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Google Mobile App for iPhone now with Voice Search and My Location

Posted by MERONEPAL on 9:52 PM

The new Google Mobile App for iPhone makes it possible for you to do a Google web search using only your voice. Just hold the phone to your ear, wait for the beep, and say what you're looking for. That's it. Just talk. Once the App is on, you don't have to push any buttons to search. Check out the video below to watch engineer Mike LeBeau explain how this works.After you speak your query, Google Mobile App will return search results formatted for your iPhone.And if you're doing a local search, there's no need to specify where you are because Google Mobile App now has Search with My Location. Search for "movie showtimes" or "Mediterranean restaurant" and you'll automatically see results based on your current location. For this to work, Location Services must be enabled on your iPhone and you have to opt-in to let Google Mobile App use your location.To get the latest Google Mobile App for iPhone or iPod touch, go to the App Store and look for "Google Mobile App." Note that the voice search feature is currently available only in U.S. English and for the iPhone. Read more about other features of Google Mobile App.Watch this video to see what Googlers from Chicago, London, New York, and Mountain View are searching for. Then consider sharing your most interesting voice search query by submitting a video response.

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Google Mobile Uses Private iPhone APIs

Posted by MERONEPAL on 9:35 PM
Google’s just-released and much-publicized update to their Google Mobile iPhone app features some very clever interaction design for the voice search feature. There is an on-screen button you can tap to initiate a voice search manually, but, as illustrated in their example video, you can initiate a voice search just by lifting your iPhone to your ear.

In order to trigger this automatic voice prompt, you must:

  1. Move the iPhone.
  2. Trigger the proximity sensor next to the speaker at the top of the iPhone.

You need to do both, in that order. The voice prompt is never triggered by motion alone, nor by covering the proximity sensor without first having moved the phone. The only way it is triggered is by moving the phone and then triggering the proximity sensor. It’s very clever, and the resulting user experience is very nice.
But here’s the intrigue: There is no public API in the iPhone SDK for using the proximity sensor in this way.
As you might imagine considering the number of accelerometer-driven games in the App Store, there are plenty of public API calls to access data from the iPhone’s accelerometer. But the only thing apps can do with the proximity sensor is turn it on and off. When the proximity sensor is on, the screen turns off and stops accepting touch input when you cover the sensor (typically with your head, when holding the phone to your ear to, say, make a phone call, but you can just as easily trigger it by covering the sensor with your finger). By default, the proximity sensor is turned off, and the overwhelming majority of apps leave it that way.
If you’re a registered iPhone developer, you can read the relevant documentation for the proximitySensingEnabled property in the UIApplication Class Reference. An app can check the status of this property (is it on or off?), and can toggle it, but that’s it. After an app has turned the proximity sensor on, the app never finds out when or if it has actually been engaged. There is no way for an app to be notified when the proximity sensor has been triggered.
No way, that is, via the public APIs.
If you use something like the command-line strings utility to examine the UIKit framework, you can see that there’s an undocumented (and therefore private to Apple) method named proximityStateChanged. And if one were to strip the FairPlay DRM from the current Google Mobile application binary — which, of course, you wouldn’t do, because you’re not supposed to strip FairPlay DRM, but I’m just saying if one were to do this — a class dump of the application binary would show that Google Mobile does in fact implement proximityStateChanged.
So, (a) Google Mobile is using an undocumented API, and (b) to my knowledge, there is no way to duplicate the behavior of Google Mobile’s “just lift the phone to your ear to trigger the voice prompt” feature using only the public APIs in the iPhone SDK. Needless to say, using undocumented APIs violates the iPhone SDK Guidelines. A developer that plays by the rules cannot do what Google is doing.


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Internet Connectivity

Posted by MERONEPAL on 3:07 AM


Internet access is available when the iPhone is connected to a local area Wi-Fi or a wide area GSM or EDGE network, both second-generation (2G) wireless data standards. The iPhone 3G also supports third-generation UMTS and HSDPA 3.6, but not HSUPA networks, and only the iPhone 3GS supports HSDPA 7.2 AT&T introduced 3G in July 2004, but as late as 2007 Steve Jobs felt that it was still not widespread enough in the US, and the chipsets not energy efficient enough, to be included in the iPhone. Support for 802.1X, an authentication system commonly used by university and corporate Wi-Fi networks, was added in the 2.0 version update.



By default, the iPhone will ask to join newly discovered Wi-Fi networks and prompt for the password when required. Alternatively, it can join closed Wi-Fi networks manually. The iPhone will automatically choose the strongest network, connecting to Wi-Fi instead of EDGE when it is available. Similarly, the iPhone 3G prefers 3G to 2G, and Wi-Fi to either. Wi-Fi,
Bluetooth, and 3G (on the iPhone 3G) can all be deactivated individually. Airplane Mode disables all wireless connections at once, overriding other preferences.



