Friday Photo Critique #48

Friday Photo Critique is our weekly community project, where we publish a photograph submitted by one of our wonderful readers, then ask you all to offer constructive feedback on the image. It’s a great way to learn more about photography, express your viewpoint, and have your own image critiqued!


Quick Ground Rules

  1. Play nice! We’ve deliberately chosen photographs that aren’t perfect, so please be constructive with any criticism.
  2. Feel free to offer any type of advice – composition, lighting, post-processing etc.
  3. You can also link to photographs that you feel offer a great example of this type of image shot exceptionally well.

Without further ado, here is this week’s candidate for Friday Photo Critique!


The Photograph

Photo Critique

Photographer: Brian Warner

Please let us know what you think in the comments – how would you have approached the scene or taken the photo differently? A massive thank you to everyone who commented last week.

The most constructive and helpful comments will be featured on the site. Interested in submitting your own photo? You can do so here!

Quick Tip: Getting Offline Access with HTML5 Application Cache


Just when you thought you’d seen all the cool features of HTML5, I’m here to bring you yet another one. The internet is no longer about just websites; it’s about web applications. Often, our users are on portable or mobile devices, and they won’t always have access to a network. With HTML5’s Application Cache, you can provide them with all or some of the functionality they would have online, no matter where they go.



Step 1: Make the Cache Manifest

The trick here is using a cache manifest file. In its most basic form, it’s incredibly simple:

CACHE MANIFEST

# version 0.1

index.html
style.css
script.js
preview.jpg

Step 2: Serve the Manifest Correctly

This file needs to be served with a content-type header of text/cache-manifest; it’s really simple to do this with a .htaccess file:

AddType text/cache-manifest manifest

This will serve all files with an extention of “manifest” with the appropriate content-type header.


Step 3: Hook the Manifest In

To use the cache manifest file, you simply add a property to the html element:

<!DOCTYPE html>
<html lang="en" manifest="site.manifest">
	<meta charset='utf-8'>

Now, the next time a user visits your site / app, their browser will cache the required files. It’s that easy. If they browse to your URL when they’re offline, they’ll get the cached content.


Caveat: Refreshing the Cache

It’s important to note that even when the user is online, the browser will only go to the server to get new content in three cases:

  1. The user clears their cache (obviously removing your content).
  2. The manifest file changes.
  3. The cache is updated via JavaScript

So, to force all your users to reload their cache, you can change something in the manifest file (not the files linked to, the actual content of the manifest file). Most of the time, you’ll probably just want to change a comment, and that will be enough.

If you want, build cache updating into your app via the JavaScript API; that’s beyond the scope of this quick tip, but if you want to learn more, check out this article at html5rocks.com.


Browser Support

Like a lot of other HTML5 features, the Application Cache is supported by all the modern browsers.


Chart from www.findmebyip.com

And that’s HTML5′s Application Cache; it’s pretty cool, and I’m sure it will be used by developers, of almost any site, to provide a gracefully degrading experience that keeps their users happy wherever they are. Thanks for reading!

How to Create a Web-Based Drawing Application Using Canvas: New Premium Tutorial


Combining HTML with the all new <canvas> feature, you can make some pretty awesome web apps! In this Premium exclusive tutorial, we will create a neat interactive drawing application using HTML and JavaScript. Along the way, we’ll also learn the basic concepts of the all new <canvas> feature. Become a Premium member to access this, as well as many other amazing tutorials and screencasts.

Preview
Preview
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Join Net Premium

"NETTUTS+

For those unfamiliar, the family of Tuts+ sites runs a premium membership service. For $9 per month, you gain access to exclusive premium tutorials, screencasts, and freebies from Nettuts+, Psdtuts+, Aetuts+, Audiotuts+, and Vectortuts+! For the price of a pizza, you’ll learn from some of the best minds in the business. Become a Premium member.

Flick this! Croke puts Crokinole on the iPhone

Crokinole is a beautiful, simple game with a long history. In the tradition of pool and Carrom, Crokinole is a dexterity game that pits two (or four) people against each other around a circular wooden board. Players try to flick little wooden discs towards the center, knocking out opponent’s discs if they’re in the target area. It takes a minute to learn and a lifetime to get frustrated at because you’re just not good enough.

