iTunes 10.1 Beta Released for Windows and Mac

iTunes 10.1 Beta has also been released today alongside iOS 4.2 Beta 2. Again, this release is currently meant for developers only, running both Windows and Mac. Except for the support of the new wireless printing feature in iOS, there is seems to be nothing new in this release.

This is a pre-release version of iTunes 10.1 beta to support testing of printing from your iOS app. Be sure to backup your iTunes content prior to installing iTunes 10.1 beta.

I am currently testing it out. Will report back if I find something new. In the meantime, if you have developer account, you can grab your copy of iTunes 10.1 Beta for Windows or Mac using the download link given below.

Download iTunes 10.1 Beta for Windows and Mac [Developers Only]

Related Posts

  1. iPhone OS 4.0 Beta 3 Available for Developers
  2. Download iOS 4.2 beta for iPad, iPhone and iPod Touch [Devs Only]
  3. News: released Redsn0w 0.9beta3

Track Your 3G Data Usage with Data Counter App for iPhone

For those of us who are on data-capped / tiered mobile internet plans, keeping track of how much data one is consuming is of great importance and convenience. And for those of us who are on jailbroken iPhones can use Data Counter to track how much data is being used.

Data Counter has a very simple UI and has equally simple yet useful features. You’ve got options to filter data consumption by date and by sent or received. You also get to see data consumption with a Data-Time graph that’ll stimulate your inner mathematician.

Data Counter is an cellular data counting app for user to keep track of their data usage within a period. Good for those who need to keep track of their data usage such that they don’t exceed their allocated data volume.

You will of course need to have a jailbroken iPhone to install it. Follow our step by step guide posted here to jailbreak your iPhone, iPad or iPod touch with JailbreakMe if you haven’t already.

It works on both iOS 3 and 4. A trial version of the app can be downloaded from Cydia under Big Boss repository. Full version of the app costs $2.99.

Related Posts

  1. How to Downgrade iOS 4.2 to 4.1 / 4.0.2 / 4.0.1 on iPhone 4, 3GS, 3G and iPad
  2. How to Jailbreak iOS 4.2 Beta on iPhone 3G & iPod Touch 2G with Redsn0w 0.9.6
  3. How to enable Tethering iPhone 4

Pro HDR adds geotagging

I’ve liked Pro HDR since it was first released. The HDR technique blends two or more exposures to capture better dynamic range in difficult lighting conditions. Apple provided some competition by building in HDR with the release of the iPhone 4 and iOS 4.1, but I still like the control that Pro HDR gives me both before and after the pictures are taken.

One of the big drawbacks to Pro HDR is that the location metadata and other picture information was not saved in the combined image, so location and other EXIF data was not available. That meant the ‘Places‘ feature from Apple wouldn’t work. Now that’s fixed. It was the biggest single complaint users of the app had.

Another advantage to PRO HDR is that it works on the iPhone 3GS and the 4th generation iPod touch, as well as the iPhone 4. It means owners of the 3GS haven’t been orphaned at shooting great HDR pictures. HDR works best for stationary objects like landscapes or posed photos. If there is movement in the frame between the 2 images the process will fail. HDR isn’t for everyone, or for every situation, but used wisely it can create dynamic photos that would be difficult to get without some help from the HDR process.

TUAWPro HDR adds geotagging originally appeared on The Unofficial Apple Weblog (TUAW) on Sun, 03 Oct 2010 14:15:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Target begins iPad sales today

October is here, and that means playoff baseball, turning leaves, Halloween pop-up shops — and new iPad retail outlets. As we noted earlier, Target stores were targeted (ahem) to have the magical and revolutionary gadget on shelves this month; sales begin today. The iPads are only available in-store, but accessories are sold on Target’s website.

Target offers the iPads at list price, same as the Apple store; however, later this month the retailer begins a separate promotion where holders of Target credit cards will get a five percent discount on all purchases. That could translate to a nice break on iPad purchases.

Thanks to Steven for the reminder.