The iPhone 3G has a maximum download rate of 1.4
Mbps in the United States. Furthermore, files downloaded over cellular networks must be smaller than 10 MB. Larger files, often email attachments or podcasts, must be downloaded over Wi-Fi (which has no file size limits). If Wi-Fi is unavailable, one workaround is to open the files directly in Safari.



Safari is the iPhone's native web browser, and it displays pages similar to its Mac and Windows counterpart. Web pages may be viewed in portrait or landscape mode and supports automatic zooming by pinching together or spreading apart fingertips on the screen, or by double-tapping text or images. The iPhone supports neither Flash nor Java. Consequently, the UK's Advertising Standards Authority adjudicated that an advertisement claiming the iPhone could access "all parts of the internet" should be withdrawn in its current form, on grounds of false advertising. The iPhone supports SVG, CSS, HTML Canvas, and Bonjour.



The maps application can access
Google Maps in map, satellite, or hybrid form. It can also generate directions between two locations, while providing optional real-time traffic information. During the iPhone's announcement, Jobs demonstrated this feature by searching for nearby Starbucks locations and then placing a prank call to one with a single tap. Support for walking directions, public transit, and street view was added in the version 2.2 software update. The iPhone 3GS can orient the map with its digital compass. Apple also developed a separate application to view YouTube videos on the iPhone, which streams videos after encoding them using the H.264 codec. Simple weather and stock quotes applications also tap in to the Internet.



iPhone users can and do access the Internet frequently, and in a variety of places. According to
Google, the iPhone generates 50 times more search requests than any other mobile handset. According to Deutsche Telekom CEO René Obermann, "The average Internet usage for an iPhone customer is more than 100 megabytes. This is 30 times the use for our average contract-based consumer customers." Nielsen found that 98% of iPhone users use data services, and 88% use the internet.

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Interface of mobile and iPhone

Posted by MERONEPAL on 3:00 AM

The interface is based around the home screen, a graphical list of available applications. iPhone applications normally run one at a time, although most functionality is still available when making a call or listening to music. The home screen can be accessed at any time by a hardware button below the screen, closing the open application in the process. By default, the Home screen contains the following icons: Messages (SMS and MMS messaging), Calendar, Photos, Camera, YouTube, Stocks, Maps (Google Maps), Weather, Voice Memos, Notes, Clock, Calculator, Settings, iTunes (store), App Store, and (on the iPhone 3GS only) Compass. Docked at the base of the screen, four icons for Phone, Mail, Safari (Internet), and iPod (multimedia) delineate the iPhone's main purposes. On January 15, 2008, Apple released software update 1.1.3, allowing users to create "Web Clips", home screen icons that resemble apps that open a user-defined page in Safari. After the update, iPhone users can rearrange and place icons on up to nine other adjacent home screens, accessed by a horizontal swipe. Users can also add and delete icons from the dock, which is the same on every home screen. Each home screen holds up to sixteen icons, and the dock holds up to four icons. Users can delete Web Clips and third-party applications at any time, and may select only certain applications for transfer from iTunes. Apple's default programs, however, may not be removed. The 3.0 update adds a system-wide search, known as Spotlight, to the left of the first home screen.


Almost all input is given through the touch screen, which understands complex gestures using
multi-touch. The iPhone's interaction techniques enable the user to move the content up or down by a touch-drag motion of the finger. For example, zooming in and out of web pages and photos is done by placing two fingers on the screen and spreading them farther apart or bringing them closer together, a gesture known as "pinching". Scrolling through a long list or menu is achieved by sliding a finger over the display from bottom to top, or vice versa to go back. In either case, the list moves as if it is pasted on the outer surface of a wheel, slowly decelerating as if affected by friction. In this way, the interface simulates the physics of a real object. Other user-centered interactive effects include horizontally sliding sub-selection, the vertically sliding keyboard and bookmarks menu, and widgets that turn around to allow settings to be configured on the other side. Menu bars are found at the top and bottom of the screen when necessary. Their options vary by program, but always follow a consistent style motif. In menu hierarchies, a "back" button in the top-left corner of the screen displays the name of the parent folder.

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Software of iPhone

Posted by MERONEPAL on 2:52 AM

The iPhone (and iPod Touch) run an operating system known as iPhone OS. It is based on a variant of the same Darwin operating system core that is found in Mac OS X. Also included is the "Core Animation" software component from Mac OS X v10.5 Leopard. Together with the PowerVR hardware (and on the iPhone 3GS, OpenGL ES 2.0), it is responsible for the interface's motion graphics. The operating system takes up less than half a GB of the device's total storage (4 to 32 GB). It is capable of supporting bundled and future applications from Apple, as well as from third-party developers. Software applications cannot be copied directly from Mac OS X but must be written and compiled specifically for iPhone OS.


