Parallels on Wednesday released Parallels Desktop 5 for Mac, a new version of its virtualization software that allows Intel-based Macs to run Windows and Linux alongside Mac OS X.
According to Parallels, the new version of its software is up to 300 percent faster than the previous version, Parallels Desktop 4. The company also hired Crimson Consulting Group to do performance testing on Parallels 5 and said it was 22 percent faster than its nearest virtualization competitor when running Windows 7 64-bit on a MacBook Pro.
While the competitor wasn't named by Parallels, it is widely thought the virtualization market is ruled by Parallels and VMWare's Fusion for Mac.
Speaking with CNET, Parallels CEO Serguei Beloussov said company had three main goals when making Parallels 5 for Mac: make it faster; make it smarter and easier; and make it more powerful.
Beloussov said the company achieved those goals by adding support for gestures, supporting a broader range of 3D features, and optimizing Parallels to handle virtual hardware and drivers more efficiently.
Parallels 5 also adds a new viewing mode called Crystal, which is similar to Coherence, where Windows completely disappears from your desktop. However, Crystal adds the Windows taskbar items on the top of the Mac OS X menu, allowing easy access.
Apple also offers a way to run Windows on an Intel-based Mac. It's called Boot Camp, but it requires the user restart the computer and run Windows separately from the Mac OS. While that may be inconvenient for many users, the native speed of running on the hardware was always seen as a major advantage. Parallels says they can now beat that.
"Parallels is faster than Boot Camp," Beloussov said. "Most slow downs with Windows is not because of computational problems, it's handling drivers. We offer optimized virtualized hardware and drivers, making it faster."
Parallels Desktop 5 for Mac is available for $79.99 or $49.99 for an upgrade.
More than 100,000 apps are now available for download from Apple's App Store, making it the largest such retailer in the world.
App Store icon
(Credit: Apple)The App Store launched in July 2008 with just 500 applications. The store is now available in 77 countries, which has contributed to what Apple said Wednesday is well over 2 billion downloads.
Apps from the App Store work with both the iPhone and iPod Touch.
When introducing its new iPod Touch in September, Apple positioned the device as a superior gaming platform to Sony's PSP or Nintendo DS. Apple said its rivals charged too much for games and didn't offer enough selection. At the time, Apple had more than 21,000 game titles in the App Store, while Nintendo had 3,600 titles and Sony had 600.
The message apparently has gotten through.
"The App Store has forever changed the mobile gaming industry and continues to improve," Travis Boatman, vice president of Worldwide Studios at EA Mobile, was quoted as saying in Apple's press release Wednesday.
Not everything has been perfect with the App Store, however. Most notably, Apple's app approval process has caused frustration with developers, who are sometimes left in the dark about the reason an app is rejected.
Apple released iTunes 9.0.2 today an update that included additional improvements to app sorting for the iPhone and iPod Touch.
In early September, we offered a bug fix for arranging apps on iTunes after the release of iTunes 9.0 and later that same month Apple released iTunes 9.0.1. Progress was made in squashing some of the bugs we found, but the app sorting feature was still pretty tedious to use and nearly impossible to use if the number of apps on your iPhone exceeded 176.
Apple has resolved this problem by displaying the apps past the first 176 onto home screens that are grayed out. These home screens, numbered 12 or higher, will not currently display on your iPhone, but at least now you have a chance of grabbing apps from these screens and moving them to another visible screen. You should keep in mind that any apps on the home screens past the first 11 will only be accessible via a Spotlight search.
iTunes app sorting note grayed out home screen.
Problems sorting apps were not completely resolved by this iTunes update if all the home screens and the extra ones are completely populated. In this case, you lose any chance of moving the apps around effectively. However, there is a work-around--simply sync one more app back to your iPhone and iTunes will add another grayed out home screen. The exception being that this screen will now be mostly empty giving you the work space you need to get your apps sorted the way you want them. When you are done, make sure that extra app is the only one left on the extra home screen and delete it once you are satisfied with the way your apps or home screens are arranged.
This last step is optional; however, I recommend you perform it to prevent apps from accidentally being placed onto this screen. If you add more apps by syncing or purchases iPhone OS will recreate it.
iTunes app sorting--make some room for temporary workspace by syncing one extra app back to your iPhone.
