Apple releases AirPort Utility 6.3.1 update

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Date: Thursday, July 11th, 2013, 14:07
Category: News, Software, wireless

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Late Thursday, Apple released AirPort Utility 6.3.1, a 21 megabyte download which offers the following fixes to the AirPort Utility software:

– Fixed an issue that caused some AirPort Base Stations not to be recognized by device apps.

The update requires an Intel-based Mac running Mac OS X 10.7.5 or later to install and run. The AirPort Utility update can be located, snagged and installed via Mac OS X’s Software Update feature or via the update feature in Airport Utility itself.

Possible low-cost iPhone mock ups surface, add to speculation

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Date: Thursday, July 11th, 2013, 06:46
Category: iPhone, Pictures, Rumor

The rumor of a low-cost iPhone lives.

And occasional photos of mock ups tend to keep it alive.

Per 9to5Mac and Gizmodo, a series of mock ups of the new iPhone from Martin Hajek have surfaced. The design doesn’t stray too far from what’s been seen and heard in the past, but the color choices seem to be influenced by Apple’s recently announced iOS 7 update.


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In addition to these new concept photos, some new high-resolution photos of the back shells for the purported cheaper iPhone have leaked. While these images can’t presently be verified, they represent the thought as to what a low-cost iPhone would look like.

Stay tuned for additional details as they become available.

OS X 10.8.5 update in development to reportedly fix Photoshop/flickering issue on Haswell-based MacBook Air notebooks

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Date: Thursday, July 11th, 2013, 06:49
Category: MacBook Air, News, Software

As nifty as the new Haswell-based MacBook Air units are, there may be another bug to contend with.

Per The Unofficial Apple Weblog and MacRumors, it seems that the MBAs with Haswell processors have issues with Adobe’s flagship software. In particular, many MacBook Air owners noticed severe screen flickering while using brush tools in Photoshop. When news of the flickering first surfaced, an Adobe representative said he believed a GPU issue or a driver bug was causing it.

It’s been suggested that that the flickering is a result of a software glitch. Apple has released a new build of OS X 10.8.5 to developers and the Photoshop flickering issue appears to be resolved, as reported by MacRumors:

“Today, MacRumors tipster Todd Davis tells us the flickering issue has been fixed in the OS X 10.8.5 beta released to developers today. The bug made Photoshop nearly unusable for a number of MacBook Air users. Some users have previously suggested that upgrading to the developer release of OS X Mavericks solved the problem, so the fix may be a matter of Apple pushing upgraded code sooner than it planned.”

There’s no word on when users can expect to see OS X 10.8.5 released to the general public. If the latest build does indeed fix the MacBook Air/Photoshop flickering issue, chances are good that Apple will push it out sooner rather than later, since it doesn’t want their newest Haswell laptop to present problems with such popular software.

Stay tuned for additional details as they become available.

Rumor: Apple considering switch to IGZO displays to boost next-gen MacBook Pro battery life

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Date: Wednesday, July 10th, 2013, 15:54
Category: Hardware, MacBook Pro, Rumor

The next-gen MacBook notebooks could possess even longer lasting batteries.

Per Korea IT News, Apple is once again rumored to be considering indium gallium zinc oxide (IGZO) LCDs, this time for inclusion in not only upcoming versions of its iPad, but also in its forthcoming MacBook Pros. A recent report has the Cupertino company talking with Sharp and LG Display in preparation for wider manufacture.

The new MacBooks would reportedly be scheduled for release some time early in 2014, though the report gives no word on when IGZO-packing iPads would be set for release. The latest speculation surrounding the iPad does make mention of reduced backlighting and improved battery life, both of which could be outgrowths of IGZO technology.

An oxide semiconductor, IGZO is about 10 times faster in electron mobility than an amorphous silicon semiconductor. This allows the technology to consume far less power in operation. IGZO also requires smaller wiring, which also contributes to its lower power consumption.

The panels are significantly more expensive than traditional LCDs, though, so that could represent an obstacle for Apple in bringing them to market in the MacBook Pro line. Some estimates have Apple paying 1.5 to two times as much for the same panel sizes seen in current models.

A switch to IGZO could be in keeping with Apple’s already established goals for this generation of MacBooks. When introducing the 2013 MacBook Air, Apple made sure to note that the inclusion of Intel’s new Haswell processors had boosted overall battery life to 12 hours for the 13-inch model. The inclusion of less power-intensive displays could push the next generation of MacBook Pros to even greater heights.

Apple has long been rumored to have been looking at IGZO technology for future devices. Previous rumors have focused on the iPhone or iPad.