The trouble is, if you want a decent Crokinole board at home, it’ll set you back a few hundred dollars; $130 or so is the minimum, and you can always pay more if you really want to go all out. It’s not hard to find boards costing $400 or more (don’t ask how much the Death Star board costs) and you need someplace to store it when it’s not in use. These things are about a meter across, and made of heavy wood, so this isn’t a trivial issue.

With the Croke iPhone app, you can have a somewhat similar experience on a touchscreen. It’s not the same thing, but it’s also only $1.99, so you’re getting to play without paying through the nose. Read on to see if this flick’s for you.

TUAWFlick this! Croke puts Crokinole on the iPhone originally appeared on The Unofficial Apple Weblog (TUAW) on Fri, 03 Sep 2010 14:30:00 EST. Please see our terms for use of feeds.

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How Apple’s newest iPods prove (and disprove) that it learns from design mistakes

When Apple released the third-generation iPod shuffle in 2009, I saw it as a perfect example of the design hubris that many Apple detractors point to. From a usability perspective, there really wasn’t anything wrong with the second-generation iPod shuffle — it had a minimal number of buttons, true, but their functions were fairly obvious. In a textbook example of the emphasis of form over function, Apple’s third-generation iPod shuffle removed all of the controls from the device itself and moved them to the headphones’ inline remote. Not only was the remote far more complex to use than the old shuffle’s simple buttons, it also meant that, if you wanted to use third-party headphones, you’d either have to give up all control over the iPod or shell out more money for an inline remote adapter. The third-gen iPod shuffle got savaged in reviews, and it deserved it.

Apple’s fourth-generation iPod shuffle mercifully brought the buttons back. Apple even lists “buttons” as a feature on its page for the iPod shuffle. In a rare departure from typical Apple design, the fourth-generation iPod shuffle is much larger than the third-gen; it’s not that Apple can’t make a music player the size of your thumbnail, but it seems like Apple realized that it shouldn’t. So, the return of buttons to the iPod shuffle proves that Apple doesn’t always emphasize form over function. Right?

Unfortunately, although the iPod shuffle proves that Apple is perfectly capable of learning from its design missteps, the new iPod nano and iPod touch both feature design compromises that are almost as boneheaded as the buttonless third-gen iPod shuffle. Click “Read More” to see the way these new iPods, nice as they are in some respects, are in other ways an example of a “one step forward, two steps back” design.

TUAWHow Apple’s newest iPods prove (and disprove) that it learns from design mistakes originally appeared on The Unofficial Apple Weblog (TUAW) on Fri, 03 Sep 2010 13:00:00 EST. Please see our terms for use of feeds.

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Epic Citadel shows the bright promise of iOS gaming’s future

Epic Games, creator of the Unreal 3 game engine, has been working on getting Unreal Engine 3 running in iOS for a while now. They showed off some of their efforts with a demo of “Project Sword” at Apple’s iPod event, and Mike Capps of Epic Games talked about the direction he saw gaming on iOS devices taking in the future.

The fact that the Unreal 3 engine now runs seamlessly on iOS devices is a huge deal. This is the same game engine that’s responsible for many high-quality titles on the Xbox 360 and PlayStation 3, so having it run games on a device that fits in the palm of your hand is pretty mind-blowing. You can get a taste of Epic Games’ Unreal 3 in iOS efforts with Epic Citadel, available on the App Store — but because of the demanding graphical requirements, it’s only compatible with the iPhone 3GS, iPhone 4, iPad, and 3rd and 4th generation iPod touches. If you don’t have one of those devices, the demo likely won’t run at all.

A demo is really all Epic Citadel is; it’s not a game as such, since there’s really nothing for you to do except wander around and gape at the environment. And gape you will, because this is console-quality graphics on a 3.5 inch screen. While wandering through the castle grounds, I exclaimed several times, “I can’t believe this is running on a freaking cell phone.” The graphics in Epic Citadel easily surpass anything I’ve seen on the iPhone before, and they put the Nintendo DS to shame. Even the Wii doesn’t put out graphics with this level of detail. To my eyes, only the Xbox 360, PS3, and PC games are competitive with the graphical richness I’m seeing in Epic Citadel on the iPhone.

