Bentley offers Mac mini, iPads option for 100,000 euros

Bentley is showcasing a new Apple-centric option in its Mulsanne line of luxury automobiles. The add-on package will install one Mac mini and two iPads in the over-sized V8 Touring car. The Mac mini is hidden in the trunk and connected to an LCD installed on the interior ceiling. The LCD swivels down from the ceiling and sits in between the rear seats. There’s even a Magic Trackpad to control the computer.

In the center console, there are controls that open two trays in the back of the front seats. Each tray has an iPad with a Bluetooth keyboard so you can work while you’re being chauffeured all over the town. This highly desirable Apple package is a concept Bentley is showing off. It may or may not land in an actual car. If it is eventually offered, the package will cost 100,000 euro (US $138,580) on top of the car’s 250,000 euro base price ($346,00).

Bentley offers Mac mini, iPads option for 100,000 euros originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 15 Sep 2011 14:00:00 EST. Please see our terms for use of feeds.

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Apple reportedly gives China Mobile a "positive answer" regarding 4G LTE iPhone

China Mobile has been upfront about its plans for 4G LTE and its desire to have the iPhone on its wireless network. According to Bloomberg, China Mobile Chairman Wang Jianzhou confirmed the wireless carrier has been in talks with Apple about a 4G LTE handset and has received a positive answer. Apple has a compelling reason to get the iPhone on China Mobile – with over 600 million subscribers, it’s the world’s largest wireless carrier.

Though he is sparse on details, Jianzhou’s statement fits in with Apple’s projected plans. There’s little doubt Apple has an LTE handset in its product roadmap. The Cupertino company has expressed an interest in LTE, but the size of the current 4G radios require a re-design of the iconic handset. At this point, Apple is not willing to make these design changes and will wait until the second generation radios debut.

Current rumors suggest Apple will release the 3G-enabled iPhone 5 this year and a 4G version in 2012. Hopefully, a launch next year would give Apple ample time to develop an LTE handset for both China and the US.

Apple reportedly gives China Mobile a “positive answer” regarding 4G LTE iPhone originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 15 Sep 2011 13:30:00 EST. Please see our terms for use of feeds.

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Apple Experience Center at Peking University riles students

Apple has constructed a promotional study center at Peking University, dubbed the Apple Experience Center. It’s nice, with a glass enclosure and many Macs. Unfortunately for Apple, several university students are not happy about it.

The center occupies a third-floor, former study area in the school’s main library of about 430 square feet. Students will be able to use a variety of Apple goodies and order some of their own at a discount. It’s a combination of academics and consumerism that’s familiar to American university students, but has some Chinese students concerned.

“It’s totally against the spirit and environment of the library,” said one student. “Apple should have discounts or give-back activities if they want self-promotion, other than introducing this commercial thing into a sacred place like this.”

Others fear that the draw of new Apple hardware will further crowd the library, where study space is already scarce.

If you’re a student at Peking University, let us know what you think of the Apple Experience Center.

[Via LA Times]

Apple Experience Center at Peking University riles students originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 15 Sep 2011 12:30:00 EST. Please see our terms for use of feeds.

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Qantas tests iPad as in-flight entertainment

Starting in October, customers on select Qantas flights will be able to choose an iPad for their in-flight entertainment. The iPads will come with pre-loaded TV shows, movies and music to help pass the time on the plane. Eventually, Qantas hopes to deliver this multimedia content wirelessly so passengers can use their own device to watch in-flight movies and listen music while flying.

Qantas is not the only airline to offer iPads to their travelers. Jetstar is renting iPads to passengers on their A320 flights in Australia and Asia and British Airways is handing out the tablet to passengers in First Class and Business Class.

Qantas tests iPad as in-flight entertainment originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 15 Sep 2011 11:45:00 EST. Please see our terms for use of feeds.

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Nintendo: iOS apps "absolutely not under consideration"

Nintendo president Satoru Iwata confirmed to a Japanese news organization that the games maker will not develop games for iOS. When asked about Nintendo creating games for iOS, the Nintendo head said, “This is absolutely not under consideration.”