Like the iPod, the iPhone is managed with iTunes. The earliest versions of iPhone OS required version 7.3 or later, which is compatible with Mac OS X version 10.4.10 Tiger or later, and 32-bit or 64-bit Windows XP or Vista. The release of iTunes 7.6 expanded this support to include 64-bit versions of XP and Vista, and a workaround has been discovered for previous 64-bit Windows operating systems. Apple provides free updates to iPhone OS through iTunes, and major updates have historically accompanied new models. Such updates often require a newer version of iTunes — for example, the 3.0 update requires iTunes 8.2 — but the iTunes system requirements have stayed the same. Updates include both security patches and new features. For example, iPhone 3G users initially experienced dropped calls until an update was issued.

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Mobile and it's hoistory

Posted by MERONEPAL on 4:21 AM


A mobile phone or mobile (also called cellphone and handphone, as well as cell phone, wireless phone, cellular phone, cell, cellular telephone, mobile telephone or cell telephone) is a long-range, electronic device used for mobile voice or data communication over a network of specialized base stations known as cell sites. In addition to the standard voice function of a mobile phone, telephone, current mobile phones may support many additional services, and accessories, such as SMS for text messaging, email, packet switching for access to the Internet, gaming, Bluetooth, infrared, camera with video recorder and MMS for sending and receiving photos and video, MP3 player, radio and GPS. Most current mobile phones connect to a cellular network consisting of switching points and base stations (cell sites) owned by a mobile network operator (the exception is satellite phones, which are mobile but not cellular).

A mobile phone, as opposed to a radio telephone, offers full duplex-communication, automatised calling to and paging from a public switched telephone network (PSTN), handoff (am. English) or handover (European term) during a phone call when the user moves from one cell (base station coverage area) to another. A mobile phone offers wide area service, and should not be confused with a cordless telephone, which also is a wireless phone, but only offer telephony service within a limited range, e.g. within a home or an office, through a fixed line and a base station owned by the subscriber.

The International Telecommunication Union estimated that mobile cellular subscriptions worldwide would reach approximately 4.1 billion by the end of 2008. Mobile phones have gained increased importance in the sector of Information and communication technologies for development in the 2000s and have effectively started to reach the bottom of the economic pyramid.

History

Analog Motorola DynaTAC 8000X Advanced Mobile Phone System mobile phone as of 1983

In 1908, U.S. Patent 887,357 for a wireless telephone was issued in to Nathan B. Stubblefield of Murray, Kentucky. He applied this patent to "cave radio" telephones and not directly to cellular telephony as the term is currently understood. Cells for mobile phone base stations were invented in 1947 by Bell Labs engineers at AT&T and further developed by Bell Labs during the 1960s. Radiophones have a long and varied history going back to Reginald Fessenden's invention and shore-to-ship demonstration of radio telephony, through the Second World War with military use of radio telephony links and civil services in the 1950s, while hand-held cellular radio devices have been available since 1973. A patent for the first wireless phone as we know today was issued in US Patent Number 3,449,750 to George Sweigert of Euclid, Ohio on June 10, 1969.

In 1945, the zero generation (0G) of mobile telephones was introduced. Like other technologies of the time, it involved a single, powerful base station covering a wide area, and each telephone would effectively monopolize a channel over that whole area while in use. The concepts of frequency reuse and handoff, as well as a number of other concepts that formed the basis of modern cell phone technology, were described in the 1970's; see for example Fluhr and Nussbaum , Hachenburg et. al. , and U.S. Patent 4,152,647, issued May 1, 1979 to Charles A. Gladden and Martin H. Parelman, both of Las Vegas, Nevada and assigned by them to the United States Government.

Martin Cooper, a Motorola researcher and executive is widely considered to be the inventor of the first practical mobile phone for hand-held use in a non-vehicle setting. Cooper is the first inventor named on "Radio telephone system" filed on October 17, 1973 with the US Patent Office and later issued as US Patent 3,906,166; other named contributors on the patent included Cooper's boss, John F. Mitchell, Motorola's chief of portable communication products, who successfully pushed Motorola to develop wireless communication products that would be small enough to use outside the home, office or automobile and participated in the design of the cellular phone. Using a modern, if somewhat heavy portable handset, Cooper made the first call on a hand-held mobile phone on April 3, 1973 to a rival, Dr. Joel S. Engel of Bell Labs.

