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  • Littlebits' Halloween kits make old-school decorations more techy

    by 
    Sean Buckley
    Sean Buckley
    10.03.2014

    So you want to make your Halloween just a little more geeky, but you're not quite ready to port Tetris to a pumpkin -- maybe LittleBits is more your speed? The modular prototyping platform has created a series of themed kits that should make augmenting holiday easy. There are three in all: a sound-activated jack-o-lantern light, a "creepy portrait" that moves when someone walks by and Halloween "stick figure costume." All of them are cute, but they're also a little less than what they seem.

  • Game developers praise iOS, not put off by multiple screen sizes

    by 
    Mike Wehner
    Mike Wehner
    09.29.2014

    With the launch of the iPhone 6 and 6 Plus, Apple now has a trio of smartphone screen sizes available for the first time in its history, which means a bit more work for game developers. But in speaking with GamesIndustry.biz, many devs made it clear that they are willing to overlook that for the opportunity to publish games on devices like the iPhone and iPad. "iOS is still one of the least fragmented spaces for games," explains Steve Coallier of Tilting Point. "There are still just a handful of hardware configurations, and adoption for new versions of iOS as they have been released has always been phenomenal." And he's right, as iOS 8 had reached nearly 50% of of all active devices after just five days of availability, which puts other platforms to shame. It's worth checking out the entire piece, which includes additional praise for Apple's platforms for their graphical might, as well as some criticism in regards to Apple's strategy when it comes to storage sizes.

  • LittleBits' BitLab wants to be the app store of hardware components

    by 
    Sean Buckley
    Sean Buckley
    09.16.2014

    Thinking about building something out of LittleBits' library of interconnecting circuit boards? Until today, your creativity has been artificially limited -- LittleBits uses a proprietary magnetic connector for each of its snap-on components, without any ability to add objects to your project that fall outside of the company's offered modules. Today that changes: Today LittleBits announced a new program that allows customers to prototype, design, manufacture and sell their own LittleBit components. It's called Bitlab, and the company hopes that it will become an "App Store for hardware."

  • The first four Android apps for Chrome OS are here

    by 
    Chris Velazco
    Chris Velazco
    09.11.2014

    Google promised that Android apps would eventually make their way to Chrome OS, and, well, here they are - the search giant announced that the first batch has just gone live in the Chrome Web Store. We knew that Vine and Evernote were on the short list of Android apps to make the leap, but there's no sign of Flipboard yet. Instead, we also got startup Duolingo's excellent language learning app and something called Sight Words, a tool to help little ones identify and recognize words (aww). Four apps may not seem like much to get worked up over, (especially since Duolingo and Evernote work just fine in a web browser) but it's just a start. Google says it'll work on getting more developers to use its App Runtime for Chrome "over the coming months," so don't go expecting a full-on Android invasion of Chrome OS any time soon.

  • Here's another reason you won't buy Intel's luxury wearable

    by 
    Sean Buckley
    Sean Buckley
    09.09.2014

    Looking for a good way to alienate potential customers? Well, there's always the tried and true method: lock your device down to a specific carrier. Intel's MICA (My Intelligent Communication Accessory) $1,000 ballpark price tag and snakeskin coverings were bound to limit its customer base, but the company just announced it has one more barrier for entry -- the 3G enabled bangle is going to be exclusive to AT&T. Not that there's anything wrong with old Ma Bell, but some people find magenta just as fashionable.

  • Intel's Edison launches at IDF, and it's still tiny

    by 
    Sean Buckley
    Sean Buckley
    09.09.2014

    Back in January, Intel CEO Brian Krzanich teased us with Intel Edison -- a tiny computer with a 22nm chip, on-board WiFi and Bluetooth and the footprint of an SD card. It was designed to be a lightweight and low-power development platform to help usher in the Internet of Things and the next generation of wearable devices. The company wouldn't give us a hard launch date for Edison back at CES, but Krzanich was happy to lay it out during today's IDF keynote: as of today, Intel Edison is shipping and available. Krzanich left it at that, short and sweet, and will be encouraging developers to adopt the program all weekend.

