All Articles in Apps

Apple Using Static Analysis Tool to Find Private APIs, Reject iPhone Apps

Gruber Hockenberry Twitter

Speaking of Storm8, Unity-engine code, private API, and Gruber, A recent Twitter exchange between him shows just how seriously all of this is now being taken by the App Store:

Hockenberry: Hearing lots of reports about apps getting rejected due to private API usage. Maybe now you’ll believe me when I say it’s a bad idea…

Gruber: Yup: Apple recently started running apps through a static analysis tool to look for private API calls.

Google set off some of the private API discussion when they implemented them as part of the Google Mobile app (though it’s our understanding those API were later made public). Generally, private or unpublished API are kept that way because Apple (or whichever platform maker is supplying the APIs) hasn’t finished working on them, are planning changes, or is otherwise reserving their use — if 3rd parties implement them anyway, any future OS update can break them and cause problems for end users. Public API, on the other hand, are supported and intended to let developers do their thing without worrying about platform-level changes wrecking their apps.



Eliminate Pro, iMac, Apple TV 3.0, Touch Pets Dogs, Trip Cubby, Astonishing X-Men – TiPb Picks of the Week

tipb_pick_of_the_week

Every week a few of us from team TiPb, bloggers and forum crew alike, will bring you our current favorite, funnest, most useful App Store apps, WebApps, jailbreak apps, even the occasional accessory, web site, or desktop app if the mood strikes us. As long as they’re iPhone (or iPod touch) related, they’re fair game.

So who’s on deck this week and what are our picks? Find out after the break!

Read the rest of this entry »

OnLive to Bring PC Gaming to Your iPhone?

onlive

Oh yeah — Looks like in the near future that OnLive thing might just take off and lucky iPhone users will be able to play along with their PC gaming friends. However, many roadblocks still exist. Steve Pearlman OnLive’s CEO Says:

I’m afraid we are not announcing a date for availability of OnLive on particular cell phones just yet. We have further development to do, and we need approvals from some cell phone makers before we can release OnLive to the public. So, for now, OnLive on a cell phone is only a technology demo. But, for those of you who have been asking about OnLive on cell phones, the answer is yes, it is coming. And, it is REALLY cool.
As a gamer, this is rather exciting. Not only what it means for the iPhone, but for gaming in general. Perhaps we won’t need apps on our phone anymore for game playing, we just “tune in” to the latest games and play from where we can. I can dig that.

The OnLive service will begin in Winter 2009, however they are currently looking for beta testers. You can sign up here.

[via Engadget Mobile]

App Review: iXpenseit Expense Tracker for iPhone

IMG_0649

(iXpenseit Forum Review by cjvitek. For more Forum Reviews, see the TiPb iPhone App Store Forum Review Index!)

iXpenseit [$4.99 - iTunes link] for iPhone and iPod touch is a budget tracking app that has recently appeared on the iPhone commercials. It allows a user to track monthly and daily spending, breaking items down into categories, as well as allowing the user to see overall spending.

Read the rest of this entry »


Apple Rejects/Removes Unity-built Games to Protect User Privacy

app_store_church_lady

It looks like Apple is using its rejection power for good this time — removing games built on the Unity engine which included private-API calls that could be used to steal private user information like your iPhone’s phone number.

Not all of the rejected/removed games were engaged in privacy violations (or even had the network capability to exploit it), but Apple isn’t taking any chances following the Storm8 lawsuit. Touch Arcade has the details:

The Unity engine currently uses the two private API calls that Storm8 allegedly exploited to steal user data, NSGetEnviron and excserver. Mantas Puida of Unity Technologies explains these two API’s utilized by the Unity engine serve the following functions:

_NSGetEnviron is used by Mono runtime to provide implementation of .NET core API method: Environment.GetEnvironmentVariable().

exc_server is also used by Mono runtime to provide graceful NULL reference exception handling.

The Unity engine, however, has been updated to remove the offending API calls, and the games are being recompiled and resubmitted to the App Store. Hopefully this will keep users’ data safe from unscrupulous developers, while the scrupulous ones continue to turn out great games.

[Touch Arcade via TUAW]

Apple Hiring Gaming Engineer for iPhone Team

Apple Hiring AAA Game Engineer

Apple is looking to hire an experienced multimedia engineer for the iPhone and iPod touch, who’s a passionate gamer and has shipped at least one “AAA” game in the last few years.

