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  • Close up of young woman using mobile app device on smartphone to arrange taxi ride in downtown city street, with illuminated busy city traffic scene during rush hour with traffic congestion in the evening

    Lyft brings shared rides back to more cities, including San Francisco

    by 
    Kris Holt
    Kris Holt
    05.05.2022

    Riders in San Jose, Denver, Las Vegas and Atlanta can also once again split the cost of trips with strangers.

  • ASSOCIATED PRESS

    Verizon's next mobile 5G cities are Denver and Providence

    by 
    Kris Holt
    Kris Holt
    06.27.2019

    Verizon (Engadget's parent company) has revealed the next two cities for its 5G mobile network: Denver and Providence. The network goes live in the former today, while the carrier will flip the switch in the Rhode Island capital July 1st.

  • Uber

    Denver Uber users can buy public transit tickets in the app

    by 
    Christine Fisher
    Christine Fisher
    05.02.2019

    Uber customers in Denver can now use the app to purchase transit tickets. This makes Denver the first city in the world to get the added capability, but it won't be the last. It's all part of Uber's goal to make the platform a one-stop shop for transportation needs, from carsharing to bikesharing, busses and more.

  • Chris Velazco/Engadget

    Samsung's Galaxy S10 5G is available for pre-order at Verizon

    by 
    Kris Holt
    Kris Holt
    04.25.2019

    Verizon (Engadget's parent company) has opened pre-orders for the Samsung Galaxy S10 5G. You'll need access to 5G connections to get the most out of the device of course, so the provider has also named 20 more cities in which it will turn on its mobile 5G network this year.

  • Uber

    Uber adds public transportation options to its app

    by 
    Nathan Ingraham
    Nathan Ingraham
    01.31.2019

    Uber is primarily thought of as a ridesharing service, but today the company is adding new transportation options to its app -- even though they don't involve the users actually taking an Uber ride. Denver's Regional Transportation District (RTA) has been added to the Uber app, which means that people searching for a ride will also see what public transportation options are nearby that can get them where they're going.

  • Lyft

    Lyft's first electric scooters arrive in Denver

    by 
    Kris Holt
    Kris Holt
    09.06.2018

    Lyft is making moves in the electric scooter market, as it is bringing the dockless devices to Denver, the first US city in which it will operate its scooter service. Lyft has permits to operate scooters and electric bikes in the Colorado city, and it's starting out with the former. Around 100 scooters will be centered in areas that are underserved by public transport, helping commuters get to bus and train stops more easily -- the Lyft app will soon alert you when you're close to a stop.

  • Andy Cross/The Denver Post via Getty Images

    Denver Uber driver kills passenger in alleged self-defense incident

    by 
    Jon Fingas
    Jon Fingas
    06.02.2018

    An Uber driver in Denver has been arrested for an investigation into first-degree murder charges after he killed his passenger in the early morning on June 1st. Michael Hancock told a witness that he shot his customer, Hyun Kim, several times in self-defense after being attacked while on the highway. Uber said it couldn't provide details regarding the investigation, but noted that it was assisting police and had revoked Hancock's access to its driver app.

  • Arrivo Labs

    Denver will test its own Hyperloop-inspired transport system

    by 
    Daniel Cooper
    Daniel Cooper
    11.15.2017

    Colorado's Department of Transportation has teamed up with Arrivo to use Hyperloop-ish technology to connect the city of Denver. The partnership is looking at ways to use vacuum tubes to reduce congestion and create a local transport area that bridges distances far faster than at present.

  • Getty Images/iStockphoto

    Denver has the fastest WiFi of any airport in North America

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    07.14.2017

    Airports are some of the most miserable places on earth. On top of being charged way too much for food and booze, solid internet connections can be dodgy whether you're connecting to provided WiFi or your cellular network. The folks at Speedtest have done us all a favor and surveyed the offerings at North American airports to suss out the worst to the... surprisingly not-worst. Interestingly enough, a state that legalized recreational marijuana also has the highest uploads and downloads. Denver International boasts 78.22 Mbps downloads and 78.29 Mbps on average, with Speedtest reporting that this actually increased by over 25 percent since its last look.

