Warning: iPhone OS 4.0 Beta 2 Is Not a Toy

Posted by: Flirtation Creations  /  Category: Apple Inc, Developer, iPhone, iPhone OS, iPod Touch

iPhone OS 4.0 Beta 2 slipped into the iPhone Dev Center earlier, but unless you’re a developer and really need to test apps, it’s best to skip this extra buggy beta and just keep playing around with the first.
I realize that you’re curious—after all iPhone OS 4.0 Beta 1 was full of new features—but Beta 2 is a bit of a letdown. Aside from the annoying inability to take screenshots, Beta 2 actually left me struggling to do simple things—like using the Camera app.
For whatever reason, the Camera app freezes and doesn’t save pictures, the on-screen keyboard refuses to pop up when I want to add my email account to the phone, and third-party apps go nuts.
Yes, this is all expected with a beta build, but many of us are prone to putting such things on our devices for the sake of trying them out and discovering new features. When it comes to iPhone OS 4.0 Beta 2 though, skip that step unless you have to and just keep playing with the first beta.
Or let us risk our iPhones—and patience—to find the new features for you and leave your iPhone happy with a public OS build.

Apple Bites the Hand That Feeds it with New App Rules

Posted by: Flirtation Creations  /  Category: Adobe, App Development, App Store, Apple Inc, Applications, Developer, iPad, iPhone, iPhone OS, iPod Touch, Technology

Apple has not been shy about publicizing its culture war with Adobe over the use of Flash on the iPhone or iPad platforms. Yesterday, Apple took the battle to a new level, though, by changing the legalese for the App Store to prohibit any apps not built solely on Apple’s proprietary Objective-C programming language.
Apple has not been shy about publicizing its culture war with Adobe over the use of Flash on the iPhone or iPad platforms. Yesterday, Apple took the battle to a new level, though, by changing the legalese for the App Store to prohibit any apps not built solely on Apple’s proprietary Objective-C programming language.
The new iPhone Developer Program License Agreement includes the following text: “3.3.1–Applications may only use Documented APIs in the manner prescribed by Apple and must not use or call any private APIs. Applications must be originally written in Objective-C, C, C++, or JavaScript as executed by the iPhone OS WebKit engine, and only code written in C, C++, and Objective-C may compile and directly link against the Documented APIs (e.g., Applications that link to Documented APIs through an intermediary translation or compatibility layer or tool are prohibited).”
This is essentially checkmate in the chess match between Apple and Adobe (ADBE). However, checkmate comes at the end of a well-played match as a result of superior strategy and tactics. Apple’s move is more equivalent to throwing a tantrum, taking your chess board, and going home.
I understand this strategy. I see it on a regular basis in games between my young children and their friends. All of the kids can be playing with a ball and having fun, but if the other kids won’t play the game that the owner of the ball wants to play, or if the owner of the ball is not winning, that child will simply storm off and take the ball home with them.
It is effective, but there are no real winners. And, I am not sure how well the immature toddler tantrum translates as a business strategy. Ultimately, Apple’s decision to slam the door on alternate development platforms limits the potential capabilities of iPhone and iPad apps, and increases the effort developers need to invest in order to provide the same app across multiple platforms.
By banning Adobe, Apple may be biting the hand that feeds it, though. Apple and Adobe have had a symbiotic relationship that has been mutually beneficial. The Mac computer has always been perceived as a superior platform for graphic arts and design, and Adobe has provided the fuel to drive that engine with products like Photoshop and Illustrator.
Adobe is set to release CS5–its flagship Creative Suite product–next week. One of the key features of the new software is Adobe’s Flash-to-iPhone compiler that enables developers to create an application in Flash, then package it for use on the iPhone–circumventing Apple’s lack of Flash support.
While restricting development to the Objective-C programming language effectively blocks Adobe’s flanking maneuver, and arguably helps Apple maintain the stability and consistency of apps with a minimum of effort, it also hinders what developers can achieve.
Facebook’s Joe Hewitt stated via Twitter “I’m upset because frankly I think Objective-C is mediocre and was excited about using other languages to make iPhone development fun again.”
Setting those considerations aside, Apple’s war with Adobe puts developers in a tough spot as well. Apple has managed to establish itself as the de facto App Store–meaning that it is virtually a requirement to at least create an app for the iPhone and iPad, but it is not the only platform.
Developers want tools that allow them to develop an app once, and repackage or redistribute it across multiple platforms such as Android, Windows Mobile, WebOS, PC, etc. Flash is fairly ubiquitous, so developers could create an app in Flash that would work across most platforms, then use the Flash-to-iPhone compiler to port it to the iPhone and voila!
Unfortunately, those compiled apps won’t ever see the Apple App Store because they violate the new rules. So, developers will have to create one app for the iPhone and iPad, and then develop the same app all over again for other platforms.
The move by Apple seems petty. There may be some benefit to Apple, but Adobe, app developers, and ultimately iPhone and iPad users all suffer as a consequence.