This comment follows months of discussion about Nintendo’s future in the portable gaming market. Once the reigning champion with the Gameboy, Nintendo is struggling. Sales of the 3DS are lagging and its stock has taken a hit. In August, shareholders supposedly demanded Nintendo consider iOS as a platform for its games. Back then, Iwata said that won’t happen as long as he’s in charge and judging from his recent statement, his stance has not changed.

Nintendo: iOS apps “absolutely not under consideration” originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 15 Sep 2011 10:00:00 EST. Please see our terms for use of feeds.

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Apple looks to delay Motorola patent suits

Apple is asking the courts to delay two infringement cases with Motorola. The Cupertino company argues that Motorola has lost control over its patents because of the Google-Motorola deal. Apple’s official statement says,

To further its pending acquisition by Google, Motorola has surrendered critical rights in the patents-in-suit, such that Motorola no longer has prudential standing to pursue this action. According to the publicly-filed Merger Agreement, Motorola has ceded control of the most basic rights regarding the patents-in-suit. Absent Google’s consent, Motorola cannot: (1) sue for infringement of its patents in any new action; (2) settle pending litigation (including this case) that would require a license to any of its patents; (3) license or sublicense its patents except in limited circumstances relating to the sale of Motorola’s products; (4) assign its rights in its patents; and/or (5) grant a covenant not to sue for infringement of its patents.

Motorola has not responded and the court has not made a decision about Apple’s request to postpone these suits.

Apple looks to delay Motorola patent suits originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 15 Sep 2011 09:00:00 EST. Please see our terms for use of feeds.

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Guest Post: Thinking Inside the App: Five Tips to Successful Mobile Application Management

Mobile tech in an enterprise used to be relatively simple.  Companies relying on a mobile workforce would typically outfit their employees with company-provided cell phones, PDA’s, etc.  They were sturdy, secure, easily controlled and managed by the corporation, and – when bought in bulk – cost-effective.

Then Steve Jobs had to go and introduce the iPhone! The iPhone ingrained itself with consumers.  Soon, Android exploded on the scene. Consumers bought into those two operating systems – heavily – and began purchasing these mini computers in droves.  They took them to work.  Soon, what once was an enterprise environment dominated by BlackBerrys, became populated by iPhones, Droids, and others.

The commoditization of the smartphone and tablet markets has negated the need for businesses to deploy their own devices within an organization.  While that’s great, it’s also made it a bit more challenging to manage Apps across different platforms.  Until recently, companies and App developers approached this problem by managing individual devices, which often necessitated hands-on App installation and customization for different platforms.

A better way is to manage the App itself.  This process – mobile application management (MAM) – allows developers and IT managers to create Apps that address a core need of the organization that can easily be deployed, updated and analyzed.  Developers can control every aspect of the App itself without ever putting their hands on an employees’ device.

Some of you may already be doing this.  For those that need a primer, we have a few tips – not necessarily in how to begin introducing MAM into your development process, but more about the thought process that must be undertaken to make it a success.  Because when it comes to MAM vs. mobile device management (MDM), it really begins with adjusting your perception of effective management of mobile enterprise Apps.

First, let’s further define the differences between MAM and MDM, because they’re different, yet equally important.  MAM provides developers with the ability to control every aspect of the App itself, from creation to deployment to security and more.  MDM is purely device-driven:  analyzing each end-user device to see how it’s configured, for example, or managing mobile plan usage for each member of the employee base.  MDM is focused on how the device is configured and managed, but not the Apps, and data within the Apps.

Now that we’ve defined the differences, let’s look at thought processes that can help developers approach MAM in a rational way.