  • Hands-on with the Dell Venue 8 7000 tablet and Intel RealSense

    by 
    Sean Buckley
    Sean Buckley
    09.09.2014

    If you've been on vacation even once in the last four years, you've seen it: tourists whipping out awkward tablets with subpar cameras to capture what can only be the worst photographs. Tablets aren't known for their stellar imaging capabilities, but Dell and Intel's next joint effort may change that, at least to some degree. During this morning's Intel Developer Forum keynote, Dell CEO Michael Dell and Intel CEO Brian Krzanich will preview a new tablet: the Dell Venue 8 7000 series. At 6mm thick, the new slate is purported to be the world's thinnest tablet. It's also the first device to feature Intel RealSense -- a photo technology that creates a depth map within every image it takes. Krzanich gave me a quick preview of the device before today's keynote.

  • The most common reasons apps get rejected from the App Store

    by 
    Yoni Heisler
    Yoni Heisler
    09.02.2014

    Apple last week posted a new page on its developer website relaying the most common reasons why applications are rejected from the App Store. The list of reasons provided by Apple isn't terribly surprising, and includes obvious strikes such as clunky user interfaces, bugs, broken links, inaccurate app descriptions, and misleading app information. Still, the listing itself should serve as a helpful guide for anyone hoping to enter the wild west of mobile apps for the first time. Before you develop your app, it's important to become familiar with the technical, content, and design criteria that we use to review all apps. We've highlighted some of the most common issues that cause apps to get rejected to help you better prepare your apps before submitting them for review. Interestingly, Apple also provides a list of the top 10 reasons for App Store rejections, as of the seven-day period ending August 28. Presumably, the list will be updated weekly. All in all, it's nice to see Apple continuing to open up about what was for quite some time a murky app approval process. Though Apple's App Store rejection policy rarely makes the news cycle these days, it wasn't all that long ago that we seemingly couldn't go more than a month without some story regarding an app that was inexplicably banned while more objectionable apps managed to sneak their way through.

  • Uber embeds itself in United, OpenTable and other major apps

    by 
    Chris Velazco
    Chris Velazco
    08.20.2014

    Uber, the on-demand car startup that's apparently twice as valuable as SpaceX, apparently isn't satisfied with just one paltry mobile app. That's why it finally did what many Silicon Valley prognosticators thought it would: it launched a free API (application programming interface, if you were curious) to coax developers into baking Uber features into their apps. The company's ultimate goal? To quietly invade the rest of your mobile world so you can't help but flag down a black town car with your smartphone someday.

