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Showing posts with label IPhone. Show all posts
Showing posts with label IPhone. Show all posts

Wednesday, March 19, 2014

Why an 8GB iPhone 5C just isn't a good deal

commentary Nowadays, what can 8GB get you? One movie, a few apps and songs, and your phone is already at full capacity.
Apple's iPhone 5C now comes with an 8GB variant in Europe and some other regions.

Please, please, please, don't buy the 8GB iPhone 5C.
Apple on Tuesday introduced a version of its new, brightly colored iPhone that comes with half the storage of the former cheapest model but also a smaller price tag. In the UK, for example, the 8GB iPhone 5C costs £429 ($712) versus £469 ($779) for the 16GB model. For now, the 8GB iPhone 5C is available only in the UK, France, Germany, Australia, and China. US customers will have to settle for the 16GB version or choose another iPhone model like the(non-4G) 4S.
The 8GB iPhone 5C may look like a great bargain, especially if you're paying full retail price for the phone. If that's the case, £40 could make a big difference. But just because you're getting a break on the price doesn't mean it's a good deal.
It all comes down to the fact that 8GB isn't really enough storage anymore. When Apple first introduced the iPhone, the device essentially was an iPod with extra communication features. Apps and photos didn't take up much space, and people had smaller music files. Now, however, the photos are higher quality, the apps and games have better graphics and are bigger, and the Retina Display screens push people to watch HD movies instead of standard definition. All of that equates to larger files, and there's no way this trend will reverse.
To put it in context, downloading Oscar winner "12 Years A Slave" on iTunes takes up 4.79GB of storage for the high-definition movie file and 2.07GB for the standard version. When first downloaded, Twitter takes up 14.7MB of storage space, Facebook 62.6MB, and Vine 12.9MB. By themselves, it may not seem like much, but together, it adds up very quickly. The apps also take up more space the more you use them.
The iOS operating system itself requires about 3GB of space to download (you get back more than 2GB of that space once the installation is finished, but you'll have to delete files to reach that threshold again once the next iOS update comes around). With an 8GB iPhone, you'll basically be able to download only one movie and a handful of songs and apps before reaching your storage limit.

Arguments can be made that those of you on strict budgets -- or children or people who prefer to keep their content in the cloud and stream music and movies rather than download them -- might find that level acceptable, but for how long? If you're on a budget, you probably won't be a buying a new iPhone every single year, and it won't take long to use up 8GB of storage. I filled up my 64GB phone in less than a year (though I admittedly own a sizeable collection of music and movies, and I also take a ton of photos). With the rise of the selfie, is 8GB really enough for anyone anymore?
This isn't the first time Apple has released an 8GB variant of its popular iPhone. It did the same for the 4S in September, two years after the device first hit the market. Apple also made an 8GBiPhone 4 and an 8GB 3GS after the smartphones originally debuted. However, the last iPhone to have an 8GB model at launch was the 3G, and no other current Apple gadgets, besides the iPod Shuffle, come with less than 16GB of flash storage. So far, Apple's not releasing the 8GB iPhone 5C in the US.
Listen, Apple, I get why you made this phone. You know you need to find some way to address the middle and low ends of the smartphone industry, but you also don't want to sacrifice your margins. Figuring out the right balance for keeping customers happy but also making money is a tough task. I sure don't know what the magic formula is. But simply cutting the amount of flash memory in half isn't the way to do it.
Consumers aren't stupid. They may not know exactly how much space each item takes up, but they know that 8GB isn't much. That little storage may fly on a low-end Android device because most people buying really cheap Android phones have low expectations. But iPhones are different. They're supposed to be the most premium devices on the market, and consumers are supposed to have a great experience, whether they buy the highest-end iPhone 5S or the two-year old 4S. And increasingly, an 8GB iPhone does not equate to a great experience.
If this is someone's first iPhone, it may not give them the best picture of what an Apple device is really like. I would be frustrated if I got a new phone, only to find out I couldn't load it up with all the things I want. And in places like China, this could be the only computing device a person has. Can you imagine having only 8GB of storage on the sole gadget you use to connect to the Web and store your photos, videos, and music?
There are much better bargains to be had for the cost-conscious buyer. CNET called the Nokia Lumia 520, which retails for less than $200 off contract, "one of the best budget phones around." The Google Nexus 5, which costs $349 for 16GB without a contact, is "not just the best unlocked phone on the market, but the best Nexus phone by far," CNET said. And there's also the Moto G, which offers a full 16GB of storage at a far more affordable price. We can expect to see even more lower cost phones throughout the year.
I know the iPhone has a lot of allure, but do yourself a favor and pass on this one.
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Wednesday, March 12, 2014

Four Ways To Build A Mobile Application, Part 1: Native iOS

The mobile application development landscape is filled with many ways to build a mobile app. Among the most popular are:
Four Ways To Build A Mobile Application, Part 1: Native iOS
  • native iOS,
  • native Android,
  • PhoneGap,
  • Appcelerator Titanium.

This article marks the start of a series of four articles covering the technologies above. The series will provide an overview of how to build a simple mobile application using each of these four approaches. Because few developers have had the opportunity to develop for mobile using a variety of tools, this series is intended to broaden your scope.
Hopefully, armed with this knowledge, you will be in a better position to choose the right development tools for your mobile application’s needs. In this first article in the series, we’ll start with some background and then dig into iOS.
I’ve built the same simple application with each technology to demonstrate the basic concepts of development and the differences between the platforms and development tools. The purpose of this series is not to convert you to a particular technology, but rather to provide some insight into how applications are created with these various tools, highlighting some of the common terms and concepts in each environment.
FasTip is a simple application to calculate tips. Because this is a simple example, it uses the standard UI controls of each platform:
The screenshots above show the application running as native iOSPhoneGapand native Android applications. Appcelerator Titanium uses native controls, so it looks the same as the native iOS and Android applications. Our application has two screens: a main screen where the tips are calculated, and a settings screen that enables the user to set a tip percentage. To keep things simple and straightforward, we’ll use the default styles of each environment.
The source code for each app is available on GitHub.

Native iOS Development

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