  1. Define how the App will meet business goals. No one develops an enterprise App just for the sake of doing so.  They’re trying to solve a problem, which may range from helping a sales force keep track of customer engagements to allowing construction managers to manage and log changes while standing at the construction site.  Solving this domain problem does not involve devices at all; the necessary focus falls to the usability, functionality, deployment and more.  All of these concerns lie directly within the App itself.  None of it is dependent upon a particular device.  Remember that this is the basic foundation for why you are developing the application; focus on building the App and try not to worry too much about the devices it will run on.
  1. Think inside the App.  The most important thing when considering MAM is to get away from traditional thinking when it comes to application deployment.  Many developers tend to dwell on how to create an App so it works on multiple devices and operating systems, when what they really should be considering is all of the things they can do within the App itself to make sure it solves the aforementioned domain problem.  This not only involves making sure the App is functional, but ensuring it offers a painless, pleasant user experience as well.  And this begins with the data and infrastructure behind the App.
  1. Focus on the App lifecycle. Think about deployment, security, updates and analysis because this is where MAM truly shines.  Employing MAM gives the developer complete control over every aspect of the App, including authorization, security, monitoring and – yes – even deployment.

MAM helps managers easily control Apps with the push of a few keystrokes.  For example, if an employee leaves the company, the organization’s App and the data associated with it can be wiped from their device remotely without them having to turn in their phone or tablet.  And Apps can be managed without any workflow interruptions or need for IT managers to gain access to users’ devices.

  1. Plan for adjustments – before something goes wrong.  Being able to predict IT-related issues before they happen is now commonplace; why should it be any different for your enterprise Apps?  Focusing on the device exclusively does not allow for this, but through MAM you can analyze App performance and make predictions as to how an application might operate, even across different OS’s.  For example, issues with latency on Android devices may not be showing up on iOS.  MAM will allow you to gain insight as to why, and provide you with the opportunity to proactively develop a fix and issue an update.  This is not a device problem, but an issue with how the App is interacting with a particular OS.
  1. Leverage analytics and measure ROI.  Realistically you either can’t or probably wouldn’t want to follow-up with everyone in an organization about how they’re using an App, whether or not they think it’s helpful, and what their overall experience is.  But through the MAM process you can analyze usage patterns and statistics across the organization to find out how often employees are using the App, when they are using the App, and what features are gaining the most traction.  This data will help provide you with a better idea of the ROI you’re receiving…which will, in turn, help you make necessary adjustments (UI, architecture, etc.) that can automatically be pushed out as updates, and the cycle begins again.

Although MDM is still very important, it’s becoming increasingly more effective to approach deployment of enterprise mobile Apps from the very start of the development process.  Effectively doing so will make the App roll-out process more streamlined, provide valuable insight into the efficacy of the App, give you more control over security and other key factors, and offer a viewpoint into how to improve the mobile user experience

About the Author

Chris Schroeder, co-founder and CEO of App47, is a seasoned entrepreneur who has worked at UUNet providing the management systems for the World Wide Network Operations Center.  After leaving UUNet, he successfully built and ran several startups with the most recent, RealOps, being sold to BMC Software in 2007 at 20x revenue. RealOps was a Run Book Automation product in Enterprise Management space. Chris was directly responsible for all Engineering, Q&A and customer support.  With App47, he is applying over 25 years of product development experience in Enterprise Management to the fast moving domain of Enterprise Mobile App Management.

Tutorial: Get Ogre3D Running On iPhone And Build An Xcode 4 Ogre3D Template

I’ve mentioned Ogre3D for the iPhone in the past, and chances are if you’ve attempted indie game programming in the last few (10+) years then you’ve likely taken a look at the Ogre3D graphics engine.

I’ve received feedback from the past from developers trying to build Ogre3D for the iPhone, and I recently came across an excellent step-by-step guide on getting Ogre3D running on iOS, and I can confirm for those that have had issues with this – this guide actually works.

In addition to the Ogre3D files you will also need to download and install CMake, and the tutorial will guide you through everything – even how to build a working Ogre3D Xcode 4 template.

You can find the tutorial here:
Ogre 3D SDK 1.7.3 for iPhone Tutorial

Note this is for latest release version 1.7.3.

You may also want to take a look at GameKit if you are interested in using Ogre3D. GameKit is an attempt to get Ogre3D or irrLicht running on multiple platforms along with audio, physics, and lua scripting.  It looked like this project was dead for awhile, but activity has picked up and you can find the Google code page here.

You’ll want to take a look at AppOgreKit if you give this a try – the GameKit project seems to be a favorite of blender fans and thus has many followers – just haven’t seen any iOS apps as of yet.

