Apple Releases iOS 4.2.6 With Fixes for Verizon iPhone

Apple has made a new version of iOS available for download. iOS v4.2.6 doesn’t bring new newspaper subscription payments, or fix AirPlay to work properly with third-party apps. It doesn’t add gestures to the iPad. In fact, it does almost nothing, unless you are the lucky recipient of the new Verizon iPhone which officially arrives today.

Apple’s release notes are infamously sparse, and this is no exception. Here is the entirety of the “What’s new” section on MacUpdate:

Fixes a bug to ensure Personal Hotspot data usage is accurately reported (for Verizon iPhones).

The update, previously available as a direct download to patch review units, should be ready for you when you plug in your new Verizon iPhone 4 today and is, as ever, free.

iOS 4.2.6 [MacUpdate]

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Hilarious Google Live Voice Translation Launches on iPhone

Google has released the Google Translate app for the iPhone, bringing the live voice translation feature from Android to iOS. You should try it out: it’s hilarious.

The free app can be used to translate typed words between any of 50 different languages, and you can also hit a button and speak to the app in 15 languages, whereupon your words are “recognized”, transcribed and then piped into the translation engine. The result is displayed as text, but if you hit another button it will be read out in a surprisingly good (and actually quite sexy) synthesized voice (available in 23 languages).

Now, it might be my non-U.S accent, but the thing has some trouble recognizing my voice. For instance, I said “You can’t smoke here” and the app heard “Wake up sleepyhead.” And with my first test last night I said something I can’t recall now, but it certainly wasn’t the “Dog a bagel and cats” that Google Translate seems to think.

Now, you’re not likely to get into trouble as you can preview your phrase before you play it back to an unsuspecting local, and the translations themselves are pretty good for short phrases. If you don’t want to play the translation in the foreign language, you can just tilt the phone into landscape mode and the words will be displayed in large type, and full screen.

You’ll need to be online for the proper translation to work, but single words can be translated offline, and you can also view your starred items without a connection (I have “I’m sorry I’m drunk. I’m English” and “Where is the nearest liquor store?” saved in my iPad). Yes, it works on the iPad, albeit in pixel-doubling mode.

I could honestly play with this thing all day, but here’s a last treat for Eddie Izzard fans. I dialed-in French to English and said in my best accent “Le singe est dan l’arbre.” The result? “Loose change stomach.” You couldn’t make this stuff up.

Introducing the Google Translate app for iPhone [Google Mobile blog]

Google Translate [iTunes]

Eddie Izzard – Learning French [YouTube]

http://itunes.apple.com/fr/app/sparrow/id417250177?mt=12


Why WebOS Hasn’t Lived Up to Its Potential — Yet

When Palm first unveiled webOS in 2009, the new platform was supposed to be the next mobile messiah.

With its sexy user interface, a developer-friendly backend and a host of new features like multitasking and contact Synergy, everyone was certain webOS would be the platform to rejuvenate the once-prominent PDA pioneer company.

Of course, webOS has shaped up to be less of a Jesus than an L. Ron Hubbard, as the platform’s following never rose above cult status.

As of November 2010, Palm’s market share of U.S. mobile platforms weighed in at a paltry 3.9 percent, according to a comScore report. Sales of the Palm Pre — the flagship device on which webOS was first shipped — were lackluster, with numbers never breaking the 1 million mark in the first three months of the phone’s release. Weigh that against the iPhone 3GS, which launched two weeks after the Pre. One million of Apple’s handsets were sold in the first three days after release.

Palm loyalists are praying for a comeback, and may see it at the upcoming invite-only event at Hewlett-Packard’s San Francisco offices Feb. 9.

“The hope is that HP/Palm will be releasing some new smartphone handsets as well as tablets,” says developer Justin Niessner in an interview with Wired.com. “If they fail to deliver, I know quite a few people — including myself — that will be switching to a different mobile OS.”

So what happened? Why did webOS seem so promising and then fall flat on its face?

The Good

The mobile landscape hasn’t always looked so grim for Palm’s platform.

“WebOS introduced a sound development metaphor which had the potential to attract developers,” IDC software analyst Al Hilwa told Wired.com in an interview. “It has a smooth and fluid interface, with good bones like multitasking and a wealth of features, making it a fairly easy platform to develop for.”

Apps for the webOS platform are written primarily in JavaScript and HTML, programming languages used by developers to code for the web. So if you’re already a web developer — and after the early days of the dot-com boom who isn’t? — developing apps for webOS is relatively easy.

