Thursday, September 30, 2010

Want Real Adventure on your iPhone? The Hunt is on

288 Vroom LLC announces the release of The Hunt - Episode 1: American Adventure 1.0, a New Type of iPhone Adventure game. If you like adventure games and figuring out puzzles and riddles then you will love The Hunt - Episode 1: American Adventure.
The Hunt offers different kind of adventure game that you have never played. Solve riddles based on almost 50 Real-World places and events and then find and visit those places on the interactive map of the Real world. There are no made-up stories or characters in The Hunt, YOU are the main character following a trail of clues that leads to some of the most incredible Real-Life places the Land of the Free and the Home of the Brave has to offer. Travel around the U.S.A. all in the palm of your hand without ever leaving where you are right now!

The Hunt - Episode 1: American Adventure is more than just a game, it's a journey and experience through America's past, present, and possible future, from sea to shining sea:

* Solve puzzles and riddles based on almost 50 Real-World locations in the U.S.A.
 * Track down almost 50 Real-World locations in the U.S.A. on the interactive map (Uses an integrated iPhone Google Map App) Zoom in on places and see the Actual Satellite Image of the location and everything around it!! - Think of the Map Of The Real World as The Hunt's 'Playing Board,' think it's big enough?
 * Includes In-App Web Browser to help you solve the Real-World riddles and hunt down the REAL-WORLD locations
 * A picture of each location
 * Travel Journal to track where you've been - Keeps the pictures of the place, it's clue, and automatically sends you to the location on the map
 * Awesome 'American' soundtrack (A little Country, a little Rock N Roll, and a whole lot of Soul)
 * Levels become increasingly more difficult and obscure
 * Quick-start in-game tutorial
 * Complete and detailed instructions

Device Requirements:
 * An Internet Connection is required when using the Map, Web Browser, and More screens
 * iPhone, iPod touch, and iPad
 * Requires iOS 3.0 or later
 * 24.9 MB

Pricing and Availability:
The Hunt - Episode 1: American Adventure 1.0 is only $0.99 USD and available worldwide exclusively through the App Store in the Games category.


For more information click here

Wednesday, September 29, 2010

Snow Globe Maker Animals iPhone App Brings Creative Fun to Animal Lovers

Announcing the release of Snow Globe Maker Animals 1.0 by Hawk Ridge Consulting just today. Snow Globe Maker Animals is app created and fitted for animal-loving kids.
This new app supports for the expression of creativity in each child, while making the process fun for them and keeping kids in touch with family and friends.
Children can combine beautiful animal illustrations and mix-and-match collection of art. It can be mixed in over 16 million combination.
Additionally, the app gives kids the ability to create unique snow globe greetings combining their own digital photos on iPhone/ iPad and iPod touch.
Kids are can also create thank you cards, birthday greetings, and virtual souvenirs. The virtual souvenirs can be shared in email, Facebook, or saved in the Photo Album.

Snow Globe Maker Animals joins Snow Globe Maker Winter, Snow Globe Maker Beach, and Snow Globe Maker Spring in the popular iPhone app series designed to foster creativity and give kids a fun way to create and share their own virtual souvenirs.
Favourite wild animals like a baby elephant, penguin, and polar bear are included, along with popular pets including a dog, cat, rabbit, and horse.

The Snow Globe Maker Animals app includes:
 * A library of professional art for personalizing the snow globe inserts, background, and base
* Photo integration from the photo album or the iPhone camera to display photos in two styles
 * An editable label, three snow styles, two zoom levels, and a custom theme song
 * Integrated email, Facebook, and save photo menus



Device Requirements:
 * iPhone, iPod touch, and iPad
 * Requires iPhone OS 3.1 or later
 * 7.8 MB

Pricing and Availability:
Snow Globe Maker Animals 1.0 is only $0.99 USD and available worldwide exclusively through the App Store in the Photography cate


For more information click here

LivingRoom 1.3 - Interior Design app for your Apple device

New version of the interior design app-LivingRoom has just been launched for iPad users. LivingRoom 1.3, developed by Helix Coding, provides Apple consumers with a complete set of tools to plan and design spaces.
Now the amateur designers as well as professionals are able to create floor plans, lay out furniture and choose and apply materials.

LivingRoom for iPad offers more than 100 built-in textures and a large library of structural and design objects. Any image can be used as a custom texture, so real-world pictures of textiles, flooring, and other materials to be used in a project can be applied directly to the design plan.  Afterwards you can share the results.
You can also keep notes for each project and then email them with a PDF of the room. And all this is available simply right from the app on your favorite Apple device.

