The iPhone Blog |
- Does the iPhone 4 really have Retina Display?
- Will the iPhone 4 replace my Flip MinoHD?
- Apple Slightly Changes Terms in Section 3.3.2 Dealing With Cross-Compiling and Use of Interpretors
- 1Password on Safari 5 extensions, designing for iPad, and iPhone 4 – TiPb at WWDC 2010
- Good night WWDC 2010, see you next year
- Apple’s magic developer numbers: 100, 100 million, and 1 billion
Does the iPhone 4 really have Retina Display? Posted: 12 Jun 2010 09:52 AM PDT Apple states that the iPhone 4’s 3.5-inch display has 614,400 78 micrometer-wide pixels which gives us a density of 326 ppi (pixels per inch). Apple claims this will give the iPhone 4 a, “pixel density so high that the human eye is unable to distinguish individual pixels” (at 12 inches). So, is this just a bit of marketing magic or does the iPhone 4 display really venture beyond the limits of the human eye? Raymond Soneira, the president of DisplayMate, a company which does analysis of screens gave these statistics: the angular resolution of the retina is 0.6 arc minutes per pixel, which he derived from the angular measure of 50 cycles per degree with each cycle being a line pair — two pixels. Using this model if you hold an iPhone 4 at 8 inches you would be viewing 716 ppi, at 12 inches it would be 477 ppi and if you hold an iPhone 4 further away at 18 inches it would then fall to 318 ppi. From this Raymond Soneira deduced that the iPhone has significantly lower resolution than the retina. He even went further stating that you would need a resolution higher than the retina to deliver a image that looks perfect. William H.A. Beaudot, Ph.D, a researcher from McGill University, states in his profile that “My research is aimed at understanding how visual information is integrated across space, time and its attributes by the human visual system, as well as modeling specific anatomical circuits and interactions between the visual cortical areas involved in these processes.” You got all that? Me neither… but he seems to know a lot about the visual system. Beaudot states that 300 pixels per inch is related to standard visual acuity of 20/20 vision. This means that a normal eye can discriminate between two points by 1 arc minute (1/60 deg). 1 arc minute seen from a distance of 12 inches to a dot size of about 89 micrometer or pixel density of 286.5 dpi. Thus, since the iPhones retina display has a pixel density or 326 dpi, it is 14 % better than we would have at 12 inches with 20/20 vision. Using these facts Beaudot feels that Apples claims are accurate. He went on to state that the optimal viewing distance quoted by Jobs is 12-inches but Beaudot feels that this may be too close. He measured that the most comfortable distance from his eye to the iPhone 3GS was 18 inches which would make Apple’s numbers even better. So what does seem to be agreed upon is that from 12 to 18 inches the image will be pretty close to if not better than visual acuity.The 326 dpi of the iPhone 4 is also better than magazine print which is only 300 dpi. If you are one of the few who hold your iPhone within 5 inches of your face you will probably be able to see pixels. Either way the iPhone 4 will have a display unmatched in the smartphone market. What do you think about this, I would love to know your opinion. [The Loop, Gadget Lab, Popular Mechanics via Gizmodo] Does the iPhone 4 really have Retina Display? is a story by TiPb. This feed is sponsored by The iPhone Blog Store. |
Will the iPhone 4 replace my Flip MinoHD? Posted: 12 Jun 2010 08:35 AM PDT When Steve Jobs announced 720p, 30fps video recording on the iPhone 4 during the WWDC 2010 keynote, the first thing that popped into my head was: “Wow, now I don’t have any use for my Flip MinoHD video camera!” I have since then done some thinking and researching about this very topic to determine if this is really case. In order for the iPhone 4 to replace my Flip, it must do close to everything just as well as the Flip. By everything, I mean video and audio quality, storage capacity, battery life, portability, convenience, and ease of use. Let’s take a look after the break.