“Lots of people who wouldn’t have otherwise created apps flocked to to webOS,” developer Roy Sutton, who runs app development tutorial site webos101.com, told Wired.com in an interview. “They could come in and port over a portion of an existing web app to webOS in a matter of hours.”

Alternatively, developing for Apple’s mobile operating system requires learning its tool chain. That means learning Cocoa Touch, Apple’s proprietary API for building iOS apps.

Another big draw for the developer crowd: “developer mode.” After entering the Konami code while on the Pre’s main idle launch screen, the phone becomes startlingly easy to hack.

“Users can install anything from patches that change core functionality of webOS,” says developer Justin Niessner, “to replacement kernels that enable a user to overclock their WebOS device.”

Additionally, you can access and load “Homebrew” apps, or those still in beta from other developers, onto the Pre. While the Homebrew repertoire consists of a paltry 500+ beta apps, it’s the kind of access that appeals to the hacker sensibility.

Palm Pre users didn’t have to deal with some of the setbacks that Android OS enthusiasts ran into with platform expansion across multiple hardware manufacturers. With Google’s push to update the OS an average of twice yearly since debut, version fragmentation issues have plagued both developers and consumers.

The Bad

Indeed, Palm had attracted lots of positive attention from the tech press at large after the Consumer Electronics Show announcement. While many doted over the sleek look of the new hardware, others (like Wired.com) wagered that webOS would be Palm’s “secret sauce,” the kicker that would set the Pre apart from other 2009 smartphone debuts.

‘It took us six months to see a product. In Silicon Valley time, that’s an eternity.’

But with every advantage webOS had in the veritable mobile platform buffet available to consumers, there were just as many setbacks (if not quite a few more).

“The platform had such tremendous hype and momentum after it was announced at CES 2009,” says Sutton. “But it took us six months to see a product. In Silicon Valley time, that’s an eternity.” The Pre was all but considered vaporware by the time its June 6 launch date came around, only to have its thunder immediately stolen by the iPhone 3GS, which launched shortly thereafter to much consumer ado.

As for the phone itself, some found the Pre’s design lacking. “Palm definitely could have done themselves a favor by releasing some hardware with more modern design cues,” Niessner says. “The screen was smaller than other comparable smart phones on the market. And the slide-out QWERTY keyboard was also very difficult to use.”

Even if you loved the design of the hardware, “The life cycle of the Pre and even the Pre Plus [eventual successor to the Pre] was short,” says developer Peter Ma. ” It couldn’t catch up with the number of iPhones and Android devices coming out after it.”

HTC’s Nexus One, for instance, has a 1-GHz Snapdragon processor (compared to the Pre’s 500 MHz), 512 MB of RAM (to the Pre’s 256 MB) and a 5-megapixel camera (to the Pre’s 3 megapixels) — it’s close to twice the phone that the Pre is. “While the perceived speed of the Palm Pre was acceptable,” Niessner says, “the numbers certainly didn’t do the hardware any favors.”


Android In-App Payments Begin With Angry Birds

Angry Birds, the insanely popular multiplatform game, is introducing a new payment system to some Android customers for purchasing in-game content.

Angry Birds players will be able to use their real cash money to pay for virtual goods existing only within the game’s ecosystem. It’s like buying a shovel for your plot on Farmville with your MasterCard.

The title? “Bad Piggy Bank.”

Yes, it has a stupid name. And yes, it’s only for Android/Angry Birds customers on the Elisa mobile carrier network in Finland. But it’s more significant than you might think.

Now, users won’t have to whip out the plastic every time they want to buy that shovel. Instead of typing in your 16-digit number when you want to purchase an item, you select content you want to purchase in the game, and select the Bad Piggy Bank icon (above), according to Rovio’s blog post. The charges are made via your phone’s text messaging system, and the cost will appear in your phone bill.

The introduction of in-app payments is a step towards solving a big problem in dealing with virtual economies — how to get players to pay real dollars for non-real items. With in-app payments, developers reduce what is called the “friction” within app ecosystem purchases. That is, it’s much easier to fork over your cash when all it takes is a single click. And developer studios like Rovio want to make it as easy as possible on their customers.

Until as recently as last Wednesday, Android users were bound to certain payment methods like Google Checkout, a service with a history plagued by user complaints. Direct carrier billing — which bills your mobile service provider for the app purchases you make — has been available since 2009, but only to T-Mobile customers using Android devices. A second carrier, AT&T, was added as recently as December.

Needless to say, payment options for Android OS devices have moved sluggishly forward over the past two years.

“This is one of the bigger issues that all the developers have with Android,” said Rovio CEO Mikael Hed in a previous interview with Wired.com. “It doesn’t have iTunes.”