  • Aereo's internet TV service in Denver and Salt Lake City shuts down today

    by 
    Richard Lawler
    Richard Lawler
    03.08.2014

    Aereo's streams in Denver and Salt Lake City hung on for a while after the US District Court of Utah granted its opponents a preliminary injunction on February 20th, but today they're shutting off. Yesterday a panel of federal court judges denied Aereo's request to stay the injunction while it appeals, claiming "Aereo has not made a strong showing that it is likely to succeed on the merits of its appeal. Nor has Aereo demonstrated that the other factors weigh in its favor." As a result, the antenna-to-streaming company has informed affected customers service will go dark today at 10am. For now, it's looking forward to the upcoming Supreme Court case to affirm its belief that the service is legal, and issuing a refund for this month's service for anyone living in those two markets. Aereo's hearing is set to take place April 22nd -- check out CEO Chet Kanojia's message to customers after the break. [Thanks, Marc]

  • Dish Hopper DVR upgrades enable control over HDMI, expand iPad support

    by 
    Jon Fingas
    Jon Fingas
    11.22.2013

    Dish's Hopper software team is clearly busy; just two months after it brought home-automation support to its DVR, it's rolling out another update that offers considerably more control. The new "Denver" firmware enables promised HDMI-CEC support, letting the Hopper send and receive commands from compatible HDMI gear. It can automatically switch TV inputs when powered on, for example. Other upgrades introduce universal search, a help app and a shelf-like layout for On Demand videos. As part of the revamp, Dish is also improving its Explorer iPad app; Apple tablet owners can both control every TV on the Hopper platform and find recommended shows. Neither "Denver" nor the Explorer update will necessarily get anyone switching TV providers, but it should make the viewing experience that much sweeter for loyal customers.

  • Walmart starts grocery delivery service in Denver, makes it easier to never leave home again (video)

    by 
    Mariella Moon
    Mariella Moon
    10.16.2013

    Oh, boy. Local mom-and-pop shops in Denver aren't going to like this: Walmart's looking to increase pressure on local businesses by delivering groceries straight to your waiting arms. Yes, that includes fresh produce, as well as dry and frozen items, which will surely make workaholics (and shut-ins) out there happy. The Walmart To Go service has been shuttling perishable goods to people's doorsteps in San Francisco and San Jose for the past two years, but it's only now that Denver's getting the special treatment. If doing your grocery shop before 8am (to ensure same-day delivery) sounds like your way to buy bulk oats, feel free to register at Walmart To Go's website and pray you get picked for the closed beta. The bad news is that the big box chain has yet to greenlight its crowdsourcing delivery idea, so there's still no chance to make friends through mutual love of giant retail chains.

  • Sports fans with iPads score with in-stadium WiFi

    by 
    Steve Sande
    Steve Sande
    09.17.2013

    A lot of sports fans are going to be, in the words of Duck Dynasty's Phil Robertson, "Happy, happy, happy" this fall. That's because a number of stadiums are installing WiFi networks that make toting the iPad to a football game a great way to access the second screen that fans enjoy at home. ZDNet's Jason O'Grady attended the Philadelphia Eagles home opener at Lincoln Financial Field last weekend and was delighted to find a free WiFi network that can fulfill the bandwidth requirements of 45,000 simultaneous users (the stadium holds 69,000 fans). A dozen NFL stadiums are currently outfitted with WiFi, although NFL Commissioner Roger Goodell wants all stadiums to be equipped so that fans can use their smartphones and tablets for fantasy football and social networking. According to a press release sent out by the Eagles last week, here's what fans can do with their iPads and the free Eagles iPad app: Fans will have the ability to stream the popular NFL Red Zone Channel live through the app, allowing them to watch action from around the league. Live camera view of the player tunnel prior to the game, which will give fans a unique glimpse of the players pumping each other up right before they run onto the field. Live stream of the video board, allowing the user to get a better view of the replays that are displayed on the big screen. A dynamic stats channel that provides fans with updates from the Eagles game, as well as information and statistics from around the NFL. Social media hub, which will make it easy to log on to various popular social platforms including Facebook, Twitter and others without having to leave the Eagles app. Many of the original features remain, including news, game previews, video clips, photo galleries, fantasy stats, rosters, depth charts, bios, stadium information and much more. Some Major League Baseball parks have also made free WiFi available for fans, including four of the five teams in the NL West -- San Francisco, Los Angeles, San Diego and Arizona. My favorite ballpark, Denver's Coors Field, doesn't provide WiFi -- between that and the Rockies' season record, it's been a lousy year for baseball.