Twitter Addresses Developer Angst Over “Official” iPhone, BlackBerry Apps

Posted by: Flirtation Creations  /  Category: BlackBerry, Developer, iPhone, iPod Touch, Social Networking, Technology, Twitter

Twitter has e-mailed developers to clarify why its acquisition of Tweetie for iPhone represents an opportunity–not a threat.
Friday was a big day for mega-popular social-networking/micro-blogging service Twitter; the company announced its acquisition of the most popular Twitter application for Apple’s iPhone, Tweetie; and it said that it had “worked closely” with Research In Motion (RIM) on the first “official” BlackBerry client, which was just released to the public–in beta form–last week.
However, many third-party Twitter developers have voiced concerns that Twitter’s support and “official” branding of both Tweetie, which will eventually be renamed “Twitter for iPhone,” and RIM’s Twitter for BlackBerry app will make it more difficult to market and sell “non-official” Twitter apps made by external developers.
On Sunday, just two days after the initial announcement, Twitter’s director of its platform team, Ryan Sarver, attempted to assuage developers’ worries over the announcements by explaining that the acquisition and endorsement of the BlackBerry app will actually be a good thing for the Twitter ecosystem, and therein, developers…in the long run.
From Sarver’s e-mail:
“We love the variety that developers have built around the Twitter experience and it’s a big part of the success we’ve seen. However when we dug in a little bit we realized that it was causing massive confusion among user’s [sic] who had an iPhone and were looking to use Twitter for the first time. They would head to the App Store, search for Twitter and would see results that included a lot of apps that had nothing to do with Twitter and a few that did, but a new user wouldn’t find what they were looking for and give up. That is a lost user for all of us.”
The post goes on, but the gist is basically this: Twitter is putting its support behind both Tweetie, which has already proven to be hugely popular in Apple’s iTunes App Store, and RIM’s new BlackBerry client. That’s because folks new to Twitter need to be able to quickly find an app for both iPhone and BlackBerry that’s clearly labeled “Twitter” because the company/you-the-developer will lose them as potential customers if they get confused by the mass of already available Twitter apps from third-parties and simply decide to forget about Twitter altogether.
Umm. Okay.
Sarver also writes that even though the move may present a new challenge for third-party Twitter developers, it’s really “beneficial to everyone in the ecosystem…[since] more opportunities become available with a larger audience.”
He also goes on to apologize for the confusion that came along with the company’s usage of the word “official” in reference to Twitter for BlackBerry and the upcoming Twitter for iPhone–formerly Tweetie. But the post on Twitter’s blog announcing the new BlackBerry app hasn’t been changed; it still reads:
“Working closely with RIM to deliver the OFFICIAL Twitter app has been a great experience and we are looking forward to bringing more and more Twitter innovation to BlackBerry.”

