iPhone and Windows 7 don’t play nice, Intel P55 chipset to blame

The iPhone is one of the most wildly popular phones the world has ever seen, while Windows 7 is well on its way to becoming the globe’s most ubiquitous OS. So compatibility between the two would be kinda sorta important, right? Tell that to Intel’s quality control team who seem to have somehow missed an issue between Apple’s app carrier deluxe and the P55 Express chipset’s USB controller. Consistent (and persistent) syncing issues have been reported on Apple’s support forums, wherein iTunes on Windows 7 machines recognizes the iPhone, but spits out an “error 0xE8000065” message whenever the user attempts to sync. While some have found limited success with using PCI-based USB cards (and bypassing the chipset), this is clearly a major issue and something Apple would expect to be fixed before shipping its Core i5 / i7 iMacs, which are likely to sport the chipset. Hit the read link for the original thread of sorrow and regret, and do chime in with your own experience in the comments.

[Via The Register]

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iPhone and Windows 7 don’t play nice, Intel P55 chipset to blame originally appeared on Engadget on Sat, 31 Oct 2009 17:20:00 EST. Please see our terms for use of feeds.

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Apple Blocks Palm Pre iTunes Syncing Again

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The Palm Pre is out of sync with Apple’s iTunes software yet again.

Apple’s latest version of iTunes (9.0.2) that rolled out Thursday evening breaks the Palm Pre’s ability to sync with iTunes software. The development should be no surprise to Palm Pre owners using iTunes, as it is the third time this year that Apple has disabled the Pre from syncing its multimedia with iTunes.

“Unfortunately, Palm has brought down the ire of Apple because of the way they have decided to make it very easy to sync the Pre to iTunes,” says Chris Hazelton, research director for mobile and wireless at analyst firm The 451 Group. “A better, if more difficult, way to go about the whole thing would be for Palm to build its own sync software though they may not have the time or assets to do it.”

Of course, the simplest solution for Palm Pre owners is to not download the iTunes software update and stick with the older version with functional syncing. Still, the implication of Apple’s move is this could create a bigger headache for Palm Pre customers later down the road — when Apple adds new features to future versions of iTunes and presumably continues “crippling” the Pre.

When Palm first introduced the Pre earlier this year, a key feature was the device’s ability to easily sync music with iTunes through the USB port. The feature was a clever trick on Palm’s part. Palm masked the Pre’s identity to iTunes.

“What Palm did was identify the Pre as a recognizable device for iTunes so iTunes treats it like an iPod, which also meant Palm didn’t have to write a separate application to do this,” Hazelton said.

It didn’t take long for Apple to take action against Palm. Barely a month after the Pre’s launch in June, Apple disabled the Pre’s sync feature through an iTunes update. Palm responded by offering a patch for its webOS operating system that would fix the problem. But another iTunes update in September broke Pre compatibility again.

Meanwhile, Apple complained to the USB Implementers Forum, an industry standards group about the Pre’s deception. The forum ruled largely against Palm and asked it to “clarify its intent.” It wasn’t enough to dissuade Palm.

Now with the release of yet another iTunes update, Palm is back to square one. Patching the sync feature again is one of Palm’s choices — one that the company can keep doing. But it also risks losing the confidence of consumers.

Pre user Jake Lazaroff says the Pre’s problems with iTunes sync has turned him away from using the feature completely on his phone. Instead, Lazaroff has opted to use doubleTwist media sync software for his music.

“Palm thinks this is a cat-and-mouse game they are playing with Apple but it is really Pre users who are affected,” he says. “I don’t use sync so [I] am not angry with Palm but I can see how someone might be a little frustrated with them.”

Finding a fix to the issue is easy. Palm could make its own media sync software, much like its competitors, Research In Motion and Nokia. Last year, RIM introduced BlackBerry Media Sync, software that allows iTunes users to sync their DRM-free music files with their BlackBerry media players. The software greatly simplifies how BlackBerry users interact with iTunes.

Palm needs to reassess its strategy and devote resources to creating a similar app for the Pre, Hazelton said. Or the company could partner, or acquire, DoubleTwist or other media sync software players, he suggests.

“There are alternatives and it’s time now for Palm to start exploring some of them,” Hazelton said.

Lazaroff says he doesn’t blame Apple for the problem with Palm Pre’s sync feature.