Besides, version 1.3 includes even more user-requested features:

* A redesigned and fully adjustable grid system, allowing for much easier and more precise room layouts
 * Lots of speed and stability improvements
 * Added a filing cabinet object to help with office layouts; improved the desk object



Feature Highlights:
 * Includes dozens of object types and more than 100 textures
 * Easily move, resize, and rotate objects, as well as adding custom labels
 * Add your own textures from your photo library
 * Keep notes with each project
 * Attractive rooms gallery lets you browse all of your projects
 * One-touch room duplication allows easy creation of multiple layouts
 * Save rooms as images or email PDFs

Device Requirements:
 * Compatible with Apple iPad(R)
 * Requires iOS 3.2 or later
 * 14.4 MB

Pricing and Availability:
LivingRoom for iPad 1.3 is $4.99 USD and is available worldwide via the App Store in the Lifestyle category.


For more information click here

Tuesday, September 28, 2010

Experts == Idiots?

It's sad, really, the state of technology journalism. But you knew that, already. I should know to enough ignore link-baiting crappy journalism, especially those that do little more than republish some company's press release. Most days, I do.

Not today, though.

Computerworld posted an article with this headline today: Devs bet big on Android over Apple's iOS.

Wow, really? That seems surprising. What could possibly justify such a claim? Some proof that developers are leaving iOS in droves? Some new data about the Android Marketplace is actually making decent money for a substantial portion of Android developers? No, though it is encouraging to see that the Marketplace opened up to 13 new countries today. Still another 60 or so to go, but it's a step in the right direction. But that fact's not even mentioned in this article.

So what justifies such a grandiose claim? A survey of Appcelerator Titanium developers commissioned by Appcelerator. Now, if you don't know, Appcelerator Titanium is a cross-platform framework that allows you to develop an app once and generate applications for multiple paltforms: iOS, Android, Linux, Mac OS, and Windows.

Leaving aside my personal opinions about cross-platform tools, the article has already strayed from the headline. Devs? Well, sure, they're devs, but they're not representative of devs in general as the headline would imply. They're developers who have specifically chosen one option, and it's an option that doesn't tie them to a platform at all. We're talking about a group of people that have already shown their willingness to hedge their bets and who aren't about to take the risk of hitching their wagon to a single platform.

It's an inherently skewed sample. If you ran that same survey past 15,000 dedicated iOS developers, or dedicated Android or Blackberry or .Net developers, you'd get drastically different results.

In other words, this survey has no value whatsoever except to Accelerator. To them, it's perhaps useful for helping them decide where to devote their resources in the future to keep their clients happy.

But for the world at large? Worthless.

Oh, and what constitutes "betting big" in the context of the article? Well, it's not actually addressed, but their idea of "betting big" doesn't seem to match mine. There's nothing about investments, or exclusive agreements, or anything else that involves any sort of risk whatsoever. Developers were just asked things like "how interested are you in a platform X". The "betting" didn't involve monetary investments, or time investments. These developers did nothing more than state an opinion. An anonymous opinion. Oh… those crazy rebels.

Well, I'm "betting big" that the author of this post is a hack and his soi-disant "expert" is fucking clueless.

Let's face it, nobody knows for sure where the mobile market is headed, and being a Titanium Dev doesn't make your opinion any more informed or valuable than anyone else's. Personally, I suspect Android will continue to grow in market share unless Windows Phone 7 is better than great or else Microsoft manages to one-up Google's relationship with Verizon. But, any way you cut it, this is not a replay of the PC battles. There are too many companies still in the game and who have the potential to grow market share, profit share, or whatever other metric by which you want to judge.

Despite what you may read, there is no clear market leader. Nokia is still in the lead based on total handsets, Blackberry is still in the lead based on smartphone handsets sold, Apple is kicking ass in the profits department, and Android is doing gangbusters in new sales unit, if you lump all the 100+ models of Android phones together and count free phones as sales. Plus, the market is still growing. Apple, for example, didn't increase their market share at all year over year, but they increased their units sold considerably.

Understandably, many people are counting Microsoft out of the mobile game, but I'm not. Though I'm no fan of their technology stack or their approach to business, I think the sheer size of Microsoft's advertising budget, their Enterprise-savvy sales force, and the enormous pool of existing .Net developer talent they can draw on gives them an opportunity for huge inroads. They may not capitalize on it, but it's certainly there and counting Microsoft out of the wireless market would be as foolish as counting Apple out of the game 12 years ago was. And over at HP, lots of money and time is being invested into the Pre platform, which has not been a huge commercial success, but got pretty good grades with many developers who worked with it.

The game's afoot. It's going to be fun to watch, but if you are truly a betting person, this is what you might call a high-risk scenario.

HourClash - New addictive puzzle game from KadaMedia for true puzzle fans

Another addictive puzzle game for iPhone users has just been released. HourClash gameplay from KadaMedia in difference to the other puzzle games runs on all versions of Apple iPhone and iPad. And promises the most challenging experience to the puzzle game fans.

The goal of the game is simple, you have to match colored balls while they fall through an hourglass. When the action begins, gamers will realize this is a daunting challenge with bombs bursting and colors changing more rapidly as the levels progress. HourClash is easy to play, includes 15 levels and each offers a lot of fun.

