Saturday, April 30, 2011

Apple : In Depth: What Apple's patents reveal about its plans

Apple : In Depth: What Apple's patents reveal about its plans


In Depth: What Apple's patents reveal about its plans

Posted: 30 Apr 2011 02:00 AM PDT

For anybody who wants to know what a company is thinking, just look at its patent portfolio. Patents are about protection: without them there's nothing to stop your rivals from copying your best ideas and making money from your hard work.

If you patent your revolutionary unicorn-powered laptop and a rival copies you, you'll be able to sue them until they squeak - and possibly get their product pulled from the shelves too.

Smart companies patent everything, and Apple is a smart company - so a trawl through Apple's worldwide patent applications can uncover future products.

Back in 2006, patent application 20,060,268,528 showed what was described as a "portable computing device capable of wireless communications... [that] is a media player". A few months later, Steve Jobs unveiled it: the iPhone.

If you'd seen the patents Apple was filing in 2004 and 2005, the iPad wouldn't have been a big surprise either.

There was the patent application for a touchscreen that can "detect multiple touches or near touches that occur at the same time and at distinct locations"; one for "virtual input device placement on a touchscreen user interface"; one for "activating virtual keys of a touchscreen virtual keyboard" and "Electronic Device - Design Patent", a 2005 application that looks awfully like everybody's favourite tablet.

So can you use the patent offices as crystal balls for Apple kit? Yes and no. Applying for a patent doesn't mean you'll do anything with it; a firm's patent portfolio can include tangents, abandoned ideas and inventions that nobody knows what to do with.

It can also include patent applications designed to frustrate competitors - the first firm to patent an obvious idea can charge everybody else who wants to use it - or as a form of insurance, with companies patenting far-fetched ideas on the off-chance that something might come of it a few years down the line.

And patenting inventions is a slow process: in some cases they aren't granted and published until long after the invention goes on sale, meaning they're not much use for predicting the future. For example, the patent for last year's iPad Dock didn't surface until December.

Browsing Apple's patents is a lucky dip, but it's given us lots of ideas about the sort of products we might see from Cupertino in the future, so we thought we'd share a few of the best here.

The iMac touch

iMac touch

Description

Imagine owning an iMac with a glasses-free 3D display, which turns into a multi-touch iOS device with a single push.

What is it?

It's an iMac with three key improvements: an iPad-style multi-touch screen, a hinged base that enables you to lay the screen flat on your desk or have it vertical like a traditional display, and a rippled, 3D-capable display that uses head tracking to adjust the on-screen 3D effect so it remains pin-sharp.

When it's upright the iMac is a desktop Mac; fold it down and you can use it like an iPad.

Patents used

Transitioning Between Modes of Input, WIPO WO/2010/006210, July 2009

Three-dimensional Display System, USPTO 7,843,449, November 2010

Multi-dimensional Desktop, USPTO application 20080307360, December 2008.

Why we're excited

There's a fundamental problem with having touchscreen on a desktop computer - that is it gives you very sore arms. Prodding away at a vertical screen might be fine for cash machines, information kiosks and other devices you'll only use for short periods, but for serious applications it simply isn't comfortable or accurate enough. And that's why touchscreen PCs have never taken off.

By bringing the screen to a comfortable working height, however, the iMac touch would solve that problem. We already know that OS X Lion is bringing the best of iOS to OS X; so why not bring the best bits of the iPad to the iMac too?

As for 3D, we're not convinced that 3D can become mass-market when it needs ridiculous specs, but glasses-free 3D in a family-friendly machine is a different proposition altogether.

The 3D display patent describes using a projector rather than a normal computer screen, but it's one of several 3D patents that include 3D OS interfaces, so Apple's clearly thinking about 3D Macs. If anyone can make desktop 3D attractive, it's definitely Apple.

A mightier Mac mini

Mac mini

Description

This would be a completely wireless computer where even the power might be delivered by wireless induction rather than via a traditional cable.

What is it?

Apple's Computer Systems patent "may provide an entirely new and revolutionary category of computer systems", that is a "desk-free computer". This would use a projector rather than a traditional display.

And then you can factor in a wireless keyboard, which also works as a multi-touch input device, with tiny cameras monitoring your fingers to see whether you're typing, pinching or zooming. Put all of that together and you've got something really quite interesting…

Patents used

Computer Systems and Methods with Projected Display, USPTO application 20100079468, September 2008.

Image Processing for Camera Based Motion Tracking, USPTO application 20110006991, January 2011.

Why we're excited

Imagine a hybrid between the Apple TV and the Mac mini - a cloud-based hybrid that takes the Apple TV's minimalism a step further by banishing every single cable, including the one to your monitor or TV.

Apple imagines an ingenious device whose primary display comes via a projector, enabling you to stick it wherever suits: on a shelf, behind the sofa, on the ceiling… everything would be wireless, with the possible exception of the power cable - although power might even ultimately be delivered wirelessly using induction charging.

The Apple TV already receives its content wirelessly, so it isn't much of a stretch to imagine a future Mac accessing cloud-based software too. Remember the enormous data centre Apple's been building?

Of course, you wouldn't want to control an entire computer with your Apple Remote. However, you might be able to use your iPhone, iPod touch or iPad in the same way you can use them with an Apple TV.

Alternatively, we've come up with a very different kind of keyboard: Tiny cameras track your finger movements and can tell if you're typing or making iPad-style gestures.

The MacBook touch

Macbook touch

Description

Imagine a MacBook Air that becomes an iPad when you slide the display flat. Sounds great, doesn't it?

What is it?

A convertible MacBook with an integrated multi-band 3G/4G radio, carbon-fibre reinforced housing and a cooling system where the laptop's lid cools the processor. And it folds to become an iPad.

Patents used

Application Programming Interfaces for Scrolling Operations, USPTO application 20100325575, January 2007.

Reinforced Device Housing, USPTO application 20100289390, May 2009.

Methods and Apparatus for Cooling Electronic Devices Using Thermoelectric Cooling Components, USPTO application 20100050658, March 2010.

Methods and Apparatus for Cooling Electronic Devices Using Thermally Conductive Hinge Assemblies, USPTO application 20100053885, March 2010.

Antennas for Wireless Electronic Devices, USPTO 7,804,453, September 2010.

Dielectric Window Antennas for Electronic Devices, USPTO application 20100321526, June 2009.

Why we're excited

Apple's scrolling patent application includes diagrams of "a laptop device with a keyboard… the laptop device can be converted into a tablet" by sliding the display frame - the touchscreen bit - over the keyboard. Forget the arm-breaking Tablet PCs of the last decade and think MacBook Air.