Obviously, Twitter can purchase/support any and all of the third-party applications it pleases; however, I think that its attempt to disguise what is clearly a threat to third-party developers as an opportunity is deceptive, to say the least.
Why, I ask you, would someone new to Twitter, purchase Twittelator Pro for iPhone, which costs $4.99 on the iTunes App Store, when Twitter for iPhone, which will no doubt be the first result when someone searches said app store for “Twitter”, is both endorsed by Twitter–and free?
On the BlackBerry front, why would someone who has no idea what to expect from a mobile Twitter app, purchase a BlackBerry app like TweetGenius, which costs $7.99, when RIM’s official Twitter for BlackBerry is endorsed by Twitter and free of charge?
Sarver is, in effect, saying that third-party developers’ application-names aren’t beginner-friendly enough, so the company is pushing its own applications in front of the rest to hopefully build the overall Twitter user base. And Twitter’s own apps will be free.
The average Twitter beginner probably can’t tell the difference between “Twitter App A” and “Twitter App B,” so if “App A” is free, she’s going to skip the purchase of “App B” every time. At least that’s the way I see it. Sure, folks who start off using a free Twitter for iPhone/BlackBerry app could, over time, get curious about other commercial (not free) apps, but what percentage will actually pay for one of the them? Especially when Twitter says its apps are the best.
Twitter is a VERY simple service, and users really only need the ability to check timelines and send “tweets,” which can be done via any Twitter app. And once a user gets comfortable with one particular app, he’s likely to stay with it for no other reason than it is familiar.
The timing of Twitter’s moves also seems noteworthy to me, since it apparently decide to enter the Twitter-app game only recently; the company let third-party app developers gain loyal users for more than a year before stepping in and trying its own hand with a free app.
More from Sarver’s e-mail:
“As we work to provide the best possible Twitter experience on all of the major mobile platforms, momentum will increase dramatically”
I think this statement is particularly telling. If Twitter really does offer the “best possible…experience on all major platforms,” and for free, why would anyone pay for third-party apps? Twitter adoption, or “momentum,” if you will, is already increasing dramatically. But the company’s recent support for Tweetie and Twitter for BlackBerry could simply redirect that momentum away from third-party app-developers, toward Twitter itself.
That sounds to me like a clear opportunity for Twitter–and a clear threat to third-party developers.

Sketch Nation Shooter iPhone App Lets You Draw Your Own Games

Posted by: Flirtation Creations  /  Category: App Store, Apple Inc, Applications, Developer, iPad, iPhone, iPod Touch

Do you remember the OS X game SketchFighter, the shooter made from pencil drawings? Sketch Nation Shooter is certainly very similar, letting you draw your own levels, players, and even enemies. You pretty much design the game yourself!
It’s 99 cents / 59p, and from what I can tell sounds worth every cent. Or penny. It’s compatible with iPhones, iPod Touches and the iPad, and if you’re not feeling too creative then you can download other players’ attempts too. The game is apparently available on Facebook too, meaning you can send your lovingly hand-crafted game to Facebook players as well.
[iTunes Link]

Opera Mini Approved for Inclusion in App Store – Now Available

Posted by: Flirtation Creations  /  Category: App Store, Apple Inc, Applications, Developer, iPhone, iPod Touch

Opera today announced that its Opera Mini browser has been approved for inclusion in Apple’s App Store. Opera Mini is available on the App Store.
Opera Mini, with more than 50 million users worldwide, enables fast mobile Web browsing by compressing data by up to 90 percent before sending content to the device, resulting in significantly improved page loading. Users of the app will notice an uptake in speed, especially on slower networks such as the 2G Edge network. Surfing the Web with the Opera Mini App on iPhone and iPod touch will also help users save money because of its data compression capabilities. This will hold especially true while the user is incurring roaming charges.
Opera submitted its browser to Apple late last month and started a count-up timer to keep track of how long it had been in Apple’s hands for review. Some observers had wondered whether the browser would be accepted by Apple, as it directly competes with the mobile Safari browser application included with the iPhone and iPod touch.
Opera Mini is now available [iTunes link] in the App Store.