Besides, the game is accompanied with great soundtracks making the play more enjoyable.
Initial feedback on the game has been extremely positive with users comparing the gameplay to earlier hits like Tetris (EA) and Trism.

Device Requirements:
* iPhone, iPod touch, and iPad
* Requires iPhone OS 3.0 or later
* 28.2 MB

Pricing and Availability:
HourClash! 1.0 is $0.99 USD and available worldwide exclusively through the App Store in the Games category. In the next month, KadaMedia is expected to release an iPad only version of HourClash as well as a HourClash - Halloween Edition version.


For more information click here

Enjoy with Sounds of the Orchestra in any environment via your Apple device

Happy to inform that Smappsoft has launched Orchestra 1.0- music education app for iPhone/iPad and iPod touch users. These latest app of the developer is perfect one for people interested in music. Sounds of the Orchestra will help you to learn about the classical musical instruments making the orchestra.
And no matter you’re child, adult or teacher, Orchestra will satisfy all of your needs. It is fun, interesting, offering a big range of playing, learning and listening activities, including:

* Play a card matching game to test your memory and listening skills by pairing instruments by picture and sound
 * Tap on the colorful soundboard to learn the sounds of each instrument, or quiz yourself to train your ear to recognize them
 * Explore the four sections of the orchestra, and learn about the individual instruments within each one while listening to some beautiful classical musical favorites.

You can use Sounds of the Orchestra 1.0 for any musical education environment and enjoy it with the whole family!
Hoping that Sounds of the Orchestra will inspire the next generation of musicians, and make learning about music fun for everyone.

Device Requirements:
 * iPhone, iPod touch, and iPad
 * Requires iOS 3.1.3 or later
 * 25.3 MB

Pricing and Availability:
Sounds of the Orchestra 1.0 is $1.99 USD and available worldwide exclusively through the App Store in the Music category.


For more information click here

Monday, September 27, 2010

Time Geeks: Find all! - The Revolutionary Seek and Find Game for iOS

Announcing the release of new game for iOS consumers called Time Geeks: Find all! Time Geeks: Find all 1.0 developed by Ivanovich Games represents retro style seek and find game. While playing you’ll find yourself just like in the 80‘s, the game is based on awesome Pixel Art graphics and promises players a lot of fun.
Time Geeks: Find all is enjoyable game for everyone as it offers users increasing difficulty and at the same time always keeps within reasonable limits.

Consequently, the game is simple and easy to understand in both the main game as well as the mini-games.
Additional plus of the game is it’s the sense of humor. The graphics and the original music are designed by the artist Markus Gmur. The descriptions of the challenges are specially designed to arouse the sympathy of the player.
The pixel art scenes are filled with nods to various TV series - especially "Lost". We are sure that fans of Lost will find the two scenarios on the island extremely attractive.
 
Features:
 * 6 Game Modes: History, Challenges, Arcade, Relax, Minigames & Editor
 * More than 100 challenges to enjoy
 * Impressive Pixel Art scenarios
 * 7 funny minigames included
 * Arcade: catch all Zoorgs hidden on the scenario

 * Editor: build your own Pixel Art scenario and share it with your friends in Facebook
 * Game Center and OpenFeint to share your records and get achievements
 * A lot of fun!!! And some "Lost" and geek jokes
 * HD graphics for retina display

Language Support:
 * US English and Spanish

Device Requirements:
 * iPhone, iPod or iPad
 * iPhone OS 3.0 or later (iOS 4.0 Tested)
 * 19 MB Storage

Pricing and Availability:
Time Geeks: Find all! 1.0 is only $0.99 (USD) in the launch week and available worldwide exclusively through the App Store in the Games category.


For more information click here

Friday, September 24, 2010

More on dealloc

I really didn't expect to kick off such a shitstorm yesterday with my dealloc post. A few people accused me of proselytizing the practice of nil'ing ivars, at least for release code. Possibly I did, but my real intention was to share the reasons why you might choose one approach over the other, not to say "you should do it this way." I mostly wrote the blog post to make sure I had my head fully wrapped around the debate because it had come up during the revising of Beginning iPhone Development.

Daniel Jalkut responded with a very lucid write-up that represents one of the common points of view on this matter. That view might best be summed up as "crash, baby, crash". If you want to find bugs, the best thing you can do is crash when they happen, that way you know there's a problem and know to look for it. This is not a new idea. I seem to remember a system extension back in the old Mac System 6 or System 7 days that would actually cause your system to crash if your app did a certain bad thing, even if that bad thing didn't cause any noticeable problems in your app. I don't honestly remember the specifics, but it was something to do with the trapping mechanism, I think (anybody know what I'm talking about??). Of course, Apple didn't ship that extension to non-developers.

What makes this a difficult argument is that Daniel is absolutely right… sometimes. There are scenarios where crashing is much better than, say, data loss or data integrity loss. General rules are always problematic, but though I see his point, I'm sticking with "not crashing on customers" being a good rule generally… except when it's not.