“No one is forcing Palm to use iTunes,” he says. “Apple has no obligation to make sure the Pre syncs to iTunes at all times.”

See Also:

Photo: toddmundt/Flickr


Media Manager for Mac enables iPhone / iTunes media streaming to FiOS TV DVR (video)

We’re hearing that the PC version of this here software still beats out the Mac counterpart, but equality is slowly but surely becoming a reality. The main new feature over on the OS X side, however, is a good one: the ability to stream iPhone and iTunes media directly to your TV via your FiOS TV DVR. Fire up an iTunes playlist and watch the fun roll by on your home TV, and there’s even support for photo slideshows and the like. It’s available to download right now from the read link, and those still skeptical can catch a demonstration vid just past the break.

[Via Zatz Not Funny]

Continue reading Media Manager for Mac enables iPhone / iTunes media streaming to FiOS TV DVR (video)

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Media Manager for Mac enables iPhone / iTunes media streaming to FiOS TV DVR (video) originally appeared on Engadget on Fri, 30 Oct 2009 09:01:00 EST. Please see our terms for use of feeds.

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Software Update Imbues Apple TV With New UI, iTunes LP

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Apple on Thursday issued a software update for its Apple TV set-top box. The update includes a redesigned user interface and enables support for a new interactive artwork iTunes format, among other features.

With Apple TV 3.0, customers can watch iTunes LP, a format that bundles some iTunes albums with interactive elements such as videos, photos, sleeve notes and lyrics. Apple TV owners can also access iTunes Extras, a format that bundles extra content with some TV shows or movies purchased or rented through iTunes.

Apple TV 3.0 also added support for Genius Mixes, which automatically creates playlists generated from a user’s iTunes library. The update also introduces access to thousands of internet radio stations.

iTunes LP, iTunes Extra and Genius Mixes were all features that launched with iTunes 9 during Apple’s September iPod event.

Apple TV 3.0 is a free, automatic download for Apple TV customers.

Press Release [Apple]

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Image courtesy of Apple


iTunes goes 9.0.2: adds support for Apple TV 3.0, kills Pre sync


First comes the Apple TV 3.0 update, and next comes the iTunes update to make the two play nice. It’s a beautiful thing, we tell ya. As of right now, iTunes 9.0.2 is available via Software Update, and with that comes compatibility with Apple TV 3.0, an “improved look and feel,” and an easier-to-explore iTunes Store. Hop on past the break for the full changelog, and feel free to get your download on now if you’re still not scared of blindly installing software from Cupertino.

Update: Looks like it killed Pre sync — now, act like you’re surprised!

Continue reading iTunes goes 9.0.2: adds support for Apple TV 3.0, kills Pre sync

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iTunes goes 9.0.2: adds support for Apple TV 3.0, kills Pre sync originally appeared on Engadget on Thu, 29 Oct 2009 15:12:00 EST. Please see our terms for use of feeds.

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Apple TV 3.0 software update is out, with iTunes Extras, LP & Genius in tow


Looks like Apple’s “hobby” is finally getting the iTunes Extra & LP features it was initially denied, as the Apple TV 3.0 software has just released, featuring a brand new main menu (above) plus Genius Mixes and internet radio access. It took a reboot and a few tries for units around here to start seeing the new software was available, so feel free to give that “check for updates” button a workout, ’til then the official PR is after the break describing what your box is missing.

Continue reading Apple TV 3.0 software update is out, with iTunes Extras, LP & Genius in tow

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Apple TV 3.0 software update is out, with iTunes Extras, LP & Genius in tow originally appeared on Engadget on Thu, 29 Oct 2009 14:56:00 EST. Please see our terms for use of feeds.

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Roku Expands Its Netflix Player Line

XR_Roku_AngleRemote.jpgThe $99 Roku Player, a tiny box that streams content from Netflix’s on-demand content as well as Amazon Video On Demand, just got two new siblings. Available immediately via Roku’s website and Amazon (and for a limited time, with free shipping), the Roku SD ($79.99) and the Roku HD-XR ($129.99) expand the line in opposite directions. At only $20 cheaper then the original Roku Player, its hard to see the immediate impact or value that the Roku SD will have over its predecessor. The Roku HD-XR, however, offers 802.11n Wi-Fi compatibility, which should translate into better streaming at higher resolutions with less interruption. This, of course, is contingent upon your set-up providing 802.11n Wi-Fi signal to begin with. Streaming HD content has not been gracefully achieved by any media extender as of yet; the best solution is still the iTunes method, which downloads to a hard drive and plays seamlessly once the minimum buffer is met. That, technically, is not streaming, but actual streaming of HD content usually falls apart fairly quickly, so we are eager to check out Roku’s purported solution. Look for reviews at PCMag.com in the coming weeks.

