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WINNERS! of the iPhone Life November 4th Biweekly Giveaway

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Thanks to everyone who entered iPhone Life's Biweekly Weekend Giveaway! We received entries from 326 people in 21 different countries this week! WOW! And are giving away 3 amazing accessories!

And the winners are... (drum roll please):

  Michael Emmens, Jason Bryant, and Emily Abens. 

 

If you see your name but didn't receive an email, please check your spam folder.

Didn't Win This Week? No worries! Visit iphonelife.com/giveaways for the chance to win in the next giveaway round.

 

This weeks featured items are:

1. iPhone 5 Car Cradle from SmoothTalker: $99.99 Retail Price

The iPhone 5 / 5S car cradle is perfect for hands free car kits and after market stereo systems that use a lightning port.  This cradle is designed to help you keep your hands on the wheel and eyes on the road.

 

2. Four iPhone 5 Cases from Puro (4 different styles):  19.99 ($27.00) Retail Price

PURO is a reference point for those who seek accessories for protection and charging without sacrificing the style. PURO offers an effective answer to the request to satisfy a demanding target, with attention to details and quality materials, thanks to the ability to insert fashion and design elements in technology. Following the latest fashion trends and acting as an absolute reference point for those who are looking for accessories that stand out. 

 

3. Targus SafePort Case Rugged Max Pro for iPad mini: $59.99 Retail Price

The SafePort Case Rugged for iPad has it all from function to style. Specifically designed to give everyday protection for the 3rd and 4th Generation iPad and to protect your device from everyday impact.

 

Questions or comments? Email Brian@iphonelife.com. Good luck and remember to visit iphonelife.com/giveaways to enter! Also check out our other contests at iphonelife.com/contests. The next contest drawing is November 18th!


Was the iPad Mini Delayed to Help iPad Air Sales?

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With the iPad Air now on sale and sales outselling the previous model by over three times (according to reports), it's clear that it's a success. There is however a question that remains... would the iPad Air have sold as well if the iPad mini with Retina display went on sale at the same time?

We know the iPad mini with Retina display is in short supply, due to some manufacturing difficulties and display shortages, but there was more than likely enough supply to begin an initial rollout at least in the U.S., Canada, and possibly the UK. So why would Apple only announce the mini's release as "Later in November?" It’s simple, because the Air needed some breathing room to gain traction and to prevent the Mini from cannibalizing its sales.

There's no way around it, the mini (and for that matter other 78-inch tablets) has become extremely popular, whether because of portability, comfort, or some other unknown reason. With the much requested Retina display finally being added to the iPad mini, Apple knows that people would probably choose the mini over the full-size iPad Air, for several reasons. One, it's cheaper. Two, it has the same resolution, but great pixel density. And three, it features all of the same hardware as the full-size iPad in a more compact, portable size.

By not announcing a firm release date, uneducated consumers (those that don't know a new Retina-equipped iPad mini are on the way) are left with fewer options; and when they see a new iPad in their local store, they'll likely not wait it out and will ultimately purchase the new, full-size iPad Air. As you can see from recent reports, the demand for the new iPad Air has been incredible; but I'd be willing to bet that demand for the mini will be greater. Which makes Apple's decision to hold off on the mini's release a smart one, when it comes to money. However, for those of us (myself included) that have been waiting for the new iPad mini, it just creates more frustration.

What do you all think? Was Apple's decision to hold off on the mini's release simply because of a lack of supply, or do you agree that Apple did this as a calculated business decision?

Retina iPad Mini May Be Coming Nov. 21 or 22

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The iPad Air is truly a big hit, and now speculation is focusing on when the iPad mini with retina display will become available. Apple only said "late November" when they announced the new device. MacRumors reported last week that the Target website is listing an availability date of November 21. We don't know, though, if that's simply an educated guess or if it's based on information the retailer has from Apple. 

The International Business Times makes a solid case that the new mini will be available on November 22. They point out that Apple almost always releases devices on a Friday, and it would hardly make sense for Apple to release the device on November 29, which is the day after Thanksgiving, otherwise known as Black Friday. For one thing, Apple announced that a large percentage of their employees will have the week of Thanksgiving off. It seems unlikely they'd launch a device while being thinly staffed. In addition, since they usually offer Black Friday promotions that increase traffic, it could produce an overwhelming amount of traffic if they launched the mini on the same day.

Even when it does launch, the retina iPad mini could be in very short supply. All along there were rumors that Apple's suppliers were having a difficult time making enough of the displays because of certain technical challenges. One report estimated there may only be one-third the number of devices available initially compared to the original iPad mini. Supplies could be constrained through the end of the year.

Meanwhile, the iPad Air seems to be having a spectacular launch, given the positive reviews and the indicators that it's selling well. Apple usually releases sales figures for the first weekend. But they haven't yet done so this time. The reason may be that Apple has never broken down sales figures between the iPad and iPad mini. And since the mini won't go on sale until later this month, they may be reluctant to report sales for the iPad Air only.

Nevertheless, the blogs today are buzzing with speculation that it will be a record weekend for iPad sales. Last year, with the launch of the fourth-generation iPad and the new iPad mini, Apple sold 3 million devices the first weekend. Many are suggesting that the iPad Air may have sold as many as 5 million.

This speculation is based on statistics related to the adoption rate of the iPad Air. As reported by TechCrunch, developers are able to determine which device is running their apps. And when a new device comes out, they can see how quickly their apps are being adopted by the new device. The adoption rate for the new iPad Air is an amazing 5 times the adoption rate of the fourth-generation iPad after the opening weekend, according to one developer that has a portfolio of apps.

Whatever the results turn out to be, clearly it's a great device. I finally got to try one this morning, and the thing that struck me was how small it seems compared to the previous iPad. I'd seen lots of comparison photos, but seeing it in person was much more impressive. The older models seem clunky in comparison.

Why Apple Has Confused This Fan

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ipad air vs ipad mini retina

Let me begin with a disclaimer—I am fully aware that I am not as knowledgeable as the people that work at Apple. I am in no place to label the decisions made by one of the biggest technology firms in the world as mistakes. I am merely a (high school) fan trying to make sense of their decisions from the outside looking in. That being said.... For the past few days, I've been mulling over the Apple event (and the chatter around it). Specifically, what's really been on my mind is the iPad lineup with the new iPad Air and the iPad mini with Retina Display. 