In interest of full disclosure, there's actually a third dealloc pattern, albeit a distant third in popularity, but it has definitely become more popular than when I first head of it. In this approach, you assign your instance variable to a stack local variable, then nil the instance variable before releasing it, like so:

- (void)dealloc
{
id fooTemp = foo;
foo = nil;
[fooTemp release];
}


In the release-then-nil approach, after you release, there's a tiny window between the release and the assignment of nil where, in multithreaded code, the invalid pointer could still be theoretically be used. This approach prevents that problem by nil'ing first. This point of view represents the opposite end of the spectrum from the one Daniel stated. In this approach, your goal is to code defensively and never let your app crash if you can help it, even in development. If you're a cautious programmer and believe in the Tao of Defensive Programming, then there you go - that's your approach to dealloc.

For me, personally (warning - I'm about to state an opinion) I can't justify the extra code and time of the defensive approach. It's preemptive treatment of a problem so rare that it's almost silly that this discussion is even happening. I've been writing Objective-C since 1999 and I've only once seen a scenario where the dealloc approach would've made a difference in the actual behavior of the application, and that was a scenario created for a debugging exercise in a workshop, so we're really splitting hairs here.

So, here's my final word on dealloc:
  1. If you already have a strong opinion on which one to use for the type of coding you do, use that one. If not…
  2. If you prefer that bugs always crash your app so you know about them, use the traditional release-only approach
  3. If you prefer not to crash if you can help it and prefer to find your bugs using other means, use the newer approach
  4. If you want your app to crash for you, but not your customers, use the MCRelease() macro or use #if debug pre-processor directives
What's important is that you understand the benefits and problems of the different approaches, not that you use the same one that I do (or Daniel does, or anybody else does).

After all, you're the one who has to live with the consequences of your decision.

Thursday, September 23, 2010

Dealloc

Last week there was a bit of a Twitter in-fight in the iOS community over the "right" way to release your instance variables in dealloc. I think Rob actually started it, to be honest, but I probably shouldn't be bringing that up.

Basically, several developers were claiming that there's never a reason to set an instance variable to nil in dealloc, while others were arguing that you should always do so.

To me, there didn't seem to be a clear and compelling winner between the two approaches. I've used both in my career. However, since we're in the process of trying to decide which approach to use in the next edition of Beginning iPhone Development, I reached out to Apple's Developer Tools Evangelist, Michael Jurewitz, to see if there was an official or recommended approach to handling instance variables in dealloc.

Other than the fact that you should never, ever use mutators in dealloc (or init, for that matter), Apple does not have an official recommendation on the subject.

However, Michael and Matt Drance of Bookhouse Software and a former Evangelist himself, had discussed this issue extensively last week. They kindly shared their conclusions with me and said it was okay for me to turn it into a blog post. So, here it is. Hopefully, I've captured everything correctly.

The Two Major Approachs

Just to make sure we're all on the same page, let's look at the two approaches that made up the two different sides of the argument last week.

Just Release

The more traditional approach is to simply release your instance variables and leave them pointing to the released (and potentially deallocated) object, like so:
- (void)dealloc
{
[Sneezy release];
[Sleepy release];
[Dopey release];
[Doc release];
[Happy release];
[Bashful release];
[Grumpy release];
[super dealloc];
}

In this approach, each of the pointers will be pointing to a potentialy invalid object for a very short period of time — until the method returns — at which point the instance variable will disappear along with its owning object. In a single-threaded application (the pointer would have to be accessed by something triggered by code in either this object's implementation of dealloc or in the dealloc of one of its superclasses, there's very little chance that the instance variables will be used before they go away , which is probably what has led to the proclamations made by several that there's "no value in setting instance variables to nil" in dealloc.

In a multi-threaded environment, however, there is a very real possibility that the pointer will be accessed between the time that it is deallocated and the time that its object is done being deallocated. Generally speaking, this is only going to happen if you've got a bug elsewhere in your code, but let's face it, you may very well. Anyone who codes on the assumption that all of their code is perfect is begging for a smackdown, and Xcode's just biding its time waiting for the opportunity.

Release and nil

In the last few years, another approach to dealloc has become more common. In this approach, you release your instance variable and then immediately set them to nil before releasing the next instance variable. It's common to actually put the release and the assignment to nil on the same line separated by a comma rather than on consecutive lines separated by semicolons, though that's purely stylistic and has no affect on the way the code is compiled. Here's what our previous dealloc method might look like using this approach:

- (void)dealloc
{
[sneezy release], sneezy = nil;
[sleepy release], sleepy = nil;
[dopey release], dopey = nil;
[doc release], doc = nil;
[happy release], happy = nil;
[bashful release], bashful = nil;
[grumpy release], grumpy = nil;
[super dealloc];
}

In this case, if some piece of code accesses a pointer between the time that dealloc begins and the object is actually deallocated, it will almost certainly fail gracefully because sending messages to nil is perfectly okay in Objective-C. However, you're doing a tiny bit of extra work by assigning nil to a bunch of pointers that are going to go away momentarily, and you're creating a little bit of extra typing for yourself in every class.