MobileMe media sync detailed in Apple patent application

What do you know? It looks like Apple’s filed yet another patent application. The company’s newest is named (in the short, pithy way that patents are named) Synchronization of Media State Across Multiple Devices. Combining the ubiquity of MobileMe with the media syncing that goes down when you dock your iPod or iPhone, the application suggests that soon you might find all your Engadget Show episodes automagically picking up where you left ’em when you switch devices — without any lag time or any pesky cables. As Macworld points out, also included in the paperwork is distance tracking functionality — just the thing for automating sync operations when two devices come within range (it’s unclear whether this will be done via Bluetooth or WiFi). Perhaps this news isn’t exciting to the couch potatoes among us (you know, because they never leave the couch) but all you TV addicts “on the go” must be psyched.

[Via Macworld]

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MobileMe media sync detailed in Apple patent application originally appeared on Engadget on Mon, 19 Oct 2009 15:26:00 EST. Please see our terms for use of feeds.

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The App Store Effect: Are iPhone Apps Headed for Oblivion?

It’s uncanny. When known software gets repackaged for iPhones and iPod Touches and passes through the hallowed gates of the App Store, something happens: Almost invariably, it gets cheaper. Waaay cheaper. Good right? Well, not always.

The App Store is a strange new place for developers. Veterans and newcomers engage in bareknuckle combat, driving prices down to levels people wouldn’t have imagined charging just a few years ago. Margins drop to razor-thin levels while customers expect apps to get cheaper and cheaper, but with ever increasing quality and depth.

For developers, for other software platforms and potentially for the increasingly fickle customers themselves, it’s uncharted, and treacherous, territory. But the most bizarre thing of all is—in an effort to keep people in the App Store, and to prevent competitors from getting a toehold in the mobile app business—Apple’s charting a course straight into it.

“The App Store is a very competitive environment,” says Caroline Hu Flexer, co-founder of Duck Duck Moose, an indie developer of children’s edutainment apps like Itsy Bitsy Spider. “As an independent developer without a large PR budget or well-known brands, it can be very challenging, and you’re pretty much at the mercy of Apple.”

The Problem


Most iPhone apps had no life before the App Store, and currently have no life outside it. But with those that did, you start to see a pattern. App prices could reasonably be expected to fall over time—an older game is worth less to customers than a newer game, and with other types of software, a late-stage price drop is a great way to scoop up late adopters. What’s strange, though, is how prices dramatically collapse after hitting Apple’s store.

Two weeks ago we flagged some bizarre differences in pricing between equivalent PSP and iPhone games. Big titles, like Tetris and Fieldrunners, were inexplicably cheaper on the iPhone, even in cases where it was executed better. This didn’t make a whole lot of sense. As it turns out, it had nothing to do with Sony and the PSP, and everything to do with the App Store.

As you can see in the chart above, many apps and services take a price dip in the App Store. Zagat’s premium To Go guides cost a healthy $4/month for Windows Mobile phones, but sell for just $10/year on the iPhone. CoPilot 7, a navigation app, used to set you back a full $200 on a Microsoft-badged device (later lowered to $100); the much-improved version 8 sells in the App Store for a measly $35 today. The premium version of WeatherBug runs $5 for people who happened to buy BlackBerry’s touchscreen phone, but just $1 for anyone who bought Apple’s. VR+ voice recorder, a full-featured dictaphone app, runs $30 on BlackBerry, and an incredible $2 in the App Store. So how can this little App Store, itself a subsection of the iTunes store, squeeze so many developers to the point of near-suffocation?

Update: The BlackBerry Weatherbug app boasts a few extra features over the iPhone app, including push notifications. This accounts for some of the price difference

The Economy

Some of this is pure Econ 101: The store serves a massive, captive audience that’s pre-trained to spend money in iTunes. The promise of higher volume makes it easier for developers to lower prices, which they use, along with interesting features and clever marketing, to set themselves apart from the competition.