In fact, think of a carbon-fibre MacBook Air: carbon fibre is as tough as metal and as light as plastic, but prone to cracking. Apple's patent application appears to have the solution: using multiple layers or a carbon-fibre frame so that the fibres don't all run in the same direction.

Other patents detail integrated 3G/4G radios in MacBook-style devices, possibly using the Apple logo as the antenna. Cooling systems might not be as glamorous, but they're important - which is why Apple's filed plenty of patents for cooling systems such as liquid-cooled laptops.

One of the most interesting ones uses the Peltier Effect, which can cool metal by passing an electric current through two different metals. Apple has also patented fan-free laptop cooling that dissipates heat through the laptop's hinge.

The iPad Air

iPad air

Description

A lightweight, carbon fibre-encased iPad with a shape-shifting screen that can handle not just touch but waves and pen input too.

What is it?

An iPad whose display can "grow" real keys and whose touch sensors can interpret 3D gestures as well as 2D ones. The combination of haptic feedback and hover sensing could make Apple's tablet even more magical, and artists might like a pressure-sensitive pen that can overcome the limitations of low-res touch screens. It might even have an integrated stand.

Patents used

Detecting and Interpreting Real-World and Security Gestures on Touch and Hover Sensitive Devices, USPTO 7,877,707, January 2011.

Stylus Adapted For Low Resolution Touch Sensor Panels, USPTO application 20100006350, January 2010.

User Interface Having Changeable Topography, USPTO application 20100162109, June 2010.

Reinforced Device Housing, USPTO application 20100289390, May 2009.

Why we're excited

We like the iPad a lot, but, as we've all since discovered, its glossy glass screen isn't the best surface for touch-typing or gaming. However, the "changeable topography" patent application has a possible solution.

It presents a screen or trackpad that can "grow" buttons or other interface elements as required. It couldn't be made of glass though - as it's too solid - but would consist of "changeable nodes" that can form recognisable, tactile shapes. Such nodes might be controlled by tiny motors, or they might be made of a substance that expands or contracts when stimulated by an electrical, magnetic or chemical actuator.

That's not Apple's only interface idea. Building on the concept of multi-touch, its plans for "Touch and Hover Sensitive Devices" could interpret gestures such as a tap-and-hover, a "hitchhiking gesture" or even a thumbs-up.

And the pen? Steve Jobs may have mocked stylus-based tablets in the past, but that doesn't mean Apple won't introduce an artist-friendly pen input to the iPad. A pressure-sensitive stylus would be a boon in imaging apps.

The iPhone nano

iPhone nano

Description

An incredibly small, cheap iPhone - think iPod nano with phone features - that jumps between networks and doubles as an electronic wallet.

What is it?

A super-small iPhone that supplements the familiar touchscreen with a second touch-sensitive panel on the back, enabling you to control the device with fingers and thumbs simultaneously. When you're using the rear screen, you'll "see" your fingers on the front screen: it's not transparent, though, it's just a clever idea for a cursor.

The phone includes a Universal SIM that uses the best available network provider, which could change throughout the day according to where you are.

Patents used

Back-Side Interface for Hand-Held Devices, USPTO application 20070103454, May 2007.

Handheld Computing Device, USPTO 7,724,532, May 2010.

Dynamic Carrier Selection, USPTO 7,885,654, February 2011.

Motion Based Input Selection, USPTO application 20100042954, November 2009.

Why we're excited

Imagine an iPhone that's the size of the current iPod nano. It probably wouldn't provide the full iOS apps experience - the iPod nano doesn't either - but it'd be capable of sending texts, checking email, playing media and all the usual smartphone stuff.

If you combine the iPhone's touchscreen with the touch-sensitive rear described in Apple's 2007 patent, you've found the solution to making the iPhone smaller yet easy to use. Similar technology is in the forthcoming PlayStation Portable replacement, Sony's NGP.

The Universal SIM could be bad news for mobile operators, as it suggests Apple is thinking of becoming an MVNO, a Mobile Virtual Network Operator. According to the patent, the phone would send a request for data to "a mobile virtual network operator server", which might ask networks to bid for your business.

Apple also fancies turning your iPhone into an electronic wallet - but it has bigger ambitions too. Its Motion Based Input Selection patent application describes NFC-enabled phones acting as electronic tickets and even security passes.

Friday, April 29, 2011

Apple : HipstaCase appeals to retro iPhone 4 snappers

Apple : HipstaCase appeals to retro iPhone 4 snappers


HipstaCase appeals to retro iPhone 4 snappers

Posted: 29 Apr 2011 04:08 AM PDT

If you are a regular user of the retro-camera Hipstamatic app on your iPhone 4, then this new retro camera case is sure to appeal.

The new HipstaCase is currently only available in the US ($40 plus international shipping costs), so it doesn't come cheap.

Tripod-mount

Hipstamatic commissioned designers at Agent 18 to create the new HipstaCase, which also comes with a tripod mount, to finish off the retro look.

HipstaCase also has a handy wrist lanyard, to truly top off the toy camera feel to this unique snap-on iPhone 4 case.

You can grab the Hipstamatic iPhone app from the iTunes App Store, if you have somehow missed out on what the nostalgia-cam fuss was all about in the first place.

Thursday, April 28, 2011

Apple : South Park takes on Apple and the iPad

Apple : South Park takes on Apple and the iPad


South Park takes on Apple and the iPad

Posted: 28 Apr 2011 10:50 AM PDT

Apple and Steve Jobs are the latest victims of South Park's vicious satire after a new episode took the company to task over recent privacy and location tracking fears.

The new Human CentiPad episode, which premiered in the US on Wednesday night, lands young Kyle in trouble when he agrees to an iTunes update without reading the terms and conditions.

Kyle is kidnapped by Apple and made part of a three-way human daisy chain (pictured) with his lips sewed to another man's rear end, in order to power a new version of the iPad.

"They don't track anyone"

Steve Jobs is the star of the episode, with his minions constantly able to track down Kyle and the rest of the crew through their iPads even though the devices are switched-off.

"Apple stuff is pretty neat, I just don't like the idea of a big company tracking me everywhere I go," says a cafe waiter as Kyle proudly shows off his new tablet.

"That's just a rumour, they don't really track anyone," retorts Kyle before a team of Apple spies charge in and take him away to Cupertino, citing that he legally agreed to everything.

The episode also pokes fun of the Genius Bar at Apple Stores and also the whooping and hollering at Steve Jobs' keynotes.