  • Don't worry, Apple has App Store curation under control

    by 
    Yoni Heisler
    Yoni Heisler
    08.12.2014

    Jean-Louis Gassee's suggestion that Apple should abandon its App Store algorithms and rely instead on human curation entirely is well-intentioned, but flawed. It also ignores the tremendous amount of curation that already exists on the App Store today. Gassee writes in part: Instead of using algorithms to sort and promote the apps that you permit on your shelves, why not assign a small group of adepts to create and shepherd an App Store Guide, with sections such as Productivity, Photography, Education, and so on. Within each section, this team of respected but unnamed (and so "ungiftable") critics will review the best-in-class apps. Moreover, they'll offer seasoned opinions on must-have features, UI aesthetics, and tips and tricks. A weekly newsletter will identify notable new titles, respond to counter-opinions, perhaps present a developer profile, footnote the occasional errata and mea culpa... There are a few points to tackle here. For starters, with over 1.2 million apps currently residing in the App Store, tasking a team of employees, no matter how diligent, to comb through every category and sub category in an effort to find best-in-class apps would be a herculean effort. Ascertaining the utility of an app often requires, surprise surprise, that one devote a considerable amount of time using the app. Toying with an app for 5 minutes might be sufficient to produce a few cursory opinions, but asking Apple to attack the innumerable number of categories that currently populate the App Store and deliver human curated suggestions across the board would hardly be an efficient use of resources. Second, a larger point is that iOS users aren't necessarily unhappy with the status quo. Frustrated developers and tech enthusiasts might look at the App Store's top lists and deduce that everything is a complete mess, with trashy apps often outselling higher quality offerings. On the other hand, it's important to remember that as with any gargantuan user base, the more popular items tend to skew towards the lowest common denominator -- which explains why an app like "Kim Kardashian: Hollywood" is currently a top 5 grossing app. While it's unfortunate that there are a plethora of high-quality and thoughtfully developed apps which haven't garnered the attention or success they deserve, the dynamic of "overlooked quality" has existed for decades across many artistic mediums, from the music business to the TV business. In short, critical taste does not necessarily equal mainstream appeal and I'm not quite sure it's Apple's responsibility to try and prove otherwise. Which brings me to my third point: The App Store is a bustling marketplace like any other and, consequently, marketing one's app should be an integral part of the development process. Relying on Apple to get things done and hoping that they don't let any notable app pass them by is, to be blunt, rather foolish. Fourth, Gassee ignores the increased level of curation Apple has already implemented. Relying exclusively on curation isn't necessarily the best strategy, and neither is relying exclusively on algorithms. Apple's current approach is a mixture of both. Given the astonishing and ever growing breadth of options on the App Store, I think they're doing a pretty good job. For instance, here's how the App Store splash page looked last night. Right off the bat we see that users aren't inundated with scores of apps from any and all developers. Rather, we see a layout crafted with careful consideration for end users. To the left on the upper-most carousel, there's a section housing the best apps of July, right next a section devoted to indie games. And directly below are sections dedicated to the best new apps and best new games as determined by Apple's App Store editors. Curation does exist! And it's helpful! But to a point. Combining App Store curation with the Top Lists section provides users with the best of both worlds. Just as it's instructive and helpful to see what Apple's app store editors think I might like, it's just as helpful to see what Apple's 800 million strong iOS users are downloading. And if we scroll down a bit, it's hard to ignore the curated sections staring me back in the face. Clearly, there is already a heck of a lot of curation going on, and it's front and center to boot. Indeed, all the Top Lists that some developers curiously think should be tossed aside are located on the right-hand side, not quite prominently displayed. Gassee writes, "The App Store may be a gold mine, but it's buried in an impenetrable jungle." That hardly seems to be the case. If anything, Apple has made great improvements to make the App Store much more approachable. Fifth, Gassee neglects to mention that Apple at WWDC 2014 announced a number of new App Store features designed to make the app browsing and shopping experience much more enjoyable. A few of the upcoming enhancements we can look forward to include: The ability for developers to include short preview videos of an app alongside the app description. This is a great way for users to make more informed purchasing decisions The addition of an "Explore" tab on the mobile App Store that promises to make it easier for users to really drill down through the vast and extensive App Store catalog. The addition of a "Trending Searches" section that, as the name implies, will enable users to see what apps are gathering interest even though they might be far from cracking Apple's vaunted Top Lists section. There's of course even more Apple has planned for the App Store (TestFlight, app Family Sharing, and App Store bundles), but the underlying theme is clear: Apple isn't letting users go it alone on the App Store. Not only is curation alive and well, but Apple is also taking steps to make the overall experience more efficient for both end users and developers. Effectively managing a digital storefront with over 1.2 million titles is a challenging task, but I think Apple today is handling it as well as one might hope.