TUAWTarget begins iPad sales today originally appeared on The Unofficial Apple Weblog (TUAW) on Sun, 03 Oct 2010 11:00:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

In Brief: Jobs’ journey through the wilderness made Apple Inc. possible

There’s an interesting Randall Stross piece in Saturday’s New York Times about the alternative timeline where Steve Jobs never resigned from Apple. Given his legendary fussiness over every detail and his frustrating inability to get the NeXT hardware platform past the ‘expensive curiosity’ stage, Stross surmises that Jobs learned painful lessons about delegation and collaboration during his years at NeXT. When he returned to Apple (along with the NeXTStep operating system that formed the core of Mac OS X), he was far more ready to handle the challenge.

Do you think Steve would have failed to transform Apple if he had never left? We welcome your musings below.

TUAWIn Brief: Jobs’ journey through the wilderness made Apple Inc. possible originally appeared on The Unofficial Apple Weblog (TUAW) on Sun, 03 Oct 2010 10:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

TUAW Giveaway: 10 copies of Alarms.app!

We covered a neat new productivity application called Alarms last week. This week, we’re excited to offer 10 licenses to our readers, and all you have to do is leave a comment for a chance to win one! Tell us how Alarms would help you be more productive, or maybe what you’re currently using to meet the same demands. If you missed the coverage and explanation last week, be sure to check out Alarms helps with ‘Productive Procrastination,’ and then head to the Alarms website for more details.

Here are the rules and a link to the legal statement:

  • Open to legal US residents of the 50 United States and the District of Columbia who are 18 and older.
  • To enter leave a comment about how Alarms would help your productivity.
  • The comment must be left before Friday, October 8, 11:59PM Eastern Daylight Time.
  • You may enter only once.
  • Ten winners will be selected in a random drawing.
  • Prize: Alarms full license (US$15 value)
  • Click Here for complete Official Rules.

Good Luck!

TUAWTUAW Giveaway: 10 copies of Alarms.app! originally appeared on The Unofficial Apple Weblog (TUAW) on Sun, 03 Oct 2010 08:00:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

How to make iPhone Apps – Part 1: Xcode suite and Objective-C

In this series i’m going to show you how to make iPhone/iPod-Touch applications using the iPhone SDK (Software Development Kit). During this course we are going to make many applications to illustrate basic iphone development workflows and coding techniques that are fundamental for your formation as an iPhone Developer.

Before you read:

You should know that the iPhone development can only be done in a Mac. You cannot create iPhone applications in a different operating system than Mac OS X.

You may also know that you need to register as an Apple Developer (it is free) to download the iPhone SDK. To test your application in a real iPhone you need to join the Apple Developer Program (It’s $99 the standard version and $299 the enterprise version), if not, you’ll have to settle for the iPhone simulator which is built in the SDK. It all can be done at http://developer.apple.com/devcenter/ios/program/

I’ll assume that you know how to program, no matter the language. If you come from C/C++, Java, C#, or any similar, you’ll find Objective-C (the language to make iPhone apps) easier to learn. But you have to be familiar with variables, methods, classes, Object Oriented Programming, etc. Objective-C is not better or worse, it is just different, it may look a little ugly at the beginning, but in the end you’ll see it is simpler than you thought. So don’t panic.

Xcode

Xcode is an IDE (Integrated Development Environment), like Visual Studio .NET, NetBeans or Eclipse, created by apple. It is the main application of the suite with the same name.

Here is where we’ll write the code, compile, test, debug, etc, our application.

Open up Xcode and click File->New Project. It will display a “New Project” window. In the left list navigate to iPhone OS and click Application, then in the right menu, double click on “View-Based Application”, i’m going to explain what this is later when we talk about project templates.

How to make iPhone Apps - Part 1: Xcode suite and Objective-C image

Give a name to your project, mine is going to be XcodeTest.

The main window is going to show.

How to make iPhone Apps - Part 1: Xcode suite and Objective-C image 2

In the left side of this window is a list with some folders. Each folder represents a group of files that not necessarily have to exist in the real representation of the project in finder.

How to make iPhone Apps - Part 1: Xcode suite and Objective-C image 3

When the entire project is selected you can see all the files in the right list.

How to make iPhone Apps - Part 1: Xcode suite and Objective-C image 4

If you click one of the folders you’ll have a more filtered view in the right.

How to make iPhone Apps - Part 1: Xcode suite and Objective-C image 5

Usually developers are more interested in the “Classes” and “Resources” folders.