Meanwhile Cartman is aggrieved when his mother will only buy him a "Toshiba Handybook" when all the other kids have iPads.

The episode will be aired in the UK on Comedy Central on May 6th.

Steve Jobs speaks out on iPhone location tracking

Posted: 27 Apr 2011 02:24 PM PDT

Apple CEO Steve Jobs has brushed-off the notion that Apple is using the location-tracking 'bug' in iOS to keep tabs on its users.

The Cupertino-based company today admitted that the iPhone 4 does back up historical location data but doesn't need to collect quite as much and promises to resolve the issue with a software fix

Jobs, who remains on hiatus from full-time duty with the company due to illness, moved to dismiss the ever-present naysayers who suggest Apple might using the data for ill means.

"We haven't been tracking anybody," he says. "Never have. Never will."

Investigation

Jobs also chose the interview to defend Apple's delayed response to the controversy, saying that they wanted to identify the essence of the problem before rushing out a statement.

The stance has echoes of the antennagate fiasco that accompanied the launch of the iPhone 4, which also took Apple plenty of time to respond to.

"Rather than run to the P.R. department," Jobs says,"the first thing we always do when a problem is brought to us is we try to isolate it and find out if it is real,"

"It took us about a week to do an investigation and write a response, which is fairly quick for something this technically complicated."

"Scott (Forstall - Senior VP of iPhone software) and Phil (Schiller - Apple's marketing kingpin) and myself were all involved in writing the response because we think it is that important."

To find out more about Apple's response to the controversy, see our earlier news item on the matter.

Wednesday, April 27, 2011

Apple : Apple is collecting location data, but not YOUR location data

Apple : Apple is collecting location data, but not YOUR location data


Apple is collecting location data, but not YOUR location data

Posted: 27 Apr 2011 06:25 AM PDT

Apple has released an extensive Q&A about iOS 4's apparent gathering of location data and is adamant it is not tracking the location of your iPhone, rather "maintaining a database of Wi-Fi hotspots and cell towers around your current location."

This is to help speed up finding your location when, for instance, you need to load up a map app.

"Calculating a phone's location using just GPS satellite data can take up to several minutes," said Apple.

"[The] iPhone can reduce this time to just a few seconds by using Wi-Fi hotspot and cell tower data to quickly find GPS satellites, and even triangulate its location using just Wi-Fi hotspot and cell tower data when GPS is not available (such as indoors or in basements)."

Location, location, location

According to Apple, this goes some way in explaining all the location data which can be taken from your iPhone – essentially it is not your own personal data but info that has been "crowd-sourced".

"This data is not the iPhone's location data—it is a subset (cache) of the crowd-sourced Wi-Fi hotspot and cell tower database which is downloaded from Apple into the iPhone to assist the iPhone in rapidly and accurately calculating location," explained Apple.

"The reason the iPhone stores so much data is a bug we uncovered and plan to fix shortly. We don't think the iPhone needs to store more than seven days of this data."

Apple concludes with a heartfelt message about privacy, saying it is a big believer of putting the 'I' back into the iPhone.

"iPhone was the first to ask users to give their permission for each and every app that wanted to use location.

"Apple will continue to be one of the leaders in strengthening personal information security and privacy."

Sometime in the next few weeks Apple will be releasing an iOS software update to reduce the size of the crowd-sourced Wi-Fi hotspot and cell tower database cached on the iPhone, stop backing up the cache anddelete the location-storing cache entirely when Location Services are turned off.

Whether the Q&A is an example of complete honesty from Apple or a case of baffling its users with techno-babble, remains to be seen but it's good to see Jobs and co aren't burying their collective heads in the sand about the location data issue, and just in time for the UK release of the white iPhone 4, too.

Tuesday, April 26, 2011

Apple : Apple MacBook Pro set for complete makeover?

Apple : Apple MacBook Pro set for complete makeover?


Apple MacBook Pro set for complete makeover?

Posted: 26 Apr 2011 03:51 AM PDT

Apple could be set to give the MacBook Pro a whole new look, its first design makeover since 2008, if insider sources are to be believed.

No clues have surfaced as to what this new design will entail, but it is said to be already under development, described by one sources as a "milestone" for the MacBook Pro range.

The latest MacBook Pros were unveiled in February this year and were the first to include high-speed Thunderbolt file transfer.

The design, however, was largely the same as its previous iterations, with the now-familiar aluminium unibody casing.

New iMacs incoming

The other Apple computing chitchat today is that we may see the next iMac refresh surfacing next week, complete with Thunderbolt connectivity.

Apple has dispatched delay notes for iMac orders speaking of 'unexpected delays' and promising delivery in week commencing 2 May, which seems to confirm insider tips that the new breed will be revealed the same week.

Monday, April 25, 2011

Software : In Depth: How to make money from app development

Software : In Depth: How to make money from app development


In Depth: How to make money from app development

Posted: 25 Apr 2011 04:48 AM PDT

According to the media hype, the new phone app market is like a modern day gold rush.

Headlines like 'Infinity Blade makes $1.6million in five days', 'Make $100,000 a year selling Android apps' and 'Angry Birds makes $2million a month' are enough to make a lot of hobbyist programmers sit up and listen.

Developers from all walks of life are rushing into previously unexplored territory and staking their claim in the hope of finding their fortune in them there hills. So should we all get involved? Who's really making the money here? Are the app markets truly a level playing field?

Make no mistake, mobile phone apps are big business. The potential profits are now big enough for people to dedicate themselves to app-building as a career choice.

The Apple App store alone has already had 10 billion apps downloaded since its creation. Add to that the millions more from Google's Android Market, Nokia's Ovi Store, Research in Motion's App World, Microsoft Marketplace and Samsung Apps, and you can see why this growing marketplace is encouraging a hive of activity in app creation.

The creation of the phone app has been a revolution - it's a whole new way to sell software, to advertise, to provide avenues for social networks and to inspire brand loyalty. Best of all, the app users carry their phones with them 24 hours a day. It's no wonder so many big brands now have their own apps, and that increasingly professional outfits are competing with the amateur developers for a place on customers' phones.

At the moment, though, it's still a wide open market, where anyone can strike it rich. All you need is a laptop and the willingness to have a go at some programming. And people are. Individuals, small groups and major corporations are all joining in the frenzy to exploit this burgeoning market, and it's led to some impressive and unexpected success stories.

As Donald Mustard, the man behind game app Infinity Blade, told us: "It really is like the Wild West."

Bubbles vs Birds

One of the most famous examples of the unpredictable nature of success in the app world is the battle between Angry Birds and Bubble Ball in the game download charts. Angry Birds is the most popular game in the app world: it's been downloaded over 50 million times since its debut in 2009, it took eight months to make and cost a reported $100,000.

In December 2010 it was knocked from its top spot on the App Store by Bubble Ball - a simple physics game with very basic graphics, cooked up by a 14-year-old called Robert Nay from America with the help of his mother and some books from the library.

With four million downloads in a month, Robert is the latest App Store success story. Don't be fooled, though, there is a big difference here - the paid-for Angry Birds is making millions a month for Rovio, the company that created it; the free download Bubble Ball has made its creator nothing. Well, nothing apart from worldwide fame and the likelihood of his choice of programming jobs when he leaves school, of course.

Cut the rope

COMPETITIVE MARKET: Cut the Rope was hugely successful, but was eclipsed by Infinity Blade

And here's the crux - half of the apps that make headlines for achieving a million downloads in a matter of days are free. Yes, these people are 'app millionaires', but they won't be seeing a single penny from sales.

Free the adverts

That isn't a problem with foresight. Rovio released a free version of Angry Birds on the Android Market with an advertising bar on it, and the ads are now making the company more per month than the paid-for version - millions of dollars.

This isn't an option for every app, though. This revenue system relies on the amount of time people spend playing Angry Birds - and they play it a lot.

As Rovio spokesperson Ville Heijari told us, "What has been most impressive for us is the estimated 200 million minutes that our users spend on average with the game every day." That's the equivalent of the viewing figures for a small TV channel.

That didn't happen by accident - a great deal of research went into creating Angry Birds. As Heijari said, "Rovio had produced 52 mobile games prior to Angry Birds since 2003, so the core team [already] had a pretty solid experience at developing games."

Rovio specifically concentrated on the retention of users - it didn't want to create an app people would download once then forget about. To help this, every month the Rovio team releases an update for the app (and 80 per cent of people with the game accept that update).

Oddly, these free updates also lead to an increase in new downloads of the app, probably because as the updates encourage people to play it again so new people (users' friends, for example) are exposed to it.

With all this experience and the eight-month development cycle, did Rovio expect the success it got? "When we released the game," said Heijari, "we had a strong gut feeling that we had a hit game in our hands, with the potential for at least 200,000 downloads. So we can honestly say that we did exceed our every expectation."

Rovio may not have expected the response it got, but it quickly turned it to its advantage. Angry Birds is now a brand, and Rovio is examining a whole wealth of possible profit-making spin-offs - keep an eye out for the Angry Birds TV series, board game, soft toys and PC games coming your way soon.

Smaller scale profits

Don't be put off by the Angry Birds figures, though - there are developers out there making a tidy profit from advertising on free apps that are nowhere near that scale.

One of them is Neil Inglis, the creator of Sleeps to Christmas, who took time out of his busy schedule to talk to us. We asked him how he got into developing apps:

"I've been a software engineer for six years, but always on large systems that took months to develop and even longer to deploy!" he said. "The idea of being able to produce a small, self contained app that satisfies the needs of a user and lets you see results instantly really appealed to me."

Inglis has developed a few apps, but what has been his best creation so far? "Sleeps to Christmas has been my most successful. It's a small, fun application that really appeals to children and families. I've had over 1.5 million downloads and [the app has] spent some time as the number one top free app in the UK. The app is ad-supported and brings income in the tens of thousands of pounds a year."

So, is developing apps now his only source of income? "I'm at the point where I could sustain myself purely on developing apps," he says, "but I'm somewhat nervous about the stability of the income so I'm not quitting my day job - yet."

What model does Inglis think works best - selling apps for free with advertising, or just publishing paid-for apps?

"It very much depends on the type of application," he explained. "For apps marketed at the 'mass market', advertising works really well, but you need to ship in large volumes. For specialist apps, you'll never make enough out of advertising, no matter how targeted, so paid is the way to go. There are still issues convincing users it's worth paying the price of a cup of coffee for an app, but I hope this changes in the future."

There's another way you can make money from free apps, but you have to be in for the long haul and you could be disappointed at the end.

Some creators of totally free apps are concentrating on the advantages that come with building a social network. One such app is Instagram, a photo-sharing app that hit the headlines in December and already has investors showing a keen interest.

Instagram

INSTAGRAM: Photo-sharing site Instagram had a million people download its app within three months of its launch

We asked Josh Riedel, Instagram's Community Manager, whether the company expected the app to take off as it did:

"We never expected the overwhelming response we received," he said. "We went from literally a handful of users to [being] the number one free photography app in a matter of hours after our launch. In just three months, over a million people are using Instagram as a way to communicate with their friends through photos. We've also seen huge adoption internationally, and as a result, we've translated the app into seven different languages."

He was a little less forthcoming about exactly how the company plans to make money from the app. "Our focus is on producing the best possible product for users and growing the user base," he explained. "We have many potential business models, but all of them make sense at a larger scale."

In-app purchasing is yet another way for developers to make money from free apps. This begins with you offering your app for free so it can get to the greatest number of people possible. Then, once you've proved that it's something people want in their lives, you offer them the chance to extend its functionality for a small fee.

With games, this could mean granting access to more levels, removing the advertising bar, or even just kitting the player's character out with personalised clothes or better weapons. Utilities would simply offer more functions, or the ability to share data with more devices.

With in-app purchasing, you're advertising to the most direct market possible - people who have your app and are using it.

Bad Piggy Bank

In-app purchasing is clearly of interest to the big players in free apps, as the planned appearance of the Bad Piggy Bank in the Android version of Angry Birds demonstrates.

The Bad Piggy Bank is an in-game payment model, which lets users remove advertising from the free version of the game or purchase the upcoming Mighty Eagle update. Rovio is currently testing it in Finland, and provided it can negotiate the necessary deals with mobile phone operators in other territories, it will be making its way elsewhere too.

A major advantage of getting payment this way is that the cost of the additions is simply added to the user's phone bill, so no credit card is needed. Rovio is also planning to let other Android developers use the technology.

With all these possible routes to make money from free apps, what about those developers doing it the old fashioned way and putting their apps up for sale?

There are a few things to consider. Android and Apple will charge you 30 per cent of your revenue for hosting your creations on their app markets. This is attractive in that if you don't sell anything you lose nothing, but if you do, you only see 70 per cent of what you make.

Also, with Apple, you have to put up with its submission process, meaning all your hard work could be for nothing if your app is rejected. Lastly, with the way the app stores are structured at the moment, it takes a lot to knock those at the top from their lofty perch, because they get the most exposure and are likely to be the ones new users download.