The iPad minis make sense, with Apple keeping the old mini and adding the new one. However, the full-sized iPads have been treated strangely by Apple. The company did not keep the fourth generation iPad or even the third, often forgotten, generation. No, Apple kept the iPad 2. The second generation iPad. Why? From what I did understand from the keynote, Apple kept the iPad 2 around to give users the large iPad experience for a relatively low(er) price. The only storage option is 16GB, which is $100 less than the new iPad Air. Looking at the differences between the iPad 2 and the fourth generation iPad (which sports a retina display), I believe the difference there is worth the extra $100. I'm not going to pretend like I know the best pricing options for the tablets, but there have been three iterations of retina tablets, and yet there is still only one being sold by Apple. I personally am not a fan of this.

Furthermore—and maybe more importantly—a big question circling around tech sites is whether Apple is a "premium brand" anymore. To me, the answer is yes. They still sell quality products people really want to buy. From a pricing standpoint, $400 for a tablet is still more than most other tablets with similar features, so it is priced at a premium. But honestly, the question remains: Is Apple really a premium brand or just a more expensive option? It is not widely accepted that Apple is more expensive because they are better; quite a few people find Android to be superior to Apple. And while, yes, the company seems to be trying to reach a broader audience, they have never really claimed to be a "premium" brand like Mercedes or BMW. Apple wants to make beautiful, functional devices, as evidenced in Tim Cook's statement, "We are not in the junk business." The fact that those devices can be appreciated by a larger market at a lower price point is just an added benefit.

I suppose that no one really knows (except for Apple) why the iPad 2 is still around—and frankly, that's okay. The fact of the matter is that Apple is one of the most valuable companies in the world and will make decisions that may leave us scratching our heads. I have attempted in the past to guess the reasons behind their decisions, with mixed results. We will see in the future if the company's choices were correct. I sure wouldn't bet against them.

iOS 7 Tips & Tricks: Notifications, Passcodes and Restrictions

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Humans use only 10 percent of their brains. Actually, that's a myth, but it's probably not a myth that many of us utilize only about 10 percent of our iPhone's capabilities. In this weekly column I share tips and tricks for beginners, or anyone who wants to make use of the other 90 percent of their iPhone's abilities. This week, I'm going to give you some tips for Notifications, Passcodes, and Restrictions.

1. Turn Off Certain Notifications

If you are getting annoyed with all the notification messages you get at the locked screen from apps you've downloaded, there is a way to turn them off.

Go to Settings > Notification Center. There you will see a list of all of your apps. You can turn off all of them, or only the ones that are bothering you.

 

2. Turn Off Passcode

When you downloaded iOS 7 and you didn't already have a passcode set on your phone, the upgrade automatically turned it on. I know it's more secure to have a passcode set on your phone, since if you lose it no one can access your information, but I get impatient having to go through the extra step of entering a passcode to use my phone. (Guess that's where the new fingerprint sensor on the iPhone 5s will come in handy whenever I get one.)

A friend of mine feels the same way. "If I lose my phone, I'll just lock it with Find My iPhone," she said.

If you don't have any classified secrets on your phone here's how to turn off the passcode lock. Go to Settings > General > scroll down to Passcode Lock. Select this and then tap on Turn Passcode Off.

 

3. Turn Off App Access For Little Ones

Have you ever handed your iPhone or iPad over to a toddler to keep them busy with a game or video only to have them open other apps and start pushing buttons? There is a way to disable all apps but the one you want him or her to play with. First, go to Settings > General > Accessibility > Guided Access. Tap to turn on and then tap on Set Passcode. Think of a 4-digit code that you can use to disable this feature when it's not in use.

To put it to use, either open the app you want them to play with or start a video, then press the Home button three times and tap on Guided Access. You then must press start to enable it. Now the screen is locked to only that particular app or video.
To get your Home Screen back, press the Home Button three times again and enter your passcode and choose Turn Off Guided Access. Now your iPhone/iPad will function normally again.

 

4. Set Restrictions

Following the same theme with young ones who are using your iDevice, you can set restrictions that limit what they can see, view, or hear. To do this go to Settings > General > Restrictions. Enter a 4-Digit Passcode you will remember and then tap on Enable Restrictions. From here you can restrict explicit music and podcasts and any R-rated movies or shows on your device, for example, or restrict any apps that are rated 17+. You also have choices to restrict PG-13 movies or any app age limit suggestions. Same goes for certain Websites, Facebook, or Twitter. There are many options in Restrictions to choose from depending on what you want others to view or not view.


 

Target Offering At Least $200 Gift Card for Any iPad Model

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Target is offering a special promotion through Saturday, November 9, that will get you at least $200 for your old iPad. That includes the first-generation iPad, with Target's offer likely being much more than you'd get for it on eBay. This offer is in-store only. They're referring to their offer as a "trade-in," but you can use the gift card for any purchase at any Target store. Your iPad must be able to power on, and the screen must be without scratches. They appraise your iPad at their mobility kiosk, and depending on which model, they may offer you more than $200. Click here to find a Target store near you.

While this iPad deal is in-store only, they do also have an online trade-in program and will accept a wide range of items. See their Target Electronics Trade-In Program. You can trade in the following items:

iPhones
iPads
iPods
Smartphones
Cameras Point and Shoot
Cameras DSLR
Tablets and e-Readers
Calculators
Video Games
Apple Laptops 
PC Laptops 

The latter two (Apple and PC laptops) can only be traded in online.

Traveling with my iPhone

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Is it possible to travel with only an iphone? I have to say, it isn't too difficult. For the past week, I've been depending on only an iPhone as my primary computer, and the whole experience hasn't been bad. I'm composing this from the Philadelphia airport before my departing flight. Someone asked about a Bluetooth keyboard after reading my last article and I have to admit I don't use one. I've just been typing on the keyboard, butt keep in mind, I'm 5'2" and weigh in at 95 pounds—fully dressed. A keyboard was completely unnecessary for someone my size; but if you happen to be any larger (which would include all males and most females over the age of 16), you may want to invest in a Bluetooth keyboard.

 

What Worked Well:

1. A phone is only as good as the carrier it is on. I have Verizon and had excellent service my entire trip. The Wi-Fi connections in airports and hotels were horrible. I just gave up in most cases. I'm not sure my experiment would have been as successful had I needed to depend on Wi-Fi. I actually hesitated setting up my iPhone 5s because I knew unlimited data was a thing of the past. My next iPhone-only travel experience will be in December, at which time I'll have a "share everything" plan. Wish me luck. Despite the fact that my initial email from Verizon stated that I got in on the "unlimited glitch," when my iPhone 5s arrived, I realized that was not the case. Verizon had moved me to a 2GB plan. My suggestion would be if you think you've kept your unlimited data due to Verizon's computer glitch, check your paperwork. You don't want a nasty surprise on your next bill.