Clicking one of the files in classes it will show the content in the editor. You’ll realize the content is code. Surprised?. This “Classes” folder is the one that you are going to add files or modify the ones that already are there in order to develop your application.

How to make iPhone Apps - Part 1: Xcode suite and Objective-C image 6

You don’t have to understand this code yet, i’m going to talk more about it later.

Interface Builder

By now you may be thinking that i forgot to explain what is in the “Resources” folder, but i didn’t. I just delayed it.

If you go to the “Resources” folder you are going to find two files that have .xib as extension.

How to make iPhone Apps - Part 1: Xcode suite and Objective-C image 7

This “.xib” files store our user interface. Double click XcodeTestViewController.xib and it will bring Interface Builder.

How to make iPhone Apps - Part 1: Xcode suite and Objective-C image 7

Interface Builder is an application that comes with the Xcode suite. It’s purpose is to make your life easier when you create graphical user interfaces.

Most of the time it shows four windows that can be closed and open independently, so it is very easy for yours to look a little different from mine. But most of the time you will use this four windows:

The View window:

How to make iPhone Apps - Part 1: Xcode suite and Objective-C image 10

Here is where you see how your interface looks like.

The library window:

How to make iPhone Apps - Part 1: Xcode suite and Objective-C image 11

Here is where all the interface elements are, you can drag and drop them in the View window.

The Inspector window:

How to make iPhone Apps - Part 1: Xcode suite and Objective-C image 12

This window allow you to modify some properties of the interface elements you have in the View Window.

And The document window:

How to make iPhone Apps - Part 1: Xcode suite and Objective-C image 9

This window shows you some objects that the view window can not show, it lets you see objects that are within the code and it also serves a bridge between your UI elements and the implementation.

And yes, you can create an interface by code in xcode but it would be quite difficult. The prefered way to do it is with interface builder.

If the library or the inspector windows are not visible for you, you can open them by clicking Tools->Library and Tools->Inspector. If can’t see the View window you can open it by double clicking the View icon in the document window. If you close the document window, then you will have to double click your “.xib” file again to open it back.

The iPhone Simulator

The iPhone simulator is where you test your app without having an actual iPhone.

To launch it you just have to build and run your app. It can be done by clicking the hammer button in the top of the xcode window4

How to make iPhone Apps - Part 1: Xcode suite and Objective-C image 13

Xcode will compile, build some files, open the simulator and launch your app.

How to make iPhone Apps - Part 1: Xcode suite and Objective-C image 14

Right now it’s just a gray square because we haven’t added anything to it yet.

If you click the home button you’ll notice that it can do most of the things that the iphone does. But there are some other things that it can’t do because it does not have the hardware.

Some of them are:

It can not use the camera.
It does not have and accelerometer.
It can’t use the compass.
It doesn’t have a gyroscope.

If your application need any of this hardware you need to test it in a real iPhone, but in some cases you can simulate a few situations like:

– Rotate left
– Rotate Right
– Shake gesture.
Memory Warning.
A call.
TV out.

All of this can be done in the Hardware menu at your toolbar.

Objective-C

Objective-C was created by Stepstone in the early 1980s and it is an object-oriented extension to the C language.

If you copy C code and paste it in an Objective-C project it will run perfectly without any problem, Objective-C is C with some stuff added.

(The following examples and explanations are pure Objective-C, they won’t be focused on the iphone development but in the language itself. In order to test the codes that are going to be given you have to go to File->New project, click on Command Line Utility and select “Foundation Tool”)

Clases

If you open the “Classes” or “Sources” folder, depending of the project you are working on, you’ll realize there are couples of files that have the same name but different extensions. One “.h” and one “.m”.

The “.h” files are the header and “.m” files are the implementation. If you are a little lost, don’t worry. You will understand this better with an example.

Right-Click on Classes or Sources and select Add->New File…

The “New File” window will show up. Click on “Cocoa Touch Class” in the left and “Objective-C Class” in the right. Down you’ll see it says “Subclass of NSObject” this is the standard, all the classes inherits from NSObject class in Objective-C, like in Java all classes inherits from the Object class.