iPhone 4 vs. Flip MinoHD: Ease of use and convenienceBoth the iPhone and Flip are very portable and easy to use. However, even though the Flip is small, it would be much more convenient to carry only an iPhone with me. iPhone 4 vs. Flip MinoHD: Aspect ratioThe iPhone 4 and Flip share another feature – HD recording. Both devices record in 720p at 30 frames per second. It was this fact that caused me to jump to the conclusion that iPhone 4 would render my Flip useless. Then I remembered aspect ratio. The iPhone 4 shares the same screen as it’s predecessors, all of which have a ratio of 3:2. While Apple’s iPhone 4 tech spec page explicitly says iPhone plays back 720 p, 30fps video at 1280×720 (16:9) and the iMovie pages says it exports to 1280×720, it doesn’t explicitly say it records video in that ratio. It’s hard to see Apple not going by the de facto definition of 720p but it would be nice to see them spell it out. If it turns out their 720p is 3:2, then that’s not nearly as desirable as the 16:9 ratio that the Flip offers. Sure, 3:2 is fine for capturing little moments to keep as memory keepsakes; but for longer material that I plan to edit and create a nice video with, 16:9 is the way to go. iPhone 4 vs. Flip MinoHD: Lens qualityIn the same category as video quality, we must also consider the lenses of both these devices. The Flip offers a fixed focus of 1.5m to infinity, f/2.4 aperture, and 2x digital zoom. Unfortunately, Apple hasn’t provided us with the specifications of the lens on the iPhone 4. However, we do know that the tap to focus feature will be available when recording video. This is a huge advantage over the Flip because it allows for creativity. Apple has said that 5x digital zoom is available when taking photos, but it does not seem as though this feature is available when recording video. iPhone 4 vs. Flip MinoHD: Audio qualityOne thing the Flip has been praised for is its sound quality. Quiet voices and sounds are easily picked up by the Flip and boosting volume in post editing is rarely a necessity. Will the iPhone 4 offer the same? I suspect it will be efficient enough. It may not be quite as good as the Flip, but it’s a compromise I’m willing to make in order to carry one less device in my purse. iPhone 4 vs. Flip MinoHD: Storage capacityThe most storage available on the iPhone 4 is 32 GB and Flip’s newest camera, the SlideHD, is available in 16 GB, which is approximately 4 hours of video. Even though the iPhone has more available space, it is safe to say that there is never a time when all 32 gigabytes are free to use. If it turns out iPhone 4 video really is 4:3 still, I also suspect that video will take up less storage space than the Flip’s 16:9. Basically, storage space is going to vary by user; for me, I have about 16 GB of free space on my iPhone now, so the two devices are comparable. iPhone 4 vs. Flip MinoHD: Battery lifeBut what about battery? Flip claims to get 2 hours of battery life between charges. Once again, Apple has not provided us with this information. However, I remember that Dieter, our Editor in Chief, let his iPhone 3GS record video for about an hour during an iPhone live! episode and had battery life to spare. With the bigger battery in the iPhone 4, I expect to be able to record video for about 2 hours as well. However, draining the battery on the Flip is better than on the iPhone because it only renders the video camera useless, not an entire phone. iPhone 4 vs. Flip MinoHD: On-device editingThe last thing I want to mention is editing. The Flip does not offer any way of editing on the device itself. It does come with free software for your computer, but it’s clunky to say the least. With the iPhone, I can trim clips immediately after capturing footage and for under $5, I should be able to do some impressive editing with the upcoming iMovie for iPhone. I can then upload my finished project directly to YouTube. The ability to do this all with my iPhone is very impressive and a compelling argument to ditch the Flip. (No word yet on whether or not iPhone 4 will support the Camera Kit USB reader that shipped alongside the iPad, but that would certainly be even more interesting…) iPhone 4 vs. Flip MinoHD: ConclusionSo what’s the