Stay tuned for additional details as they become available.

iOS 7 beta 3 shows improved “2x” mode on non-Retina iPads

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Date: Wednesday, July 10th, 2013, 08:08
Category: iOS, News, Software

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Ok, this could come in handy.

Per MacRumors, one of the more subtle changes reported in Apple’s iOS 7 beta 3 released to developers yesterday is a move to leverage the Retina assets included in iPhone-only apps to improve the viewing experience in “2x” mode on non-Retina iPads such as the iPad mini and the iPad 2.

Since the launch of the iPad, Apple has supported the use of iPhone-only apps on its tablet platform, allowing users to toggle between a “1x” mode where the app appears in an iPhone-sized window in the center of the iPad screen and a “2x” mode where pixels are doubled to allow the app to fill more of the iPad’s screen. But up until iOS 6, this 2x pixel doubling has been performed on the non-Retina iPhone versions of the apps for non-Retina iPads, expanding a 480×320 app to fill a 960×640 space on the iPad display and resulting in jagged text and blurry images.

With the advent of Retina displays on the iPhone supporting apps at 960×640, Apple moved to take advantage of those higher-quality assets to provide a better viewing experience on the iPad for those apps that do not have native iPad interfaces. Since the introduction of the third-generation iPad last year, Apple’s Retina iPads have been able to tap into the Retina assets in iPhone apps to display higher-quality 2x apps, and with iOS 7 beta 3 Apple has now brought that capability to its non-Retina tablets.

Interestingly, on the latest iOS 7 beta, users are no longer even presented with a 1x/2x toggle on non-Retina devices such as the iPad mini, and iPhone apps are instead presented simply as 2x apps taking advantage of Retina assets included in the app package. The result is a much better looking 960×640 app on the iPad’s 1024×768 screen. Retina iPads have not, however, seen any changes to their handling of iPhone apps and continue to offer the 1x/2x toggle.

Apple’s move to leverage the Retina assets in iPhone apps by default is essentially identical to the strategy used by RetinaPad, a jailbreak tweak that provided owners of non-Retina iPads with the higher-quality 2x scaling. That tweak had gained new popularity with the release of the non-Retina iPad mini late last year, but with Apple now building that support directly into iOS 7, all users will be able to take advantage of the higher-quality experience.

Apple announced back in March that as of May 1, it was requiring all app submissions and updates to support both Retina displays and the iPhone 5’s taller display, pushing developers to support Apple’s latest devices. The Retina support requirement also allows more apps to take advantage of the new 2x improvements for non-Retina iPads in iOS 7.

Stay tuned for additional details and if you’ve gotten a chance to play with the third iOS 7 beta, please let us know what you think of it in the comments.

Dropbox announces upcoming data sync service for apps

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Date: Wednesday, July 10th, 2013, 07:12
Category: News, Software

Dropbox is growing.

Per The Unofficial Apple Weblog, Dropbox announced that it will begin an iCloud-like data sync service.

The announcement went as follows:

“Today, we’re excited for you try out the beta release of the Datastore API – simple databases for your apps with Dropbox sync built-in! Use datastores to save your app’s data – settings, contacts, or any other content that users create – and Dropbox will take care of all the syncing for you. People who use your Datastore-enabled app can be sure their information will always be up-to-date and available, no matter what device or platform they use.”

Developers will now be able to use Dropbox’s DataStore sync databases to sync any number of different types of data across devices on multiple platforms. This not only includes contacts and files, but also things like game saves and app settings. The DataStore sync also works when a user does not have an Internet connection. Changes are saved locally and the next time a connection is made the changes are synced across devices.

Not a bad thing and stay tuned for additional details as they become available.

Beta code hints at 120 frames-per-second camera feature for iOS 7

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Date: Wednesday, July 10th, 2013, 06:42
Category: iOS, News, Software

This could lead to something really interesting.

Per 9to5Mac, a new camera feature referred to as “Mogul” was allegedly discovered in the third beta of iOS 7. Tests suggested that the new software feature will allow video recording of 120 frames-per-second (fps) at an unknown resolution.

The addition of 120fps video would allow a future iPhone to offer crisp detail when playing videos back in slow motion. Such functionality is popular with sports cameras such as the wearable GoPro Hero3.

While the 120fps feature remains a secret, Apple has already revealed to developers that iOS 7 will give them the ability to record 60fps video with their iPhone applications.

There are currently applications on the iOS App Store, such as SloPro, which simulate high framerates in recording. However, in iOS 6, developers are not able to capture raw video at anything greater than 30 frames per second.

