Let the hive mind of Engadget get that for you.
"I own an iPhone 3G and I'm looking for a decent speaker / alarm clock for it. I am going to listen music in a mid-sized room, so I want nice quality speakers with solid bass. I also want to use it as an alarm clock, so it would be great if there is such a feature. The price can be low-mid to mid-high range. I was looking at the Klipsch iGroove SXT; it's powerful, slick and the reviews are good, but it doesn't have an alarm clock feature. It's no deal breaker if I can set it up from the iPhone, but I'm not sure. Thanks!"
And as far as the Direct3D thing goes, look at games and applications that use OpenGL vs Direct3D. Windows still supports OpenGL and just because there are more computers that are capable of running Direct3D, doesn't mean that there are overall more apps. Even then, you would be surprised how many of those games you play that need DirectX are actually using OpenGL for the graphics and DirectX just for sound and input. Not to mention all the apps out there that are transparently using OpenGL. This is a huge argument that there really is no winner to, I'm just saying you can't say that Direct3D beat OpenGL, OpenGL is still around and is still a major competitor. As far as the actual OpenGL vs Direct3D argument, as a graphics engineer, I still like working with OpenGL more then Direct3D and feel it is easier to work with and can be more powerful at times. Though when it comes down to it, its really a argument in usability, as in the end OpenGL and Direct3D are still making the same system calls.
Oh and lastly, you say that OpenGL portables only make up a single digit in the market, last time I checked Windows Mobile only had less than 10% of that market share, and the iPhone and iPod touch were both doing pretty good, both supporting OpenGL. Not to count out the DS and PSP