Like Hed says, Apple hasn’t faced the payment issues in the same way. Each and every customer accessing the iOS App store is required to have an iTunes account, which is linked to an existing credit card account. With the Android Market, not all users even have Google Checkout.

That type of non-straightforward payment system seems to have led to a culture of freeloading on Google’s ecosystem.

“Nobody pays on Android,” says Rovio’s Mighty Eagle Peter Vesterbacka.

Google wants to change that. Last week’s rollout of the Android Market web store brought users the chance to download apps from their desktop browser and “push” the apps to their Android mobile devices, easing the browse-ability of Android’s app catalog while hopefully increasing app sales.

Trying to lure in more Android app developers as well, app vendors are now able to specify the cost of each app in multiple currency amounts, saving users the time they spent doing the math on currency conversion themselves.

As mentioned before, Angry Birds is only allowing in-app payments for those on the Elisa mobile carrier network in Finland, but Google expects in-app payments to be available to all Android users before the end of spring. With that sort of time frame and the biggest app across all platforms already featuring the method of payment, we’ll have to wait and see if Android users start to pony up more dough.

Brian X. Chen contributed to this report.

Image: Bad Piggy Bank (Rovio)

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Simplenote Adds Dropbox Sync and Lists

Gadget Lab’s favorite note-taking app, Simplenote, has just seen a major new update. But don’t worry. If you love Simplenote because it is so, well, simple, then you can keep on using it as if nothing had changed.

Here’s a list of what’s new:

Passcode lock
Better tags
People tags
Group tags
Lists
Dropbox integration

Let’s start with the last item first. Premium users (the app is free, but you can pay a yearly subscription to go pro) can now sync their notes with Dropbox. Once done (at the Simplenote website, not in the app), your notes are mirrored as plain text files in the Dropbox directory of your choice. The default name is Simplenote, but you can change it to whatever you like.

This means that you can sync Simplenote with any other Dropbox-friendly app. For instance, you can make quick notes about your novel in Simplenote and then refine and extend them in a purpose-built text-editor like Plain Text or Writings. It also means you can sync with any app on a desktop machine which can read plain text files.

Next up is lists, also a premium feature. You can turn a note into a list by tapping the “i” button in a note on your iOS device and flipping the “View As List” switch. Items now get lines between them, as well as the familiar three-line iOS grab-handle for re-ordering list items. Swiping across an item marks it done, striking it through and graying it out.

Lists are still stored as plain text, and the syntax of these plain text versions is very similar to that used by the TaskPaper to-do app (pro tip for TaskPaper users: the @done tag isn’t supported).

The next big fix-up is tags. These now auto-complete as you type. You can also tag notes with a person’s email address and it will be shared with them, automatically. If they have a Simplenote account, the note will show up in their Simplenote. If not, they get a link to the note on the web. Any changes they make, from either of these places, are reflected in your note immediately.

Further, you can make “group tags”. These are just like groups in your mail client. In the tagging section of the note, hit the blue plus-sign and then hit the other plus-sign at the bottom of the resulting window. Give your group a title and pick the people you want to put in it. All email addresses are auto-completed from your contacts.

Now, when you tag a note with this group name, it is shared with everyone in that group. I can see this being very useful for the Gadget Lab team at next year’s CES, to keep track of which bars we will be meeting in.

And that’s about it. You can now password-protect your notes. A little polish has been added to the web-app, and premium subscriptions have gone up to $2 per month, or $20 per year. That’s up from a dollar a month and $12 per year, which will doubtless cause many cheapskates to screech into their watery, 50-cent cup of coffee.

If you don’t already have Simplenote, then shame on you. Its free. Go get it now.

New premium features: Dropbox syncing and list [Simplenote blog]

iOS update: sharing, passcode lock, fixes and more [Simplenote blog]

Easy note sharing using tags [Simplenote blog]

Simplenote download [iTunes]

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Apple Fixes iOS App Store with Search Filters, Previous Purchases

If you fire up the App Store on your iPad today, you’ll find it just got a whole lot more useful. Instead of flipping through pages of junk to find the app you want, or wondering if you already bought something, you can now navigate with ease.

Two simple additions change the shopping experience completely. First, any app you have previously bought, and subsequently removed from your iPad, will show up with the word “Install” in place of the “Buy” button. You have always been able to re-download previously payed-for apps without paying again, but it took a leap of faith to do it. You had to tap on the price, and then on the “Buy” button. Try telling that to Aunt Flo.