Additional information about iTunes 9.0.2 enhancements, bug fixes, and download links for Windows or Mac OS X can be found at download.com.
Say Tweetie, and most folks think: "I tawt I taw a puddy tat."
But as a social-networking kinda guy, Tweetie is the name of my favorite iPhone Twitter app.
Tweetie lets you access all the standard Twitter features on your iPhone. You can see and respond to the tweets you follow, post your own tweets, and search for tweets by keyword.
Tweetie has always offered a clean, simple interface. But with its newly-redesigned version 2.0, the app is even friendlier. The buttons to tweet, check mentions of your name, send a direct mail (DM), and search for tweets are now within easy access at the bottom of the screen.
Checking your own profile is also smoother. A single Profile screen displays your bio, location, and URL, as well as the number of your followers, those you're following, tweets, and favorites. Tapping on a category like Followers displays the names and photos of all the people tracking your tweets.
Tweetie 2.0 also sports a neat, new feature to let you update the list of tweets that you follow--simply drag your finger down the screen, and the newest tweets appear at the top with a pop.
Tweetie provides its own interface for viewing Web pages and other linked content in a tweet. Courtesy of the iPhone 3.0 update, the interface works in both portrait and landscape mode and offers options to view the page in Safari, e-mail a link to the page, or repost the link in your own tweet.
Options are plentiful when creating your own tweets. Like Twitter, Tweetie keeps track of every character you type, so you know when you're approaching that 140-character limit. You can attach photos or videos to your tweets, either by snapping them with the iPhone camera or grabbing them from your library. Your followers can then view them on yFrog, a site that lets you share images and video via Twitter.
Geotagging is another hot trend that Tweetie offers. You can add a Google Maps link to your current location in a tweet and search for other Twitter users in your area.
Like several other iPhone apps, Tweetie ran into trouble earlier this year with the Apple police, who initially denied approval of its 1.3 version over alleged naughty words in its Twitter Trends feed. Of course, Tweetie is just a conduit that displays whatever appears on Twitter, so it's ridiculous to ding the app for the content. Fortunately, Apple eventually OK'd the update, and it's been smooth sailing for Tweetie since then.
The Apple's App Store is loaded with other Twitter apps, and I've tried a variety of them--both free and paid, including Twitterrific and TweetDeck.
Twitter fans all have their own preferences. You can even vote for your favorite Twitter app.
But Tweetie is the app I've stuck with the longest, and the one I heartily recommend.
Tweetie 2.0 will set you back $2.99--even those of us who migrated from Tweetie 1.0 have to pay for the new edition. But the upgrade is well worth it. Tweetie 2.0 requires iPhone OS 3.0 or higher and is compatible with both the iPhone and iPod Touch.
Graphic artists who work with Pantone colors may appreciate the latest iPhone offering.
Designed for the iPhone and iPod Touch, the $9.99 MyPantone app lets mobile users create and share palettes of colors drawn from the familiar Pantone libraries.
The app opens with a fan deck of Pantone color swatches, a virtual replica of the print Pantone swatch guide that designers carry with them. A color bar also resides at the top.
MyPantone offers colors from virtually all of the standard libraries, including Pantone Matching System (PMS) and Pantone Goe, which provides more color variations than PMS.
To create a palette, move your finger along the colors until you find the swatches you want to use. Clicking on any swatch displays its colors in a more detailed view. You can then drag any color down to the palette well below to store it.
From the fan deck, tapping on a specific color displays its values in Pantone, RGB, HTML (hex), and L*a*b (a color scale that plots values for luminance, red-green, and blue-yellow). From the palette well, tapping on a color brings up additional buttons, including a window that displays a cross-reference of harmonious colors.
You can also create a palette from a photograph. Load any photo stored on your iPhone, and the app will grab its dominant colors and automatically save them to the palette well. You can even move your finger around the photo to select a specific color shade.
Once your palette is created, you can view your colors against a different background rather than just in the palette well. This shows you how the colors might play against each other in an actual image or application.