Don’t just take my word for it, though. Either download the demo yourself ,or if you can’t run it on your device, check out our coverage in the video above. The game engine is truly amazing on the iPhone 4, especially with the Retina Display. And if this is the future of gaming in iOS, … Nintendo and Sony had better step up their game.

TUAWEpic Citadel shows the bright promise of iOS gaming’s future originally appeared on The Unofficial Apple Weblog (TUAW) on Fri, 03 Sep 2010 12:00:00 EST. Please see our terms for use of feeds.

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TUAW Review: Twitter for iPad

As soon as the official Twitter app for iPad (free) hit the App Store, you could tell that it was going to be a controversial app. Immediately, the twitterverse was filled with people either commenting on how much they loved the innovative and unique user interface, and others ranting about how much they despised the UI. One of our bloggers said that she enjoyed the new features of Twitter for iPad so much that she “wanted to have a cigarette after I was done, and I don’t even smoke.” On the other hand, TJ Luoma reported in his first look at the Twitter app that “… judging by most of the comments of people that I follow on Twitter, the initial reaction is definitely one of ‘too busy’ and ‘over designed.’ “

Of course, I couldn’t leave well enough alone. I have been a fan of Twittelator for iPad ($4.99) since it appeared in the App Store, so I wasn’t expecting that Twitter would make an impact on my tweeting. Wrong. After a few hours of using the free Twitter app on my iPad, I’m pretty well smitten with it. The rest of this post describes how the Twitter app works to let you do more tweeting and less fumbling around trying to figure out how to do something. Be sure to take a look at the gallery below for screenshots of Twitter for iPad in action.

Gallery: Twitter for iPad

Sign in. Or don't sign in. Either way, it works.Twitter main windowLooking at a conversationSimilar to ...Built-in browser

TUAWTUAW Review: Twitter for iPad originally appeared on The Unofficial Apple Weblog (TUAW) on Fri, 03 Sep 2010 09:00:00 EST. Please see our terms for use of feeds.

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iTunes 101: Using the Album Art widget

Here’s a cool new feature in iTunes 10 that we haven’t mentioned yet: when listening to any song in your library, you can double click on the album art window in the lower left hand corner to detach it from the main window and see it full size. That’s not new — you could get a closer look at the art in previous versions of iTunes. But what is new is that when you mouse over that detached art, you now get full QuickTime-style controls for your tracks. You can then minimize the main window (using those weirdly-aligned buttons, of course), and then just control the music directly from that square widget (which can also be resized any way you want).

Pretty neat, and somewhat hard to find if you don’t usually zoom in to see your album art full size. This replicates some (not all) of the functionality provided by CoverSutra and a number of other “iTunes controllers,” so it looks like Apple has (yet again) decided to make a popular function in third-party apps part of the official thing.

TUAWiTunes 101: Using the Album Art widget originally appeared on The Unofficial Apple Weblog (TUAW) on Fri, 03 Sep 2010 10:00:00 EST. Please see our terms for use of feeds.

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Apple awarded new patents

This past week, Apple had a host of new patents officially approved by the US Patent and Trademark Office. From streamlining the way images are rendered to preventing the accidental opening of applications, a large chunk of the patents seem to relate to the ways that a user interacts with a device. Macsimum News has a synopsis of all the patents awarded.

A few of the patents that stick out are for operations that we take for granted on a daily basis.

One of them relates to scrolling through a list on a touch input device (say your iPhone contacts list), with the acceleration of the scrolling of that list being determined by the input of your finger. That’s pretty nifty!

Another is for immediate search feedback on a Web browser application, like the Safari search bar. So, for instance, when you start typing in the first few letters of a search query and a list pops up of the potential items that you’re searching for – that’s immediate search feedback.

