iPhone - Official Thread

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Juice said:
Memory has NOTHING to do with the rule. The iPhone is built on OS X with as much memory as many machines that were built for OS X around its debut. iPhone can multitask just fine.

All it has to do with is bandwidth. Bandwidth in that, background applications that require network access will stack up, and having 30 applications in the background using EDGE consistently would cripple AT&T's margins.


Where there is definitely something to the fact that they don't want 500 AIM applications running and polling the network, there is a very real issue with memory in the way the iPhone OS handles things. Since there is no page-file, you have to fit all your app and all its data into frame at the same time. If you've got 30 other apps eating up resources, chances are you'd never get your applicationDidFinishLaunching event. The OS would have to forcibly start terminating resident applications in order to allow new ones to kick off.
 
Phoenix said:
Two entirely different worlds and normally two entirely different sets of developers. Java on the iPhone is good news, though it will be JavaME and not likely a full JVM implementation.

As for performance, it always bothers me that consumers are concerned with that. Performance is the developers problem - not yours. Its the difference between having an app or not having it at all because most people are NOT going to port Java apps over to Objective-C.

First, thanks for the point above. Still, I'd rather Apple figure out something clever to solve the problem (like a background process handling cron tabs or a notification/messaging layer that can be delegated to while an application is inactive).

I absolutely love Java and I'd be pumped to see even Java ME on the iPhone. Biggest problem as you mentioned is that Java ME doesn't include much at all. Granted, a lot can be accomplished by throwing JARs at it, but I've had to reinvent the wheel so many times working with Java ME because almost any worthwhile library is going to take advantage of classes and methods normally accessible in the SE jre.

I'd probably be better off learning Objective-C and its idioms.
 
I'm so jazzed for the SDK in June. The iPhone is going to go from super cool to like, way super cool in a matter of months. I can't wait to see what kind of app's people can make.

OMG, time for a wishlist.

-A sweet Netflix app.
-A Puzzle Bobble port.
 
The iPhone seems awesome to me, but as with all Apple products, the price seems a little steep. And I also fear that Apple will release a superior 2nd generation model as soon as I've finally bought one :/ Looking back at how frequently new iPods were released, well...
 
Munin said:
The iPhone seems awesome to me, but as with all Apple products, the price seems a little steep. And I also fear that Apple will release a superior 2nd generation model as soon as I've finally bought one :/ Looking back at how frequently new iPods were released, well...

New iPods are about once a year. We're expecting about the same on the iPhone, with June being the best guestimate as to when the new one will drop. For what it's worth.
 
Nick said:
I'm so jazzed for the SDK in June. The iPhone is going to go from super cool to like, way super cool in a matter of months. I can't wait to see what kind of app's people can make.

OMG, time for a wishlist.

-A sweet Netflix app.
-A Puzzle Bobble port.


I could've sworn I saw a Netflix app via installer a few months back... But I guess you want something official.
 
Munin said:
The iPhone seems awesome to me, but as with all Apple products, the price seems a little steep. And I also fear that Apple will release a superior 2nd generation model as soon as I've finally bought one :/ Looking back at how frequently new iPods were released, well...
I doubt they would release a new one every year.
 
The new update has been jailbroken before it's release, and it runs all apps http://gizmodo.com/366751/iphone-20-unlocked-runs-all-apps

Nick said:
I'm so jazzed for the SDK in June. The iPhone is going to go from super cool to like, way super cool in a matter of months. I can't wait to see what kind of app's people can make.

OMG, time for a wishlist.

-A sweet Netflix app.
-A Puzzle Bobble port.

If you jailbreak the phone there is a Netflix app called iflix, it is rather nice.
 
No Firefox? WTF apple.

At least give me more flexibility in Safari. For instance, I'd love to be able to turn off images for web browsing when my signal is weak. Half the damn time Safari doesn't even load the image, or if it animates - no go, so yeah - let me turn them off plz!
 
Juice said:
I'd probably be better off learning Objective-C and its idioms.