  • Making a case for App Store curation

    by 
    Yoni Heisler
    Yoni Heisler
    08.11.2014

    With over 1.2 million applications to choose from, it's hard to dispute that the App Store suffers from a discoverability problem. The degree to which the problem needs urgent addressing from Apple, however, remains an ongoing debate amongst developers and tech observers. Yesterday, former Apple executive Jean-Louis Gassee published a post making the case for App Store curation. Instead of using algorithms to sort and promote the apps that you permit on your shelves, why not assign a small group of adepts to create and shepherd an App Store Guide, with sections such as Productivity, Photography, Education, and so on. Within each section, this team of respected but unnamed (and so "ungiftable") critics will review the best-in-class apps. Moreover, they'll offer seasoned opinions on must-have features, UI aesthetics, and tips and tricks. A weekly newsletter will identify notable new titles, respond to counter-opinions, perhaps present a developer profile, footnote the occasional errata and mea culpa... The result will be a more intelligible App Store that makes iOS users happier. It's an interesting idea, but one that seemingly ignores what a colossal undertaking across-the-board curation would entail. I'll have an opposing viewpoint piece up soon, but in the meantime, if you're pro- or anti-Apple getting into the app curation game in a major way, feel free to take our poll and speak up in the comments below. Be sure to share your poll answer with your friends using the Facebook and Twitter share buttons on the poll. Should Apple do a better job of curating the App Store?

  • Ouya tutorials help you make a game in 20 minutes

    by 
    Jessica Conditt
    Jessica Conditt
    08.07.2014

    With the right tools, Ouya says you can program and publish an Android game in just 20 minutes, and it's offering the online and in-console tutorials to make that happen. Ouya offers a how-to video on the console, accompanying instructions online, and the AIDE app for Ouya, which provides basic Android coding lessons. "Most gamers have, at one point or another, considered making their own game – but don't follow through," Ouya developer relations head Kellee Santiago writes. "The process can be daunting due to lack of proper how-to information, they are intimidated by coding, or they just think it's just too hard overall. But it's not! Your friends at Ouya are here to show you that creating your own game is way easier than you think – and you can pick up valuable programming skills in the process." The promise of developing and publishing your first game in less time than an episode of Bob's Burgers is bold, but apparently doable. We'll prep the headlines now: "The Next Big Game delayed by 20 minutes so developers can start and finish it." [Image: Ouya]

  • Apple's changes to app signing could leave some apps blocked by Gatekeeper (Updated)

    by 
    John-Michael Bond
    John-Michael Bond
    08.04.2014

    Heads up for developers: you'll want to take a close look at the changes that have been introduced in the latest Mavericks and Yosemite developers previews. According to prerelease notes for OS X 10.9.5 and Yosemite Developer Preview 5, changes are coming to signed apps. Some developers will have to re-sign their apps, and submit an update to the Mac App Store to keep from being tagged by Gatekeeper as having an invalid signature. Gatekeeper blocks apps with invalid signatures from running. Beginning with OS X version 10.9.5, there will be changes in how OS X recognizes signed apps. Version 1 signatures created with OS X versions prior to Mavericks will no longer be recognized by Gatekeeper and are considered obsolete. If your team is using an older version of OS X to build your code, re-sign your app using OS X version 10.9 or later using the codesign tool to create version 2 signatures. Apps signed with version 2 signatures will work on older versions of OS X. If your app is on the Mac App Store, submit your re-signed app as an update. This could cause issues for users as Mac apps they've come to rely on suddenly get flagged by Gatekeeper, though this will mostly affect third party apps downloaded from outside the Mac App Store. If you're a developer still working in OS X 10.8 or older, your apps will fail to launch in 10.9.5 or Yosemite until you update and re-sign the app. Otherwise, users will have to change their security settings or right click on your app and then select "Open" from the context menu to have your app work on their machine. The good news is that apps developed with Mavericks will still run on older versions of OS X. This change will only affect developers who are still working in older versions of OS X and their users who have updated. Update: 6:31PM ET Apple has sent the following message to developers explaining what they need to avoid being caught by the app signing changes. With the release of OS X Mavericks 10.9.5, the way that OS X recognizes signed apps will change. Signatures created with OS X Mountain Lion 10.8.5 or earlier (v1 signatures) will be obsoleted and Gatekeeper will no longer recognize them. Users may receive a Gatekeeper warning and will need to exempt your app to continue using it. To ensure your apps will run without warning on updated versions of OS X, they must be signed on OS X Mavericks 10.9 or later (v2 signatures). If you build code with an older version of OS X, use OS X Mavericks 10.9 or later to sign your app and create v2 signatures using the codesign tool. Structure your bundle according to the signature evaluation requirements for OS X Mavericks 10.9 or later. Considerations include: Signed code should only be placed in directories where the system expects to find signed code. Resources should not be located in directories where the system expects to find signed code. The --resource-rules flag and ResourceRules.plist are not supported. Make sure your current and upcoming releases work properly with Gatekeeper by testing on OS X Mavericks 10.9.5 and OS X Yosemite 10.10 Developer Preview 5 or later. Apps signed with v2 signatures will work on older versions of OS X.