How to make iPhone Apps - Part 1: Xcode suite and Objective-C image 15

Click next. Give your class a name (I’m going to call it “Person”), and click finish.

Now we have two files. For me they are Person.h and Person.m.

The .h files has an interface, it starts with “@interface” and ends with “@end”. Here is where you say to the world how you are going to define your class. Inside the curly braces is where we define the variables and outside you define the public methods names and the parameters it is going to receive. Other kind of methods, like the private ones are defined in the implementation.

Let’s add a variable.

   @interface Person : NSObject {

	NSString *Name;

   }

   @end

I added a name which is a string. Now let’s add some behaviors (Remember, outside the curly braces).

   - (void) walk;
   - (void) setName: (NSString) a;

I typed a minus (-) sign because this is an instance level method, this are me mayority of the methods that we are going to use. If you see at any moment one with a plus (+) sing, that means it is a class level method. Within parenthesis i typed void because this is a procedure, it does not returns any value. The second procedure takes a value, we are going to talk about it when we talk about method specifically.
Your “.h” file should look like this:

   #import 

   @interface Person : NSObject {

	NSString *Name;

   }

   - (void) walk;
   - (void) setName: (NSString *) a;

   @end

Methods

Open Person.m. Within the @implementation we are going to say what our methods do. Let’s add the methods.

   -(void) walk {

	NSLog(@"Hi, i'm @% and i'm walking",Name);

   }

   -(void) setName:(NSString *)a{

	Name = a;

   }

In the first method we use NSLog, it is a built in method, it is used to print out messages through the console. You can open it at Run->Console if you want to test this codes when we finish the tutorial.

The @% sign means that there goes a string variable, it is specified at the end of the line, in this case the name of the person.

The second method sets the value of the name to a. In Objective-C, parameters are not defined like most of other languages, it has to be done like you where talking to the computer. A better example of it could be this:

   -(void) CreateHouse:(NSString *)name withNumberOfDoors:(int)numDoors andWindowsColor:(NSString *)color;

After this your implementation file should look like this:

   #import "Person.h"

   @implementation Person

   -(void) walk {

	NSLog(@"Hi, i'm %@ and i'm walking",Name);

   }

   -(void) setName:(NSString *)a{

	Name = a;

   }

@end

Now Calling methods is very easy. You have to create an instance of the class and call the method you need. For example, if you are willing to test your code and you created a Command Line Utility with Foundation Tool, you are going to find a file that has the same name of your project in the “Source” folder. Open it.

There is the main function, it is the first that is called when the application start.

Let’s import the class we just created adding #import “Person.h” right after #import and erase everything within the main method except for the return command.

Now we create an instance of our class:

     Person *p = [Person new];

Then we set the name by calling a method. In Objective-C we call methods within [ ]:

    [p setName:@"Oscar"];

We are saying, object p set the name of the person to “Oscar”

And finally we call the walk method:

   [p walk];

Your main file should look like this:

   #import
   #import "Person.h"

   int main (int argc, const char * argv[]) {

	Person *p = [Person new];
	[p setName:@"Oscar"];

	[p walk];

        return 0;
   }

Now if you want to test it you have to go to Run->Console, and hit “Build and Run”

How to make iPhone Apps - Part 1: Xcode suite and Objective-C image 16

Conclusion

We have learned the very basics of Objective-C. In the next tutorial we are going to talk about memory management, delegation and we are going to build a basic iphone app start working with some interaction.

See ya!.

iAds: A Necessary Evil?


When Apple first introduced the iAd program this past summer, it was greeted with a rousing “meh” from the crowd. Advertising isn’t an exciting medium to many people, but it does serve a purpose — one that Google has used to its advantage to build an empire. But now that Apple is in the ad game, is it a winning formula, or just a necessary evil?

What is an iAd?

Apple has always been known for making provocative advertisements, but selling them is a new ballgame entirely. After all, they’re known for making hardware and software, not selling space. But with the introduction of the iPhone and the App ecosystem, a hole opened up. Free apps were being supported by ads, ones that weren’t very creative and seemed to go outside of the clean aesthetic of the iPhone itself.

screenshot

iAds for iOS

They saw an opportunity. Apple wasn’t blind, and they knew that Google’s business plan was built on search and the accompanying advertisements, which has become the standard for how people make money on the internet. Mobile advertising was new, and Google already had their hooks in the market. It was an opportunity to make some money, but do it in a very Apple way that would hopefully become dominant on all mobile devices over time. Apple couched this by saying that this was a way for free apps to generate some revenue, but it was also a way to stick it to Google.