Apple: Multitasking coming to the iPhone this summer, iPad in the fall

Posted by: Flirtation Creations  /  Category: App Store, Apple Inc, Applications, Developer, iPad, iPhone, iPhone OS, iPod Touch

One of the biggest criticisms leveled at the iPhone and the iPad — that it can’t run third-party apps in the background — will be fixed at last (partially, anyway), with a little help from iPhone software 4.0, Steve Jobs announced Thursday. The major OS revision will arrive this summer for the iPhone, while iPad users will have to wait until the fall.
The new iPhone software will pack in more than 100 new features, Jobs promised, including (besides multitasking) a unified email inbox, support for Apple’s new iBookstore, a social gaming network, a series of interface enhancements (such as app folders and wallpapers for the home screen) and — yep, it was bound to happen — a new, Apple-controlled mobile ad framework, with Apple set to keep a generous 40 percent of future ad revenue for itself.
Without further ado, then, let’s get down to the nitty-gritty:
Here’s how it’ll work: If you’re running an app on the iPhone — anything from the core Mail app to, say, a game like Tap Tap Revenge — you just double-click the Home key to pull up a small window shade at the bottom of the screen, which can show four apps at a time (just swipe to scroll through more running apps). Tap an app in the new multitasking “dock” and you’ll switch to the app, with the first app’s state saved in the background.
So, will all these apps actually be running in the background? Well, no (if they did, they’d slow iPhone performance to a crawl and eat up battery life, Jobs said). That said, Apple will be allowing a few selected processes to run in the background, including music, VOIP, and location-based apps.
For example, Pandora will still play music while you’re browsing on Safari (you can even pause Pandora or skip tracks using the iPhone’s “lock” control bar), you’ll be able to answer and maintain VOIP calls (think Skype and the like) while you’re working in other apps, and location-aware apps like Loopt will be able to track your location in the background via cell-tower triangulation. (An icon will appear in the iPhone’s top status bar to warn you if a background app is tracking your location; you’ll also get to tweak a series of new location-based privacy settings).
Universal e-mail inbox
Here’s a feature that’s been a long time in coming. Currently, iPhone users checking multiple email accounts have had to switch back and forth between those accounts to see their respective in boxes (a process that takes several more clicks than it should). With iPhone OS 4.0, however, users will at last get a single, unified in box, just like BlackBerry users have enjoyed since … well, forever. You’ll also be able to “fast switch” between accounts, sort messages by thread, and open attachments with a third-part app (nice). Also, good news for Exchange users: No longer will you be restricted to a single Exchange account.
Home screen enhancements
You know how the iPhone won’t allow you to select wallpaper for the home screen? (That’s the home screen with all your app icons, not the lock screen with the digital clock and the “slide to unlock” thingy). That’s all set to change once iPhone OS 4.0 comes out. You’ll also be able to create “folder” icons that contain a series of apps — say, for all your games — effectively boosting the number of apps that can be displayed on the iPhone’s home screen from 180 to more than 2,100.
Social gaming network
The Xbox 360 has Xbox Live, the PS3 has the PlayStation Network, and now the iPhone will have Game Center, a new social gaming system that’ll let you earn achievements, invite pals to your personal gaming network, compare top scores on leaderboards, and square off with other players via matchmaking. Third-party developers who’ve already set up their own social gaming networks for the iPhone (such as Gameloft and OpenFeint) aren’t gonna like this one bit.
A word from our sponsors
Plenty of iPhone apps already feature in-app advertisements, but Steve Jobs (unsurprisingly) thinks Apple can do it better — thus, iAd, a framework for dynamic new in-app, HTML5-powered ads that “deliver interaction and emotion” (I know, I know). Jobs showed off a series of demos, including a full-motion app for Pixar’s “Toy Story 3″ (shocker!), a Nike ad that lets you design your own shoe, and a Target ad that lets you set up your dorm room. Ads won’t pull users out of a running app, Jobs promised, and you’ll also be able to play videos, games, download wallpaper, and view maps from within the ad itself. Last but not least: Apple says it’ll split ad revenue with advertisers 60-40, with Apple keeping the 40-percent cut. Look who just got into the advertising business.
Other enhancements
Expect the iBookstore to come to the iPhone with OS 4.0, along with a series of enterprise enhancements (in-app encryption, wireless app deployment for an entire workforce, etc.) and support for Bluetooth keyboards.
Which iPhones/the iPad will be compatible with OS 4.0?
The iPhone 3GS and the third-generation iPod Touch will be fully compatible with the new OS, multitasking and all, Jobs said. If you have the iPhone 3G or the second-gen iPod Touch, they will run “many things” in OS 4.0, but multitasking won’t be one of them. Finally, the iPad will also be getting all the new OS 4.0 features — including multitasking — but not until this fall. Jobs didn’t mention the original iPhone or iPod Touch, nor did he mention a fee for iPod Touch users wishing to upgrade (as we’ve seen in the past).
What we didn’t get
No Flash support (just “no,” Jobs reportedly said). No status-bar notifications for new email or SMS messages (which already exist on WebOS and Android phones). And no mention at all of an iPhone for Verizon.