If things work out just right, the App Store can move a lot of software for you. Spread your lower margins over tens of thousands of sales, and your $2 app could make just as much, if not more, than your old, slower-selling $30 app did. The App Store recently passed the 2-billion-download mark, and there are likely well over 50 million App-Store-ready devices in peoples’ hands right now. A vast majority of these downloads—averaging an insane 35 per device—will likely have been free. Only Apple knows just how many. But even if just 5% of the 2 billion downloads were paid for, that’s one hell of a market.

It’s true that prices are falling as more and more iPhone and iPod Touch owners enter the market. But prices won’t stop falling. And more and more developers from all over the world are submitting apps, too, so fewer devs are guaranteed visibility. Not all of the people investing time and money in their products are reaping the return they (reasonably!) expected.

Newsweek’s exposé on the end of easy money at the App Store goes a long way toward making the case against going all-in as an iPhone dev. Not only are development costs high, while success appears to be basically randomized. But the story doesn’t explain exactly what happened to make the situation so grim.

The Culture

Giz stories rage about app prices all the time, and in your own private way, so do most of you. Buying $1 songs and $2 TV shows has given us an expectation that apps should be cheap, no matter what their use. The glut of free apps you see filling out the app charts every day doesn’t help either. Software is worth less to us now, even though we use it more.

I spoke with Steve Andler of Networks In Motion, the company that makes Gokivo. It’s an app that we savaged for its introductory price of $10 a month, which then dropped to $5 a month a few weeks ago.

Andler explained reaching the unrealistically low costs with one thing: diminished features. Their app pulls up-to-date map, traffic and POI data from NIM’s servers in real time, meaning that—beyond developer costs—they have to constantly pay for new, fresh data to pass on to their customers. But even at $5 a month, it’s just about impossible for Gokivo to compete with an app like MotionX GPS Drive, which is $3 a month, or $25 per year.

Andler says there are subtle differences in services offered, which is true—MotionX, for example, doesn’t yet read street names aloud when it gives you directions—but your average user probably doesn’t know this, and there’s a good chance MotionX might add it in an update later on, as their market share and revenues grow. But the damage is done. The app-buying customer is spoiled: As far as we are concerned, turn-by-turn GPS apps should now cost no more than $3 a month, period. This is the new retail, and it’s weird.

Loren Brichter, father of Tweetie, is used to getting yelled at by jaded app shoppers. He’s charging $3 for Tweetie 2, an update—but a whole new version, really—of his well-established Twitter app. Offering the software as a free upgrade isn’t realistic for him:

I priced Tweetie at $2.99 not based on how much work I put into it (it would have been more), or to try and undercut other apps (it would have been less), but simply because I felt like $2.99 was a reasonable price to pay for a Twitter client. Impulse purchase, but not bargain-basement. I never liked playing pricing games either—a popular pastime of other App Store devs. It’s always been $2.99, and will probably always be $2.99.

His decision wasn’t easy. And even though his app is the darling of the tech press, and has hundreds of great user reviews, he’s being lambasted for charging three measly dollars for a high-quality app that people will use again and again and again. Before the App Store, a complaint this petty wouldn’t have even made sense.

Apple

From the outside, it appears that Apple is encouraging a race to the bottom. The top 10 lists in each App Store category—one of the only ways for an app to get any meaningful amount of iTunes visibility—are almost exclusively the territory of low-priced impulse buys, and are hard to cling onto for more than a few weeks at time. Flexer, of Duck Duck Moose, says she’s experienced it firsthand:

The ranking by volume (as opposed to revenue) on the App Store seems to drive the prices of apps down. Aside from being featured by Apple, exposure of an app is dependent on its ranking in the top lists, so developers lower prices to obtain a higher ranking.

This is echoed and amplified by the makers of Twitterific, an app that, in a bid to stay competitive, saw its price fall from $10 to $4, despite active development and a growing featureset:

While these changes represent perks for users, it also means that sustaining profitability for a given piece of software in the App Store is nearly impossible unless you have a break-away hit.

And if things don’t change?

Myself and others like me will have no choice but to focus our development efforts elsewhere.

With yesterday’s announcement that Apple is allowing free apps to include in-app purchases, things just got even more tumultuous. Depending on how this is handled, the top “free” apps could all be paid apps in disguise. Either that or the paid app rankings will be dominated by free-on-a-trial-basis teasers. In either case, the rankings open themselves up for opportunistic abuse, and the highest goal for any honest, talented app developer—to just crack that list—just became more uncertain.