2. I used Scout (free) as my primary navigation app. I've already written a review of Scout, and I stand by my word. I truly believe Scout is the best navigation app out there. I made it from Philly to Macungie and on to Reading all without a hitch.

3. StreetSafe. Another app I've written about, only this time I have some bad news. StreetSafe went out of business shortly after I used it for the last time. No warning. I used the service to walk to my rental car at night and a few days later my money was refunded and the company was no more. I've signed up for MyForce (free) in an attempt to replace StreetSafe, but I have yet to try the service out.

4. Loseit! (free). When you visit family and friends, everyone wants to go out to eat. I'm not complaining; it's nice to sit and talk over a delicious meal, but I feel it's equally important to watch what you eat. People often assume that smaller individuals don't worry about calories, but there are other things one may be interested in tracking. I personally use Loseit! to track saturated fats, cholesterol, and protein. The program is very customizable, and I can't wait to try out its new features on the iPhone 5s.

5. Blackboard Mobile (free). I'm a grad student and my college uses Blackboard to post assignments. I was able to participate in discussions, interact with classmates, and watch assigned videos. No one would have known I was out of town thanks to this app. If you're in college and your class requires the use of Blackboard, it's worth it to invest in this app.

iPhone Screenshot 1

 

 6.Runtastic Six Pack Abs (free). Simple easy ab workouts that can be completed in a hotel room.

iPhone Screenshot 1

 

7. As far as entertainment went, watching movies on the plane, reading, and listening to music were all simple and easy to do on the iPhone. I really didn't notice the decrease in screen size. I have the font on my Kindle set to a fairly decent size, so possibly I turn pages more often, but I was able to see clearly and read comfortably. While watching movies and TV shows, I liked the intimacy of the smaller screen. When you're on a plane you're so close to the person next to you. I don't like the idea that they can see my screen. I had no problems using my iPhone for all my entertainment needs.

 

What didn't work:

1. Turnitin.com. This only applies to teaches who use Turnitin. The company has a dedicated iPad app, but nothing for the iPhone. I had to get creative and grade student essays by downloading each essay and opening it in Evernote to make comments and notes. I was able to make it work, but it wasn't easy and it wasn't pleasant.

 2. PowerSchool. Pearson makes a dedicated iPhone app for parents and students to check grades, as well as an iPad app for teachers to record grades. But despite requests from teachers, there is no iPhone app. I had no access to my grade book while I was away. I understand that there are other third-party apps that will transfer into PowerSchool, but the idea of having to enter grades twice seems counterproductive.

 

In the end, I found living with only an iPhone for a week was completely reasonable; and had I not been required to work during that time, the experience might have been perfect. My next trip is in December when I'll be chaperoning students for three days, and I imagine that I'll only bring my iPhone for company. 

 - Posted using BlogPress from my iPhone

Jill-e, Global & C6 Offer Bags for All Seasons and Situations

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Bags designed for the iPad take on a variety of shapes and sizes and present styling that runs from Old World to contemporary. I’m highlighting three new bags that I use on a regular basis, but all for different situations.

1. Jill-e Jack Metro Tablet Bag ($79.95)

4 out of 5 Stars

This bag sits at the corner of my desk and is my go-to bag when it’s just me, my iPad, and a couple of accessories. The bag sports three pockets: one for the iPad, an open pocket in the front that is “secured” by the over flap, and a zippered pouch in the back. The central iPad area is reinforced and rigid, making it a safe place to store an iPad.

The open front compartment is ideal for carrying larger items. Given that it is open, it shouldn’t be used for anything small, or anything too expensive to replace. The wrong tilt of the bag could cause something to fall out—think headphones or an external battery. On the back of the case is a more secured zippered compartment for items like a phone, a pen, or an SD card. 

All of that is a rather clinical description of a bag made of fine brown leather that looks like it’s from a bygone era. This vertically oriented bag looks great, offers good storage for its size, and holds an iPad securely with a top flap held in place by a hidden brass-colored magnet. A nylon strap and leather shoulder protectors complete the ensemble.
 

2. Global’s Brief Bag ($69.99)

3 out of 5 Stars

Made of a lightweight, colorful material, which flexes to fill interior and exterior pockets, unlike the material of the Jack Metro. The bag is very stylish and modern, with three interior pockets and four exterior pockets. The front three pockets hold plenty of small stuff, well-secured by bright-brassy zippers. The rear pocket also includes a zippered pocket that runs nearly the length of the bag’s 13-inch exterior, making it a good place to keep important papers. But it would be better if the bag where just a bit longer here to accommodate full-sized 8.5x11-inch papers. 

On the inside, a big pocket holds the iPad; but it isn’t a secured slot. You will have to make sure you open the bag carefully or your devices will come careening out. The other open pockets hold whatever odd bits of kit you want to take along.

The Brief Bag has a single, somewhat uncomfortably thin handle, and a shoulder strap. I don’t recommend the Brief Bag for carrying around by itself as it is not reinforced against rough use and doesn't include comfort carrying features. I use this bag when I travel as a bag inside the bag. When everything else goes overhead, this bag pops out with what I’ll need to during a domestic trip. It has plenty of room for my iPad, backup battery, and candy bar.

 

3. C6 iPad sleeve (about $55.00 US)

3 out of 5 stars 

As its name suggests, the C6 is a sleeve for an iPad. Unlike many lesser sleeves, however, this one is thick and sturdy, with a high-quality top zipper that even protects against the occasional downpour. It comes in a number of bright and cheerful colors. Unlike the bags above, it doesn’t carry anything except the iPad. Like the Brief Bag, its a good choice as a bag inside the bag, providing that extra protection an iPad deserves.

 

General Bag Shopping Advice: 

When looking for a bag think a lot about what you really need it for: back of an airplane seat, all-day carrying companion, extra protection when traveling, or just something stylish for showing off your device before you show off your device. If you look at these three bags, you will clearly see that one bag may not fit all situations. You may even end up with an assortment of functionally specific bags—and as bag guy, I see nothing wrong with that.


Splash Math - Grades 1-5 - Learn Math in a Fun Way on the iPad and Web

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According to a recent report by Common Sense Media, studies show that 72 percent of children age 8 and under have used a mobile device for some type of media activity such as playing games, watching videos, or using apps. 

Splash Math - Grades 1 to 5 (free) is the latest iPad app by StudyPad Inc. that allows children to learn math on the web and on a tablet. Currently, the company has over 4 million children using Splash Math on the web and grade-level specific iPad apps. This latest release combines all the different grade levels into one cross-platform app.

The app provides personalized learning for children grades 1–5 and is aligned to the Common Core curriculum. I let my 5 year-old son test the app and he was instantly engaged with all the activities. In fact, he touts that he can do first grade math as a kindergartner.

One of my favorite features of the app is the ability for me as parent to track my child's progress with real-time reports. I also like the various rewards and games that are unlocked as children score more points. Children tend to have short attention spans so it's great to see a game incorporate different elements to keep them engaged, and more importantly, learning.

Splash Math is a subscription-based service and parents can choose to a monthly ($10) or yearly ($79) plan.

Rich Dad Poor Dad - Financial Advice in a Well-Executed App!

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Self improvement and self help apps/books are legion in the app store. Typically an array of boiled-down quotes or ideas (from some guru's book) arranged in course-like tabulated views. Boring squared is usually my first impression. In contrast, the Rich Dad Poor Dad app powered by Clutch brings fresh presentation and snappy interface features to the old self-help saw...

If you aren't familiar with Rich Dad Poor Dad, the best-selling book written by Robert Kiyosaki is basically the story behind his personal transformative vision and a collection of ideas about achieving financial success. Kyosaki expounds on the difference between worker-based income methods (like holding down a 95 job to get money) and investment-based methods (letting savvy investments bring money to you). Part attitude adjustment and part financial investment practice, the premise presents a challenge to the traditional lifelong-employment paradigm to which most of us are committed.

This review is not as much about the content, as it is the presentation of it. As you work your way through this fluid e-course, RDPD evolves to your tastes. If you prefer less reading and more dynamic content (like a video or small game), the app will serve content thus. The interface is both decidedly easy to use and attractive—the content is compelling with added animated widgets and graphics. You can even personalize the look from a set of themes, and the application execution is obviously very polished.

In spite of all the onscreen eye candy, RDPD still lays out the material in a somewhat course-like fashion that you complete in linear progression. It's a bit carrot-and-stickish. Completing each section unlocks the next, etc. You can share select course content through Facebook, and unlock achievements by completing different portions or aspects of the overall course. The only aspect I couldn't seem to locate is the ability to search indexed content (which the developer is considering adding). I would have also liked to simply skip completely over certain sections without unlocking them in series. You can skip some smaller sections.

The app deserves high marks for application look and feel, but how helpful is the actual content? I didn't have time to complete the whole course for this review, but from my research on the topic of Kiyosaki's work (I have also caught the RDPD radio program a few times), the material describes tenets I have read and understood over the years to being key to becoming financially independent: How to make money by gaining assets, when to risk some of it, and how to manage that risk. Having a good plan and clear goals are obviously key, but various topics covered in both the book and the app need to be digested and understood (which is hard to do over a few days of review). I think mileage will vary based on your situation.

The Verdict

As apps go, I like Rich Dad Poor Dad. The content variations are well done and interesting enough to make even seemingly dry material like financial concepts easy to digest. I can't say for sure it will change your monetary future, but the material is sound and very well-presented. Ultimately, your individual success is still a matter of putting concept into practice. You can grab the app or book at the links above. There was a sale at time of this writing ($1.99), but the app has reverted to the nose-bleed cost of $14.99.

Pros

  • Great app look and feel
  • Fresh presentation and features

Cons

  • No search
  • Pricey (post sale)

iLoud Review

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Nearly all of the IK Multimedia products I have reviewed in the past were primarily designed for musicians. While some of their hardware and applications may have uses beyond the intended performer market, the company’s design philosophy has always been to put the musician front and center. While theiLoud ($299.99) continues to embody those design guidelines, its hardware specifications and capabilities will definitely raise the interest of both musicians and non-musicians alike. Let’s take a closer look at why this is the case.

At first glance, the iLoud appears to be just another wireless Bluetooth speaker, with an additional jack for microphone or guitar cable hook-up. Not until you pair it with an iOS device and play audio through it do you realize that the iLoud is something well beyond this categorical generalization.

iLoud Front
After wirelessly pairing the iLoud with my iPad, I raised the volume. At the mid-point, the iLoud was already as loud as typical wireless Bluetooth speakers. By the time I reached the loudest volume setting possible, my wife made a comment that confirmed the product’s namesake.  She said, “That speaker is so LOUD!” Oh yes, it was loud alright. So loud in fact that I could see compression of air pulsating from the rear opening with every deep bass beat. Yet even at that volume, the audio was crisp and clean, not at all saturated by muddy over modulation.
iLoud Back

iLoud delivers this clear and powerful 40W of awesome stereo audio via four Class-D amplifiers and speakers that supply a wide dynamic range (50Hz to 20Hz frequency response). There’s even a gain knob on the rear panel that allows you to further tweak the sound for even more control.

iLoud Panel

Besides the incredible audio capabilities, the iLoud also includes a built-in iRig circuit for guitar or microphones. This circuit ties directly into IK’s AmpliTube or VocaLive applications respectively. There’s also a standard TRRS audio input jack for times when Bluetooth isn’t supported, available, or preferred. In addition to being a wireless speaker, iLoud uses rechargeable Li-Ion batteries for standalone operation. During my high volume testing, I was able to blast out audio for just under two and a half hours before the batteries died. IK advertises the battery can deliver up to 10 hours of operation under “normal” usage scenarios.

While the audio quality is impeccable and the built-in iRig feature is a choice addition, there are just a few minor quibbles I have with this exciting first generation product. Given how some musicians may use the iLoud in a completely wireless way for use in small venues where a power outlet might not be easily accessible, it would be really helpful to know the remaining percentage of battery charge available. Perhaps iLoud 2 can include a battery charge bar that quickly shows on the speaker itself how much battery charge is left. 

Another minor omission from the package is a protective sleeve or carrying case. iLoud clocks in at roughly 10 inches across by 6 and a half inches high and a little more than 2 inches deep, and weighs around 2 pounds. At that size and weight, it’s a bit large to fit in a gig bag. And even if it did, its surface would be battered by other items knocking into it. Personally, I will wrap the iLoud in an old pillow case before I take it on the road so I don’t ding the surface or dent the speaker grills with inadvertent bangs and drops.

But these two omissions are minor compared to the phenomenal sound and volume that emanate from this surprisingly small speaker package. IK Multimedia’s iLoud offers one of the loudest, clean-sounding wireless Bluetooth speakers available today that will unquestionably appeal to both musicians and non-musicians alike.

Rating: 4 out of 5 stars

Unleash Your Inner App Developer - Understanding Objective-C Blocks

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Do you have an idea for an app but lack the programming knowledge to begin building it? In this weekly blog series, I will take you, the non-programmer, step by step through the process of creating apps for the iPhone, iPod touch, and iPad. Join me each week on this adventure and you will experience how much fun turning your ideas into reality can be! This is part 29 of the series. If you are just getting started, check out the beginning of the series here.

As we continue to move the iAppsReview app forward, we now come to a point where we have to climb the learning curve on one of the more advanced Objective-C concepts—blocks. This discussion comes at an unlikely place. This week I'm going to show you how to take the image of a review that you have created in the Write Review scene and display it in the My Reviews scene. This seems like it should be pretty straightforward, but as you will see, it involves using the iOS Assets Library and using Objective-C blocks.

If you would like to follow along, you can get the latest version of the iAppsReview project at this link. I recommend following the step by step instructions to get the most out of this post, but if you get stuck, you can get the completed project at this link. When you are following the steps outlined in this post, you will need to have a review that contains an image from the Simulator's photo library. For instructions on how to add images to the Simulator's photo library, check out my earlier post at this link.

Saving a Photo Library Image to the Database

To refresh your memory, the Write Review scene in iAppsReview allows users to select an image from their device's photo library to include in their review. Let's take a look at the code that makes this happen.

  1. Open the iAppsReview project in Xcode.
  1. In the Project Navigator, select the WriteReviewViewController.m file and scroll down to the accessPhotoLibrary method shown in Figure 1.
accessPhotoLibrary method
Figure 1 - The accessPhotoLibrary method displays the image picker controller

The code in this method creates, configures, and displays an image picker controller which looks like Figure 2 at run time.

image picker run time
Figure 2 - The image picker controller at run time
  1. Scroll to the bottom of the WriteReviewViewController.m file and you will see the imagePickerController: didFinishPickingMediaWithInfo: method in Figure 3 that are fired when the user selects a picture from the photo library.
didFinishPickingMediaWithInfo
Figure 3 - This method gets fired when the user selects an image from the photo library.

This method hides the image picker controller, gets a reference to the selected image, and stores it in the imgThumbnail image view. Afterward, it gets the URL of the image (the location of the image on the iOS device) which is later stored in the database when the review is saved by the user.

Later on, when we pull up this review to view it, we need to use the URL of the image to retrieve the image from the photo library and display it in an image view. This is where we run into the "more difficult than you might think" code.

Working with the Assets Library

Retrieving a specific image or video from the user's photo library requires use of the iOS Assets Library. Apple's documentation for the Assets Library (ALAssetsLibrary) has this to say:

An instance of ALAssetsLibrary provides access to the videos and photos that are under the control of the Photos application.

The library includes those that are in the Saved Photos album, those coming from iTunes, and those that were directly imported into the device. You use it to retrieve the list of all asset groups and to save images and videos into the Saved Photos album.

So, although we are going to use the Assets Library to retrieve a photo from the photo library, you can also use it to save and retrieve videos.

Let's add the Assets Library to the iAppsReview project.

  1. In the Project Navigator, click the very first node with the blue icon to display the Project Editor in Xcode's center panel.
  1. Scroll to the bottom of the Project Editor and under Linked Frameworks and Libraries, click the plus button to add a new framework.
  1. In the Choose Frameworks dialog, select AssetsLibrary.framework as shown in Figure 4, and then click the Add button.
Choose framework
Figure 4 - Choose the AssetsLibrary.framework.

This adds the Assets Library framework below the Project Navigator's Frameworks group (Figure 5).

Assets Library
Figure 5 - The newly added Assets Library

 

Accessing the Assets Library

Before we dive into code, let's take a look at the big picture of what's going on in the app when a user selects a particular review.

As shown in Figure 6, when the user selects a review in the My Reviews scene at run time, the ReviewEntity associated with the row they have selected gets passed to the Review scene's ReviewViewController.

Pass reviewEntity
Figure 6 - The ReviewEntity is passed from the My Reviews scene to the Review scene.

Next, the viewDidLoad method in the ReviewViewController gets fired and it copies the values from the ReviewEntity object to the user interface controls as shown in Figure 7.

Update the UI

Figure 7 - The values from the ReviewEntity object are copied to the user interface controls.

Now lets add some code to the project that retrieves the image from the Assets Library, and in the process you will gain an understanding of how blocks work.

  1. In the Project Navigator, select the ReviewViewController.m file.
  1. At the top of the code file, add the #import statement shown at the bottom of Figure 8.
Import Assets Library
Figure 8 - Import the Assets Library.
  1. Next, scroll down to the viewDidLoad method and add the code shown in Figure 9.
Get image code
Figure 9 - The code that gets an image from the Assets Library

The first three pre-existing lines of code in viewDidLoad are very straightforward. They get the property values of the selected ReviewEntity (appName, rating, and comments) and store them in the UI controls. However, the code for displaying the image in the image view is far more complex, so let's break it down.

The first line of code you just added checks the image property of the reviewEntity object. If it's not nil (meaning this review has an image associated with it), then the if statement executes. 

The first line in the if statement gets the value of the image property on the selected ReviewEntity and converts it to an NSURL object by means of the URLWithString: class method. The next line of code creates an instance of the AssetsLibrary class and stores it in the library variable. The next section of code shown in Figure 10 is where we encounter Objective-C blocks.

Block code
Figure 10 - The assetForURL message call

Understanding Blocks

The assetForURL: method shown in Figure 10 accepts three arguments:

  1. assetForURL - The URL of the asset (in this case, image) that you want to retrieve from the Assets Library
  2. resultBlock - The block of code you want to execute if the asset is found
  3. failureBlock - The block of code you want to execute if there is an error retrieving the asset

As indicated by the name of the parameters, the assetForURL: method expects you to pass Objective-C blocks for the second and third parameters.

block is a self-contained chunk of code, usually small in size that can be passed around as an object. In fact, blocks are objects in Objective-C. Blocks are a relatively new feature added in iOS 4.0. If you are coming from other programming languages such as Ruby or Python, the concept of blocks should be familiar to you. If you are coming from the Microsoft world, blocks are equivalent to anonymous methods. 

Blocks can be executed:

  1. As a callback when an operation has finished, or in response to the occurrence of an event.
  1. Concurrently (simultaneously) on multiple threads of execution.
  1. Over items in a collection

In the case of the assetForURL: method, the blocks are executed as a callback when the operation is finished (option 1).

Let's take a closer look at the syntax of the block parameter as shown in Figure 11.

block breakout
Figure 11 - The breakdown of a block parameter

In Figure 11, resultBlock: is the name of the block parameter. The block itself begins with a caret (^) character. The block accepts an ALAsset parameter and the code in the block is enclosed in curly braces. 

To help grasp the syntax of blocks even further, let's see how the block in Figure 11 is declared differently than a regular method. Figure 12 shows a method on top and an equivalent block on the bottom. 

Method vs. Block

Figure 12 - Comparing a method to a block

Here are a few things to note:

  • The method on top specifies a void return value.

The block on the bottom doesn't specify a return value. A block can specify the type of its return value, but doesn't have to. The compiler can look at the code in the block and infer, or figure out, the type of the value returned from the block. This is known as type inference.

  • The name of the method on top is displayImage:.

Blocks don't have names—they are anonymous. In fact, you can think of the tilde (^) character as a placeholder for where you would normally specify a method name.

  • The method on top has a single parameter. A colon separates the method name from the parameter. The parameter type (ALAsset) is enclosed in parentheses, followed by the parameter name, asset.

In a block declaration, there is no colon before the parameter and both the parameter type and name are enclosed in parentheses. Commas are used to separate multiple block parameters.

Why Use Blocks?

So why does the Cocoa Touch Framework use blocks rather than just using methods? There are a few advantages to using blocks:

  1. They allow you to locate the code to be executed near the code that is invoking it. In the code sample in Figure 10, you don't have to create a separate method to be called when the asset is retrieved. You can pass the code as a block—it's more straightforward, and more obvious what's going on for someone reading your code (once you understand block syntax).
  1. Blocks have access to variables that are in scope at the time the block is declared. This means you don't have to pass arguments to give the block information it needs. It can just access the variables directly.

Stepping Through the Code

I find that when I'm teaching students about blocks, it's helpful to set some breakpoints and step through the code to get a visual feel for how blocks are executed.

  1. In the ReviewViewController.m file, click in the gutter to the left of the code in the viewDidLoad method as shown in Figure 13 to create two breakpoints.
Breakpoints
Figure 13 - Add two breakpoints to the viewDidLoad method.
  1. Click Xcode's Run button. When the app appears in the Simulator, select the Read Your Reviews option.
  1. In the My Reviews scene, select a review that has an associated image and you will hit the first breakpoint as shown in Figure 14.
Hit first breakpoint
Figure 14 - The first breakpoint has been hit.
  1. Next, click the Step Into button at the top of the Debug area, highlighted in red in Figure 14. You may be surprised to see that execution jumps to the bottom of the if statement as shown in Figure 15. The code in the block isn't executed yet. In fact, if you click the Step Into button a second time, execution jumps to the bottom of the viewDidLoad method.
Step into
Figure 15 - Execution jumps to the bottom of the if statement.
  1. To see the block get executed, click the Continue button (highlighted in red in Figure 16) and you will hit the second breakpoint. You are now executing the block code!
Hit second breakpoint
Figure 16 - Executing the block code!
  1. Now press Continue one more time and you should see the image appear in the image view as shown in Figure 17.
The image is in the image view
Figure 17 - The image is displayed in the image view.

If you would like to delete the breakpoints, you can go back to Xcode, right-click each breakpoint and select Delete Breakpoint from the shortcut menu.

Conclusion

The syntax of Objective-C blocks can be a little intimidating at first, but once you understand each piece and how blocks are executed, you will find they are a great tool that you will look forward to using. With each release of the Cocoa Touch Framework, Apple continues to add more methods that accept block parameters, so I recommend going through this post a few times to make sure you have a solid understanding of blocks.

16GB, 32GB, 64GB… Why Storage Capacity No Longer Matters

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The newest iPhones (5s and 5c) are available in 16GB, 32GB and 64GB versions. The iPad Air and the iPad Mini with Retina are available in 16GB, 32GB, 64GB, and 128GB.  

But the question is:

How much storage do you REALLY need?

I would argue that with the ever-present cloud following you wherever your travels take you, you don’t really need a lot of storage capacity on your iDevice. Of course, a side benefit to having less capacity is the reduced cost of the unit.

On my iPhone, where I only have 16GB, I am using SugarSync(5GB free, paid plans start at $75/year for 60GB) for my cloud storage. This allows me to sync anything from my desktop with any other device I own. This is particularly useful when it comes to keeping the storage space on my iPhone free. When I take pictures or videos on my iPhone, I will upload them to my SugarSync account so that I can access them on my desktop or share them with family and friends via email or social media.

SugarSync, like many cloud apps, allows you to sync over cellular or Wi-Fi networks. This is a very important feature. Because when you are traveling outside your country or to a place with spotty or no cellular coverage, you still have access to your cloud accounts via Wi-Fi.

Memory is expensive

When I first converted to Apple, I thought I would get the iDevice with the largest memory. But thanks to apps like SugarSync, this is no longer necessary.

When it comes to music, there’s Apple’s iTunes Match program. For just $25 a year, you can listen to every song you have on your desktop anywhere there is a cellular or Wi-Fi connection. And if you don’t have a large (or unlimited) data plan, iTunes Match is great because you can download songs from your iTunes account to your iDevice and then remove them when you are finished listening to them and download other music.

Your turn

How much storage capacity do you have on your iDevice?  Do you get the smallest capacity and use the cloud for your additional storage? Or do you have more storage on your iDeviceand why?

Kingdoms CCG for iPad

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Collectible cards games (CCGs) rose to popularity over multiple generations. Console giant Nintendo got its start making their own brand of playing cards in Japan in the late 1880s, 100 years before CCGs became the global hit they are today. Since the introduction of Magic: the Gathering in 1993, multitudes of great playing games have come and gone with relative ease.

For every big-name game with a commercial, a television show, or a magazine dedicated to it, there were another 50 card games sitting on store shelves. As players move from physical cardboard stock cards into the digital age, more of these failed attempts at CCGs are being brought online, with iOS transitions and online play added as bonuses. But the main problem, which also plagued the tangible version, remains: How does someone play a competitive card game against other people who aren’t there?

Kingdoms CCG has solved this problem with its campaign setting. In this “story” mode, you walk throughout the lands on a drawn map, battling knights and deserters of the crown. If nothing else, here’s a game you can play by yourself, learning how to time attacks, build decks, and use basic strategies and timing. And you can gain powerful cards you can later use against real players in head-to-head and arena play modes. The ability to raid castles and battle the computer AI is still challenging enough for a new player, even one who hasn’t played similar games like Hearthstone, Magic Online, or Ascension: Chronicles of the Godslayer. In the three games mentioned, all have AI opponents, but none feel challenging, not even early on in the game. In those games I felt that the opening hand drawn decided more about the early game than strategy.