iPhone SDK 3.2 gone gold

Posted by: Flirtation Creations  /  Category: App Development, App Store, Apple Inc, Applications, Developer, iPad, iPhone, iPhone OS, iPod Touch

No, this has nothing to do with the Olympics or World Championships, but it is of equal importance to those who live and breathe Apple – paying members of Apple’s iPhone Developer Program can now access the Gold Master seed of the iPhone SDK for OS 3.2. What is the big hoo-ha for this, you ask? Well, for the uninitiated, this would be the maiden version of the operating system that offers support for the iPad that looks set to take the world (or at least, North America) by storm. Guess with this, we could be looking at a flurry of iPad apps coming our way sooner rather than later.

How To Develop A Simple iPhone App & Submit It To iTunes

Posted by: Flirtation Creations  /  Category: App Store, Apple Inc, Applications, Developer, iPad, iPhone, iPhone OS, iPod Touch

The process to develop an iPhone app is not as hard or as simple as one might think. I am not a programmer, but wanted to see if I could teach myself how to develop an iPhone app. The news features all sorts of articles about kids as young as 9 that can make them. If they can do it, surely the rest of us can, too?
Like cooking, there is a bit of a process involved in “cooking” up an app. This article isn’t about your style of cooking, per se (i.e programming), but just the general steps necessary to get it from your head and into iTunes.
Creating an app isn’t entirely free, so it is important to know up front that, at some point in this process, you will be shelling out $99 (USD). Also, it is important to know up front that you will need to use a Mac at some point, and will need to use specific Mac-happy code to create your app.
Now that we have all seen the fine print, here are the exciting steps to app happiness!
Step 1: Craft A Brainy Idea
Have a unique idea for an app? There are, as you probably know, a trillion (OK, may not a TRILLION) apps out there. So what makes an app stand out? Why would anyone want to use your app? Why would they pay money for it if you are going to charge?
Be sure to check that there aren’t other apps that do the same thing that you are proposing. Or if you want to create something better than an app that already exists, think about how your idea will be better. Draw it out on paper or on the computer.
Step 2: Get A Mac
The iPhone is an Apple product and uses a variation of the Mac OS. Currently, the iPhone development tools are only available for Mac users (even though there is evidence of designing in jail break mode on a PC), but in order to get it up in the App Store, you will eventually need a Mac to get it there. You can buy a Mac mini relatively cheaply if you don’t have a Mac at your disposal.
Step 3: Register As An Apple Developer
To work with the Mac tools, you will need to become an official Apple Developer. Registration is free so you simply have to give them your information and agree to their terms. You only need to register once, and you are able to use the same username and password used for your iTunes account. Once you are an Apple Developer, you can develop iPhone apps for any of the Mac products.
Step 4: Download The Software Development Kit For iPhone (SDK)
Once you are an official developer, you can download the SDK for iPhone. The version you need depends on the OS you are currently running. This download is HUGE because it comes with all sorts of documentation, sample codes, and all sorts of things you will be glad to have later on. It could take a few hours, so you might want to start the download, put in a good movie, and wait.
ManiacDev is a really great site with TONS of information geared to both uber-newbies like me and tech gurus. Just start with the first video, watch and take notes as you go. Really and truly, these are the best tutorials I have found!
Step 5: Download XCode