Building the hype

Playing the long game in building interest in your app is a sensible business model, but it's possible to take a shortcut to success by piquing the media's interest.

Chair Entertainment, creator of the role-playing game Infinity Blade, managed to do just that by creating the most impressive looking game ever seen on a phone. It uses the Unreal game engine - the same platform behind the likes of console and PC games such as BioShock.

Infinity blade

BIG MONEY: Infinity Blade is the fastest app to make $1million to date - it took just four days

This led to a lot of hype before its release, which may account for the fact that Infinity Blade is reportedly the fastest game to make a million dollars - it was just four days, halving the previous record held by Cut the Rope.

To find out how Infinity Blade achieved this remarkable feat, we spoke to Donald Mustard, Creative Director of Chair Entertainment, about how useful the hype was in generating sales.

"Well it's actually a kind of a danger too," he said. "It was a worry that people were expecting a lot, but we were just making the best game we could."

Mustard was coy about how much the game cost to develop. When we mentioned that Angry Birds reportedly cost $100,000 to make, he replied, "Blade cost a lot more than that! Mostly because it's 3D, which takes a lot of time."

So does he think it was a risky strategy to invest so much money on a £3.49 phone app? "It was a calculated risk," he explains, "although we didn't really know."

Dot com 2?

With millions being generated by apps big and small, are they truly the future, or are we just experiencing the same kind of buzz we saw when the internet started to take off? Is the app trend all hype and no real substance?

There's undoubtedly a lot of silly money being thrown about by venture capitalists and investors in the hope of being in at the start of the 'next big thing', but with real, substantial profits now being generated, and proven ways to monetise apps being explored, there seems more hope that we can avoid financial meltdown than last time.

Of course, the surest way to make money from apps is to own Apple or Google - they're the ones making 30 per cent on all app sales without lifting a finger.

Sunday, April 24, 2011

Software : Tutorial: How to build an iPhone app

Software : Tutorial: How to build an iPhone app


Tutorial: How to build an iPhone app

Posted: 24 Apr 2011 12:00 AM PDT

Developing for the iOS App Store is a no-brainer. If I said that a measly investment of £250 was enough to open up a market of 150 million consumers, the ears of any smart developer should prick up.

If I were to add that many of those consumers are Apple fans eager to part with their cash in an attempt to purchase software justifying the cost of their hardware, then you might well start to see why there are now 300,000 iPhone apps and 60,000 iPad apps two and a half years after the App Store launched.

The sheer size of the App Store is staggering, with more than twice as many apps available as all the competing stores combined.

In this article I want to help kick start your own development on the App Store, and I hope it's encouraging for you that I myself went from having zero apps to having 20 approved and on sale in the space of just over a year and a half. I haven't made enough money from them to retire, but they do provide a regular income - and it's an income that's only going to grow as Apple sells more hardware.

All you need to join in is an idea, a Mac (for coding), and this tutorial. Let's go!

Requirements

To make software for iOS devices - that's iPads, iPhones and iPod Touches - you need just one software package: the iOS SDK from Apple.

This comprises four major components: The Xcode development environment, in which you'll be writing all your code; Interface Builder, which is a drag-and-drop user interface design system; libraries and header files for writing your code in Objective C (the iPhone's native language); and the iOS Simulator, which lets you run a virtual iPhone or iPad on your Mac.

I should stress that this can only be done your Mac, because the iOS SDK isn't available for any other platform. In fact, you're pretty much limited to using Apple's hardware, software and development tools. This is why many people refer to iOS development as being as a 'walled garden' - Apple is very protective about who makes apps and what goes into the store.

The Mac requirement is a hurdle you can't really vault over, but I will say this: even if you're dedicated to Windows or Linux, a Mac is an excellent purchase. We rarely see more solid or reliable PCs.

Simulator

SIMULATOR: You can test out your app on your desktop with the use of a simulator - should save you some money on an iOS device for testing

Anyway, if you plan to work only inside the simulator, you don't need to pay Apple any money for a test device or a developer account - you can go straight to http://developer.apple.com/ios and get access to the free tools.

If you later decide you've built an app you want to sell, you should pick up an iPod Touch for testing purposes (£180), then sign up for a commercial iOS account (£60). If your 59p app sells just 500 copies - if just 0.00033 per cent of iOS owners buy it - you've made your money back and everything else is profit.

Once you've created your account, you need to download the latest SDK. At the time of writing, that's Xcode 3.2.5 with iOS SDK 4.2. This package includes everything you need to make iPhone and iPad apps.

The installer is very simple: just click 'Next' until the copying process starts, then give it about 30 minutes to perform its magic and you're ready to get going.

Building your project

I'm not interested in teaching you theory here - I want to show you how to make a real project so that, if you want, you can extend it with your own customisations and make your own valuable addition to the App Store.

We're going to make a simple to-do list manager, building on some of the basic user interface elements that are common to iOS apps.

First, fire up Xcode - you should find it in the 'Developer | Applications' folder on your hard drive. A welcome screen should appear, but you can close that and choose 'New | New project' from the menu.

Apple includes seven application templates out of the box, but the one that's most useful to begin with (primarily because it comes with a fair amount of code written for you) is the navigation-based application. Choose that, then name it 'TaDaList' and save it to your desktop.

A navigation-based app gives you a UI similar to the Settings app - you get a title bar at the top and a table of options to choose from. Choosing any option will cause a new screen to pan in from the right. You can then go back to the previous screen by tapping a 'Back' button - it's all very intuitive and easy to learn.

You can see the basic application template that Apple has created for you by pressing [Command]+[Y] to build and run your app in the simulator. You can see the Apple blue bar at the top (it's blank because we haven't typed anything in there yet), plus the table of information (again empty because we haven't told the app what should go there).

Define items

Xcode

X-CODE: Xcode is your primary development environment for iPhone. Some people like it, most don't

Before we type any to-do list items into the table, we need to define what those items are and where they're stored.

First, think about what we need each to-do list item to be stored as, and how they might helpfully be stored as a group. You should come up with these two key points: Firstly, a to-do list item, like 'Feed the cat' or 'Take over the world', is just a string.

In Objective C, there are two types of string: 'NSString' and 'NSMutableString'. The only difference between the two is that the latter can be changed after it has been created.

Secondly, the collection of items is very simple: as they are added, we need to put them either at the beginning or end of our existing list. Users need to be able to read them in any order they please. This calls for a pretty standard array, although again there are two on offer - 'NSArray' and 'NSMutableArray'. Hopefully you can figure out the difference.