So What Makes iAds Different?

Where Google ads are static and basic, iAds are all about interactivity. Click the ad and you’re taken to a new screen where you become a part of the ad itself. Play a game, listen to sounds or watch videos, all while still staying inside the app. That is the key to making iAds accessible and popular among the masses — keep the viewer in the app, and that way they don’t lose anything by clicking on the link. It separates the Google ads from the iAds in a way that sets a higher standard.

screenshot

Nissan’s Interactive iAd

This has its drawbacks, particularly for the advertisers. An iAd that will get approved by Apple has to be intricate, detailed, and serve a purpose. In his presentation, Steve Jobs demoed an iAd for Toy Story 3 which had games, puzzles, and video. These are all things that need to be created and produced which can get quite expensive. Then there’s the buy in of the ads themselves, which according to some reports, can be as much as seven figures. This means that only the higher-end companies will be buying iAd spaces, because they have the resources to make the production values that Apple wants.

Are iAds Going to Become Standard in All Apps?

The big fear when Apple first introduced iAds was that everyone was going to find a way to integrate them into their apps. Although Apple claimed it was targeted at free apps, there was no reason why a paid app had to remain ad free, and users panicked.

screenshot

A Nike iAd

But what happened next was a little bit different. Instead of getting greedy, most developers that charge for their apps have decided to forgo advertisements in lieu of the purchase price. Ultimately, what Apple said they wanted is what they seem to have received.

What Does This Mean to Me?

Apple has built itself up as a company that lives on presentation and control. They want to make sure that any user who uses one of their products has a positive experience, and nowhere is this more true than in the world of iOS and the iPhone. As such, they want to make sure that even the advertising on the device gives a warm and fuzzy feeling, as well as bring in some spare change to their pockets as well. Because of the high cost of admission, Apple doesn’t expect everyone to create iAds, but those that do will have amazing ads that really go above and beyond.

The thing is, iAds haven’t taken over the app system, and most people would be hard pressed to say that they’ve even seen an iAd. Ultimately, although Apple can now officially claim that they’re in the ad game, it’s just one of many options available to developers who want to bring in extra revenue.

That said, Apple products are known to gain enhancements over time. Don’t be surprised if the next version of the iAd program comes out and it blows Google’s mobile ad business out of the water.

Weekly Poll: How Many Apps Do You Have Installed?


In this week’s poll question, we want to know how many apps you have installed on your iOS device!

Leave a comment below and tell us whether you like to cram your device to the brink or keep the offering slim. I currently have 73 and would have a lot more if I weren’t about out of storage!

Don’t go counting your apps one by one to answer! Instead, tap on Settings and go to General and About. The number next to the Applications heading should tell you how many are installed on your device.

iPhone Game Friday: New Releases


Some weeks there are so many fun games coming out that it seems like there aren’t enough lunch breaks and commutes to enjoy them in. Lucky for you, we’re on the job to collect the finest of the recent releases and help you prioritize your weekly dose of app entertainment!

This week is no different, and as always we encourage you to get in touch if you’d like your game featured!

The Incident

The Incident

The Incident

A leftover from last week’s collection of 8-bit revival titles, The Incident is a clever platforming game of sorts that paints the apocalypse in a different light than its Super Mega Worm competitor.

You play as an ordinary gentleman whose stroll through the city is interrupted by sudden rifts in the sky that begin dropping…well, everything! Hundreds of unique and detailed objects — from furniture and vehicles to instruments and more — come tumbling down, and your goal is to jump, dodge, and climb on top of the growing stack as you try to survive the deluge of stuff.

Great production values, achievements, and collectables earn this unique game an easy recommendation.