Second, and way more useful, is the addition of filters to the store. Now, when performing a search, drop-down menus let you filter by category, release date, customer rating, price (free or paid), and device type (iPad, iPhone). These can be combined, and reset by either hitting the “Clear All” button or just entering a new search term. Thus you can search for five-star clock apps on the iPad and see all the results (in this case,there are none).

The filters only apply to searches, so you can’t sort the category lists by star rating, sadly, but it means an end to the endless paging, and makes third-party app aggregators like App Advice a little less essential.

And don’t look for a Mac App Store-style list of purchases. You won’t find it. On the other hand, if you never delete apps from iTunes on your computer, you have that list right there.

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Scrabble-Like iOS App Crosses Platforms to Android

Before Angry Birds mania swept mobile device users everywhere, the masses were interested in words.

The Scrabble-like Words With Friends app, that is. An upcoming new platform release for the game may prove that while pigs may be dying in droves, words are still alive and well.

Previously exclusive to iOS mobile devices, the Scrabble-like Words is coming to the Android OS as soon as next week, says social game developer company Zynga. Playing the game on an Android device will be pretty much the same as if you played it on your iPhone, the company says.

Now, people will also be able to play in the same game across both platforms. That means no more Droid lovers feeling left out while their iOS-using pals are geeking out on triple-word scores.

Words With Friends on the iPhone/iPad platform has proven its immense popularity in the past. The app boasts 2.5 million daily active users, with over 10 million downloads since its creation. Currently supported by ads, the app is free for download from Apple’s app store. A paid version with no ads displayed will be coming soon to the Android Market and Apple app store.

But releasing the app on Android is not as simple as slapping a bunch of iOS code onto your Android phone.

“We wrote Words from the ground up with Android in mind,” Zynga Senior Engineer Jason Tomlinson told Wired.com in an interview. “For instance, because there’s so many different resolutions across Android devices, screen size compatibility is a serious issue.”

Leading a small team of three or four engineers, Tomlinson and his crew worked since October writing code in Java, the primary programming language for the Android OS. Knowing software update fragmentation across devices has been a serious issue for Android users, Tomlinson’s team made the Words app compatible with hardware running the most up to date 2.3 version (Gingerbread) all the way back to 1.6 (Donut). It will also run on Google’s yet to be released version 3.0 (Honeycomb), the version of Android optimized for tablets.

Some transitions to the Android OS environment were easier than others. “The art ports over mostly seamlessly,” Words co-founder Paul Bettner told Wired.com. “Same with the sounds we use. And the same set of servers on the back end are supporting both iOS and Android users,” Bettner said.

But when Bettner founded Newtoy Inc., the developer studio that created Words, in 2008, the whole studio was focused on iOS coding, and has continued to be until last year.

“When a relatively new platform like Android comes along,” Bettner said, “it’s difficult to find coders in the beginning. Even the most experienced Android developers in the world would have only a few months of experience doing it. Once Google’s OS started growing in popularity, the requests for an Android version of the app came flooding in. That’s when we started looking for help.”

Help came in the form of Tomlinson, who has worked with Google on Android since the open-source code’s inception. Tomlinson worked with the existing engineers to help acclimate them to coding in Java rather than the Apple-preferred language, Objective-C.

“Whichever platform an engineer begins programming for, there’s always going to be a few hurdles jumping from one to another,” Tomlinson told Wired.com. “Generally, however, the learning curve for switching from Objective-C to Java is much simpler, as Java is easier to pick up.”

With the success of the iOS version of the game in mind, Zynga is preparing its servers for “the most optimistic projections” of new user adoption rates, says Bettner.

If the game takes off for the Android OS, it’s probably not a stretch to expect other big cross-platform releases in 2011.

Photo: Words With Friends running on a Motorola Xoom tablet.
Mike Isaac/Wired.com

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Google Launches Android Market Web Store, Improves Payment System

MOUNTAIN VIEW, California — Google is tired of Apple luring all the mobile developers away.

To fight back, the company is trying to make it easier for customers to purchase and install Android apps.

At company headquarters here this morning, Google unveiled its Android Market web store, a web portal that lets users browse and purchase apps from the Android Market without requiring a smartphone.

Google announced the new web site in an on-campus event showcasing the new Android version 3.0, aka Honeycomb, which is yet to be released.

Previously only accessible by using an Android smartphone, you can now access the Android Market site through a web browser on other devices, such as desktop computers, laptops, netbooks or — as we saw today on the Honeycomb-fueled Motorola Xoom — tablet. After accessing the site and signing in to your Google account, you can search the 200,000-plus apps featured on the official Android Market, and make app purchases on your browser.