  • 1Password log-ins are coming to third-party iOS apps

    by 
    Billy Steele
    Billy Steele
    07.30.2014

    The popular log-in repository 1Password is about to get a lot more useful on iOS devices. AgileBits has revealed an extension for using the add-on in third-party iOS apps -- if the developer chooses to build in support. Thanks to the enhanced security measures taken by Apple's pending mobile OS update, the option can be included and doesn't require you to go elsewhere in order to sort your passwords in standalone apps. Of course, this is in addition to 1Password's own built-in browser that currently included and Touch ID is leveraged to access the secured vault of username credentials. 1Password for iOS is a $18 purchase, and we're not holding our breath for similar functionality to arrive on the Android version anytime soon (although on Android LastPass has a similar feature for logging into apps). While you wait for your favorite software to opt in, there's a handy demo in GIF after the break.

  • The plight of the Indie iOS developer: Is the App Store broken or is this much ado about nothing?

    by 
    Yoni Heisler
    Yoni Heisler
    07.30.2014

    Instapaper and Overcast developer Marco Arment recently penned a blogpost arguing that Apple needs to do a whole lot more to direct users to higher quality apps. Under the current set up, Arment articulates that the "top lists" on the App Store tend to skew far too often towards low quality apps, rip off apps, and cheap clones. Quality, sustainability, and updates are almost irrelevant to App Store success and usually aren't rewarded as much as we think they should be, and that's mostly the fault of Apple's lazy reliance on top lists instead of more editorial selections and better search. The best thing Apple could do to increase the quality of apps is remove every top list from the App Store. I hope Apple realizes how important it is to everyone - developers, customers, and Apple - that they make changes to encourage more high-quality apps. If they're trying to boost iPad sales and increase differentiation between iOS and Android devices, that's the first place to start. It's an interesting take, to be sure. And as a direct consequence of lower quality apps rising to the surface, Arment writes that the number of full-time iOS indie developers is shrinking. After all, why would a rational indie developer devote an exceeding amount of time to an app, no matter how sophisticated and elegant, when it's likely to be lost in the shuffle amidst a sea of objectively lower tiered offerings. In a post highlighting the plight of indie developers, developer Jared Sinclair provides us with an interesting tale regarding how much he earned on a well-reviewed RSS reader app he developed called "Unread." Over the course of 8 months, Sinclair worked tirelessly for about 60-80 hours a week. Sinclair later learned, though, that the revenue generated by his app was not commensurate with the blood, sweat, and tears he put into the app's development. Not by a long shot. Unread for iPhone has earned a total of $32K in App Store sales. Unread for iPad has earned $10K. After subtracting 40 percent in self-employment taxes and $350/month for health care premiums (times 12 months), the actual take-home pay from the combined sales of both apps is $21,000, or $1,750/month. Considering the enormous amount of effort I have put into these apps over the past year, that's a depressing figure. I try not to think about the salary I could earn if I worked for another company, with my skills and qualifications. It's also a solid piece of evidence that shows that paid-up-front app sales are not a sustainable way to make money on the App Store. It's easy to take a story like this and run with it towards the conclusion that, yes, Apple needs to do something about low quality apps trickling into the App Store top lists, often times via underhanded means. And sure, most people would agree that Apple should perhaps enact a bit more curation on the App Store to direct users to more well crafted applications. But often overlooked in this discussion is the unfortunate reality that releasing an app, no matter how polished or critically acclaimed it may be, is by no means a guarantee of success. An elegant app that doesn't generate tens of thousands of dollars in revenue every week doesn't, and shouldn't, by definition mean that the App Store needs to be turned on its head. In some cases, the reality is that the market for the app simply wasn't as big as the developer initially imagined. The larger point here is that releasing an app to the App Store is risky. Even more so when one goes it alone. Remember, participation does