The Showdown

So, here's the real truth of the matter: The vast majority of the time, it's not going to make any noticeable difference whatsoever. If you're not accessing instance variables that have been released, there's simply not going to be any difference in the behavior between the two approaches. If you are, however, then the question is: what do you want to happen when your code does that bad thing?

In the first approach, your application will usually crash with an EXC_BAD_ACCESS, though you could also end up with any manner of odd behavior (which we call a "heisenbug") if the released object is deallocated and its memory is then reused for another object owned by your application. In those cases, you may get a selector not recognized exception when the message is sent to the deallocated object, or you may simply get unexpected behavior from the same method being called on the wrong object.

In the other approach, your application will quietly send a message to nil and go about its merry way, generally without a crash or any other immediately identifiable problem.

The former approach is actually good when you're developing, debugging, and doing unit testing, because it makes it easier to find your problematic code. On the other hand, that approach is really, really bad in a shipping application because you really don't want to crash on your users if you can avoid it.

The latter approach, conversely, can hide bugs during development, but handles those bugs more gracefully when they happen, and you're far less likely to have your application go up in a big ball of fire in front of your users.

The Winner?

There really isn't a clear cut winner, which is probably why Apple doesn't have an official recommendation or stance. During their discussion, Matt and Michael came up with a "best of both worlds" solution, but it requires a fair bit of extra code over either of the common approaches.

If you want your application to crash when a released pointer is accessed during development and debugging, the solution is to use the traditional approach in your debug configuration. If you want your application to degrade gracefully for your users, the solution is to use the newer approach in your release and ad hoc configurations.

One somewhat pedantic implementation of this approach would be this:

- (void)dealloc
{
#if DEBUG
[Sneezy release];
[Sleepy release];
[Dopey release];
[Doc release];
[Happy release];
[Bashful release];
[Grumpy release];

[super dealloc];
#else
[sneezy release], sneezy = nil;
[sleepy release], sleepy = nil;
[dopey release], dopey = nil;
[doc release], doc = nil;
[happy release], happy = nil;
[bashful release], bashful = nil;
[grumpy release], grumpy = nil;

[super dealloc];
#endif
}


That code assumes that your debug configuration has a precompiler definition of DEBUG, which you usually have to add to your Xcode project - most Xcode project templates do not provide it for you. There are several ways you can add it, but I typically just use the Preprocessor Macros setting in the project's Build Configuration:
Screen shot 2010-09-23 at 7.56.28 PM.png

Although the code above does, indeed, give us the best of both worlds - a crash during development and debugging and graceful degrading for customers - it at least doubles the amount of code we have to write in every class. We can do better than that, though. How about a little macro magic? If we add the following macro to our project's .pch file:

#if DEBUG
#define MCRelease(x) [x release]
#else
#define MCRelease(x) [x release], x = nil
#endif


We can then use that macro in dealloc, and our best-of-both-worlds code becomes much shorter and more readable:

- (void)dealloc 
{

MCRelease(sneezy);
MCRelease(sleepy);
MCRelease(dopey);
MCRelease(doc);
MCRelease(happy);
MCRelease(bashful);
MCRelease(grumpy);

[super dealloc];
}


Once you've got the macro in your project, this option is actually no more work or typing than either of the other dealloc methods.

But, you know what? If you want to keep doing it the way you've always done it, it's really fine, regardless of which way you do it. If you're consistent in your use and are aware of the tradeoffs, there's really no compelling reason to use one over the other outside of personal preference.

So, in other words, it's kind of a silly thing for us all to argue over, especially when there's already politics, religions, and sports to fill that role.

The Garbage Collection Angle

There's one last point I want to address. I've heard a few times from different people that setting an instance variable to nil in dealloc acts as a hint to the garbage collector when you're using the allowed-not-required GC option (when the required option is being used, dealloc isn't even called, finalize is). If this were true, forward compatibility would be another possible argument for preferring the newer approach to dealloc over the traditional approach.

While it is true that in Java and some other languages with garbage collection, nulling out a pointer that you're done with helps the garbage collector know that you're done with that object, so it's not altogether unlikely that Objective-C's garbage collector does the same thing, however any benefit to nil'ing out instance variables once we get garbage collection in iOS would be marginal at best. I haven't been able to find anything authoritative that supports this claim, but even if it's 100% true, it seems likely that when the owning object is deallocated a few instructions later, the garbage collector will realize that the deallocated object is done with anything it was using.

If there is a benefit in this scenario, which seems unlikely, it seems like it would be such a tiny difference that it wouldn't even make sense to factor it into your decision. That being said, I have no firm evidence one way or the other on this issue and would welcome being enlightened.