You can find the Ogre3D homepage here.

©2011 iPhone, iOS 4, iPad SDK Development Tutorial and Programming Tips. All Rights Reserved.

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Tutorial: Develop An Angry Birds Like Game With Cocos2D And Box2D Step-By-Step

In the past I mentioned a good tutorial on creating an Angry Birds like game with Cocos2d and the Chipmunk physics engine (using the SpaceManager wrapper).

I’ve come across an excellent tutorial that while creating a similar takes a different approach using the Box2D game engine. The tutorial uses a catapult to fire at the structures, and creates a much more polished result with a scrolling camera, Box2D joints, and more.

Here’s a video demonstrating the end result in action:

The tutorial is from Gustavo Ambrozio, and can be found in 2 parts here:
How To Make a Catapult Shooting Game with Cocos2D and Box2D Part 1
How To Make a Catapult Shooting Game with Cocos2D and Box2D Part 2

A very high quality step-by-step tutorial on building an Angry Birds like game with Box2D and Cocos2D that should get you off to a great start if you’re looking to build this type of game.

©2011 iPhone, iOS 4, iPad SDK Development Tutorial and Programming Tips. All Rights Reserved.

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Tutorial: Easy Asynchronus UITableViewCell’s With Blocks And GCD

Lagging tableview’s is a common issue within many iOS applications.   Things have gotten considerably better since the early days of the app store, but it’s often still noticeable when large amounts of data are being displayed within a tableview cell.

I’ve mentioned tutorials on getting started using blocks, and Grand Central Dispatch in the past, and this tutorial goes along that path nicely.  This tutorial provides an example of how to change a typical tableview cell loading an image (and lagging) into one that loads asynchronously.

The tutorial is from Jeff Kelley and can be found here:

Using GCD For Asynchronous Table View Cells

You can find the (recently enhanced for greater performance) example code on Github here:

https://github.com/SlaunchaMan/GCDExample

An excellent straightforward tutorial on solving a common problem!

©2011 iPhone, iOS 4, iPad SDK Development Tutorial and Programming Tips. All Rights Reserved.

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How to select image from Library in iPhone

In this article we will see how to image select from phone gallery and display the same image in the application. So let see how it will worked.

Step 1: Open the Xcode, Create a new project using View Base application. Give the application “SelectImage”.

Step 2: Xcode automatically creates the directory structure and adds essential frameworks to it. You can explore the
directory structure to check out the content of the directory.

Step 3: Expand classes and notice Interface Builder created the ViewController class for you. Expand Resources and
notice the template generated a separate nib, SelectImage ViewController.xib for the SelectImage application.

Step 4: Open the SelectImageViewController.h file and make the following changes in the file:

#import <UIKit/UIKit.h>
@interface SelectImageViewController : UIViewController
< UIImagePickerControllerDelegate , UINavigationControllerDelegate>
{
IBOutlet UIImageView *imageSelect;
IBOutlet UIButton *libraryButton;
}
@property(nonatomic,retain) UIImageView *imageSelect;
@property(nonatomic,retain) UIButton *libraryButton;
–(IBAction)LibraryPicture;
@end

Step 5: Double click the SelectImageViewController.xib file and open it to the Interface Builder. Firs drag the ImageView from the libraryand place it to the view window. Connect File’s Owner icon to the UIImageView and select imageSelect. Now drag the button from thelibrary and place it to the view window, select button and bring up Connection Inspector connect Touch Up Inside to the File’s Owner iconand select LibraryPicture. Now save the .xib file and go back to the Xcode.