Price: $1.99
Developer: Big Bucket Software
Download: App Store

Solomon's Boneyard

Solomon’s Boneyard

Solomon’s Boneyard

Splintering off from Raptisoft’s Solomon’s Keep, Solomon’s Boneyard is almost like a survival-horror mini-game offshoot that’s been polished into its own independent title. Rather than a fully-fledged dungeon crawling RPG, Solomon’s Boneyard focuses on pitting you — as one of seven selectable magic users — against an endless horde of undead in a graveyard.

As you’d expect, the waves get progressively more menacing, and your character gains new skills, spells, and “perks” as you go along. In many ways, it takes the successful gameplay of its predecessor and streamlines it for short gaming sessions, providing a more linear competition to earn the highest score. And in that it succeeds almost flawlessly, with enough variety and difficulty to keep the grind from becoming tiresome.

If you’re after a sophisticated sequel then you’re out of luck, but if you want a quick fix of solid gameplay then you’ll find it in Solomon’s Boneyard.

Price: $0.99
Developer: Raptisoft
Download: App Store

Splode

Splode

Splode

Following the dark theme into cuter territory, Splode recently emerged as a charismatic and addictive game for your iPhone. The Splodes, we are told, are adorable little spheroids that float along invisibly until you poke them. Then they explode and night turns into day.

More specifically, your touch causes them to lose their drab grey fuzz in favour of a brightly coloured coat right before swelling up and popping brightly. If they pop near enough to their brethren, they pass the effect along, and so your poke eventually causes a chain reaction that brightens up the whole screen. The best part is that each colourful burst is accompanied by sweet and beautiful music, which makes the whole spectacle feel all the more satisfying to participate in.

There is a challenge mode as well as an endless survival mode, and both are very difficult to pull yourself away from once you’ve started playing. If you’ve always wanted to bring some light into the world then this may be a good one to grab.

Price: Currently Free (Usually $1.99)
Developer: Escalation Studios, LLC.
Download: App Store

Aerox

Aerox

Aerox

Aerox is one of the most beautiful physics platformers on the iPhone, and its support of the more powerful graphics capabilities of the 3GS and iPhone 4 mean that you can enjoy realtime reflections, shadows, and lighting effects in the palm of your hand. Despite its advanced visuals, Aerox runs smoothly, which makes it all the more impressive to look at as you play.

Gameplay is fairly basic and consists of controlling a ball through each level by tilting and turning to get it from the start to the ending platform. Along the way, you’ll encounter many different kinds of puzzles and traps including blocks to push and precisely timed actions. Imagine Super Monkey Ball only without the monkey and with a cooler colour scheme.

If you think you have a steady hand and want to appreciate the beautiful visuals, then Aerox deserves a spot on your wishlist.

Price: $1.99
Developer: Synoptical Studios Ltd.
Download: App Store

Mr. Bill

Mr. Bill

Mr. Bill

From a big name developer like Capcom, it comes as no real surprise that Mr. Bill is a stellar game. But what sets it apart from the rest of the lineup is its utterly unique premise and sense of humour. Mr. Bill is a deceptively cutesy looking title, but don’t be fooled — it will challenge you.

As Mr. Bill, you have just been hired as a human cannonball for the circus, and the job turns out to be…stressful. Surviving each level means tapping the screen to flap your arms and maintain height, all while seeking floating bits of food to replenish your energy. As if that wasn’t harrowing enough, you also have to worry about all kinds of other circus performers who will either help or hinder you as you pass over them.

It’s difficult not to smile at Mr. Bill. Besides being fun and addictive with its endless mode, it also looks spectacular with polished graphics and smooth animations. It’s one of Capcom Interactive’s finest and the last of our recommendations for this week!

Price: $0.99
Developer: Capcom Interactive, Inc.
Download: App Store

What Have You Been Playing?

While you’re taking a look at those, why not let us know what games you’ve been spending your week with in the comments? Tell us if we’ve missed any winners, we welcome your feedback!

Get Your iPhone Comic Fix with Panelfly


Since the Golden Age, comic books have been a form of art-entertainment that have captured our youth; today, that is even more true as the comic book enters the digital age, and what better companion is there to help it along than the iPhone? Just like iBooks reinvented book-reading for iPhone, Panelfly hopes to do the same for comic books. And it doesn’t disappoint.