Game play in Kingdoms is “lane-based,” which means during combat each player has their hero and three open card slots to place cards. In the three open slots, there is a direct line horizontal to the opposing hero’s open card slot, indicating whatever creature or soldier you place on your side and their options to put someone similar, smaller, or larger, on theirs. During combat phase (also known as “the end of the turn,”) the creatures not deceased will attack their opposing targets. If other creatures are in the way, they attack those creatures; otherwise, the hero loses life. It is as simple as subtractive math. Each player can only have five cards in hand at a time; however, the cards not used at the moment can be turned into the ever-useful mana by banishing the card before the start of the next turn.

Kingdoms CCG also possess a solid story within its campaign mode. In the world around the players are seven different kingdoms: three of the light alliance (Holy, Ancient, and Mystic,) three of the dark alliance (Dark, Elemental, and Alchemy,) and one “unknown” which unlocks later and is not aligned with either faction. The light and dark factions are natural enemies; with Holy alliance, you aren’t allowed to play any of the Undead cards in the deck. However, you’ll notice that many of the Holy cards have bonus damage dealt to specific Undead alliance creatures. Each kingdom has an enemy and knowing what area or who the other player is playing with is a large advantage.

For new players, I would suggest everyone start in the campaign mode. Without going into too many juicy details, the arena handed me many losses before I fully understood how the rules of Kingdoms played worked. The campaign gave me the skills required; a handful of gold and gems to purchase extra packs of cards to help boost my decks; and extra promo cards that one can only gain by earning special achievements in the campaign. There are many achievements, more than I could ever count, which all give some small piece of happiness to the player.

For player vs player (PVP), the rest of the game is yours. Arena offers a Limited format similar to Magic: the Gathering, where the deck can only hold a specific number of rare, legendary, and epic cards; and a Standard format, where you can have four legendary cards and unlimited everything else (but be prepared to fight the best players in the game.) There is also a rotating formula, which changes every 50 hours, and the rules within the rotating format change within it, so it depends on when you play. For example, today you can have 30 cards, with 5 rares and 5 uncommons, and no epic or legendary cards.

Tournaments are also against other players, but they cost real money. The way around this is to host your own tournament for free, which is either constructed (like normal PVP), Sealed Deck (open packs of cards and build a deck), or Draft (open a pack, pick a card, pass the rest of the pack.) In this format, 50 percent of the winners gain tickets they can use to enter other tournaments. According to what some of the other drafters told me, unless you pay real money, you do not get to keep the cards you draft during the free tournaments, but you do during the real tournaments.

I had a few complaints while playing Kingdoms. The “tap creature to continue” not on my turn, is annoying, but since there is no other way to view a card on the iPad version, this is the only time one really gets to see what is going into play. The other gripe I had is that while I was still learning the game, it was next to impossible (except through trial and error) to learn all the little keywords and spell effects since I could not find a spot in the game that said “Shield: takes one point of damage each turn.” Instead, the creature has a picture of a shield on them and I can’t hit them. What ended up happening is I had a 1-3 creature with shield against his 1-3 creature with shield who sat the entire game wasting space since they canceled each other out.

Graphics are bright and crisp with a nice blend of cartoon-style animation blended with fantasy sci-fi card artwork. Overall, the graphics were never a distraction. Playing solely on the iPad was perfect for this game and the view. The animations leave a lot to the imagination, however. Attacking shows the card move toward the opposing hero with claw marks indicating damage. On the opposite side of the spectrum, the sound and musical score for Kingdoms CCG is a masterpiece work of art by itself. Rarely do I find myself increasing the background music for a gameespecially on an iPad game.

Kingdoms CCG for the iPad had me from the first time I played it. Despite the strange mana system (still not sure why the +2…) and the lack of animation, I found myself in love with the game play itself and the overall charm of the players and cards. Add in the fact that this is a free game, I believe Kingdoms is one we’ll hear about for a long, long time.

Apple Stores to Offer iPhone 5s and iPhone 5c repairs

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AppleInsider has reported today that Apple will soon begin offering in-store repair of displays, volume buttons, vibrating motor, rear-camera, and speaker system on the iPhone 5s and iPhone 5c. They'll also replace the home button on the iPhone 5c but not the iPhone 5s, because of the Touch ID.

 The article points out the convenience and time savings of having your repair done locally, rather than the previous procedure of backing up your device, sending it in for a different one, and then restoring your content to the replacement device. The prices will be reasonable: $149 to replace a screen, $79 to replace a battery, and $29 to replace the home button on the iPhone 5c.


Top 3 App Deals of the Week

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As new iOS apps flood the App Store every day — recently topping 100,000 — we know it’s tough to tell which ones are worth their salt. But thanks to our Weekly Scoop, you can have the best for free! Here you’ll find a weekly roundup of the coolest apps free or at a discount for a limited-time only. Each week features the best and brightest from websites like Free App ReportAppsGoneFree, appsfire, and more.

Hurry! Get 'em while they’re hot!

 

1. Five Plates (free for a limited time!)

Always know what’s for dinner! Open Five Plates on Saturday morning to discover recipes for five weekdays of fast, healthy meals for your family—complete with a customizable shopping list. Take the planning out of meal planning and have fun in the kitchen again!

 

2. Tiny Games (free)

Backed by 1000 plus on Kickstarter, Tiny Games is a new and different gaming concept. Tell the app where you are, who you’re with, and what your mood is, and the perfect game for the occasion will appear for you to play. There are dozens of games designed to get people to interact with one another in the real world. Rediscover your fellow humans!

 

3. Move: A Brain Shifting Game (free)

Move is a brain-shifting puzzle game with a twist—all the pieces move together! Each piece will always move until it is blocked. The object of the game is to move all of the pieces onto colored squares. There are hundreds of free levels ranging from simple to maddening.

November 18th Biweekly Giveaway!

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This is the official announcement of the iPhone life Biweekly Giveaway! Be sure to enter the giveaway at iphoneLife.com/giveaways to win prizes, which we'll announce November 18th! We are raffling off tons of great apps and accessories for FREE.