verdict? Will the iPhone 4 replace my Flip MinoHD? My answer is: usually. For day to day use of capturing quick memories of my dogs (and soon, my child) and other random instances, the iPhone 4 will easily replace my Flip and I look forward to removing the Flip from my purse. However, if I know I’m going to capture a lot of footage, I will make sure my Flip is with me so that I don’t waste precious battery life on my iPhone. Also, if I’m planning to make a nicely edited video, I will use the Flip because of the 16:9 aspect ratio (unless and until Apple proves 16:9 on the iPhone 4). Once the iPhone 4 is in my hand, I will be putting the unknowns (battery life, audio quality, lens quality) to the test and perform side-by-side comparisons. In the meantime, I can only base my conclusion on the facts we know and dream about about what video recording on the iPhone 4 will really be like. What about you? Do you expect the iPhone 4 to replace your Flip video camera (or similar device)? Why or why not? Will the iPhone 4 replace my Flip MinoHD? is a story by TiPb. This feed is sponsored by The iPhone Blog Store. |
Apple Slightly Changes Terms in Section 3.3.2 Dealing With Cross-Compiling and Use of Interpretors Posted: 12 Jun 2010 07:52 AM PDT The iOS 4 GM seed (gold master) released during WWDC 2010 once again made changes to Section 3.3.2 of Apple’s licensing agreement — specifically the part that deals deals with the use of cross-compilers. The changes this time around may not make things all better, but it could make things slightly better for some developers. Matt Drance had this to say about the change to Section 3.2.2:
While this may not provide a solution to everyone, especially Adobe, it may allow some previously rejected apps into the App Store after all, and reassure others who may have been worried about using scripting engines for games, for example. Any developers out there have an opinion on the latest revision of 3.2.2? Is it a move in the right direction or are people over-analyzing what may or may not be between the lines here? [Apple Outsider via Daring Fireball] Apple Slightly Changes Terms in Section 3.3.2 Dealing With Cross-Compiling and Use of Interpretors is a story by TiPb. This feed is sponsored by The iPhone Blog Store. |
1Password on Safari 5 extensions, designing for iPad, and iPhone 4 – TiPb at WWDC 2010 Posted: 12 Jun 2010 07:39 AM PDT During WWDC 2010 I had a chance to sit down with the team from Agile Web Solutions — Roustem, Dave, Jamie, Dan, and Chad — to talk not only about their newly launched 1Password for iPad, but about the big news of the show including official browser extension support from Apple in Safari 5, and of course iPhone 4 and iOS 4. Apple called Agile about their new Safari 5 extensions before they debuted in hopes of having a demo ready for the show. Dave found the preview was polished and well documented and it took them only a few days to put something together. That sounds like good news not only for developers but for Safari users as well. Agile also said making the iPad version was a chance to start from scratch and figure out how users were going to interact with the larger, wider display, and with the ability to do things like scrolling independently with each thumb. While I used 1Password on Mac long before the iPhone debuted, Roustem pointed out they now have a whole new user base introduced to their product via the iPhone and iPad and with no Mac-based preconceptions. While the iPhone and iPad versions [iTunes link] are great for Mac or Windows users as an extension, Agile is also working to help iPhone and iPad-only users get more out of it as well. As for iPhone 4 — they want it. (Even if Dan has to re-render his artwork at higher resolution to support it). Chad’s also looking forward to iOS 4 multitasking and like the way it runs select API rather than full apps in the background. (Though I suspect they were just humoring me when I asked for Game Center integration so I could see where my 63 character pseudo-random passwords place on the leaderboard compared to Leanna’s!) You can find out more about 1Password for Mac, PC, iPhone, and iPad, and the newly acquired Knox, via Agile’s web site, below. Video after the break.