Keep reading after the fold to find out how you can get your favorite classic and modern comics on your iPhone or iPod touch, and devour them in ways you never thought possible on a touch-screen.

screenshot

Overview

Overview

The easiest way to get started with Panelfly is to go directly to the Store when you first open it. Immediately, you’ll see several sections (Featured, New Books, Top Tens, Browse and Download), which is reminiscent of the iTunes Store. The awesome thing about the Panelfly Store is that if you know how to use iTunes to buy music, you know how to use Panelfly to buy comics. It’s that simple.

Pricing

Panelfly is a free application on the iTunes App Store; comic book issues range from free to $1.99, and graphic novels can be more expensive (often in the $8.99 range).

screenshot

The Store

The Panelfly store offers lots of the most popular series for purchase, at unbeatable prices.

Using Panelfly

Step 1. Buy your first issue

Buying a book is as simple as tapping the Buy Issue button and entering your iTunes password; the reason you have to log in through iTunes is that it uses Apple’s awesome In App Purchase system to process payments. That means that you don’t have to sign up with Panelfly to download books! Chances are, if you were able to download the app, you will be able to download comic books.

Those of you who were hoping to not have to pay for comics, fear not! There is an entire section of free comic book issues, which changes periodically. To check it out, go to Top Tens, and tap Free Comics; there, you can get a taste of the fun you’ll have using Panelfly.

Whether you opt for a free issue or a paid one, when you download it, the book-cover flies into the Download tab; you can tap there to see its progress.

screenshot

The store page for Hellboy: Seed of Destruction

Step 2. Explore your Library

When you have downloaded an issue, you can back out of the Store by tapping the little arrow on the top-left corner of the screen. Then, tap the Library item, and it will bring you to a list of all your issues.

You can view your issues by Title, Publisher, Author, Artist or Genre by tapping those items in the tab bar at the bottom of the screen.

screenshot

Your Library

Your Library shows a list of the series that you have downloaded. Tap one to choose an issue and start reading!

Step 3. Start reading!

Now for the fun part: reading your new comic book! The really neat thing about Panelfly is how effortless it is to read from panels that are much larger than the screen of your iPhone. Panelfly knows where the borders and text captions are on every panel (even the irregularly-shaped ones), and will guide you through them. To go forward, tap on the right side of your screen; to go back, tap on the left. Panelfly will seemingly magically guide you from panel to panel, making sure you miss nothing!

Try rotating your device for a landscape view too. Panelfly performs like a champion, taking screen-rotation, scrolling, and zooming in its stride.

screenshot

Reading a Comic

Tap on the left and right to go backward and forward in your new comic book issue!

Step 4. Save some for later

Congratulations! You’ve learned how to use the bulk of Panelfly. There are a few more gems in it, though: sometimes, you’ll find a page that really stands out to you, and you’ll want to save it for later; look no further than the Bookmark button on the toolbar! Tap it, and your page will be fly into your bookmarks. Pages that you bookmark are collated across all of your comic book issues in the Bookmarks screen (from the top level, tap Bookmarks). Now, you can swipe through, jump to, or delete any bookmark you have ever made.

screenshot

Bookmarks

It’s easy to save a bookmark in Panelfly, and just as easy to look at it later! From the front page of Panelfly, tap Bookmarks to get to this beautiful bookmarks manager.

Final Thoughts

There are a few other comic book applications for iOS, but Panelfly really stands out with its superb visual design (the red theme is breathtaking), admirable performance, and wide selection. If I could think of anything that would improve the app, it would be an update including better resolution graphics for the Retina Display; another improvement would be to update the application to work with iOS 4’s new Multitasking feature. The app looks beautiful on my iPhone 4, but I know that it would be just unbelievable if it had the crispness that would come with doubling its resolution.

The Panelfly team has indicated that they are hard at work on an iPad version of the app, which looks amazing. The future for this comic bookstore looks bright indeed.

After having wandered bought a few issues of Hellboy, I can’t wait to sit down with a cup of coffee and start reading. Panelfly gets a 9/10 rating from me; when the app is updated for the Retina Display and Multitasking, I’ll be happy to rate it 10/10. I hope you give this great, free app a shot, and get inspired again by comics.