The addition of 120fps video in this year’s anticipated iPhone upgrade would allow Apple to stay on par with Samsung’s latest flagship handset, the Galaxy S4. That handset also offers super-slow-motion video capture capabilities with 120fps recordings.

This year, Apple has run an ad touting the fact that the iPhone is the most used camera in the world. And last year, the company promoted the new panorama capture feature that debuted in iOS 6.

However, hints of 120fps support in iOS 7 are not necessarily proof that the feature will appear in the next iPhone. For example, elements of an unfinished panorama feature were discovered in iOS 5 in 2011, more than a year before Apple would actually add it.

Stay tuned for additional details as they become available.

Google Earth updated to 7.1.1.1871

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Date: Wednesday, July 10th, 2013, 06:12
Category: News, Software

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Late Monday, software giant Google released version 7.1.1.1871 of its popular Google Earth program. The new version, a 45 megabyte download, adds the following fixes and changes:
– We have included another fix for the unified_cache_leveldb_leveldb2 directory filling beyond specified cache limits for some Windows and Macintosh users.

– Imagery no longer stays blurry upon zooming in when the cache is full.

– Font and tilt settings now stick between sessions.

– Balloon opens now display when recording tours.

– We have included UI improvements to Flight Simulator.

– When printing, the scale legend now displays correct distances.

– Collada models now display with uncorrupted textures.

– Polygons and image overlays now display correctly across the Antimeridian.

– We fixed an issue with certain GPU – driver combinations whereby no imagery displayed in the client.

– The time slider in Sun and Historical Imagery features now displays the correct Daylight Savings time.

– Performance and stability improvements.

Google Earth 7.1.1.1871 requires an Intel-based Mac running Mac OS X 10.6 or later to install and run.

If you’ve tried the new version and have any feedback to offer, let us know in the comments.

Review: Injustice: Gods Among Us

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Date: Tuesday, July 9th, 2013, 11:20
Category: iOS, Review, Software, Software

Injustice: Gods Among Us iOS Review
By Mr. S

Yahtzee of Zero Punctuation famously asked his viewers to name one game that has had a fun amor/item/weapon degradation mechanic. He only gives us a millisecond to think about it, but I still can’t think of one. Of course, these mechanics are essential to certain kinds of gameplay scenarios. They make simulation games like Arma feel alive, and games like S.T.A.L.K.E.R feel incredibly dangerous. My point is they have their place, and have proven to be an essential part in bringing out a certain types of emotions from players.


Level up your characters to equip cool attacks like the Green Lantern's girder...

Level up your characters to equip cool attacks like the Green Lantern’s girder…


You know what doesn’t have its place in fun video games? Ridiculous fake currencies and obvious ploys to milk the customer for every dime they have. And for what? So I can use Batman in your second rate, slapped-together clone of about three other games on iOS?

Maybe I should back it up a little.

Injustice: Gods Among Us is a iOS tie in to a very good game for Xbox 360, PS3, and WiiU console created by NetherRealm Studios. You remember those guys, right? Ed Boon took a bunch of Mortal Kombat veterans from the collapse of Midway and bought the rights to Mortal Kombat and created a very deep and brutal game with a very original title called “Mortal Kombat” back in 2011 which actually became a fighting game on par with Street Fighter 4 as one of the finest of this generation. NetherRealm also made the iOS game Batman: Arkham City Lockdown, and it’s clear that the modified Unreal engine they created for that game was repurposed for Injustice.

Normally, that’s a great time to build on what worked and fix what didn’t. Refine the already solid touch screen fighting mechanics so they are perfect, and innovate on new ways to add variety to the formula. That was not the focus for Injustice. The focus was building a compulsion loop that ultimately drives you to purchase the ridiculous currency so you get to play with the characters they showcase in the game’s intro video.


Pick and choose from your favorite D.C. heroes to fight with.

Pick and choose from your favorite D.C. heroes to fight with.


As an experiment, I attempted to play the game without purchasing any currency. I wanted to see if Injustice: Gods Among Us was really “free to play”. By that I mean, can I enjoy this game just as much as any other game without spending money? Will the refusal to give this game money make my experience suck? In a word: absolutely, but to elaborate, it was evident after the first hour that I was not going to get anywhere without a substantial amount of ludicrous “coins”. I ran into a situation where the only way I could proceed is to use all the coins I had earned on the three characters that I started off with and had leveled up, but the only way to get the cool characters with incredible powers is to save up enough coins to buy the equally ludicrous “booster packs” (and by enough coin I mean 100,000+…) To give you an idea of how hard that is to attain I was able to amass over 50,000 after eight hours of play. That number hovered at 50,000 for a very long time because you get only a fraction of the experience points and no coins for replaying past stages.