The first commercial citywide cellular network was launched in Japan by NTT in 1979. Fully automatic cellular networks were first introduced in the early to mid 1980s (the 1G generation). The Nordic Mobile Telephone (NMT) system went online in Denmark, Finland, Norway and Sweden in 1981

In 1983, Motorola DynaTAC was the first approved mobile phone by FCC in the United States. In 1984, Bell Labs developed modern commercial cellular technology (based, to a large extent, on the Gladden, Parelman Patent), which employed multiple, centrally controlled base stations (cell sites), each providing service to a small area (a cell). The cell sites would be set up such that cells partially overlapped. In a cellular system, a signal between a base station (cell site) and a terminal (phone) only need be strong enough to reach between the two, so the same channel can be used simultaneously for separate conversations in different cells.

Cellular systems required several leaps of technology, including handover, which allowed a conversation to continue as a mobile phone traveled from cell to cell. This system included variable transmission power in both the base stations and the telephones (controlled by the base stations), which allowed range and cell size to vary. As the system expanded and neared capacity, the ability to reduce transmission power allowed new cells to be added, resulting in more, smaller cells and thus more capacity. The evidence of this growth can still be seen in the many older, tall cell site towers with no antennae on the upper parts of their towers. These sites originally created large cells, and so had their antennae mounted atop high towers; the towers were designed so that as the system expanded—and cell sizes shrank—the antennae could be lowered on their original masts to reduce range.

The first "modern" network technology on digital 2G (second generation) cellular technology was launched by Radiolinja (now part of Elisa Group) in 1991 in Finland on the GSM standard which also marked the introduction of competition in mobile telecoms when Radiolinja challenged incumbent Telecom Finland (now part of TeliaSonera) who ran a 1G NMT network.

The first data services appeared on mobile phones starting with person-to-person SMS text messaging in Finland in 1993. First trial payments using a mobile phone to pay for a Coca Cola vending machine were set in Finland in 1998. The first commercial payments were mobile parking trialled in Sweden but first commercially launched in Norway in 1999. The first commercial payment system to mimic banks and credit cards was launched in the Philippines in 1999 simultaneously by mobile operators Globe and Smart. The first content sold to mobile phones was the ringing tone, first launched in 1998 in Finland. The first full internet service on mobile phones was i-Mode introduced by NTT DoCoMo in Japan in 1999.

In 2001 the first commercial launch of 3G (Third Generation) was again in Japan by NTT DoCoMo on the WCDMA standard.

Until the early 1990s, following introduction of the Motorola MicroTAC, most mobile phones were too large to be carried in a jacket pocket, so they were typically installed in vehicles as car phones. With the miniaturization of digital components and the development of more sophisticated batteries, mobile phones have become smaller and lighter.

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Hardware and structure of iPhone

Posted by MERONEPAL on 5:23 AM
The touchscreen is a 9 cm (3.5 in) liquid crystal display (320×480 px at 6.3 px/mm, 160 ppi, HVGA) with scratch-resistant glass, and can render 262,144 colors. The capacitive touchscreen is designed for a bare finger, or multiple fingers for multi-touch sensing. Most gloves and styluses prevent the necessary electrical conductivity. The iPhone 3GS also features a new Fingerprint-resistant oleophobic coating.
The display responds to three sensors. A
proximity sensor deactivates the display and touchscreen when the device is brought near the face during a call. This is done to save battery power and to prevent inadvertent inputs from the user's face and ears. An ambient light sensor adjusts the display brightness which in turn saves battery power. A 3-axis accelerometer senses the orientation of the phone and changes the screen accordingly, allowing the user to easily switch between portrait and landscape mode. Photo browsing, web browsing, and music playing support both upright and left or right widescreen orientations. The 3.0 update added landscape support for still other applications, such as email, and introduced shaking the unit as a form of input. The accelerometer can also be used to control third party apps, notably games.
A software update in January 2008 allowed the first generation iPhone to use cell tower and Wi-Fi network locations
trilateration. despite lacking GPS hardware. The iPhone 3G and iPhone 3GS employ A-GPS, and the iPhone 3GS also has a digital compass.
The iPhone has three physical switches on the sides: wake/sleep, volume up/down, and ringer on/off. These are made of plastic on the original iPhone and metal on all later models. A single "Home" hardware button below the display brings up the main menu. The touch screen furnishes the remainder of the
user interface.
The back of the original iPhone was made of aluminum with a black plastic accent. The iPhone 3G and 3GS feature a full plastic back to increase the strength of the GSM signal. The iPhone 3G is available in black with 8 GB of space, and the discontinued 16 GB model was sold in either black or white. The iPhone 3GS is available in both colors, regardless of storage capacity.

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