Pulse News Reader for iPad 2.0: More sources, better organization

Alphonso Labs reported today that their Pulse News Reader for iPad (currently US $1.99) has been updated to version 2.0. The new version of the app addresses one of the major complaints about the original by allowing up to 60 news feeds to be added, with up to 12 feeds on each of five pages.

Organization of sources is much easier in the new version. Each one of the five pages has a tab that can be renamed, so users can define each page by type — for example, “Apple,” “Food,” “News,” and more. The feeds are listed under each tab and can be dragged around to be placed in the order you would like to see them. It’s also easier to find sources; when you go to add a source, there are tabs for “featured” and “categories,” both featuring sources that look good in Pulse. Alphonso Labs calls this the “Pulse Bazaar.”

The app seems snappier than the previous version also, both at startup and while loading or refreshing pages. I’m not sure if it’s new, but it’s possible to add both your Facebook and Twitter feeds to Pulse, with any post with a photo or link in it showing up in your Pulse list. There’s also support for Bump, so you can share feeds with friends who have both Bump and Pulse installed. Sounds like a great update — if you’ve had issues with the app previously, it’s worth giving it another look.

TUAWPulse News Reader for iPad 2.0: More sources, better organization originally appeared on The Unofficial Apple Weblog (TUAW) on Fri, 01 Oct 2010 19:30:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

First Look: Time Travel eXplorer brings old London to life

When you’re visiting a city, don’t you sometimes wonder what it looked like in past centuries? That’s the premise behind Time Travel eXplorer – London, a new iPhone travel guide app from Visick Solutions, Ltd. currently on the What’s Hot page of the UK App Store. There’s a good reason for that popularity, since Time Travel eXplorer is a fascinating way to take a tour of London both in the present day and in the past.

No, the developers didn’t figure out a way to integrate the iPhone with a DeLorean or power it with a Mr. Fusion. What the app does provide is maps with 750 points of interest, as well as 1,500 photos and 150 audio guides that are bundled into the app so that you don’t have to rely on a cell phone signal to take advantage of them. The tour information is provided by qualified Blue Badge guides, so you’re getting accurate and interesting information.

The time travel bit comes in with maps of London from 1862, 1830, 1799, and 1746. The base Time Travel eXplorer – London app (US$2.99) includes a demo map from 1862, and you can do in-app purchases of the old maps in their entirety for a few bucks per map. Alternatively, you can buy a Pro version of TTX ($8.99) that includes all of the maps.

TUAWFirst Look: Time Travel eXplorer brings old London to life originally appeared on The Unofficial Apple Weblog (TUAW) on Fri, 01 Oct 2010 20:00:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments

Apple’s segmentation strategy and why it works

Here’s a little interesting weekend reading from Mark Sigal on O’Reilly about “Apple’s segmentation strategy.” Sigal does a huge overview of Apple’s direction over the last ten years, and in the end, argues that Apple has shirked the conventional wisdom of marketing products horizontally (making a special type of peanut butter for every customer, for example), and has instead segmented its products vertically (creating one product for a particular use case — an iPad for reading, an iPod for listening, and an iPhone for apps). Apple is successful — extremely successful, says Sigal — not because it has become the biggest company in its various industries, but because it has thought carefully about how to sell products, and then sold them at exactly the right prices. And even when it’s not right, says Sigal, Apple never makes a move that isn’t strong and confident anyway. Even when the Apple TV is just a hobby, it’s always just a hobby.

Sigal’s point with all of this is that when Apple is doing what it does best — targeting a specific market and overtaking it with quality — the old rules of horizontal marketing and sales just don’t apply. Apple is fine with not having the market share on smartphones, because it’s not chasing those old goals. Apple doesn’t add features or change products in a panic — it added a camera to the iPod touch only when it was ready, and even then, it was careful not to make it better than the iPhone 4‘s camera and all of its selling points.

At any rate, Sigal’s piece is a very interesting read. It’s a little heavy for the weekend, maybe, but well worth going through to provide some insight on just why Apple remains so popular and profitable, even when other factors seem to rise against it.

[via MacStories]

TUAWApple’s segmentation strategy and why it works originally appeared on The Unofficial Apple Weblog (TUAW) on Sat, 02 Oct 2010 09:00:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments