions. RIM will also partner with telecom carriers to offer billing through the wireless service providers. The payment service and SDK are expected to be available in mid-2010.

RIM will also offer a BlackBerry Advertising Service to allow developers to integrate rich media ads into their apps. For instance, a user can initiate a call from an ad, add a calendar entry or contact entry from an ad and directly link to an application in BlackBerry App World store from an ad. Developers will alos have access to advanced analytics from the ads.

Adobe Flash Support: Support for Adobe’s Flash technology has been one of the most asked-for features in smartphones and it is coming to the BlackBerry. RIM and Adobe have partnered to allow application developers to use Flash platform technology and other Adobe tools such as PhotoShop to create apps for BlackBerries. Apple has yet to offer Flash on the iPhones, although Adobe recently began offering a way for developers to turn Flash apps into iPhone apps.

The move could attract a huge number of Flash developers who currently create Flash-based content for websites.

“It’s a competitive blast at Apple,” says MobiHand’s Howard. “There are a huge number of developers qualified to develop in Flash and tightly integrating Flash with the BlackBerry environment injects energy into the BlackBerry platform.”

Richer Browser: BlackBerry’s browser has been a sore point for consumers and developers. But RIM is working to fix that. A new enhanced browser capable of full HTML rendering will be available early next year, says Balsillie. The BlackBerry Browser 5.0 will be a result of the September acquisition of Torch Mobile, a company that makes the Webkit-based Iris browser. Webkit is the layout engine that is also used by the iPhone, Android and Symbian mobile operating systems.

“We have made significant strides with our 5.0 Browser,” says David Yach, chief technology officer, software development for RIM. An updated version of the browser is expected to have Javascript enabled by default–something that the iPhone or the Palm Pre browser already offers.

Better Mobile Gaming: Games and the BlackBerry don’t really go together. But as the lines between consumer and enterprise users blur, mobile gaming is becoming an increasingly juicy area for handset makers and developers. Apple’s iPhone, for instance, has become a major platform for mobile games, and some of the most successful apps in the company’s App store are games.

Now RIM is trying to catch up. The BlackBerry maker says it will support OpenGL ES, a 3-D graphics API for devices such as smartphones and video game consoles. The move will allow Java developers to build 3-D games and graphics for BlackBerry smartphones running BlackBerry OS 5.0 and higher.

“It takes gaming to a whole new level,” says Balsillie.

The OpenGL ES support will become available through an update of the BlackBerry Java SDK.

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Photo: (malyousif/Flickr)


Taste Android 2.0 ‘Eclair’ From Your Own Computer

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If you’d like to explore the latest version of Android, aka Eclair, you can wait until Verizon starts selling the Motorola Droid, which is scheduled to be unveiled Wednesday. Or you can download the free Android 2.0 software development kit, which includes a spiffy emulator.

Google made available its latest software development kit for Eclair on Tuesday and the emulator bundled inside allows anyone to explore the upcoming features of Android.

The emulator mimics the Android OS. Developers use it to test their applications so they don’t have to use a handset to see every single change. But you can use it to get an idea of what’s inside Eclair. (Hint: It’s not a creamy filling.)

Every phone is different, so the emulator is a general representation. You can explore the entire OS, from browsing the web to making a mock phone call.

There are also quite a few updates and added features found in Eclair, including:

• Microsoft Exchange support
• An inbox allowing multiple email accounts
• HTML5 support
• Double-tap zooming in the browser
• Digital zoom for the camera
• Improved dictionary for your keyboard (it learns words you frequently use and suggests contact names)
• Improved graphics architecture for better hardware acceleration

The nice folks at Android and Me have posted step-by-step directions on how to install the SDK on your computer and run the emulator.

Whether you’re interested in buying an Android or a curious iPhone diehard, you can taste a sample of Eclair from the comfort of your own computer.

[via Android and Me]

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Photo: Azh7/Wikimedia Commons, with Android logo added by Wired.com


Apple Allows In-App Purchases in Free iPhone Apps

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iPhone owners can now purchase extra content through free iPhone apps, whereas before in-app purchasing was only available in apps that cost money.


Apple on Thursday sent e-mails to developers stating in-app purchases are now permitted in free apps.

“In App Purchase is being rapidly adopted by developers in their paid apps,” Apple wrote in the letter. “Now you can use In App Purchase in your free apps to sell content, subscriptions, and digital services.”

Some examples of what this means: You can download a free game, and after you complete the levels, you can decide to buy more levels within the app. Or you could download a free news content app, and if you liked what you read, you can opt to pay for some exclusive premium content.

We’re surprised in-app purchases weren’t allowed in free apps in the first place. In September, Wired.com reported on a digital literary magazine called Scarab. The app cost $1, and then users are required to pay $3 per magazine issue. The problem? After paying the initial $1 for the app, it came with zero content; customers must shell out $3 for an issue without even getting to do anything with the app.

We felt Scarab should have been a free app so iPhone users could try out the interface and then decide whether they wished to purchase an issue. However, Apple did not allow in-app purchases through free apps, so the developers had to charge $1 for the app (even though they admitted to Wired.com they didn’t want to).

Apple’s change Thursday should come as good news for app developers. Offering apps for free should prove an effective marketing method to lure people into paying for more content eventually. This is the the “freemium” model, as Wired magazine’s Chris Anderson would describe it: The general idea is you get customers used to the service provided for free, so they’ll keep wanting more and eventually pay for the goods.

Will the App Store see a lot of paid apps that were offering in-app purchases convert into free apps? We’re willing to bet that’s going to happen.

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Photo: Jon Snyder/Wired.com


How the iPhone’s App Store Could Stimulate the Flash Economy

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Thanks to new tools provided by Adobe, the iPhone has the potential to transform the Flash programmer community from an experimental playground into a lucrative industry.


Adobe last week announced that its new version of the Flash Professional CS5 developer kit will include tools to convert software written in Flash into standalone iPhone apps. That creates the opportunity for Flash developers to submit Flash-ported iPhone apps to Apple; if Apple approves those apps, they can then be sold through the iTunes App Store.

The community of Flash programmers is 1 million strong, according to Adobe, but very few of them make any decent money since the platform lacks a clear and consistent business model. Thus, the prospect of selling software through the App Store, which has served over 2 billion downloads and earned some developers hundreds of thousands of dollars, could be enticing to many Flash developers.

The result could be a large flood of new Flash-ported iPhone apps, as well as heightened interest in developing for the Flash platform.

“Whether the iPhone can bolster a good enough performance to do intensive mobile Flash games we are unsure of,” said John Cooney, head of game development at Flash game company Armor Games. “But if it can it’s going to open up doors for several Flash game developers, including myself personally, to become iPhone developers.”

Why aren’t many Flash programmers making a living off their code? It’s just not very easy to do. If you’re in the Flash industry and you’re not a big studio-affiliated website like Hulu — or if you’re not employed to develop Flash for larger companies — you’re most likely an independent developer coding games. For creators of Flash games, there are three primary sources of revenue: 1.) Up-front sponsorship deals with larger websites (such as Kongregate.com or AddictingGames.com), in which developers agree to brand their games with the website’s company name; 2.) Selling licenses of their games to other web portals, allowing visitors to play the game for free; 3.) Embedding advertising into their games.

The major hurdle for independent Flash programmers is the difficulty of getting people to pay for website-based games, said Greg McClanahan, game sponsorship director of Kongregate. And that’s where the App Store might help.

“Flash developers can already get a few million views of their game and it wouldn’t be a huge deal, nor would they necessarily make significant money from it,” McClanahan said. “They’re coming from an industry where it’s very difficult to charge people for their games, though I imagine it would be a lot easier on the iPhone than on the web, due to the different mentalities of the potential customers.”

Because Flash programming isn’t a highly lucrative business, many of the game developers in the Flash community are teenagers or college students making games for the sake of learning and experimentation; money is a side goal, McClanahan said. Also, Flash development is popular in third-world countries. Thanks to currency exchange rates, that means a little bit of revenue can still add up to a lot of money for an overseas programmer. If, for example, a programmer receives sponsorship from U.S.-based Kongregate, he’ll receive U.S. dollars no matter where he’s coding — even a third-world country where the dollar is strong.

“A guy in Indonesia made enough off his Flash game and bought a house,” McClanahan said. However, he added, “[those] results [are] not typical.”

Whether bigger entrepreneurs are going to step into Flash programming because of the iPhone will depend on the results for Flash-ported iPhone apps in the App Store.