Let me put all of this in perspective. Imagine Tekken 3 with most of its characters behind paywalls? Imagine how crappy Gran Turismo would be if you couldn’t re-race championships for cash to buy new and better cars? It is true that GT does not give you the same huge payout each time, but you do make progress in a matter of minutes, whereas Injustice tasks the free player to endure hours of monotony. Imagine GT sticking you with a Ford Probe until you fork out some cash? Unthinkable! And yet, in the mobile realm, this is common practice. For those asking why, the answer is simple. “Gamers” as we know them are not the target market for this kind of game. It’s the casual players that are in the crosshairs.


Remember to level up your characters' attacks and attributes after each victory.

Remember to level up your characters’ attacks and attributes after each victory.


It just happens that Injustice also forgets them in its rush to iOS gold. Had you not read the comics or played the console game you would have no clue why there are “Insurgent” or “Regime” versions of Solomon Grundy. “Who the hell is Solomon Grundy?”, you ask. Don’t bother trying to find out on your so-called “card” because you get jack-diddly for context. No bios, no explanations for the setting, no information about their comic origin? Zip. Just a number for damage and a price tag. Fun card!

The real crime of it all is that underneath all this bull, this blatant and game-breaking monetization, there’s a good game. A game that, with a bit more polish, some multiplayer, and the complete removal of all this microtransaction mess for a clean US$5.99 price tag, could be one of the best best 3D touch based fighting games on iOS.

Back in my home state we had a little thing called the Iona Free Fair. It didn’t cost you anything to get in the door, but if you wanted to park, go on any rides, or, dare I say, eat food, it was insanely expensive. I don’t think I need to tell you what word often replaced “free” when the fair came up in conversation.


The real crime: You're not going anywhere without throwing a few bucks in to snag character upgrades along the way...

The real crime: You’re not going anywhere without throwing at least a few bucks in to snag character upgrades along the way…


Injustice is the Iona Free Fair of mobile titles. Make sure to get a tape recorder close to Ed Boon on his deathbed, because I’m almost certain the man who has created some of the best fighting games in history would agree: It’s not up to NetherRealm’s sparkling standards.

Injustice: Gods Among Us is available for free and requires iOS and requires iOS 5.0 or later to install and run.

Apple releases Mavericks Developer Preview 3 to developer community

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Date: Tuesday, July 9th, 2013, 08:38
Category: News, Software

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Mavericks is coming…

Per MacNN, Apple has posted OS X 10.9 Mavericks Developer Preview 3 on Monday. While it is too soon to notice any significant changes or improvements, the beta is focused on compatibility and performance issues, as well as integrating the forthcoming “iCloud Keychain” feature. The update is still dealing with assorted known issues, including some that render it incompatible with even the last Mavericks and iOS 7 betas. Installation on production machines remains strongly discouraged.

The update, which is just over 1GB in size, doesn’t support virtual machines made by VMWare Fusion, nor does Adobe’s After Effects CS6 work properly. A number of functions in DP3 are not backwards-compatible with previous versions — such as new Fusion Drive volumes, screen recordings, Recovery Partition reinstalls and iCloud Keychain. The latter, an expansion of the ability to sync keychains between devices, still has a number of serious known issues.

The iCloud Keychain proposes to move the centralized storage of secure passwords, website usernames and other important data to iCloud, with entries encrypted using 256-bit AES. This enables users to take more advantage of the built-in Password Generator that creates unmemorable complex passwords for online accounts, since users don’t have to remember the password itself, just the one master password that unlocks the keychain and can be used across any devices the user has.

The release notes refer to issues with QuickTime Player, Aperture, Photoshop, Maps and others. The new update does include a newer version of OpenSSH, 6.2p2, but also lists a number of odd bugs such as “the headphone port on the new 2013 MacBook Air will not operate unless headphones are present at boot” and “on some machines, frequently sleeping and waking may result in the machines restarting,” indicating that the latest release is still far from being ready for public consumption. Migration from Windows is still not supported, and network migration from earlier versions of OS X requires a Migration Update (for Snow Leopard and later) that is only available from the Mac Dev Center.

The forthcoming Mavericks promises users long-requested features such as Finder Tabs and better multi-monitor support, extensive efficiency routines that should prolong battery life, improved Maps, a faster Safari, iBooks for the Mac and many other new and improved features. It is expected sometime in the early fall, although no exact release date has been released.

Stay tuned for additional details as they become available.