Objective-C is a weird, REALLY REALLY weird bird. But its not that difficult to get into and the frameworks Apple has provided make development really easy without you as a developer having to put much in from an Objective-C perspective. Once they get Interface Builder working for the iPhone it will be much easier than the CGRect hell that one has to live with today.
 
The Take Out Bandit said:
No Firefox? WTF apple.

At least give me more flexibility in Safari. For instance, I'd love to be able to turn off images for web browsing when my signal is weak. Half the damn time Safari doesn't even load the image, or if it animates - no go, so yeah - let me turn them off plz!



http://bugreporter.apple.com
 
So, I finally jailbroke my iPhone. It was super simple using ZiPhone. There aren't really that many good apps available but the few good ones are really fantastic. My favorite's are:

MobileScrobbler - Amazing audio scrobbling application for Last.fm. I can't get over how polished this application is. You'd swear Apple made it.
iPhysics - Crayon Physics is fun and perfectly suited for the iPhone.
iFlix - Netflix account management app. Very polished and also has a slick interface.
VNSea - Clever VNC client that makes good use of multi-touch gestures.
Converter - Simple but polished unit converter app.

All of the other apps I've tried, including many of the game emulators, are pretty mediocre to be honest. Most are buggy and unpolished messes at this point. The above apps however were totally worth the jailbreak.
 
I can't imagine this one is going to last long, but this has got to be dead easiest way to get or create ringtones for the iPhone.

http://audiko.net

Upload an mp3, and use their online waveform editor to specify which part of the track you want to use for a ringtone, with optional fade in/out. Or just grab one that someone else has already created. In mp3 format or in iPhone compatible format. Works equally well on Mac or PC.

RIAA knocking in 3..2...
 
Phoenix said:
Objective-C is a weird, REALLY REALLY weird bird. But its not that difficult to get into and the frameworks Apple has provided make development really easy without you as a developer having to put much in from an Objective-C perspective. Once they get Interface Builder working for the iPhone it will be much easier than the CGRect hell that one has to live with today.

Yeah, when I realized IB wasn't included in the SDK, I just dropped my project on the floor and started a different one as a webapp using the new updates to DashCode
 
We can now pretty much guess when we'll get Apps for the iPhone. Apple has announced the date for the WWDC as June 9th through 13th. Steve will of course give a Keynote, and my guess we'll hear "iPhone 2.0 software is available today!"
 
Kung Fu Jedi said:
We can now pretty much guess when we'll get Apps for the iPhone. Apple has announced the date for the WWDC as June 9th through 13th. Steve will of course give a Keynote, and my guess we'll hear "iPhone 2.0 software is available today!"

Or it'll be like, "The iPhone 2.0 software will be available in two weeks" a la Apple TV Take Two. :'(
 
By Kristin Kalning
Games editor
MSNBC
updated 7:48 a.m. CT, Fri., March. 14, 2008


Last week, Apple got into the mobile-game business.

The company, which projects it will sell 10 million iPhones by the end of 2008, is trying to make it easier for third-party developers to make cool stuff for the sleek, sexy devices. More cool stuff, more phones sold. And a key part of that effort, it seems, is games.

Electronic Arts showed off an iPhone-specific version of “Spore” during last week’s presentation. The game, easily one of the most anticipated titles of the year, is the brainchild of “Sims” creator Will Wright. And Sega demonstrated a few minutes of “Super Monkey Ball,” which makes use of the iPhone’s “accelerometer,” motion-detecting sensors that work much like the Wii remote.

That’s all very cool — and certainly exciting for a sector of the game industry that’s not exactly setting the world on fire. Despite the fact that everyone has a cell phone, only a small percentage of users have actually bought a cell-phone game. Can the iPhone change all that?

“There seems to be an enthusiasm around (the iPhone) that I’ve never seen for a particular device model,” says Mark Donovan, senior analyst with M:Metrics. “What we’re hearing out of the game community is that they’re viewing this as much closer to a console platform than your typical mobile handset platform.”