There have, in fact, already been a few big App Store hits from Flash developers who manually recoded their games using the iPhone SDK. In June, Armor Games’ $1 puzzle game Shift reached no. 6 in Apple’s list of top paid apps for over 40 days, according to iPhone app review site 148Apps. That translated into $30,000 in revenue, and the game is continuing to sell 1,000 copies per month, according to Shift developer Daniel McNeely.

Another popular Flash-ported iPhone game was Bloons, which reached as high as no. 2 in the App Store in May and spent over 100 days in the top 100 paid apps list, according to 148Apps.

“I think I’d call that a success,” said Jeff Scott, editor of 148Apps.

Whether the iPhone will dramatically stimulate the Flash economy is up for debate. Adobe’s new conversion tools won’t be available until the end of the year, so concrete data won’t be available until early 2010. Also, Flash developers might be turned off by horror stories uttered by iPhone programmers who have failed to make money, largely due to Apple’s inconsistent and unclear App Store approval policies.

However, what is clear is what Adobe has in mind with this new Flash-to-iPhone conversion tool: Evangelizing more developers and getting them to join the Flash community, said James McQuivey, a Forrester analyst.

“From Adobe’s side what they’re hoping for is that people who are currently developing using Apple’s tools might be able to do future versions of their product with Flash,” McQuivey said. “From a developer’s perspective you’d rather write once and port to one common application on several devices. It’s not going to be Apple’s development language that ports to the connected TVs and netbook computers and so on. It’s more likely it’s going to be Flash.”

Regardless of whether or not Adobe’s Flash-convertion tool will produce an impact, the Flash programmers will definitely benefit from having the option to port their software into iPhone apps, Cooney said.

“If I can make a game, stick it on a web page, stick it on my iPhone, and then stick it wherever else Flash decides to go, then I am most certainly going to find it much more lucrative,” Cooney said.

Updated 12 p.m. PDT to draw a clearer comparison between independent iPhone app developers and independent Flash developers.

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Photo: Jon Snyder/Wired.com


Flash Lands on iPhone — One App at a Time

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Adobe on Monday announced plans to roll out mobile versions of its Flash platform to several smartphones. Apple’s popular iPhone, however, is gaining a lesser Flash experience.

At its worldwide developer conference in Los Angeles, Adobe said it would be releasing Flash for mobile platforms including Microsoft Windows Mobile, Palm’s webOS and Google Android. But don’t expect Flash to come to the iPhone’s Safari mobile browser. Instead, Adobe is adding support to its Flash Professional CS5 developer kit to convert software written in Flash into standalone iPhone applications.

Let’s put it this way as an example: Ever watch videos on Hulu? If you own a Windows Mobile-powered phone, or the Google-Android G1, you’ll be able to watch Hulu videos through your phone’s browser. But for the iPhone, Hulu would have to use Adobe’s new development tools to create an iPhone app containing the Hulu experience.

Why the segmented experience for iPhone customers? Apple declined to comment, but some iPhone developers speculate Apple opted against a full Flash experience because of technical problems it could raise on the handset, such as battery drainage or sluggish web browsing. They also noted Flash apps could pose potential conflicts with Apple’s App Store policies. By requiring such applications to be submitted to Apple for inspection and approval, the Cupertino corporation retains control over the iPhone OS experience.

“These [smartphone] processors are going to become a lot more powerful now, but I think right now between battery and memory and raw processing power, performance is a major issue,” said Bart Decrem, CEO of Tapulous, developer of the popular iPhone game Tap Tap Revenge. “As an app developer I’m very focused on performance. I can see how Flash may not have the right performance characteristics yet.”

Many consumers have complained that the lack of Flash on the iPhone causes them to miss a major chunk of the internet. Several websites rely on Flash to support their streaming video, and a plethora of Flash applications and games are also available on the web. In the UK, two customers complained that Apple was falsely advertising the iPhone in a TV commercial by saying “all the parts of the internet are on the iPhone” when the handset does not support Flash. The UK’s Advertising Standards Authority deemed the ad misleading and pulled the ad.

In November 2008, iPhone developers told Wired.com they did not foresee a full Flash experience appearing on the iPhone at any point. The iPhone developers’ terms-of-service agreement prohibits Flash from appearing on the iPhone.

“An Application may not itself install or launch other executable code by any means, including without limitation through the use of a plug-in architecture, calling other frameworks, other APIs or otherwise,” reads clause 3.3.2 of the iPhone SDK agreement. “No interpreted code may be downloaded and used in an Application except for code that is interpreted and run by Apple’s Published APIs and built-in interpreter(s).”