After writing this, Michael Jurewitz pinged me to confirmed that there's absolutely no benefit in terms of GC to releasing in dealloc, though it is otherwise a good idea to nil pointers you're done with under GC..

Thanks to @borkware and @eridius for pointing out some issues

Update: Don't miss Daniel Jalkut's excellent response.

Theodolite AR Viewfinder App Updated With Gyro-Compass Fusion

Announcing the release of Theodolite 2.1 by Hunter Research and Technology-A real electronic viewfinder for Apple consumers. This unusual app turns your iPhone into a compass, GPS, map, zoom camera, rangefinder, and two-axis inclinometers.
It is based on the concept of a centuries-old astronomical instrument and shows real-time information about position, altitude, bearing, range, and horizontal/vertical inclination on the iPhone’s live camera image.
This multi-function app is widely used by surveyors, geologists, architects, engineers, military personnel, competitive sportsmen, and search and rescue workers around the world.

With Theodolite 2.1 you can take geo-stamped camera images with 2X and 4X digital zoom options. Moreover, the app includes built-in map with standard, satellite, hybrid views and is perfect for home projects, photography, outdoor sports and navigation.

Theodolite comes in three versions – Free, Basic, and Pro – to cover a range of customer needs. The flagship Theodolite Pro includes features for serious users, such as a zero reference angle mode, an A-B calculator for height, distance, heading, position, triangulation, and relative angles, e-mail export with KML data, system-wide clipboard integration, percent grade display, optical rangefinders, military grid reference system (MGRS) coordinates, universal transverse Mercator (UTM) coordinates,
                                                                                                                   and four latitude/longitude formats.
For more information click here

Wednesday, September 22, 2010

Luminou - The most soporific app in the AppStore

Introducing the release of most useful app for the parents whose children suffer from the fear of dark. The app has been launched today by Gamincom, for iPhone, iPod touch, and iPad users and is called Luminou 1.0. With this app’s plush toys glowing in the dark your baby will never be afraid. Luminou will go gently with your child in his sleep and shuts down gradually depending on the length of your choice.
The app offers 10 adorable plush toys and a choice from 10 musical themes composed by Rondinara group. The group Rondinara is acknowledged expert in music of babies. It creates a subtle, harmonious   and soothing musical environment for your baby by using acoustic instruments blended with nature sounds. 

Features:
 * Choice between 10 different Luminous
 * Choice between 10 lullabies
 * Choice of the duration of the dimming Luminou (1mn of 30-20 minutes)
 * Choice of duration of the lullaby (0 - no lullaby to 20 minutes)
 * Ergonomics specially designed for children

Important recommendations:
Remember to switch your device in flight mode (Settings menu): This mode disables all wave emissions to protect your child.
Driving and using machines: the attention is drawn to sleepiness and reduced vigilance attached to the use of Luminou.

Device Requirements:
 * iPhone, iPod touch, and iPad
 * Requires iPhone OS 3.0 or later
 * 84.3 MB

Pricing and Availability:
Luminou 1.0 is $1.99 USD and available worldwide exclusively through the App Store in the Utilities category.




For more information click here

Tuesday, September 21, 2010

Complaining About Success

If you want to see how little sympathy you can get from those around you, try complaining about being successful. It just doesn't tend to be a problem over which people shed tears on your behalf. But I'm actually not here to complain. I'm really thrilled that MartianCraft is growing steadily and, more importantly, that we're getting interesting work.

I did think it was worth popping in here to explain my absence of late, however. I've got several partially written posts sitting in MarsEdit, including a couple for my recently-started and just-as-lonely personal blog. But time has become a scarce commodity for me, and will likely remain that way for at least the next month or two, possibly even longer. Even my OpenGL ES book for prags has suffered lately as I've been basically working double-time trying to catch up on my workload. Even the move to Florida is being affected, as we probably won't get our house on the market now until the new year.

The fact that I've been doing so much coding does mean that I've got some great ideas for blog posts, so hopefully once the dust settles, I'll have some goodies for you, but bear with me in the meantime.

Oh, and a somewhat related note. A client of MartianCraft is looking for a really mobile developer to work in New York City. They'll be happy with any mobile experience, with preference for iPhone or Android experience. Having both is ideal. This client is a very large media company and you'd basically be responsible for leading one division's mobile efforts, starting with maintaining their existing apps, but eventually eventually extending them and building new ones. It's a great opportunity for the right person. If you're in New York or willing to relocate there and have some good mobile chops, drop me an e-mail with your resume (my main e-mail is my twitter name at mac dot com or you can send them to jeff at martiancraft dot com) and I'll put it in front of the hiring manager.