1Password on Safari 5 extensions, designing for iPad, and iPhone 4 – TiPb at WWDC 2010 is a story by TiPb. This feed is sponsored by The iPhone Blog Store. |
Good night WWDC 2010, see you next year Posted: 11 Jun 2010 07:16 PM PDT In with the roar of iPhone 4, out with the whisper of tuckered developers jetting home, WWDC 2010 draws to a close. What with the aforementioned new hardware, the Gold Master seed of the newly renamed iOS 4, Safari 5, Xcode 4, and more secret sessions than any non-Vulcan brain could comfortably take in, there’s no doubt we’ll be seeing even more amazing iPhone and iPad apps and soon. We have a bunch more video interviews still to edit and post, including such luminaries as 1Password, Bjango, Navigon, and Glasshouse. For now we’ll leave you to talk among yourselves while we fall blissfully unconscious. Topics for comment – favorite WWDC announcement, biggest thing missing, what didn’t get enough attention and really should have, what got too much — or pretty much anything else you’d like. See you next year, WWDC 2011 (and iPhone 5!) Good night WWDC 2010, see you next year is a story by TiPb. This feed is sponsored by The iPhone Blog Store. |
Apple’s magic developer numbers: 100, 100 million, and 1 billion Posted: 11 Jun 2010 06:18 PM PDT We’ve all heard huge numbers thrown around as measures of iPhone and iPad App Store success — over 200,000 apps and 5 billion downloads being some of the most recent and most impressive. There’s a couple of other numbers that are even more interesting when it comes to iPhone and iPad development: 100, 100 million, and 1 billion. Roughly 100 million iOS devices have been sold to data and they are all broadly software compatible. There’s some fragmentation to be sure — older devices are slower, there’s no cameras (yet) on the iPod touch and iPad, no GPS in iPod touch, iPad Wi-Fi, and the iPhone 2G. Apple mitigates this somewhat by offering services such as CoreLocation where, if no GPS is found, it gracefully degrades down to cell tower triangulation or Wi-Fi router mapping. Even the iPad with its odd-device-out 1024×768 display will frame iPhone apps or pixel double them, which is awkward but still workable, still compatible. When iPhone 4 ships, it will be precisely double the vertical and horizontal pixel count of previous generations, meaning older apps will simply look the same as they did before (using 4 pixels in the space they used to use 1). Likewise, most iOS devices tend to get updated to the latest version of the OS, or at least fairly recent versions. While iOS 4 will drop compatibility for iPhone 2G and iPod touch G1, it will also be free for all other devices for the first time, ensuring iPod touch G2 and G3 owners are more likely to update. Everything isn’t perfect, but for a vast majority of apps it doesn’t need to be. They just work. The sheer size of that install base is stunning. Code an app once and deploy it to a theoretical 100 million devices — and growing — all with a drop-dead-easy to use icon on the home screen to help them get your apps?
That’s where the 100 comes in. One of the single biggest advantages Apple had going into the App Store was iTunes and the ability to process credit cards and handle transaction at an international scale. There are App Stores now in almost 100 countries (could be 100 or more now, I lost count at 96). Making an app for 100 milion devices — even if they were broadly compatible — wouldn’t be anywhere near as enticing if a developer couldn’t sell them to more than 1 or 2 countries (especially for the many, many developers who live in those unserviced countries). Again, the App Store isn’t literally everywhere, and due to local laws and ratings requirements they can’t sell games in in a couple places, or have other restrictions, but also again, for the majority of apps it’s an unmatched opportunity. When you consider Apple does all the processing and delivery heavy lifting for a 30% cut of paid apps, and 0% of free apps, allowing developers to develop and not spend time on managing that themselves, it’s easy to see why many of them jump at the chance. 1 billion dollars paid out to developers, as mentioned in the comments below, makes manifest the potential market size of those 100 million devices in about 100 countries. At day’s end — and financial year’s end — many developers will go where the money is. There’s one last set of numbers to touch on as well. The iOS SDK frameworks. They provide an incredibly rich set of functionality developers get “for free” when making apps for the iPhone and they don’t exist (as directly portable options) on other platforms. Accelerate alone offers 2000 hardware-powered math API for games. Never mind CoreAnimation, CoreData, Game Center, the UI elements, and everything else that rounds out the kit. If portability isn’t the prime concern, they greatly enhance ease of development. Apple isn’t wasting the chance to show that off. They just posted a video showcasing developers for developers [QuickTime link -- tip of the hat to 9to5Mac] The flip side of that, of course, is the trade off in control made for convenience and opportunity. There are certain apps Apple won’t let into their store, and no guarantee they won’t pull an app (or whole class of them) even after they’re in the store. Having humans review apps makes app review subject to human error. Also, for every hit-it-rich app in the store there will be many, many times more that don’t break even. For developers writing mainstream apps, nowhere near the edge-cases, it will probably never be an issue. Edge-cases, however, are often where some of the most interesting developments come from. Further, if you do use a lot of those API and you want to move to other or multiple platforms, you’re likely in for a lot of recoding, including a lot from scratch. Palm, with parties, cross-compilers, and the chance for a nice payday, and Google with factually challenged trash-talk at I/O and a lightning fast JIT (just-in-time compiler) and Flash support, aren’t wasting the chance to show that off either. Apple’s magic developer numbers: 100, 100 million, and 1 billion is a story by TiPb. This feed is sponsored by The iPhone Blog Store. |
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