  • Think before you switch carriers

    by 
    Steve Sande
    Steve Sande
    09.03.2013

    With a new iPhone or two on the near horizon and plenty of people ready to buy one, there are probably a few million people who are also thinking about switching mobile carriers. Last year, when the iPhone 5 was the newest kid on the block, I decided that I was through with AT&T and I switched to Verizon. Let's just say that I'm now wishing that I had stuck it out with Big Blue instead of jumping to Big Red. Here's my tale of woe, and I hope that it keeps you from making a similar mistake in the next few weeks. My primary reason for switching last year was the incredibly slow and essentially unusable service that I received on AT&T's network when attending Colorado Rockies baseball games at Coors Field in downtown Denver. On certain occasions, it was apparent that AT&T was bringing in COWs (cells on wheels) to provide extra bandwidth for the crowds of 50,000 attending opening day or a special event. But for the most part, trying to use MLB At Bat in the ballpark was a futile effort as AT&T's network just didn't have the capacity. So, I complained. For about two full baseball seasons, one of the first things I'd do at a game was to pull out my iPhone and use AT&T's app to send a network complaint. This seemed to be a fruitless effort, as by the end of the 2012 season, I had seen no improvements in service. That's when I decided to bail on AT&T. I was out of the country when the iPhone 5 first hit, but when I got back, I checked the Early Termination Fee for saying "au revoir" to AT&T and balked at the US$120 or so I still owed on the contract. My initial iPhone 5 order was for the AT&T model... but then I went to my last baseball game of the season and got hit with incredibly slow service again. I canceled my order, and decided to take the hit and move over to Verizon. When I got my Verizon iPhone 5, the first thing I noticed was that the service at my home was as crappy as it had been with AT&T -- I just live in a shadowed area with lousy service, I guess. But I stuck with it, having heard from others that Verizon's service in the Denver area was awesome. Yeah, right. Apparently AT&T had acted on my complaints over the winter of 2012-2013, since when we went to the first Rockies game of the season, my wife -- who had stayed with AT&T -- was amazed with the speed of the service at the ballpark. I figured it was just another COW helping things out and that she'd be griping about the service at the next game. Nope, the service was speedy and reliable for the entire season. Apparently AT&T's nationwide investment in 4G LTE had finally reached downtown Denver and really made a difference. How was my VZW service at the ballpark? Horrible. Oh, on occasion when the Rox weren't pulling in a crowd and the ballpark was relatively uncrowded, I'd be able to get highlights from another game on MLB At Bat, but for the most part, the 4G service was incredibly slow. Regardless of where I seemed to be with the Verizon iPhone 5 over the past year, my wife almost always had better service on AT&T. The kicker was a trip around Colorado we took over the Labor Day weekend. I'd be looking at one bar and "1x" on my Verizon iPhone, while my spouse was happily pulling down maps and information with four to five bars of signal strength on 4G on AT&T. This happened all over the state, from the beautiful Mesa Verde National Park to the high-country town of Ouray. The moral of the story? If you're unhappy with the service and coverage you're getting from your current mobile carrier, think long and hard before switching, as you may be going from bad to worse. Of course, you might not have the same experience I did, and you might have much better Verizon coverage in your part of the world than AT&T does. I don't want to pay another Early Termination Fee to Verizon to switch back to AT&T; perhaps some kindly AT&T rep will read my story and offer to refund last year's ETF if I return to the fold. Please?