That’s an important distinction. Mobile phones are for making phone calls. The user interface for your average cell phone has a small screen and a keypad for punching in numbers and letters. Not exactly an ideal gaming device. No wonder the most popular cell-phone games have been tried-and-true fare like “Tetris” and “Solitaire.”

But the iPhone has a 3-D processor and graphic capabilities that far surpass those of other mobile phones. It has a 3.5-inch widescreen display that makes it look more like Sony’s PSP than a RAZR. No keyboard, and only one button. It’s really a blank canvas, says Travis Boatman, vice president of Worldwide Studios for EA Mobile.

“With a blank canvas, I can create any kind of interface I want, to make any kind of game experience I want,” he says.


If its predecessors are any indication, there’s a huge audience for portable gaming devices. Who among us didn’t own some flavor of the Nintendo Game Boy? Its successor, the Nintendo DS, was the top-selling game machine in 2007 — besting the Wii, the Xbox 360 and the PlayStation 3. And Sony’s PSP is a gorgeous little gadget that can play games, music and video. The iPhone has all that — and it makes phone calls.

The release of the 2.0 software in late June will also contain something Apple is calling the App Store, an application that lets users browse, search, buy and download programs like games. It will look a lot like iTunes, an interface already used by millions of people.

The App Store will also let developers deliver applications to iPhone users. The iPhone software development kit download is free, App Store-inclusion is$99 a year for developers, who set the price for their applications, and get to keep 70 percent of all sales revenues.

“The App Store for the iPhone certainly will help level the playing field a little bit, especially for smaller developers, to get their titles into people’s hands,” says Peter Cohen, editor and game columnist for Macworld Magazine. “Of the developers that I’ve spoken to about game development for the iPhone, that’s where they’re most excited.”

Game developers haven’t always felt the love from Apple. Cohen says that game-makers interested in creating titles for the Mac have met with indifference or a lack of support from the company.

“There really hasn’t been a concerted effort to get Mac gaming on the same level of parity as PC gaming or console gaming,” he says. “It’s always been sort of an afterthought.”

It wasn’t always this way, says Brian Greenstone, owner of Pangea Software, which makes Mac titles like “Enigmo” and “Bugdom.” About a dozen years ago, Mac was the platform for gaming. Apple went out of its way to encourage small developers in creating unique titles. But Greenstone says that as the personnel changed at Apple, so did the interest level in games.

“It was impossible to get anyone to listen to you, unless you were doing a gigantic, triple-A title that already existed on other platforms,” he says.

Greenstone is thrilled at Apple’s newfound interest in games for the iPhone — which he believes is driven mostly by dollars.

“You don’t really do useful work on a cell phone, but you can do games. I think they realize that that’s where the money is,” he says.


So Pangea, which had slowed down its development for the Mac, is hard at work, hoping to get its “Enigmo” title ported over to the iPhone in time for the 2.0 release.

“I definitely think that’s where the money is, without a doubt. I wouldn’t even consider doing anything but a game for the iPhone,” he says.

Despite all the buzz, and the excitement from game developers, it’s unlikely that the iPhone will dramatically reverse the fortunes of the overall mobile-game industry — at least initially.

“I wouldn’t expect that the iPhone is going to have any lateral impact on the rest of the game market,” says M:Metrics’ Donovan. “But the iPhone has been a really disruptive device that I think has raised the bar and is sparking a lot of innovation and openness.”

http://www.msnbc.msn.com/id/23619565/

While I'm excited about all this I just don't see how you make traditional games with a D-pad which even the DS has even with its stylus and all.
 
There's plenty of traditional games that don't need a d-pad to be played well. I don't think anyone's expecting the iPhone to become the uber portable gaming platform, just a solid gaming platform in it's own right.

I wouldn’t even consider doing anything but a game for the iPhone,” he says.
Well, I don't know about all that.
 
kaching said:
There's plenty of traditional games that don't need a d-pad to be played well. I don't think anyone's expecting the iPhone to become the uber portable gaming platform, just a solid gaming platform in it's own right.