In this project, we'll be using the mutable versions of both of those classes. We need mutable strings because users need to be able to edit to-do entries, and the easiest way to do that is to let them edit the entries in place. We also need a mutable array, otherwise users wouldn't be able to add and remove items.

So, let's start with the array: we're going to use a very basic programming technique in Objective C called 'properties'. The syntax for these is a little verbose, so I recommend that you commit it all to muscle memory as quickly as possible.

Properties

Our to-do list items need to be stored in an NSMutableArray, and the correct way to create that NSMutableArray is with a property. This is a little bit of Objective C syntactic sugar that means 'When I try to get the value, run this method, but when I try to set the value, run this method instead.' It's all about the methods, as opposed to setting values directly.

Having to write two methods to get and set each value is clearly an annoyance, so Objective C has special syntax that can generate those methods for us when the code is compiled. If you ever choose to write your own, just tell it to stop auto-generating the methods that you want to replace - easy.

First things first, we need to tell Objective C that we want an NSMutableArray for our items. In 'RootViewController.h' - the definition file for our main table view - modify the definition of the class to be as follows:

@interface RootViewController :
UITableViewController {
NSMutableArray *items;
}
@property (nonatomic, retain)
NSMutableArray *items;
@end

At first, that probably looks like we're declaring the 'items' array twice, but there's a difference: the first declaration makes the variable so that it can be used anywhere inside the class, but the second declaration turns it into a property so that it can be used anywhere in our code.

What's more, the keyword 'retain' tells Objective C that if it generates the code for us, it should make sure and keep the object alive until we say otherwise.

I say "if it generates the code", because that's still to come - change to the 'RootViewController.m' file and put this line of code immediately beneath '@implementation RootViewController':

@synthesize items;

That's the bit that makes the code generation happen - with that single line, Objective C will turn our '@property' into two methods, both doing memory management for us automatically.

There's one last piece, though: using 'retain' keeps the 'items' object alive until we say otherwise. If you never say otherwise, that memory is never freed up - even if you can't access it any more. As a result, you should always free memory that you've retained, so scroll to the bottom of the 'RootViewController.m' file and look for the 'dealloc' method. Change it to read as follows:

- (void)dealloc {
[items release];
[super dealloc]; }

Sending the 'release' message to an object - which is what this code does - has the effect in this example of freeing the memory. It's actually a little more complicated than that, but it works well enough for now.

Filling the table

Now that we have an items array declared, we can create some items and show them in the table. But first, we need to create the items array. And now, thanks to the amazing power of magazine telepathy, I can read your very thoughts: "Wait a minute… didn't we just write some code to do all that?"

Well, not quite. We wrote code to declare the variable so that it's available to use - now we need to use the thing.

Near the top of 'RootView Controller.m' the 'viewDidLoad' message has been commented out. Remove the '/*' and '*/' to uncomment it, then add this to it:

self.items = [NSMutableArray
arrayWithCapacity:10];

With that in place, our array is ready to be used. Scan down the file a little and look for the 'numberOfRowsInSection' method - that determines how many rows appear in the table in our UI.

How many? Easy - as many as we have items in the 'items' array. Right now, the default method implementation has 'return 0', meaning '0 rows'; change that to return the number of items in 'items':

return [items count];

Next, we need to change the way table rows are created so that they show the text of the correct to-do list item. As with the other methods, Apple's template already includes code to do most of this work - in fact, you just need to add one line that says 'set this row's text label to have whatever is in our items array at that position'.

About halfway down the 'RootViewController.m' file is the 'cellForRowAtIndexPath' method, and you should be able to see that it receives a parameter called 'indexPath' - that tells us which row we need to load. So, directly beneath the comment that reads 'configure the cell', add this:

cell.textLabel.text = [self.items
objectAtIndex:indexPath.row];

That uses the row's position as passed in 'indexPath' to look inside the 'items' array and assign the correct text to the table row. However, if you run the app it still doesn't do anything, even after all this code.

Fortunately, that's just a matter of us not having any items in the array, so we need to add a button to the navigation bar at the top that lets users add new items.

Adding new items

This is actually two tasks: adding a button, and writing the code to respond to the button being tapped. The first task is very simple - in the 'viewDidLoad' method, put this line of code:

self.navigationItem.
leftBarButtonItem =
[[[UIBarButtonItem alloc] initWithBa
rButtonSystemItem:UIBarButtonSystemItemAdd
target:self action:@ selector(addTapped)] autorelease];

That does several things at once, so let me break it down:

'self. navigationItem.leftBarButton' means that we're setting the left button (each navigation bar can have one button on the left and one on the right).

'UIBarButton Item alloc' creates the new button, and 'initWithBarButtonSystem Item' creates the button using the 'UIBarButtonSystemItemAdd' style. This means it will be displayed with a '+' symbol.

'Target:self' means that when the button is tapped, the message saying so will be passed to 'RootViewController.m'.

'@ selector(addTapped)' is how 'RootViewController.m' will be told the button was tapped - the 'addTapped' method will be run.

'autorelease' decrements the use count of the button. It won't be freed, though, because the 'leftBarButton' will retain it. That single line of code creates a new button with a '+' symbol and sets it up to call 'addTapped' in 'RootViewController.m' when it's tapped, then add its to the navigation bar.

We don't actually have the 'addTapped' method yet, but it's not complicated - all it needs to do is create a new 'NSMutableString' with some default text in, then reload the table so that it appears.

Put this new method somewhere in your 'RootViewController.m' file:

- (void)addTapped {
[self.items
addObject:[NSMutableString
stringWithString:@"New Item"]];
[self.tableView reloadData];
}

As you can see, to add an object to an NSMutableArray you just need to use the 'addObject' method, although what follows might confuse you a bit - it creates a new NSMutableString out of a plain text string.

Note that all NSStrings in Objective C must start with '@' to distinguish them from plain C character constants.

If you run the app now, you can add new rows by tapping the [+] button. It's still not useful though, because you can't actually edit anything - let's do that next.

Off into IB

Interface builder

INTERFACE BUILDER: The UI is split across four windows, so if you were planning to use a 13in MacBook for your coding, you might want to reconsider

We're on the last leg of our project now. Only one thing remains: we need to be able to edit to-do list items. When a new item is added, we create it as a mutable string and add it to our collection, so all we need now is a simple user interface to allow editing of items.

Right-click 'Classes' and choose 'Add | New file'. Select 'UIViewController subclass' and leave the checkboxes below deselected, except for the one marked 'With XIB for user interface' - that's the bit that lets us drag and drop user interface elements as we need them.