I think I would be lost without this feature. Often times, I can’t remember the title of a song, but if I can remember the first couple lyrics, I can type them in, and a link to the song title will appear in the list. Or when I can’t quite remember how to spell a word (embarrassing, I know), I go to the Safari search bar instead of going to the dictionary. Somehow, it’s always the easier place to turn to.

These are some pretty simple features, but they make such a profound difference in the ways that we use and interact with the computer devices around us on a daily basis. There’s some solid innovation going on over there in Cupertino.

TUAWApple awarded new patents originally appeared on The Unofficial Apple Weblog (TUAW) on Fri, 03 Sep 2010 11:00:00 EST. Please see our terms for use of feeds.

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TUAW’s Daily App: Mirror’s Edge

Usually, we like to use this space to highlight developers and apps that could use a little more exposure, not call out big-budget titles from developers like Electronic Arts. But this one’s worth it — Mirror’s Edge is a pretty terrific, completely original translation of the plaforming game that arrived on consoles last year. It was out on the iPad at launch earlier this year, and now the game has made its way to the iPhone, bringing Retina Display graphics and the same well done gameplay.

Out of all of the “major” game publishers, EA has shown Apple quite a bit of love in the past, and this is probably the company’s best original (in mechanics, if not actually name or premise) title for the iOS platform. It’s a real shame that it took so long for this one to make it around to the handheld, but now that it’s here, it is worth the $4.99 purchase price for those looking for a premium iPhone experience.

And heck, if that’s too much, just be patient another eight months or so and you’ll probably see the game on sale. If you’re interested in this gameplay at all — basically a complicated Canabalt, with heroine Faith running, sliding and shooting her way across rooftops — definitely give it a look.

TUAWTUAW’s Daily App: Mirror’s Edge originally appeared on The Unofficial Apple Weblog (TUAW) on Fri, 03 Sep 2010 08:00:00 EST. Please see our terms for use of feeds.

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Steve Jobs: Facebook had "onerous terms" for Ping

Steve Jobs was surprisingly candid with All Things Digital’s Kara Swisher yesterday — he reportedly told her that both Facebook and Apple had spoken about integrating more closely with the new iTunes social network Ping, but Facebook asked for “onerous terms that we could not agree to” regarding Facebook friends connecting on Ping.

He didn’t elaborate, obviously, but you can see in Facebook’s public documentation that Apple probably wouldn’t have appreciated handing any more of its network over to Facebook than it did. All Ping seems to be at this point is a system of “liking” certain content (specifically on the iTunes Store, to the frustration of many of us who want to do it directly from our personal library of music), and if Facebook required that all of the “like” buttons went their way, you can see why Jobs wouldn’t agree.

Turns out that even after Ping’s launch, things got even more fractious between the two companies — Apple did kick off Ping with the option to add friends with Facebook Connect, but Facebook blocked access when it was discovered that Apple wasn’t playing by the rules. It’s actually an open service, unless Facebook decides that it isn’t, and apparently Apple’s Ping network was an unwelcome guest with a lot of traffic since Apple didn’t come to terms with FB ahead of time. Apple removed the service from Ping, but you’ll still see some notes around suggesting you can bring in friends from Facebook.

So. Looks like Ping is already making a splash with much larger social networks. If Apple can build up its network without using Facebook’s services, it seems much less likely that they’ll find a way to share users in the future. As you can see above, Facebook is still implemented on iTunes, in the form of sharing albums and songs that you like, but it’s completely separate from what’s been built for Ping.

Despite the sour start to the social mixup between Ping and FB, Engadget suggests that conversations between the two companies are still ongoing. It may not be long before all this is a hearty laugh between friends.

TUAWSteve Jobs: Facebook had “onerous terms” for Ping originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 02 Sep 2010 20:30:00 EST. Please see our terms for use of feeds.

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Epic’s Mike Capps talks about Epic Citadel and the future of iOS gaming

Gamasutra cornered Epic Games’ Mike Capps (he of the very impressive Epic Citadel demo yesterday at the Apple special event), and Capps confirms that what you see running on your iPhone is the real deal — Unreal Engine 3, with all of the bells and whistles that it has on the major HD consoles. The actual game that Project Sword will become is being designed by Chair (which is the same group that did the popular Shadow Complex game for Xbox 360), and we’ll see the full project soon.