Step 6: Open the SelectImageViewController.m file and change the following changes:

#import "SelectImageViewController.h"
@implementation SelectImageViewController
@synthesize imageSelect;
@synthesize libraryButton;
– (void)dealloc
{
[imageSelect release];
//[takePictureButton release];
[libraryButton release];
[super dealloc];
}
– (void)didReceiveMemoryWarning
{
// Releases the view if it doesn’t have a superview.
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren’t in use.
}
–(IBAction)LibraryPicture
{
if([UIImagePickerController isSourceTypeAvailable:
UIImagePickerControllerSourceTypePhotoLibrary])
{
UIImagePickerController *picker= [[UIImagePickerController alloc]init];
picker.delegate = self;
picker.sourceType = UIImagePickerControllerSourceTypePhotoLibrary;
[self presentModalViewController:picker animated:YES];
[picker release];
}
}
–(void)imagePickerController:(UIImagePickerController *)picker
didFinishPickingImage : (UIImage *)image
editingInfo:(NSDictionary *)editingInfo
{
imageSelect.image = image;
[picker dismissModalViewControllerAnimated:YES];
}
–(void)imagePickerControllerDidCancel:(UIImagePickerController *) picker
{
[picker dismissModalViewControllerAnimated:YES];
}
– (void)viewDidUnload
{
[super viewDidUnload];
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
}
– (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
// Return YES for supported orientations
return (interfaceOrientation == UIInterfaceOrientationPortrait);
}
@end

Step 7: Now compile and run the application on the Simulator.

You can Download SourceCode from SelectImage

Daily iPhone App: WordFoto

WordFoto is a photo app that will assemble a picture for you using both a source picture and any words you happen to throw in the text field. Basically, you put a picture and some words into the app, and the app’s crazy algorithm spits out a picture assembled out of different variations of the two or three words you punched in. It’s an interesting mix of images — a little simple, honestly, since all of the pictures look about the same. But if you need a really interesting illustration or have a really great picture/word match, you can make some graphics that can be pretty striking.

The app itself is US$1.99 on the App Store right now, and it’s got a ton of nice features, including custom styles for your photos in addition to the standard presets, the ability to crop and save your outputted photos, and of course you can share them out on email or Facebook as well.

The app’s being updated as well, with new styles and features all the time. WordFoto is a fun way to make some interesting art. It’s a little simple, but used in a subtle and careful way, it can make some really powerful graphics for you.

Daily iPhone App: WordFoto originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 15 Sep 2011 08:00:00 EST. Please see our terms for use of feeds.

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Survey shows Steve Jobs’ absence not deterring Apple’s customers

A ChangeWave survey suggests Steve Jobs’ resignation as CEO of Apple will have little impact on the future sales of Apple hardware. Between September 6 and 12, ChangeWave surveyed 2,297 respondents and found that only 4% of people would be less likely to buy Apple products now that Jobs is gone. 89% said Jobs’ resignation will have little to no effect on their future purchasing decisions.

These results are not surprising at this point.The iPhone and iPad are market leaders and the rest of Apple’s product lineup is robust. And it’s not like Jobs has completely left the company, he is still actively involved in Apple as Chairman of the Board.

It’s a change for Apple, but not the end of Apple. As Jobs wrote in his resignation letter, “Apple’s brightest and most innovative days are ahead of it.”

[Via CNet]

Survey shows Steve Jobs’ absence not deterring Apple’s customers originally appeared on TUAW – The Unofficial Apple Weblog on Wed, 14 Sep 2011 22:30:00 EST. Please see our terms for use of feeds.

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Taito is making its own iPad arcade cabinet

First ThinkGeek’s iCade went from joke concept to real product, then Atari introduced its own iPad gaming controller. Now Taito, maker of legendary video game Space Invaders, is joining the fray with the InvaderCade. GameSetWatch reports the cabinet has only a single button and a ball-top joystick for controls, but the InvaderCade also serves as a charging dock with stereo speakers and a headphone jack.

The InvaderCade is coming to Japan on October 11 — no word on a US release as of yet — and its launch price in Japan will be around US$205. It’ll be interesting to see if the InvaderCade actually catches on at that price and with single-game branding on the cabinet itself. The iCade costs less than half as much as the InvaderCade, while Atari’s joystick accessory is cheaper still at $60. Both products feature more buttons and less specific branding than the InvaderCade, so Taito may have trouble justifying the product’s higher price.

Taito is making its own iPad arcade cabinet originally appeared on TUAW – The Unofficial Apple Weblog on Wed, 14 Sep 2011 21:00:00 EST. Please see our terms for use of feeds.

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