When you're asked for a name, call it 'EditController' - this is what we'll be using to edit to-do list items, and Xcode will create 'Edit Controller.h', 'EditController.m' and 'EditController.xib' for us.

It's the last one we're interested in - it's an XML file that can be edited by Interface Builder, so double-click it to open it in IB.

Interface Builder

Interface Builder is made up of four main windows: the Library, which showcases all the UI components you can use; the Workspace, which is the graphical layout view where you can create your user interface masterpieces; the Document Window, which shows you a tree-based version of your layout; and the Inspector, which is where you can set various properties of your interface.

Right now we want the workspace, so look in the Document Window for 'View' (it'll be under 'File's owner and first responder') and double-click it to bring up the Workspace. This will be a big, empty white space, with a small grey iPhone status bar visible at the top.

You need to go to the Library window and drag a Text View into that white space. When you hover over the space, you'll see the Text View stretch to take up all the available space; let go, and you'll drop it in there.

Using the Inspector, delete all the default text that's in the Text View. In order to use the Text View in our app, we need to add it as a property (which follows the same four steps as before), then hook it up in IB. Let's tackle the property part first.

In Xcode, modify 'EditController.h' to this:

#import

@interface EditController :
UIViewController {
UITextView *textView;
}

@property (nonatomic, retain)
IBOutlet UITextView *textView;

@end

In the '.m' file, you need to add @ synthesize textView; beneath '@ implementation EditController', and add [textView release] into the 'dealloc' method - just as we did for the 'items' property in 'RootViewController.m'.

There's one small difference here, and that's 'IBOutlet'. When IB is looking for things to connect to, it scans your source code for IBOutlet, so adding that to our property basically means 'This is something we want to use in IB.'

Save all the files in Xcode, then switch back to IB. Because we've told IB that 'textView' is of interest to it, we now just need to connect the 'textView' variable inside the 'EditController' class to the Text View we drew in the workspace window.

To do that, look for 'File's owner' in the Document window, hold down [Ctrl], then click and drag a line from there to the text view, and let go. A menu will appear showing the list of possible connections, and you should see 'textView' in there. Click it and you're done - save the file and close the file.

We've already launched IB, so there's one more thing we need to do: give our navigation bar a title. To do that, go into Xcode and double-click 'MainWindow.xib' from under the 'Resources' folder. When it loads into IB, doubleclick the navigation bar at the top and give it the text Ta Da - this will be used to generate the back button too, so it's quite important.

Editing items

With our simple user interface done, the next step is to make it appear when one of our to-do list items is tapped. That's controlled in 'RootViewController.m', in the 'didSelectRowAtIndexPath' method.

Apple has put some code in there that we can make use of - uncomment it, then change the two instances of 'DetailViewController' (with a capital D!) and the single instance of 'Nib name' to 'EditController'.

Before that compiles, you need to tell Xcode you want to draw upon the 'EditController.h' file you made earlier, so switch to the 'RootViewController.h' file, and add this just beneath the existing #import line:

#import "EditController.h"

That handles creating and showing the editing window, but it doesn't actually show the to-do list text in the view - we need to do that ourselves by passing in the selected string in for editing.

The first part of that is to create an 'NSMutableString' property inside 'EditController' called 'todoItem' I've already shown you how to complete all four steps in the process of creating properties, so just repeat them here.

The interesting bits are how to show the text of the to-do item in the view, and that's done back in 'RootViewController.m' - before the call to 'pushViewController' is made in 'didSelectRowAtIndex Path', you just need to set the 'todoItem' variable like this:

detailViewController.todoItem =
[self.items objectAtIndex:indexPath. row];

That uses 'indexPath.row', which, if you remember, tells us which table row we're dealing with - to pull out the correct 'NSMutable String' from the 'items' array, and stores it in the 'EditController'.

Once that's step is complete, we can make the text appear in our UI by uncommenting the default 'viewDidLoad' method in 'EditController.m' and added this single line of code:

textView.text = todoItem;

So, when the view loads - which happens immediately after the call to 'pushViewController' - we set the text view's text according to the item we passed in. Perfect!

Final tweaks

At this point we can list items, add items and bring up the editing window, but any changes that are made aren't saved. This is really easy to change though, because it's just a matter of waiting for the user to go back to the previous view, and then grabbing 'textView.text' and saving it.

The 'go back to the previous view' event is sent to us in the form of 'viewWill Disappear', which 'EditController' receives whenever it's going to be replaced by any other view.

In 'EditController.m', you need to create a 'viewWillDisappear' method - make sure you follow Apple's example and call the same method on the super class before doing your own thing. Here's what it should look like:

/- (void)viewWillDisappear:(BOOL) animated {
[super viewWillDisappear:animated];
[todoItem setString:textView. text];
}

The interesting bit there is the call to 'setString', which changes the contents of an 'NSMutableString' to some new text. This 'NSMutableString' is shared between the 'EditController' and the 'RootViewController', which means we're changing our master copy of our to-do list item.

There's just one last thing to do before we can call this project finished, which is to update our 'RootViewController' table when a to-do list item has been edited.

We've just 'viewWillDisappear' in 'EditController', so now we need to work with its counterpart, 'viewWillAppear', in 'RootView Controller'. Again, you'll find a commented-out version already in there, towards the top, so all you need to do is remove the comment marks, then add this single line of code to the method:

[self.tableView reloadData];

We have that 'tableView' because we inherited from 'UITable ViewController', and when you call 'reloadData' it then restarts the entire process of asking how many rows there are and what those rows contain.

App viz

APP VIZ: Once the money starts rolling in, you'll find that Apple's sales tracker is rather inadequate for monitoring your app's performance

That's the end of the project - we're not doing a whole lot here, but if you've absorbed everything in these pages you'll have a great grounding in the core concepts of iOS app development, including memory, view controllers, Interface Builder, strings and arrays, and of course iTunes Connect - the bit where you can actually make money!

But there's no point in learning all this if you don't use it, so if you want all this abstract knowledge to bed down properly in your brain and become genuinely useful, it's time to put what you've learned to work and get started on making your first app.

It doesn't need to be some incredible, fortune-making idea, but if you do come up with something great and happen to make a mint from your efforts, don't forget who taught you!

Friday, April 22, 2011

Apple : Big Grips launches childproof iPad cases

Apple : Big Grips launches childproof iPad cases


Big Grips launches childproof iPad cases

Posted: 22 Apr 2011 03:58 AM PDT

If you regularly let your kids use your iPad or iPad 2, or happen to be incredibly clumsy yourself, you will be keen to invest in this new child-proof Big Grip case for Apple's tablet.