While first-party titles are a mainstay, and main point of attraction for dedicated gaming platforms like Nintendo (Mario), Microsoft (Halo), and Sony (Little Big Planet), so far all Apple has offered its “funnest iPod ever” is Texas Hold’em [$4.99 - iTunes link] back in 2007.

Just what could Apple be brewing now? Anyone imagine what a first-party Apple gaming franchise could be?

[via AppleInsider]

Facebook for iPhone Updates to 3.03 “Minor Bug Fixes and Japanese Localization”

Facebook 3.03

Facebook for iPhone and iPod touch [Free - iTunes link], by updating to version 3.03 for “minor bug fixes and Japanese localization”, but underneath that listing all the major changes from the original 3.0 release, has resulted in flood of tips to TiPb actual. Shows us a few things:

  1. Wow but do people love that Facebook for iPhone app
  2. Devs need to be careful how they list their changeroll
  3. Users need to be careful how they read the changeroll

Still, if you’ve been experiencing bugs, or really wanted to get your Japanese on, this updated is for you!

Vimeo Adds H.264, Getting iPhone Friendlier

vimeo-twitter

Add Vimeo to the list of YouTube, Ustream, and Stickam — sites and services making H.264 versions of their content available for iPhone and other mobile platforms either via the web or via apps.

We won’t beat that drum too loudly right now, but H.264, and the new video tags in standards-based HTML5 are where we truly hope the web is headed. No reason a service that prides itself on quality shouldn’t get there first.

It’s only staff picks for now, but we hope they keep going and get the whole catalog done. There’s nothing we’d like better than to be able to embed Vimeo on this site without readers — justifiably — complaining that it’s not iPhone compatible.

[via Android Central]

After 3 Months, 3 Rejections, Airfoil Speakers Touch Ships, Developers Leave iPhone

Airfoil Speaker Touch 1.0

After submitting a minor .1 bug fix for Airfoil Speakers Touch 1.0.1 [Free - iTunes link] for iPhone and iPod touch, longtime Mac developers Rogue Amoeba waited for what they assumed would be a routine App Store review. Three and a half months, three rejections, and the unsuccessful intervention of a champion at Apple, the app is finally in the store, but the developer has decided the process is too odorous to continue with the iPhone platform.

Don’t stop us just because you’ve heard this before over and over again.

The issue this time was Rogue Amoeba discovering the type of Mac and exact application that was being used as audio source, and displaying the corresponding Mac OS X-provided image of the machine and icon for the app.

Though standard — intended — behavior on the Mac, Apple’s App Store policy branded this a trademark violation and they requested it be changed. Rogue Amoeba assumed the request was erroneous and tried resubmitting, tried escalating via email, even had a champion inside Apple try help get it through. In the end, the App Store policy was an immovable object, and Rogue Amoeba had to remove the Mac and app icon images. Airfoil Speakers Touch 1.0.1 was then approved and placed in the app store.

(And during the whole process, Airfoil Speakers Touch 1.0, buggy as it was, and using the exact same artwork Apple had issue with in 1.0.1 was left untouched in the App Store for users to download and use).

In the future, we hope that developers will be allowed to ship software without needing Apple’s approval at all, the same way we do on Mac OS X. We hope the App Store will get better, review times will be shorter, reviews will be more intelligent, and that we can all focus on making great software. Right now, however, the platform is a mess.

The chorus of disenchanted developers is growing and we’re adding our voices as well. Rogue Amoeba no longer has any plans for additional iPhone applications, and updates to our existing iPhone applications will likely be rare. The iPhone platform had great promise, but that promise is not enough, so we’re focusing on the Mac.

Add our voice to the chorus: fix. this. More after the break…

Read the rest of this entry »


TiPb’s Top 5 iPhone Racing Games — Second Annual Grand Prix!

tipb_top_5_racing_games

Today’s TiPb Top 5 will be directed towards our iPhone and iPod touch wielding readers who love racing games, and It’s a follow up to last years TiPb Grand Prix. Just like our other TiPb’s top 5 must-have posts, all of these applications are available in the App Store. For the full overview, follow us after the break!

Read the rest of this entry »