This is disastrous for developers, even if it’s mostly incidental, and a function of Apple trying to sell apps like they’ve been selling music for years, despite a totally different set of product types and customer needs. But Apple’s effect on pricing goes well beyond incidental. At least in some cases, Apple calls the shots.

A high-profile dev team that has sold a number of apps in the store since the earliest of days, and who accordingly wishes to stay anonymous, told us as much. When they approached Apple with their first app, they had a price in mind. Apple told them it was too high, and that they’d need to cut it to succeed. They chopped it in half. Even then, Apple told them to “be careful.”

This company made out fine, since they were in a position to adapt. However, to play the volume game, they had to restructure their entire philosophy around a pricing structure that, just months before, would’ve seemed ridiculous.

With over 2 billion data points to graph and filter to their heart’s content, Apple understands the App Store climate better than anyone else possibly can. As such, their advice is probably golden. Which is okay if you’re a relatively nimble, single-purpose company, and you can afford to risk restructuring everything you do around their store, and your costs can be covered at whatever price you evidently need to set to sell at a certain volume. But you’ll just want to keep in mind that their advice is self-interested. Apple wants cheap apps, to keep people buying them, and to keep other stores firmly in the second tier—and they’re not afraid to say it. From Apple’s last quarterly report to investors, a line they’ve been echoing since the store opened:

[Apple] also expects competition to intensify as competitors attempt to imitate the Company’s approach to providing [digital app distribution] seamlessly within their individual offerings or work collaboratively to offer integrated solutions…While the Company is widely recognized as a leading innovator in the personal computer and consumer electronics markets as well as a leader in the emerging market for distribution of third-party digital content and applications, these markets are highly competitive and subject to aggressive pricing.

You don’t need to look back any further than the launch of the iTunes music store to see an Apple that will do everything it can to push other peoples’ prices down for their benefit. Of course, they can’t really fix prices for apps—they’re not songs or movies, and each one does something different—but they can nudge like hell.

What Happens Now

So what does the App Store Effect mean, right now? In the short term, we’ll get lower prices. This is great. But in the long term, it might not be sustainable.

The promise that sales volume will make up for the rock-bottom prices you need to charge just to be seen in your app category seems increasingly hollow, and to put it bluntly, if developers don’t have a chance in hell of recouping their fees, they’ll stop trying. And I’m not talking about 99-cent iFart app spammers here—I’m talking about big players who already make money selling software. If the navigation companies, the big game studios and the premium content providers can’t thrive in the App Store, they’ll have to leave; even playing in Apple’s sandbox threatens and undercut their (sometimes much more crucial) product lines elsewhere.

And don’t forget, Palm and Android fans, this App Store Effect sends ripples well beyond the App Store. Customers expect to see functionally identical apps priced the same way across platforms, because to us, that’s what makes sense. Can devs really afford to port an app to the webOS to sell to the tens of thousands of Pre owners, when they’re expected to tag it with iPhone prices, calculated for a base of millions? Whether by Apple’s design or totally by accident, everyone who doesn’t own an iPhone will suffer for it.

The App Store Effect illustrates a new kind of economy, and it’s not going to go away. In fact, it’s going to get worse. Developers will either adapt, die or leave. But where will they go? Until there are 50 million Android handsets and 50 million Pre offspring out there, the rest of the mobile software world is pretty much screwed.

Free iPhone apps can now include in-app purchases

One of Apple’s many curious restrictions on iPhone apps has now been lifted. It used to be that, in order for developers to have microtransactions / in-app purchases, they had to charge something upfront for the software, essentially requiring consumers to pay at least twice, or not at all. Well, all that’s changed, as the company has sent word to its developer community that the restriction has been lifted, meaning those annoying “Lite” and “Full” versions cluttering the app store can now be one and the same, with folks downloading the demo and paying to upgrade from within the app itself, a model that’s worked to success in other software ecosystems like Xbox Live. Sure, there’s gonna be developers out there that abuse the newly-minted business model, but it’s not like anything was stopping them before when they charged $2 upfront only to get you again later. The mass email announcement is reprinted after the break. [Warning: read link requires iPhone developer account]

[Via Daring Fireball]

Continue reading Free iPhone apps can now include in-app purchases

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Free iPhone apps can now include in-app purchases originally appeared on Engadget on Thu, 15 Oct 2009 18:11:00 EST. Please see our terms for use of feeds.

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