The Big Grips Frame is currently only available in the US ($35, plus international shipping costs from www.biggrips.com) but it would be a wise investment for anybody who is concerned about dropping their beloved Apple tablet on a stone floor and seeing it smash into a million tiny pieces in front of their horrified eyes.

Clumsy iPad user?

It is made from a high density foam and comes in a range of bright, childish colours. Importantly, while it gives you maximum tablet protection (oo-er!) it doesn't get in the way of the touchscreen or any of the ports on the iPad or iPad 2.

The iPad is already proving to be particularly popular with some lucky school kids, and parents can check out our recent top ten iPad apps for kids feature if they want to know more about the best educational and entertainment apps on offer on iTunes right now.

Big Grips is also selling a separate chunky, rubbery stand in which you can safely sit your highly-protected Apple tablet, safe in the knowledge that not even the most angry pre-school child could possibly destroy it… could they?

Developers get the latest 'iPhone 4S' from Apple

Posted: 22 Apr 2011 03:26 AM PDT

Apple has begun shipping a souped-up so-called "iPhone 4S" to games and app developers, in preparation for the forthcoming launch of the new iPhone 5.

A select few games devs have received the new Apple iPhone, to help them prepare the best titles possible for the iPhone 5 launch.

A5 chip in iPhone

9to5Mac reports that the new handsets feature Apple's super-nippy A5 chip, allowing developers to create the fastest and best-looking mobile phone games yet possible.

The A5 chip powers the Apple iPad 2 and is considerably faster than the A4 chip in the iPhone 4 and first-gen iPad.

9to5Mac's source claims that the "iPhone 4S" is almost identical to the current iPhone 4, apart from the inclusion of the newer, faster processor.

The "iPhone 4S" also apparently runs a specially adapted version of iOS4, created to work with the A5 chip in the iPhone.

The iPhone 5 is rumoured to be launching later this year, with no official word, as yet, from Apple.

Samsung hits back, sues Apple in patent case

Posted: 22 Apr 2011 02:03 AM PDT

Samsung is suing Apple, claiming that the Cupertino computing firm has violated a number of its patent rights.

The latest legal shenanigans between the two consumer tech giants follows on from recent accusations from Apple that Samsung was guilty of copying the designs of its iPhone and iPad with its Galaxy line of smartphones and tablets.

Patent spat

Samsung is one of Apple's major suppliers, providing the Cupertino company with chips for its iPhones and iPads, LCD screens and more.

These latest patent lawsuits were filed in South Korea, Japan and Germany this month, with Samsung claiming Apple is guilty of infringing up to five of its patents.

"Samsung is responding actively to the legal action taken against us in order to protect our intellectual property," reads a statement from the company.

New iPhone game appeals to blind gamers

Posted: 22 Apr 2011 01:48 AM PDT

The latest puzzle sensation for Apple iPhone is set to appeal to gamers who are blind or visually impaired, by using sound-based gameplay married with touchscreen control.

Stem Stumper is based around a standard puzzle-game template, in which the player guides a funny-looking plant creature around various obstacles such as angry tree stumps or clouds of nasty weed killer, in order to find bags of fertiliser.

Drag your finger along the screen to create a path and you will see and hear clues which let you know when you have come across something important or useful.

iOS gaming for the blind

"Come play Stem Stumper, a blind-accessible puzzle game for the iPhone and iPod Touch," reads the iTunes blurb. "A dynamic layered soundtrack guides Mimea the vine through 100 brain-teasing levels. Use sling shots, sprinklers and Angry Acorns to open paths for her to grow. Use the right combination to rack up points and prove once and for all you're smarter than a 6th grader.

"The inaugaral game of Ananse Productions, Stem Stumper is built from the ground up to be enjoyed by both the iPhone's burgeoning blind community and fully sighted players around the world."

The real innovation here is the option to play in "sonar mode" in which the visuals disappear from the screen and you are forced to focus and play the game exclusively via the sound effects emerging from your phone.

Stem Stumper supports Apple's VoiceOver, which reads out the instructions for each stage, for those visually impaired or blind gamers.

News.me app arrives for Apple iPad

Posted: 22 Apr 2011 01:16 AM PDT

The latest social news app for Apple iPad, News.me has finally arrived on the App Store this week, offering users one week free, after which they will then need to sign up to a 59p-a-week subscription.

News.me has backing from the New York Times, and some high profile media partners including Forbes, Gawker, Business Insider, Gigaom, Mashable, Venturebeat and the Associated Press.

Social news on the iPad

The iPad app will also provide you with a list of news content that your friends on Twitter are currently viewing, very much like other apps such as Flipboard and Zite, with the developer promising a "seamless interface for immersive reading" which somehow "uses science" to provide you with the most relevant personalised content.

News.me application's App Store description lists its features as follows:

  • Explore your own News.me stream based on the people you follow
  • Explore others' News.me streams to see the news that they are reading
  • Access the News.me streams of notable users such as Steven Johnson and Nicholas Kristof
  • Read full articles ad-free from major publishers like the New York Times
  • View full text, images, and videos in an elegant and streamlined layout
  • Save stories for later in your News.me reading list (or add to Instapaper)
  • Personalized relevance filters using bit.ly data
  • Browse and read the news offline

If you have an iPad then you can test out the News.me social news aggregator for free right now, just head over to the iTunes App Store.

If you like what you see, then you can pay 59p per week to keep using the app. Indeed, if you really like what you see, then you might even want to pay the annual subscription of £20.99 up front.

iTunes cloud streaming coming before Google?

Posted: 21 Apr 2011 02:53 PM PDT

Apple has finished work on its heavily-rumoured iTunes cloud music storage service and will beat Google Music out of the gate, according to sources close to both companies.

The service is set to allow subscribers to upload and store their music on Apple's servers for access through connected devices, much like the recently outed Amazon cloud-drive.

The report, which Reuters claims as an exclusive, claims that although Apple has completed the project, it is yet to get the backing of its music label partners, who also haven't been told when it will launch.

News that the service is scheduled to be a cloud storage service may disappoint folks hoping for an all-you-can eat service like Spotifty, with unlimited music for a set monthly fee.

Google Music delay

Reuters' sources have also revealed that the launch of its own long-awaited cloud music service might be a little while away still.

Word coming out of Silicon Valley is that the hold-up is being caused by Google executives flip-flopping on what the service will actually provide.

Recent reports have suggested that the company wants to make Google Music like iTunes - a store to purchase tunes - whereas more stories suggest the company is exploring subscription services.

The wait continues.

Source: Reuters