Previously, iPhone programmers also pointed out that supporting the Flash framework would open a backdoor for Flash apps to appear on the iPhone, which could conflict with Apple’s approval guidelines for its App Store. Third-party software that Apple would prohibit from the App Store, such as apps containing malicious code, could possibly make it onto the iPhone via Flash.

Also, Flash apps could pose competition with Apple’s App Store. And while the App Store continues to flourish, recently exceeding two billion downloads served, there’s no economic incentive for Apple to rush to deliver a full Flash experience, said Scott Meinzer, co-creator of iPhone development house Tap Tap Tap.

Meinzer added that he wouldn’t expect a full Flash experience to arrive on the iPhone anytime soon. He said even on desktops, Flash is not a smooth experience, often causing sluggish browsing and frequent crashes. Thus, running on a phone, a full Flash experience would not be any better, he said.

“It seems like for Flash to work well on the iPhone, Apple has to bless it in some way,” Meinzer said in a phone interview prior to Adobe’s announcement that it would support coding Flash apps for iPhone. This compromise of Flash apps rather than a full Flash experience, then, appears to be Apple’s blessing.

Adobe said a public beta of Flash Professional CS5 will be available by end of 2009. Some Flash iPhone apps are already available in the App Store.

The jury is out on whether consumers will find individual Flash iPhone apps a sufficient substitute for a full Flash experience. What are your thoughts? Vote in the poll or add your comments below.

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Photo: Steve Rhodes/Flickr


Apple’s Grand Central Dispatch goes open source — get at those cores, people

Grand Central Dispatch may not exactly be a household name to the average Apple user, but it’s certainly a hot topic among developers, who may know it better as “libdispatch,” and are no doubt thrilled that Apple has now made the whole thing open source. Among other things, that means developers are now able to take full advantage of multi-core processors in Snow Leopard, which obviously has some fairly big implications for applications as soon as those developers are able to get a handle on things. Know what you’re doing? Just like to get in over your head? Then you can find the complete source code and other necessary information at the read link below.

[Via Slashdot]

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Apple’s Grand Central Dispatch goes open source — get at those cores, people originally appeared on Engadget on Tue, 15 Sep 2009 15:26:00 EST. Please see our terms for use of feeds.

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Palm launches e-commerce beta for the App Catalog

Love the Pre? Love code? Love money? Well it’s your lucky day. Palm has just announced that it will begin accepting applications for developers interested in producing for-pay apps for the webOS App Catalog. The company says that requests taken now will make devs eligible for inclusion in the mid-September launch of its e-commerce program. Just like Apple and Google, Palm will be splitting profits of paid apps with developers 70 / 30 (the devs get 70 percent, don’t worry), and go figure — credit cards will be accepted. Of course we’re pumped about paying $.99 for a to-do app someday soon, but we’re hoping this will also herald in a new age of steady releases for the Catalog, which is still looking frighteningly bare to us. Hey, that’s what homebrew is for, right? Full PR after the break.

Continue reading Palm launches e-commerce beta for the App Catalog

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Palm launches e-commerce beta for the App Catalog originally appeared on Engadget on Tue, 18 Aug 2009 09:40:00 EST. Please see our terms for use of feeds.

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iPhone devs offered cash to code for the Zune HD?

We’ve all been a bit up in arms about the apparent lack of a push for apps on the Zune HD given the platform’s obvious strengths, but news from Daring Fireball seems to suggest that may not be the whole story. According to John Gruber, after publishing a short story on the ZHD and Microsoft’s seeming lack of developer interest, he was contacted by an iPhone dev who claimed to have been pinged by Redmond to code for the new device. According to the source — a Twitter client-maker — he was asked to port his software to the Zune platform for “a bucket of money,” though he ultimately declined the offer. Details beyond that fact are scarce, though apparently this dev is “certain” the offer was for the Zune. We won’t argue for the benefits of having your application on two high-profile devices (clearly a personal decision), but it is extremely encouraging to hear that Microsoft sees the need to bring more than just basic functionality to a device like the Zune HD. Now, it’s just a question of how smartly they go about it.

[Via The iPhone Blog]

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iPhone devs offered cash to code for the Zune HD? originally appeared on Engadget on Fri, 14 Aug 2009 10:10:00 EST. Please see our terms for use of feeds.

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