Here's how it works: Every other Friday we will announce the prizes we're giving away through iphonelife.com, Facebook, Twitter, and Google+. To enter the giveaway, go to iphoneLife.com/giveaways. On the following Monday morning, we will randomly select the winners. If you win an app, we will email you the promo code to redeem the app for free. If you win an accessory, send us your address and we will mail it to you.

 

This weeks featured items are:

1. Targus SafePort Case Rugged Max Pro for iPad mini: $59.99 Retail Price

 

The SafePort Case Rugged for iPad has it all from function to style. Specifically designed to give everyday protection for the 3rd and 4th Generation iPad and to protect your device from everyday impact.

 

2. iPhone 5 Car Cradle from SmoothTalker: $99.99 Retail Price

The iPhone 5 / 5S car cradle is perfect for hands free car kits and after market stereo systems that use a lightning port.  This cradle is designed to help you keep your hands on the wheel and eyes on the road.

 

3. Four iPhone 5 Cases from Puro (4 different styles):  19.99 ($27.00) Retail Price

PURO is a reference point for those who seek accessories for protection and charging without sacrificing the style. PURO offers an effective answer to the request to satisfy a demanding target, with attention to details and quality materials, thanks to the ability to insert fashion and design elements in technology. Following the latest fashion trends and acting as an absolute reference point for those who are looking for accessories that stand out. 

 

Questions or comments? Email Brian@iphonelife.com. Good luck and remember to visit iphonelife.com/giveaways to enter! Also check out our other contests at iphonelife.com/contests. The next contest drawing is November 18th!

iPad Mini Being Delayed Due to Screen Manufacturing Issues

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Apple still hasn't announced a release date for the new iPad mini with Rretina display. The only word so far is what they said last month—that it would be available in late November. It will be interesting to see if the mini does indeed launch then. According to a report on AppleInsider, based on an article in a Korean publication, one of the suppliers of the display (Sharp) is having problems making the display, which is causing the mini to be delayed. This is in line with earlier rumors, but this article finally gives more details. It says that LG is also making the displays, and isn't having problems. However, the article says that another report said that LG, is also having problems. AppleInsider says Apple may need to turn to its rival Samsung to also manufacture the displays in order to meet its needs. It's possible the mini will still launch in November, but will be in limited supply.

The most interesting thing to me about the article is that it says that Sharp and LG are using two different processes for making the display. Sharp is using the state-of-the-art IGZO (indium, gallium, zinc, oxide) technology, whereas LG is using the more common substrate called amorphous silicon. They say that Samsung uses yet a different technology: polycrystalline silicon. I didn't ever imagine that Apple would make a product using several different technologies. It seems like it would result in slight differences among the units. Maybe they have their information wrong.

In any case, it's big news if Apple is indeed moving toward IGZO. This technology uses up to 90 percent less energy while offering a sharper image. It's also interesting that the article says the manufacturing problems result in displays that aren't evident to the naked eye, but that Apple's standards are so high, even this slight defect means rejection.

In other iPad news, reviews of the iPad Air continue to be stellar. Wired has weighed in, and they conclude that "In fact, Apple’s latest tablet, as it exists, is definitely one of the best (if not the best) tablet out there right now." The article appreciates the thinness and lightness, the powerful processor, and the long battery life.

Also, an Australian newspaper is saying that a demo iPad burst into flames in a Vodafone store in Canberra. The flames appeared to come from the charging port. No one was hurt, and Apple has taken away the device to analyze what the problem may have been. Fortunately, this is an isolated incident and not anything you need to worry about.

3 Apps That Honor Veterans

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Veterans Day is a day to honor men and women who have served in the military. The U.S. federal holiday, observed on November 11 every year, also marks the anniversary of the end of World War I. There are several apps available from the App Store to help celebrate the service of military veterans.

1. Veterans Day ($1.99)

This app is loaded with articles, news, videos, and photos to enhance your knowledge of Veterans Day.

 

2. WWI Daily ($0.99)

The app shows important events from World War I. Each card shows the date, a description, and a zoomable map for the event. You can flip the card over to read a Wikipedia article describing the event.

 

3. Military Ranks (Free)

Military Ranks is designed to help users learn the rank insignia for each branch of the U.S. Armed Forces. It's a way to show veterans respect by taking the time to acknowledge and learn the importance of the different military branches, offices, and ranks. The app also features links that will take you to each official U.S. military branch website, as well as to support websites for projects such as the Wounded Warrior Project and Homes for Our Troops.

Next iPhone Said to Have Larger Display, Curved Glass

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On Sunday Bloomberg gave a big boost to the incipient rumor cycle surrounding the next iPhone, reporting that Apple is developing two new iPhone models slated for next fall that will have curved displays of 4.7 and 5.5 inches. Bloomberg's source? "A person familiar with the plans." As always, there's no way of knowing how accurate this information is. And often Apple itself doesn't decide on a particular model until later in the process, after testing a variety of prototypes. But it does seem credible that Apple will develop a larger iPhone, since the mobile industry is definitely tending toward offering a variety of sizes. Given that Apple is offering different-sized iPads, it's reasonable they'd take this step with the iPhone.

The report also says the displays would have glass that curves downward at the edges. Apple is known to be exploring curved glass technologies, including the possibility of a curved display on the rumored iWatch. But it's hard for me to imagine what the source means when he says the phone is curved downward at the edges. Some reports are saying Apple's curved phone would compete with the Samsung Galaxy Round, a picture of which accompanies this post. It came out last month in South Korea, but isn't available in the US (except unofficially). As you can see, the right and left edges of the phone slightly curve toward you.

An article on Forbes speculates that the iPhone would more likely curve toward you on the top and bottom, like the LG F Flex, which is pictured below. It was announced last month and will be available in South Korea November 12 and in Europe in December. 

So is this a gimmick? The Forbes article says no. Curving from top to bottom helps the phone fit the shape of your face when you're talking on it. And it says that the curved shape is better for watching videos because there will be less reflection on the edges when your phone is in landscape mode. Also, it says that you can fit a larger screen in a shorter width. Some also say that a curved screen is better in bright sunlight and affords more privacy.

The Forbes article also says that the type of technology used in these displays makes them almost unbreakable.

Apple is famous for developing a lot of different prototypes in order to help decide what people will love the most. So it could simply be that Apple is testing curved prototypes just to see if it's a direction they want to take. While you get the sense that Samsung and LG aren't really sure what advantage curved phones have, you can bet that if Apple comes out with curved phones, the design will be well thought out and will have a clear purpose.

Bloomberg's source also said that Apple is working on a touch sensor that would detect the amount of pressure of a touch, but that this technology is still in development and isn't slated for 2014.

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