I think you will get a lot of non-traditional games that perhaps don't revolve around a d-pad which might be a good thing, but I still think the traditional games that portable owners are use to will be a tough fit. I'd be delighted to be wrong though.
 
It seems like most devs are correcting lack of a dpad with the accelerometer i.e. Monkey Ball, Spore, and that shooting game Apple made.

I dont' know how well buttons would do on the touchscreen. The NES emulator was reeeeeeeeeeeeally hard to play with effectively. I put up with it from time to time but it really wasn't the best playing experience. I could barely do well on Megaman 2 with it.
 
I guess we've got to define what a "traditional" game is then, in this context. There's a lot of puzzle games that are very traditional for the portable gamer that would work just fine on the iphone. Traditional turn-based RPGs, Strat games and other point and click stuff. More action-oriented games would be where things would have to be treated less traditionally.
 
yayaba said:
It seems like most devs are correcting lack of a dpad with the accelerometer i.e. Monkey Ball, Spore, and that shooting game Apple made.

I have a feeling constantly handling the iphone in this manner as a manipulation device will get annoying.
 
kaching said:
I guess we've got to define what a "traditional" game is then, in this context. There's a lot of puzzle games that are very traditional for the portable gamer that would work just fine on the iphone. Traditional turn-based RPGs, Strat games and other point and click stuff. More action-oriented games would be where things would have to be treated less traditionally.


Oh I think slower turn based stuff will work fine. Stuff where speed isn't necessarily essential or games that have a simple interface within the game for controlling things but stuff that requires anything requiring precision or quick or refined movements seems difficult.

What I'm honestly more excited about would be online-multiplayer, or even a massively multiplayer game since it is an easily internet ready device. It will probably take a while for that sort of stuff though.
 
Stoney Mason said:
Oh I think slower turn based stuff will work fine. Stuff where speed isn't necessarily essential or games that have a simple interface within the game for controlling things but stuff that requires anything requiring precision or quick or refined movements seems difficult.

What I'm honestly more excited about would be online-multiplayer, or even a massively multiplayer game since it is an easily internet ready device. It will probably take a while for that sort of stuff though.

I wonder if there is any stipulation in the contract that says you can't make a massively multiplayer game over EDGE.
 
The types of forbidden apps Apple listed were:

- Porn
- Privacy Violation
- Malicious Apps
- Illegal
- Bandwidth hog
- Unforseen

An EDGE based MMO might be considered a bandwidth hog but it remains to be seen. The only thing that worries me about this roadmap is where Apple will draw the line. However, I still think they want to be as flexible as possible.
 
Anyone having any problems out there using their iPhone with t-mobile? I'm still hesitant but also just want an iPhone already to use on my current plan (with the $20 unlimited data plan)
 
DefectiveReject said:
How about being able to select text on the screen and highlight it.
god damn GAF and its god damned spoiler text! :lol :lol


Glad to know I'm not that only one that that drives crazy. Isn't there a add-on copy/paste app out there?
 
I'm really digging 'Tris'. Takes a massive, hippo-sized dump over Tetromino or whatever it's called. But it still reminds me how unsuitable the touch interface is for gaming. Tapping the shape to rotate it works 70% of the time. Much like the NES emulator and that cursed d-pad.

'Traditional' gaming just won't work on this thing from what I can tell.
 
http://www.engadget.com/2008/03/19/adobe-says-flash-is-coming-to-the-iphone/

The word is out, kids. Adobe has apparently gone against old Jobsy's wishes, and it's planning a Flash player made all special for the iPhone (ala Windows Mobile) despite Apple's concerns that the technology -- in its current incarnation, anyway -- isn't cut out for mobile duty. During a conference call today, Chief Executive Shantanu Narayen said, "We believe Flash is synonymous with the Internet experience, and we are committed to bringing Flash to the iPhone," adding, "We have evaluated (the software developer tools) and we think we can develop an iPhone Flash player ourselves." We wouldn't be surprised if Adobe were to be given a pass on all those pesky SDK rules that would likely prevent a proper browser-based Flash component to be coded for the device, though those Apple dudes can be real sticklers for rules.
 
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