Capps also confirms that UE 3 needs at least an iPhone 3GS to run, but he says that in terms of hardware, Apple’s devices are right where they need to be. High-resolution textures are an issue (you can’t install a 15gb game on an 16gb portable device), but the memory and speed are actually there, says Capps. “You’ve got 16 gigs of flash memory,” he says, “which is way better, faster memory than what most people have generally on a home PC. So that stuff works really well.”

The biggest issue holding handheld gaming back is larger environments, but game developers are getting better and better at designing worlds that render quickly and well to all kinds of platforms. And Capps looks into the future, and sees even more possibilities for Apple and their product lines. “It doesn’t take a whole lot of leaps of faith to say, ‘Right now, I can display from my iPad to my Apple TV on a big screen TV.’ How far away are we from ‘that’s my game console, and it’s displaying wirelessly to my television set?’ It’s not far away.”

That’s kind of a trippy thought — that Apple had to finally move away from the Mac to earn a larger foothold in gaming. It’s very heartening, as a gamer and an Apple fan, to hear Capps as excited as he is about the possibilities for iOS and the App Store.

[via Joystiq[

TUAWEpic’s Mike Capps talks about Epic Citadel and the future of iOS gaming originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 02 Sep 2010 19:30:00 EST. Please see our terms for use of feeds.

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Apple releases preview 3 of Xcode 4

Okay, I might be a little bit fangrrlish about the new Xcode 4 IDE. But seriously, it’s really an awesome update to the existing Xcode tools. Yes, it’s still majorly buggy and yes, there are still many features missing in action — but it’s such a treat to see how the new tools are evolving into their final form.

Today, Apple has released developer preview 3 of the new Xcode 4 suite, which you can download by heading over to the developer.apple.com site. You will need to sign in with your online or paid developer credentials to access the page and the preview dmg. I’m a little iffy about what the NDA situation is with regards to the release (I believe it is under NDA until it leaves beta) so I’ll leave finding out about the details (there’s a Readme and release notes) to you.

TUAWApple releases preview 3 of Xcode 4 originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 02 Sep 2010 18:45:00 EST. Please see our terms for use of feeds.

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OpenFeint announces PlayTime, real-time multiplayer with voice chat for iOS and Android

Game Center is almost out in consumers’ hands, but that hasn’t stopped the folks at OpenFeint from pushing forward on their unofficial social network for gamers. PlayTime is a newly-announced feature of the third-party social networking software that will allow players on both iOS and Android to play in real-time with each other, and even use voice chat while doing that. OpenFeint is splitting its multiplayer services into two different paths: “Casual” games will use highscores to offer up multiplayer and even co-op challenges, while “Core” games will actually run real-time multiplayer, in conjunction with a system from a company called Exit Games.

Sounds interesting — the new features are being tested by developers right now, and will be available in OpenFeint sometime later on this year. Game Center will definitely make a big splash in iPhone gaming when it gets released next week, but OpenFeint is still planning on sticking around and innovating where even Apple hasn’t yet dared to go. iOS game players will be glad to have both around when all is said and done.

TUAWOpenFeint announces PlayTime, real-time multiplayer with voice chat for iOS and Android originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 02 Sep 2010 18:00:00 EST. Please see our terms for use of feeds.

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iTunes 10 quick tip: Liking a song in Ping


Here’s a quick tip for iTunes that puzzled a few of us this morning: once you’ve gone ahead and set up Ping in iTunes 10, how do you ‘like’ a song instead of an album? The albums have those handy thumbs-up buttons, but it’s not as obvious for songs.

A bit of exploration reveals that the ‘Like’ command is under the pop-up menu for each song, along with the other song-specific actions like gifting, sharing, wish-list-adding and the ‘Other Versions’ search.

We’ll have more iTunes 10 tips and tricks coming right up.

TUAWiTunes 10 quick tip: Liking a song in Ping originally appeared on The Unofficial Apple Weblog (TUAW) on Thu, 02 Sep 2010 17:30:00 EST. Please see our terms for use of feeds.

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