If you don’t already have it, download XCode. According to Apple, “Xcode is a complete, full-featured IDE built around a smooth workflow that integrates the editing of source code, with the build and compile steps, through to a graphical debugging experience – all without leaving the view of your source code.” This is another huge download, so you might want to rent a second movie.
Step 6: Develop Your iPhone App With The Templates In The SDK
Once you have your app drawn out on paper or in Photoshop, you can start designing it with the templates provided in the SDK. This is where that HUGE amount of download time will be a huge benefit. You will have lots of templates to choose from, and there are a lot of great YouTube clip tutorials on how to use the templates effectively.
Step 7: Learn Objective-C For Cocoa
If you love programming languages, you will love Objective-C. If you don’t know how to program, this is the part that can get pretty sticky, so you might want to find a programmer friend or hire someone. It really does help to get a book, too, for reference.
Step 8: Program Your App In Objective-C
Once you at least understand the basics of Objective-C (or at least know how to find answers to programming questions), you are ready to program your app. It helps to take screenshots as you go along so you can remember what you tried. Some apps can take just a few hours to program while other Apps can take months. Only you know how much detail you want out there for its maiden voyage in the App Store!
Step 9: Test The App In The iPhone Simulator and on relevant devices
The SDK comes with a lovely iPhone Simulator. You will need to load up your app and do your own testing. You should try to work out as many bugs as possible and think about all the ways someone might use your app.
Step 10: Host A Bake Sale
Remember when I told you in the fine print that you would have to raise some cash? This is that moment. Sadly, loading an app into iTunes costs a one time member fee of $99 (USD). There is no way out of this fee, but you might earn it back in triplicate if your app is worthy! Truly though, you DO get a lot for your $99. For one, you get access to some of the coolest people on this side of Pluto!
Step 11: Have Others Test Your App
Once you pay your fee, you will be able to have others in the app community test your app and help you work out final bugs. This is a great community, and testing new stuff is lots of fun. If you are a newbie like me, you will be in awe of the kings and queens of geeky stardom. Depending on the nature and complexity of your app, this process can take some time.
Step 12: Submit Your App For Approval
After testing your app in the community and working out all the bumps, you can submit the app to iTunes for approval. You will be able to upload it right from the community. The process of approval can take some time, so be patient!
Step 13: Watch The Dough & Traffic Roll In!
If you created a paid app, just wait for the money to roll in to shore. If you created a free app, watch the traffic!

Essential Oil iGuide limited time SALE

Posted by: Flirtation Creations  /  Category: Alternative Medicine, App Store, Applications, Aromatherapy, Essential Oils, iPhone, iPod Touch, Natural Healing, Physical, Psychological

Celebrate Passover and Easter with us.
Essential Oil iGuide at the discounted price of 99c for a limited time (March 28, 2010 to April 6, 2010).

iPhone App – Essential Oils iGuide

App Store



A few things to note:

Essential Oils iPhone App has been designed as a simple and easy to use guide for the average person wanting to add a little alternative options to their daily living.
The concept of the application is to provide you with access to 3 basic features.
A list of essential oils (and this is by no means all there is).

Some General Uses listed alphabetically.

Then we have created a group of Recipes that show the versatility and wondrous uses of Essential Oils.