You can save each color palette in formats compatible with popular graphic apps, including Adobe Creative Suite, QuarkExpress, or CorelDraw. You can also share your palettes by e-mail or by posting them to the MyPantone Web site.
Andy Hatkoff, Pantone's vice president of technology licensing, recently told me more about MyPantone.
Pantone thought it was important to move to a mobile environment because the company had noticed a shift in the way people work. "Designers, in particular, don't have to be or don't want to be at their desks or carry their laptops around them," said Hatkoff. "But they do take their phones everywhere, in particular their iPhones."
Pantone felt the iPhone was the right playing field for its first mobile app because, more than any other mobile device, graphic designers probably have iPhones.
MyPantone lets designers take their Pantone library with them. But it's not meant as a replacement for traditional color guides, more as a supplement. Hatkoff sees the app as playful and fun to use but with a serious side that renders it a useful tool.
"We wanted to let people use the Pantone language in a creative way, but still take advantage of a lot that the iPhone has to offer with a playful and touchable user interface," said Hatkoff.
MyPantone isn't the first color palette app for the iPhone. Color Expert from Code Line ($9.99), Palettes ($9.99) by Rick Maddy, and Color Stream ($2.99) from Sahil Lavingia serve up similar features.
The iTunes App store also offers color picker applications, more for homeowners and hobbyists, than for graphic artists. Free apps such as ColorSnap from Sherwin-Williams and Ben Color Capture from Benjamin Moore fit into this group.
But Hatkoff pointed out that most apps don't support Pantone colors (Color Expert was the only one of the bunch), and that MyPantone is the only one that can display harmonious colors.
MyPantone does have two significant limitations. It doesn't offer CMYK conversion data, disappointing to people who need to bounce between RGB and CMYK. But Pantone said it's received requests from many users for CMYK data, and that it's considering this and other features for the next update.
Also, because it's on an iPhone, you can't calibrate colors or adjust for ambient light as you can on a monitor. So the app can't offer the precise colors that a print swatch or a calibrated monitor would provide.
As a result, Hatkoff explained, MyPantone is not intended to be a color-correct environment, but more of an inspirational or directional use of color. For accuracy, designers would still need to rely on the traditional Pantone guide or a calibrated monitor.
I asked Hatkoff if color calibration and ambient light adjustment would even be possible on an iPhone? "I'm not going to say it would be impossible (to calibrate an iPhone), but it's something we are certainly investigating," he said. "We don't know the feasibility at this point. It certainly would address some interesting questions, although I don't know if iPhone users would want to calibrate their iPhones."
Correction 11:35 a.m. PDT: This story initially gave an incorrect title for Andy Hatkoff. He is vice president of technology licensing.
(Credit:
Apple)
Developers of iPhone and iPod Touch applications can now enable purchases from within their freely available App Store applications.
Until now, Apple has permitted in-app sales of content, subscriptions, and digital services only for apps costing at least 99 cents.
Apple on Thursday sent the following e-mail to developers:
(Credit:
Apple)
Considering all the drama surrounding the App Store approval process, this latest move by Apple appears to be a positive one for iPhone SDK developers, as it gives them a bit more flexibility in how they design and potentially profit from the applications they build.
We'd like to hear from developers of iPhone applications that use in-app purchases, though; please tell us about your experiences in the comments.
Programmers have mostly overcome a crucial hurdle to releasing a beta version of Chrome for the Mac, printing support, but several Windows 7 features won't make the cut for the present 4.x version of Chrome.
The Mac printing support is now added, according to the Google browser's issue-tracking system, though there are "minor remaining issues" and the new features aren't yet distributed with the software.
Google has cited Mac printing support as one holding back a Mac version of the browser. Mac support is important for the company's ambitions to spread the browser and its fast-Web philosophy to mainstream users. The Linux version, while less mainstream now, also is important since it's the foundation of Google's Chrome OS project to build a browser-based operating system for Netbooks.
But on the Windows side of the shop, a number of planned features to support Windows 7 were pushed back to the next version Chrome on Wednesday. That includes support for showing thumbnails of open tabs on the task bar, showing "jump lists" for quick actions such as links recently or frequently visited pages, pinning thumbnails to the task bar, and overlaying a download progress status bar on the Chrome icon.