You will never be bored with iCut Deluxe on your iPhone

Grabarchuk announces the release of their first puzzle game for users of iOS devices- iPhone, iPod touch, and iPad. The gameplay is new type of puzzle game. It’s unique by giving you ability to paint puzzle cubes with your finger in order to delineate congruent shapes. Players will experience amazing game with a thousand challenging puzzles in six play modes. You will never be bored with iCut Deluxe playing, containing variety of difficulty levels getting your brain skills to a new level!
Besides, the app is simple and easy to understand. The goal is to cut shapes into identical parts.
But puzzles are of increasing difficulty up to almost impossible nuts.
iCut Deluxe also offers a guest player option, and for those that get stuck, games have an advanced hint system.
If you’re puzzle fan you’ll be delighted with iCut Deluxe, you will play it for hours!



Main Features:
 * 1008 puzzles, 6 play modes, 4 game levels
 * Designed for iPhone, iPod touch, and iPad
 * Scores: reach the best score in each puzzle
 * Guest Player option: get your friend to play
 * Need help? Use advanced hint system
 * Made for iPhone 4 Retina display
 * Compatibility with iOS4 multitasking




Additionally:
 * Deluxe version contains no ads and no in-apps
 * All new puzzles will be added for free

 Device Requirements:
 * iPhone, iPod touch, and iPad
 * Requires iPhone OS 3.0 or later
 * Universal Application
 * 2.8 MB

Pricing and Availability:
iCut Deluxe 1.0 is $2.99 USD and available worldwide exclusively through the App Store in the Games category.

For more information click here

Thursday, September 16, 2010

Global Symbolic Breakpoints in Xcode 4

It wasn't obvious to me how to set a global symbolic breakpoint in Xcode 4. I stumbled across the answer today. Because Xcode 4 is still under NDA, I can't post this here, so instead, I wrote it up on Apple's Dev Forums (Dev Center login with beta access required).

You’ll never run out of laughs with “Replace Your Face” on your iPhone

Now iPhone users can escape routine of everyday life. How? The answer is simple by Clever Twist’s unique iPhone app “Replace Your Face” making life of Apple consumers easier and prettier.
“Replace Your Face” is easy to use photo manipulation app that makes you available to splice in the body of whatever celebrity you like. The app is a great fun, making you a star in a few seconds! With just touching your finger you became your favorite celebrities girlfriend. But the funniest part of the app is replacing celebrities face with yours or your friends’ faces. For example you can replace Chuck Norris’ face with yours. Can you imagine yourself with a grizzled chest? So be ready and have a fun.

Additionally, the app features easy to use contrast editing that serves for more realistic final result, making original and your photo fit together. And text bubbles, that makes your picture worth more than just 1,000 words.

When the photos are ready you can upload them on Facebook, emailed to a friend, or saved in the photo library and assigned as contacts. Don’t miss the chance of having hours of fun, upload your creation on your friends wall and enjoy with the shocked reaction.

Replace Your Face At-a-Glance:
 * Choose from photos in the Photo Library, Facebook, or from pictures taken by the iPhone’s camera
 * Edit pictures from 150 different possibilities: from different celebrities, decades, or genres
 * Pictures can be shared on Facebook or through email, or they can be saved onto the device
 * Photo effects include text bubbles and contrast adjustments

Device Requirements:
 * iPhone, iPod touch, and iPad
 * Requires iPhone OS 3.0 or later
 * 3.3 MB

Pricing and Availability:
Replace Your Face 2.2 is free and available worldwide exclusively through the App Store in the Photography category, with the ability to purchase more celeb photos within the app.


For more information click here

Your pasta will always be perfectly cooked With Pasta Clock: take your time app on your iPhone

Food is equally important to everyone in the world, no matter of its social status, religion or nationality and everyone has its own lovely dish. Imagine for a second you’re coming back from work, tired and worn-out, but while entering your house you felt a delicious smell of your favorite dish. what can be better?

If you love Italian food, your favorite dish is pasta and you’re iPhone owner then Pasta Clock: take your time app developed by Modiv is perfect for you.
For example you decide to have a pasta for your dinner or supper so before cooking it open the app, choose the pasta you’re cooking and set the timer. Pasta Clock will calculate the cooking time of your pasta and will let you know when it is ready. The app’s database contains more than 2000 kinds of pasta of 30 different brands, with each cooking time connected.

Besides, Pasta Clock allows you to customize your personal cooking time. You can change the time of timer with your finger and personalize your cooking time. From today on, your pasta will always be perfectly cooked.
Choose the kind of pasta you want to cook, start the timer or personalize your cooking time and add your pasta to favorites.

Pasta Clock application is optimized for iPhone, iPod and iPad.  Devices without iPhone OS4 don’t receive notifications in the background, for a proper operation keep the application always open.


The company is planning to update the app in nearest future by expanding the pasta database and adding new features.