A few things to be aware of:

The information provided in this application is for general information purposes only. This data is not considered complete and is not guaranteed to be accurate.

General Safety Information:

Do not take any oils internally without consultation from a qualified aromatherapy practitioner. Do not apply undiluted essential oils, absolutes, CO2s or other concentrated essences onto the skin.
If you are pregnant, epileptic, have liver damage, have cancer, or have any other medical problem, use oils only under the proper guidance of a qualified aromatherapy practitioner.
Use extreme caution when using oils with children and give children only the gentlest oils at extremely low doses.
It is safest to consult a qualified aromatherapy practitioner before using oils with children. A skin patch test should be conducted prior to using an oil that you’ve never used before.

Apple Aggravates iPhone Partners Again

Posted by: Flirtation Creations  /  Category: App Store, Apple Inc, Applications, Developer, iPad, iPhone, iPhone OS, iPod Touch

First, Apple ticked off some iPhone app developers. Now it’s giving the boot to iPhone screen protector vendors.
In a scene in the 2004 movie Troy, a young virgin priestess professes her love for the god, Apollo. Achilles, played by Brad Pitt, replies, “I think you’ll find the romance one-sided.”
For a few of the Apple faithful, like Gerrard Dennis, CEO of The Simply Group, Achilles’ words can sting without warning. The Simply Group’s iPhone retail app for women’s beach apparel was caught up in Apple’s raid on smut in the App Store.
“I do understand [Apple's] motives,” Dennis says, “although they applied them with the finesse of a club hammer!”
Only three months into the new year, a rejuvenated Apple has shown god-like indifference to its faithful followers, even dealing crushing blows to the businesses of unsuspecting iPhone software developers and Apple-related product vendors.
In February, Apple shunned Macworld Expo, then took some wind out of Macworld Expo’s sails by staging its own announcement of the much-anticipated iPad just two weeks before the start of Macworld Expo.
When Apple launched its iPhone three years ago, industry watchers said the key to its success would be wooing apps developers. And they came to the new platform in droves, helping to make the iPhone one of the greatest tech stories ever told. Today, there are more than 140,000 iPhone apps.
But late last month Apple suddenly removed apps containing what it called sexual content. No forewarning. No explanation. No apologies. Never mind that Apple had already approved these apps. The raid also didn’t include top branded apps, such as the Sports Illustrated Swimsuit app.
Apple didn’t seem to care what happened to banned developers. Dennis’ phone calls and emails, for instance, went unanswered. Dennis says that he even wondered if anyone from Apple actually took the time to evaluate apps or Apple just made a sweeping decision based on keywords.
The Simply Group was one of the lucky ones; its banned iPhone app magically reappeared on the App Store four days later. Yet other app developers wrote to me crying foul. On an Apple whim, they said, their businesses had been obliterated overnight.
Next to feel Apple’s wrath: iPhone screen-protector vendors. Several vendors speaking on condition of anonymity to avoid conflict with Apple told Macworld that Apple will stop selling screen films for the iPhone, iPad and MacBook in its App Store and retail outlets. Apple did not explain the decision, they said.
To be fair, vendors told Macworld that screen protectors are returned at a higher rate than other products due to the difficultly of applying them without causing air bubbles. Power Support, a maker of iPhone screen protectors, did not return my calls.
The ban also includes iPhone cases with screen protectors, vendors said. “The move has left some case vendors scrambling to quickly repackage their products sans screen protection, so as not to lose their privileged place in Apple’s stores,” according to the Macworld story.
Screen and anti-glare films are popular among iPhone owners and have saved screens from scratches, including mine. Yet Apple apparently has decided that they aren’t important anymore given more scratch-resistant screens of the latest iPhone models.
Like others, vendors that have built their businesses on screen protectors find themselves suddenly out of luck without any recourse. Apple’s actions really do bear resemblance to the arrogance and apathy of the Greek gods.

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