  • 360iDev: The case for 'fair pricing' on iOS apps

    by 
    Mike Schramm
    Mike Schramm
    09.12.2012

    A few developers have talked before about the App Store's "race to the bottom" problem, and Joe Cieplinski has clearly been doing some thinking about the issue as well. In his talk at 360iDev this week, Cieplinski (a former English teacher and Apple Store employee who now works as a designer for Bombing Brain Interactive, makers of an app called Teleprompt+ for iPad) pointed out that back in the early days of the App Store, some developers decided to try and price their apps at Apple's lowest option of 99 cents ("I didn't get an email," he joked, "Were you guys consulted?"). A few of those 99 cent apps made millions of dollars, and Cieplinski says that other iOS developers wrongly decided that "99 cents must be the reason" for that success. As a result, 99 cents has become the standard for most App Store apps, with many other apps moving even lower down to free. At this rate, Cieplinski joked again, developers will soon be paying people to install their apps, and indeed, he said, that's already happening. So how can we fix this? Cieplinski says that most of the apps being sold for just 99 cents on the App Store are worth more than that, but "customers have been conditioned to think this is what your app is worth," and many developers are worried that if they move up to a higher price point, their users will revolt completely. But Cieplinski is also convinced that what's commonly called a "premium price" should instead be called a "fair price." Developers shouldn't be ashamed to charge customers what their apps (assuming the quality is high) are worth. Apple set this tone when the iPad arrived, said Cieplinski. When the iWork apps first appeared, they were priced at $9.99 each, and not only have those sold like gangbusters for Apple, but the pricing on those apps is meant to serve as a message to developers from Cupertino: "You can charge more than 99 cents," Cieplinski said. "Start doing it." He should know, too -- Teleprompt+ was released at a price of $9.99, and while Cieplinski calls early sales "modest," he said they actually increased over time. Most freemium and 99 cent apps see a large sales spike at release and then fall off precipitously, but Teleprompt+ saw a different curve, one that rose slowly but surely as time went on. So much so, in fact, that when Bombing Brain updated the app to version 2.0 with a significant redesign and new features, they raised the price to $14.99. And the real kicker: They saw sales increase. Now, this likely won't work for all developers -- Cieplinski points out that if you're going to charge more for an app, it better be a really great app, and you better have the resources (or at least be willing to put in the work) to do things like market your app to the right audience, provide flawless and responsive tech support, and update your app "early and often," making sure that it provides a lot of value to its users. But if developers are able to do this, they can not only charge a premium price, but they can demand a premium customer. Customers that buy apps at higher prices, said Cieplinski, are big seekers of value, and are willing to really use and become dedicated to the apps they invest in. If someone spends $9.99 on an app, they're more likely to use it again and again, and eventually love it so much so that they recommend it to everyone they know. Cieplinski's points are intriguing. It's hard to see the 99 cent price disappear from the store entirely -- there are definitely developers out there (and apps) that are meant to be more impulse purchases and relatively throwaway thrills. And there will always be developers ready to undercut their colleagues, in order to simply grab the largest audience possible. But Cieplinski did his best to prove that there is a market for "fair priced" apps on the App Store, and that developers willing to charge more for apps that are worth it will be able to reap higher rewards as well.

  • If you live in Nashville or Denver, don't sell that old iPad

    by 
    Erica Sadun
    Erica Sadun
    03.12.2012

    Are you a Comcast customer? Do you live in Denver or Nashville? You may wish to rethink your decision to resell your old iPad when picking up the new 3rd gen model. That's because Comcast + iPad + the new AnyPlay service means your old iPad (1st or 2nd generation) can have a new life as a kitchen or bathroom TV. For just a one-time $10 charge, Comcast will send you an AnyPlay adapter -- that big, ugly box seen at right. AnyPlay is a new service being test-marketed that allows you to stream live video to iPads in your home network. You connect it to your cable service, and watch TV on your iPad. What's more, if you have a 2nd gen iPad or later, you can use AirPlay to stream that video to Apple TV -- saving you the cost of renting digital adapters around the house. It doesn't take much to wire up a presentation frame (you can adapt a picture frame with some wood molding) with a simple power-solution to mount that old iPad to a cabinet or to your fridge. And with AnyPlay, you can add "live TV" to the iPad's already powerful bag of tricks -- including looking up recipes, making shopping lists, and more. Before you sell that iPad, think how it might better serve you in the home or car. iPad emplacements can spice up your life for not all that much money.