The present beta and stable releases that Google issued Monday, Chrome version 3.0.195.27 (download for Windows only), are members of the 3.x family. The developer preview is in the 4.x family (download for Windows or Mac OS X). The Windows 7 features had been slated for the 4.x series, but now are planned for version 5, according to the issue-tracking system.
The change doesn't indicate the features have retreated into the distant future, though; Chrome version numbers change relatively rapidly, as evidenced by the move to version 4 in just over a year.
Also pushed back to the 5.x series is built-in support for discovering when Web pages have RSS feeds, one of Chrome's most-requested features. Its absence is ameliorated by a Chrome sample extension for RSS, though.
Extensions remain a work in progress. New ones are arriving steadily, and existing extensions such as Lastpass for filling in passwords and forms and AdSweep for blocking ads is progressing. But Google recently switched interfaces, dropping the use of a toolstrip across the bottom of the browser with pop-up "moles" in favor of browser actions, small icons along the top of the browser.
Like most companies, Apple periodically releases software updates for its applications, fixing minor issues. However, an iMovie update released on Tuesday revealed a brand new video format the company has been developing.
(Credit:
Apple)
Dubbed iFrame, the new video format is based on industry standard technologies like H.264 video and AAC audio. As expected with H.264, iFrame produces much smaller file sizes than traditional video formats, while maintaining its high-quality video. Of course, the smaller file size increases import speed and helps with editing video files.
iMovie 8.0.5 released on Tuesday adds compatibility with camcorders using the iFrame video format. Currently there are two cameras that support iFrame: the Sanyo VPC-HD2000A and the Sanyo VPC-FH1A.
The two cameras were introduced earlier Tuesday and default to shooting video in the new format. iFrame shoots at 960x540. The cameras can also record in high-definition 1080p (1920x1080), as well as high-speed video formats for slow-motion playback, according to Sanyo.
Apple hasn't said how long it has been working on iFrame or if other video camera manufacturers would adopt the format. The company also didn't say when support for the iFrame format would be added to its Final Cut Pro video-editing suite.
The iMovie update can be downloaded from Apple's Web site or from the software update mechanism in Mac OS X.
In a surprise announcement, Adobe Systems said Monday that Flash programmers now can bring their applications to Apple's iPhone, a domain of high interest that's been off limits for the programming technology.
Because of Apple restrictions, though, Flash isn't coming in the form in which most people experience it, a Web browser plug-in. Instead, programmers will be able to change Flash applications into native iPhone applications using Adobe's Flash Professional CS5 developer tool, currently in beta testing, then offer their programs as an Apple App Store download.
"This is a great first step in the right direction," said Heidi Voltmer, Adobe's product marketing manager for Flash.
The approach spotlights the tension between Apple, which controls the iPhone tightly in an effort to ensure a good user experience, and others, which want a place on the premier mobile device on the marketplace today.
Chroma Circuit is a Flash game now available as a native iPhone app.
(Credit: Screenshot by Stephen Shankland/CNET)Adobe's back-door approach still is a significant move for the company, though, which wants to ensure that Flash is a major foundation for Internet-based applications. Programmers familiar with Flash could find the Adobe method an easier way to bring their applications to the iPhone world if they're not experts in coding for the phone and its close cousin, the iPod Touch.
Apple didn't immediately comment for this story.
Some Flash Professional CS5 beta testers are taking advantage of the technique, including BlueskyNorth, Breakdesign, FlashGameLicense.com, Muchosmedia, PushButton Labs, and Bowler Hat Games.
"With the ability to create applications for iPhone in the Flash Professional CS5 beta, I don't need to learn a new programming language or the plethora of development tools that inevitably come with it," said Josh Tynjala, founder of Bowler Hat Games, in a statement. "Instead, I'm able to spend more time exploring ways to make my games like Chroma Circuit more fun on mobile devices like the iPhone and increase my business revenue."
Adobe's ultimate goal remains the same: to get Flash on the iPhone integrated with its Safari browser. "My view is there is only one Web," said Chief Technology Officer Kevin Lynch in an interview. Adobe demonstrated the Flash applications at its Max developer conference in Los Angeles Monday, where Lynch gave the keynote address.