not equal success. Competition is fierce, and is the case with any medium, quality doesn't always rise to the top. We see it all the time in the entertainment business where critically acclaimed shows like Arrested Development perform poorly in the marketplace. With millions of iOS users around the globe, sometimes the apps that perform best are the ones that appeal to the largest cross section of users, a sampling that may not necessarily overlap with users with discerning and good taste. After all, is it really all that surprising that a Kim Kardashian app is currently listed at #4 on the App Store's list of Top Grossing apps? If Justin Bieber released an app today, does anyone doubt it would skyrocket to #1 tomorrow? It's also important to remember that the debate regarding developer payouts and indie developer efforts is hardly something new. The following was written all the way back in 2009. [The plight of developers] is no different from the millions of entrepeneurs who enter a multitude of business ventures each and every year. Hard work, in and of itself, does not ensure profitability. You have to have a product that people are willing to pay for, and unfortunately, betting the farm on what the public may or may not be interested in is always a risky proposition. The stakes are high, but so are the rewards. Business 101. ... The fact of the matter is that the iTunes App Store has put everybody on a level playing field. You don't need to work for Gameloft to help develop a popular iPhone title. You can work on it by yourself on sleepless nights spent in a quiet apartment. You might put thousands of man-hours into the project and actually end up with a final product that works – and in the end, you might only get $500 for your efforts, if that. Now this isn't to say this is the ideal. As Brent Simmons writes, "consumers win in terms of quantity of choices and low prices, but not in terms of quality"; a sentiment comedians, musicians, artists, and all types of creatives would undoubtedly agree with. I do think Apple could add a bit more curation to the App Store, but with over 1.2 million apps to deal with, one wonders how this might be done in an effective manner. Many app categories have innumerable sub-categories and imparting curation into the equation across the board might prove impossible. As a quick example, I think the best Soccer game to ever land on the App Store is a little gem of an app called "X2 Soccer." No joke, it puts offerings from EA Sports and others to shame, yet it's never gotten a big push on the App Store. Even more frustrating is that it's curiously difficult to find. Again, participation does not equal success. These days, releasing an app is just the first part of a larger battle. Today, most developer/s need to have a grasp on advertising, social media, and all sorts of marketing strategies to increase the visibility of their app. Today, most developer/s need to experiment with different pricing levels, promotions, and in-app purchases to determine what resonates with consumers the most. From this vantage point, one could reasonably argue that the App Store not as much broken as it is an established and mature marketplace like any other.

  • Apple has paid out over $20 billion to developers thus far

    by 
    Yoni Heisler
    Yoni Heisler
    07.28.2014

    Apple's earnings conference call last week gave Tim Cook and newly minted CFO Luca Maestri the opportunity to provide us with more details regarding all facets of the company's business. One of the more interesting tidbits to emerge during the call is the fact that developers on the App Store have cumulatively earned over $20 billion in revenue. Even more striking is that nearly half of that amount was earned in the last 12 months alone. Despite Android's continued growth, the Google backed platform simply can't compete with iOS when it comes to cold hard cash paid out to developers. The $20 billion payout figure is undoubtedly impressive, but what I find all the more impressive is that Apple now generates more money on the App Store in a 12 month period than it generated during the App Store's first four years combined. Here's a brief over view of Apple's payout to developers. Apple initially reached the $1 billion mark in June 2010, almost 2 years after the App Store launch. One year later, that figure reached $2.5 billion. By June 2012, nearly 4 years after the App Store launched, Apple announced that it had paid developers $5 billion. Just 2 years later, that figure has increased by a whopping $15 billion. As a point of interest, Google announced during this year's I/O conference that it has paid out $5 billion to developers over the last 12 months.