For more information click here

Wednesday, September 15, 2010

MICROSIM ADAPTER, MICROSIM CUTTER and PROFESSIONAL MICROSIM CUTTER is the perfect solution for your Apple devices

Today i’m going to attract your attention by introducing three most useful products for your Apple devices. These are MICROSIM ADAPTER; MICROSIM CUTTER and PROFESSIONAL MICROSIM CUTTER.
To have a deeper understanding of the subject lets firstly discuss what micro-SIM serves for. Developed by the European Telecommunications Standards Institute micro-SIM is adjustable with very small devices, where mini-SIM card is feeble.
The micro-SIM was designed with the compatibility of previous version. It retains the same contact area of the chip and is compatible with larger SIM reader, through the use of plastic cutout surrounds. It runs on the same speed  (5 MHz) and includes the same size and positions of pins as well.
MicroSIM also known as 3FF — The «Third Form Factor» SIM, is smaller than the «normal» SIM and without surrounding plastic. It’s actual size is 12mm x 15mm and contact area of this third generation SIM Card is the same as of standard SIM.
This kind of Micro-SIMs will be in use in shortest time for mobile phones as well as for other devices and notable is the fact that Apple will be the first among them. In detail iPhone 4 and iPad are their first representatives.


What does MICROSIM ADAPTER

MICROSIM adapter is a simple mechanical solution bringing the microSIM card back to the standard card size (15 * 25 mm). It is made of durable plastic, in Germany, has rounded corners -making the insertion into the device easier. And can be used in both iPad /iPhone 4 as well as any other mobile device.
You can use MicroSIM Card in standard SIM slot devices (size 15x25mm) with MICROSIM adapter. It works on every mobile phone and with 3ff SIM cards of all vendors.
But in case you have data plan/service with any mobile-carrier, is it on your cell-phone or with a usb-modem, you are likely to have a 2G-Slot and you will be unable to use the SIM card in your iPad. Herewith, if you have an iPad with the new Micro-SIM - you will be unable to use the MicroSIM in your older iPhone.



MICROSIM CUTTER

There was plenty of tutorials how to cut usual SIM card to micro-SIM size with sharp knife or scissors. And it was especially popular among just released iPad 3G and iPhone 4 users.
But we can offer something more safe and comfortable then knife or scissors.
This is a steel microsim cutter allows you to cut your standard sim card to microsim card size. You don’t need to measure your sim card, mark cut-lines on the card, use scissors or a knife to cut the card and high risk of breaking your sim is avoidable.
You just need to insert the sim card into the microsim cutter, and then press the handle.



PROFESSIONAL MICROSIM CUTTER


It is patented high quality hand-made cutter, in a small series and will not operate if the 2ff SIM-card is not positioned correctly. It cuts the SIM exactly +/- 1/100 mm and is suitable for use in the warehouses and labs of network operators.

Tuesday, September 14, 2010

Fan Misery will satisfy all sports fan’s curiosity around the world

Introducing the newest iPhone app, simply perfect for uber-obsessed sports fans dealing with emotions of the game. Since today you can get all kind of information regarding sport, just with one app on your iPhone called Fan Misery.
What it does?
Fan Misery offers a method calculating Fan Misery Index (FMI). Detailed information for sports fans, about team statistics, game schedules, opinions, will be available any time. Real time news about: MLB, NFL, NHL, NBA teams will always be accessible on your Apple device.

What is Fan Misery Index (FMI)? FMI is calculating method based on both team statistics (win/loss %, home record, etc.) and fan opinions, similar to the S&P 500. On a scale it’s a value between 0 and 10 where 0 indicates bliss (completely sunny) and 10 represents the ultimate misery (cloudy & stormy). The FMI is updated daily for users to see if it's cloudy with a chance of baseballs or perfectly clear skies.


The app is functional for any sports novice as well. For example if you are not a big fan of sports and can’t tell the difference between a goal post and 3rd base the app will still be enjoyable and fun for you.

Herewith Fan Misery is FREE with in-app purchases for teams.


For more information click here

Monday, September 13, 2010

Liquid Defense and Escape for iPad is available for reduced price

Nuclear Nova Software is announcing the release of their new apps for iPad device. These two app called Liquid Defense and Escape are offering most challenging puzzle games using iPad’s unique abilities and interface.
Liquid Defense game is the kind of puzzle game where you have to avoid all incoming water, gas and oil. The gameplay requires innovative solutions while managing limited resources. Liquid Defense game contains 28 levels and each is perfectly designed.

Regarding the second- Escape gameplay it is top-down directed puzzle game. Here you have to go through 75 carefully designed dungeons. This game will keep you occupied for hours with it’s challenging puzzles.
For Liquid Defense Nuclear Nova Software has announced the sale for the celebration of the release. Accordingly the price will be $2.99. Concerning Escape, it runs on iPhone as well and is available on the App Store at the same price $0.99.


Device Requirements:
 * iPhone 3Gs or iPad recommended for best performance
 * iPhone OS 3.0
 * Liquid Defense - iPad
 * Escape - iPhone, iPod touch, iPad

Pricing and Availability:
Liquid Defense is only $2.99 USD and is available exclusively through Apple's App Store. Escape is only $0.99 USD and is available exclusively through Apple's App Store. Escape Lite is free and is available exclusively through Apple's App Store.


For more information click here