Flash Player 10.1, due in beta form later this year and final form in the first half of 2010, is spreading to just about all the other smartphones out there: Google Android, BlackBerry, Windows Mobile, Palm WebOS, and Nokia Symbian.
Why not the iPhone, too? "The Apple iPhone SDK (software developer kit) license terms do not allow runtime interpreted code, so Adobe is not able to deliver Flash Player in Safari on the iPhone without support from Apple," Adobe said in a statement.
Voltmer didn't comment on the state of present discussions with Apple to build Flash Player directly into the iPhone. But she did say people visit Adobe's Web site looking for it.
It's not immediately clear how easily Flash applications translate to the iPhone, and most folks won't get a chance to try it until the beta is released publicly later this year. There are some limitations, Voltmer said.
For one thing, the Flash software must be written in ActionScript 3, not the earlier ActionScript 2. For another, they can't use video because of Apple restrictions, she said.
There also could be practical limits on memory, processing power, and graphics. Last year's PC running Flash Player has a lot more computing capability than a modern iPhone 3GS.
The iPhone and iPod Touch have some features that are well-suited to mobile gaming, though, and programmers will be able to use them. That includes the multitouch interface and accelerometer that detects device orientation, said Adrian Ludwig, a Flash team member at Adobe.
Updated at 1:48 p.m. PDT with further comment from Adobe and no comment from Apple.
Adobe developer tools let Flash programmers turn their applications into native iPhone software. This is a Flash game called Chroma Circuit.
(Credit: Screenshot by Stephen Shankland/CNET)
(Credit:
Screenshot by Steven Musil/CNET)
We may now have a better idea of why Apple objects to Google Latitude.
It appears that Apple has purchased PlaceBase, a company that produced a maps API called Pushpin and offered a mapping service much like Google Maps. The evidence, dug up by ComputerWorld's Seth Weintraub, first appeared in the form of a tweet in July by Fred Lalonde, the founder of Openspaces.org, a company that used PlaceBase's software, stating that Apple had purchased PlaceBase:
Apple bought PlaceBase - all hush hush. Pushpin site taken offline. Hyperlocal iPhone?
The next clue apparently came from Jaron Waldman, PlaceBase's founder and CEO. His LinkedIn page now lists PlaceBase under his "past" experience and now lists his current occupation as a member of Apple's "GEO Team." In addition, Placebase.com and Pushpin.com have been taken down.
All this leads one to believe that Apple has snapped up PlaceBase. However, Apple representatives did not immediately respond to requests for comment.
Not long after Apple's reported purchase of PlaceBase in July, Google released a version of its Latitude mobile application for the iPhone. But Apple, curiously, decreed that it be a Web-based app and not a native iPhone app, which raised some eyebrows.
The application, which allows you to show your location on a map so that friends may find you, works much the same way as on other platforms like Android, Symbian, BlackBerry, and Windows Mobile. The big exception for the iPhone version is that you have to use the service in the Safari Web browser.
At the time, Google explained the matter this way: "After we developed a Latitude application for the iPhone, Apple requested we release Latitude as a Web application in order to avoid confusion with Maps on the iPhone, which uses Google to serve maps tiles."
Apple's rationale apparently was that people would get confused between a Google Maps app and a Google Latitude app. The explanation seemed a bit baffling, since customer confusion didn't seem to be a concern when Apple approved at least 13 To-Do List applications and 30 streaming music apps.
However, the apparent purchase of PlaceBase seems to explain why Apple would place such restrictions on Google--Apple has a similar feature coming for the iPhone that it doesn't want competition for.
The Google Latitude episode is just the latest spat between the two companies. The same month that Apple said no to Google Latitude, Apple rejected the Google Voice application from its App Store, according to a letter Google sent to the Federal Communications Commission. The FCC is investigating the matter and has requested information from Apple, Google, and Apple iPhone partner AT&T.
A few days after news of the FCC investigation broke, Apple announced that Google CEO Eric Schmidt would be resigning from its board of directors. Schmidt, who had served on Apple's board for exactly three years, had said in July that he was planning to discuss the future of his role on Apple's board given the advent of Chrome OS, an operating system that expanded the fields in which the two companies compete.