  • The Daily Grind: Should there be a statute of limitations on dev statements?

    by 
    Justin Olivetti
    Justin Olivetti
    07.02.2014

    Like elephants, gamers have wrinkled, grey hides and freely poop all over the savannah. Oh! And like elephants, gamers never forget. They especially never forget anything a developer has said in the past if it ended up being contradicted by the studio or a prelude to a momentous mistake. I've been guilty of slingshotting these statements back to the point of origin from time to time, and judging by our comments section, there are quite a few of you who get a special thrill out of being able to bludgeon devs with their own words. But lately I've been wondering if there should be a point where we, y'know, just let these quotes go. Time moves on, situations change, and devs are as fallible as the rest of us. Should there be a statute of limitations on dev statements, and if so, how long should that be? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Netflix is shutting down its API, but helpers like InstantWatcher aren't going away

    by 
    Richard Lawler
    Richard Lawler
    06.13.2014

    Over a year ago, Netflix announced it was no longer issuing keys to its public API platform, cutting off any potential new developers from joining. That's the service that allowed third-party developers to build apps that gave you different ways to browse and access its library of movies. Today, Netflix's VP of Edge Engineering announced in a blog post that the API will go away entirely as of November 14th. Not all is lost however, as a "small set" of developers have been approved for private access, and the list includes helpful sites and apps like InstantWatcher, FeedFliks, Can I Stream It?, NextGuide, Flixster, Fanhattan, Yidio and Instant Watch Browser for Netflix. Not familiar with them? If you use Netflix, you should be, since they make it easy to browse movies by year, rating, or even what others have recently queued. Of course, some of our other favorite sites like AllFlicks aren't on the approved list, and we've contacted them to find out their fate. [Image credit: Andrew Harrer/Bloomberg via Getty Images]

  • WWDC 2014 session videos available online

    by 
    Yoni Heisler
    Yoni Heisler
    06.09.2014

    Apple's WWDC event has exploded in popularity in recent years, making it extremely difficult for most interested developers to secure tickets. Not to worry, though, because session videos from WWDC 2014 are available for your viewing enjoyment via Apple's developer website. Per usual, the videos are free to download, a welcome change from years past when purchasing access to iPhone and Mac sessions would set you back as much as $499. You can check out a listing of all the available session videos over here. There are about 107 in total and they cover any and everything iOS and OS X related. Naturally, there are a few session videos devoted exclusively to Swift, Apple's new programming language. The videos can be downloaded or streamed via Safari running on OS X Lion or later. Interested users can also watch WWDC session videos via Apple's WWDC app.

  • Tune in to our liveblog of Apple's WWDC keynote Monday!

    by 
    Brad Molen
    Brad Molen
    05.30.2014

    Get ready to put on your Sunday best, kids -- WWDC 2014 begins in just a few days. The developer conference will begin with its traditional keynote, headlined by CEO Tim Cook and the rest of the executive gang. We'll be liveblogging the event so you can see what we see as it happens, and if you use Safari, you can watch along with us here. What can we expect to see at the event? SVP Eddy Cue mentioned this week that this year's product lineup is the most exciting one in 25 years, so we'd love a sneak peek. We've already seen banners indicating that iOS 8 will be shown off (as if there was any doubt), and we'd place our bets on the next version of OS X. New hardware? Quite possibly. A platform for connecting your home? Smartwatch or television? We'll believe it when we see it. Sure seems likely. Stats and videos about education and Apple's retail stores? Absolutely. Regardless, it should make for an interesting afternoon. Bookmark the link below and come join us! WWDC 2014 Liveblog June 2, 2014 1:00:00 PM EDT