After purchasing, apps will install directly to the specified smartphone device of your choosing via Wi-Fi or 3G connectivity.

In other words, you still need an Android device to run the apps, but you can “push” them to your device, using a browser.

Google also announced improved payment options as a supplement to the web-store launch. Credit card numbers and other personal payment information is stored in your individual Google account. After choosing an app, you can make a payment using a one-click purchase system.

Google is also giving developers more control on the backend. In the developer console, Android app developers will now be able to set the price of an app in different currencies specifically supported by the Android Market. So what may cost an American user $5, a developer can also specify the cost of the app to a European user paying with the euro.

Finally, in-app payments will soon be coming to the Android Market, letting users purchase things like virtual currency, additional levels or in-game consumables without leaving the app environment. The developer documentation for in-app payments is being released today. Google expects in-app payments to be available to Android users before the end of spring.

It’s a long overdue move by Google, as Apple has had app-store-directory access available to customers by browser since 2007. And Android Market users have complained about payment systems.

Apple’s app store contains 400,000-plus applications, over twice that of Android’s.

“I think Android has a history of performing well despite having a late start,” user interface director Matias Duarte told Wired.com in an interview. “We’re pretty excited about it.”

Although Google showed all the new Android Market developments on its new new Honeycomb Android update, the company gave no details as to when the update will be launched.

Photo: Andy Rubin, Google VP of Engineering (Mike Isaac/Wired.com)

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SynthCam: Shallow Depth-of-Field Photos on iPhone

SynthCam is probably the coolest cellphone photography app we’ve seen in quite a while. In short, it allows you to snap iPhone pictures with a very shallow depth of field, blurring the background of your pictures and making the subject pop out. This is usually the domain of SLRs and other large-sensor cameras.

How does SynthCam work this magic? By crunching numbers. To use the app, by Marc Levoy (professor of Computer Science and Electrical Engineering at Stanford University), you frame the image, hit the “shutter” button and then move the phone in small circles, keeping it perpendicular to your subject. The camera records video and then process the frames to keep the subject sharp and blur the background. Because it shoots video, the resolution is lowered, but the effect is startlingly like the real thing.

In his demo video, Levoy says that the effect works by simulating the larger apertures found in SLRs. Move the tiny iPhone lens in circles, the thinking goes, and you create a bigger aperture, much like scribbling a Sharpie will make a bigger mark than just tapping it on the paper.

This seems simplified, although it’s a good enough layman’s explanation. What the app is doing is tracking the subject and watching how the background moves behind it. This does simulate a larger aperture, kinda, but the behind-the-scenes processing is doing more than just stitch images together side-by-side.

These 15-second exposures have some nice side effects, too. Low-light noise can be reduced by keeping the camera still throughout the exposure and then combining the results to make a brighter, less noisy image. But better is the “tourist-removal”, as it could be called. A long exposure will only record things in the frame for the whole time. Any passersby will just disappear.

The app can be had right now for the iPhones 4 and 3GS or iPod Touch running iOS 4.2 or better, and costs $1. Combine this thing with Instagram and you just found a way to spend the rest of your day.

Synthcam product page [Marc Levoy]

Synthcam [iTunes]

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Silhouetter Turns Your Photos into iPod Ads

Oddly, the Silhouetter app for the iPad and iPhone doesn’t mention its “inspiration” anywhere in its description. But then, it doesn’t really need to, so obvious is the “homage” to the iconic iPod ads.

That said, the app is actually pretty cool in a single-serve kind of way. You choose a photo from your camera-roll, pinch to crop and then pick one of nine juicy colors. Wait for a second or ten while the app cranks away and works out which parts of the picture need to be colored and then you can tweak things. Standard mode gives two sliders: one to fade the effect between a full-on silhouette and the original image, the other adjusts the contrast.

Opt for “expert” mode and you can tweak highlights, mid-tones and shadows separately before moving into the basic mode screen to finish things off. Images can be saved or sent to the usual places: Facebook, Flickr and Twitter.

The app has some quirks in action. It seems to have a mind of its own when it comes to cropping, zooming in from your own chosen setting (although your settings do stick when the image is output). And when you’re done with an image, you get bumped back to the instructions screen, which you surely don’t need to read every single time you choose an image. Finally, there is a lag every time you move a slider, but that’s likely to be processor and memory limitations.

It’s a fun, single purpose photo app, and it does what it says it does. I doubt Apple will be using this for iPod ads in the future, but who cares? Silhouetter costs a buck. Surely a half hour of entertainment is worth that?

Silhouetter app [iTunes. Thanks, Jeshua!]