  • 360iDev: Getting ready for apps on the Apple TV

    by 
    Mike Schramm
    Mike Schramm
    09.16.2011

    Developer Michael Gile took the stage at 360iDev in Denver to talk about the next generation of iOS development: Apple TV app development. Apple hasn't officially released or even announced iOS apps on the Apple TV yet, but that hasn't stopped Gile and a community of jailbreakers from diving in and getting code running on it anyway. Gile started his speech with a prediction: "Apple TV 2 will be the biggest game console in history," he said. If Apple implements a way to play iOS games on the device directly, it'll have a gigantic game library -- it's already larger than many of the biggest consoles in history combined. Gile said he believes there's still space to conquer in the living room. Xbox, Netflix, and Roku have all made bids for setting up "set-top boxes." No one has brought about the kind of "grand strategy" that Apple likes, with a complete vertical solution for selling hardware, software, and entertainment content (through iTunes, and its install base complete with credit cards ready for purchase). The rest of Gile's talk was mostly demos of the code he's already gotten running on the Apple TV. He started off with the GLTeapot, a traditional "Hello World" kind of demo used for 3D developers. He then dived into the code, showing off the interface Apple has already included on the Apple TV system (though none of it is yet officially documented or available to developers -- this is all internal code used by the company to run the device). While iOS uses the UIKit framework to run most of its code, the Apple TV uses a "BackRow" (or "BR") framework, apparently a twist on the "FrontRow" application that originated back in the days of Apple's "experiment." This "BRKit" does have lots of the standard UIKit ties, though Gile pointed out there are still quite a few differences in both names and functionality. Still, he and the rest of the jailbreak community have gotten quite a bit done already. Gile showed off a navigation app similar to Apple's own app, though hooked up to his own applications. He was able to load up and play media assets (in this case, a trailer for Sony's Spider-Man movie), and he ran through a few other demos and functions of what the code was capable of. But perhaps the most exciting parts of Gile's talk were two things he wasn't able to show off just yet. He says he's grabbed the recently released source code for id games' Wolfenstein 3D and Quake and has been working hard on porting it over to the Apple TV's system, with a nice bit of success so far. Gile also announced that next month he'll be releasing a version of the popular cocos2D iOS development platform that will also work with the Apple TV, essentially making it very easy for cocos2D developers to get their games up and running on Apple TV without issue. Gile was quite enthusiastic about Apple TV development. He made it very clear he thinks Apple is going to go big on this iOS device in the living room, and he was quite serious about building apps for the platform in order to have them running and ready to go on day one. "I want to be the Trism of Apple TV 2," he said (referring to the original jailbreak game that made it big when the App Store first launched), and he invited any other interested developers in the room to join him in his quest. It's still unclear just how Apple will approach iOS development on the Apple TV, whether it will simply extend the current SDK the way it did with the iPad or instead offer up an entirely new way to control and code apps and games. But whatever Apple decides, it's clear Gile wants to be ready for it.

  • 360iDev: Designing iPad specific (and iPad-supported) games

    by 
    Mike Schramm
    Mike Schramm
    09.13.2011

    Developer Gareth Jenkins's talk at 360iDev this week in Denver was about designing games specifically for the iPad. He made the distinction early on about two reasons you would design games (or apps) for the iPad. First, they're either iPad-supported, such as a game you designed elsewhere but are bringing to the iPad. Or, second, they're iPad-specific, a game made just for the iPad's unique screen, interface, and use case. Jenkins said he was sorry that we'd seen very little in terms of iPad-specific games so far. Most games simply borrow their interfaces either from other game systems or from the iPhone's much smaller touchscreen. But, as he reiterated many times in his talk, the iPad is different. It's not a game controller, or a phone, or anything else we've seen yet. The demographics are different, the use cases are different, and the use itself is different. He used his own game, Hyperion, as an example. Hyperion was developed at the 360iDev game jam last year, and the game involved a hex battle system that plays kind of like Risk with "some Pac Man-esque AI." The game really only works well on the iPad rather than the iPhone, and Jenkins says that's because your fingers don't cover up the tiny screen. Hyperion depends on multiple areas of gameplay, what Jenkins called "independent areas of action and interaction," where you're playing on one part of the screen but watching what happens on the other. Only the iPad's larger touchscreen allows for that type of dual movement. He also showed off a prototype that his company had worked on, which he called "a cross between Dragon Age and Dawn of War 2" that hadn't been made yet. The game involves guiding a group of four adventures through a top-down world in real time; one action bar on the bottom of the screen corresponds to the four adventurers, while another action bar in the top right deals with their skills and spells. The main part of the screen, as seen above, is used to draw real-time paths for the heroes to take, so players will be watching what happens on the main screen while pressing buttons on the bottom and side of the iPad. The idea sounds wild, but Jenkins said the prototype worked well. Even though the UI was relatively complicated (and he used World of Warcraft's extremely detailed UI as an example), the controls "mapped" well to how the player approached the game, and it's something that could only be done on the iPad's screen. Next, Jenkins gave examples of games that were "iPad-supported" -- games that started out elsewhere, but came to the iPad in either the same form or a different one. Mirror's Edge, Call of Duty: Zombies, Canabalt, and even the recent Machinarium were cited as games that recently arrived on the iPad, and made (mostly) solid use of Apple's tablet while not diverging too much from their original ideas (though Mirror's Edge was probably the exception in Jenkins's mind -- he said he was disappointed the iPad game played so unlike the console version). Finally, Jenkins gave some advice to developers thinking about working for the iPad: Just start doing it. He advised prototyping early and often for the iPad, and also consuming and analyzing other developers' work. Jenkins said he will often do things like taking screenshots and drawing all over them to point out what he does and doesn't like. He also recommended developers use the iPad for content creation, both for creating art and for doing things like using the iPad's synthesizer apps to create sound effects and music. Jenkins's talk offered up a lot of insightful commentary on just what it means to make and play an "iPad game." Here's hoping future developers make even more unique use of this definitely unique device.

  • 360iDev Denver: Matt Drance on the past and future of iOS development

    by 
    Mike Schramm
    Mike Schramm
    09.12.2011

    This week's 360iDev conference in Denver, CO kicked off today with a keynote from former Apple employee Matt Drance, who offered a summary of what's changed (and what hasn't) since the last time he spoke to this conference two years ago. He also discussed the attitudes developers need to take this platform on successfully. Drance started out by saying that, quite obviously, "it's been a hell of a couple years" for both Apple and the iOS platform. Back in the early days of the iPhone, Steve Jobs said Apple hoped to sell 10 million devices, and to date, Apple has actually put 220 million devices out there (as of July of this past year). Drance was very enthusiastic about the platform -- he says that back when John Doerr said that the iOS platform was "bigger than the personal computer," even he, as an Apple employee thought, "I don't know, John. I'm paid to pump this stuff, and even I think that's a bit much." But Doerr was right, said Drance. The portability and power of iOS and the devices Apple has made transcends even what the personal computer was able to achieve, and it's only going to get even more influential from here on out. Drance also made the point, however, that some things haven't changed in the past few years. While the app landscape and individual app quality are both very different, the general system of making and releasing apps hasn't changed that much. And that's pretty amazing, said Drance, because not only is Apple supporting developers, it's still putting them front and center in commercials for iOS devices. This is one of the richest and most powerful companies in the world, said Drance, and Apple is using developers' work (by showing third-party apps its TV commercials) to sell their extremely popular devices. "Apple never puts its reputation in other people's hands," said Drance. "But they're still doing it" by showing off developers' apps, a tablet, and a pair of hands in the official commercials. Finally, Drance walked through a series of entreaties for the developers in attendance, which he said were designed to help them get in the right mindset of the conference. He walked through the general needs of an app (appearance, interaction, stability, performance), and then said while designers tend to work on an app's appearance and interaction, and developers tend to deal with stability and performance, in actuality, everyone working on an app or any piece of software should be concerned with quality across the board. Drance encouraged teams to share concerns with each other whenever questions of quality came up. "It's not about winning the argument," he said, "it's about having one." Drance also suggested developers start out with a plan and stick to it, and remain organized to do so. He shared a quick story of a sprinkler system issue in his yard, and showed pictures he took after digging up the pipes and finding a mess of criss-crossing and tangled PVC. "There are no comments here," he joked, nabbing a big laugh from a roomful of developers. But Drance said the lesson was to go for quality in everything, on every level of development. Finally, Drance asked the devs in attendance to keep moving forward, both in terms of the apps they're working on ("Ship" was one of his directives) and in their own skillsets. "Learn the language," he said, pointing out that being well-versed in Objective-C was the same as having a solid grasp on French or even English. Apple's own code doesn't use methods like "ApplicationLaunched" -- iOS uses a method called "ApplicationDidFinishLaunching," which Drance said reflected how even Apple approaches its own language. Drance's talk was an excellent start to the week. TUAW will be here in Denver all week long covering the conference and the developers attending it -- stay tuned for more.

  • 360 MacDev Conference registration now open

    by 
    Mike Schramm
    Mike Schramm
    07.12.2011

    360|MacDev has opened up registration for its next Mac developer conference in Denver, Colorado. Originally, they had wanted to schedule something this year, but due to conflicts of various kinds, the date has been moved out to next February, in 2012. That's a ways away, but it'll just give you lots of time to prepare, right? The early registration fee is in effect until September 9 or until they sell through the first 50 tickets, so if you're set on going already, now's the time to sign up. I haven't been to a 360|MacDev event, but we did visit the 360|iDev conference a while ago, and it was full of great information and networking around the iOS developer community. I'm sure the Mac side of things will be no different. And if you actually want to present at the show, you have that chance, too -- there's a Call for Papers out right now, so if you've got something interesting to share with the Mac community, let them know!