Senin, 01 Juli 2019

Samsung CEO calls Galaxy Fold launch failure “embarrassing” - Ars Technica

According to Samsung, the Galaxy Fold was supposed to be revolutionary. The futuristic $2,000 phone was positioned as the first foldable smartphone from a major manufacturer, allowing Samsung to leverage its display leadership into a hybrid phone/tablet device that no one else could produce. The Galaxy Fold's early media-review period was a disaster, though, with social media quickly filling with photos of dead and dying Galaxy Folds. After several phones died in the hands of reviewers, Samsung was forced to cancel the launch, and many pre-orders were refunded.

That was all in April. Now it's July, and there's still no sign of the Galaxy Fold actually making it to market. Speaking to The Independent, Samsung Electronics CEO DJ Koh gave the press an update on the device, though there is still no firm re-launch date.

Speaking of the Galaxy Fold launch, Koh said, "It was embarrassing. I pushed it through before it was ready." For now, Koh says the company is "in the process of recovery" and doing lots of testing. "At the moment," Koh said, "more than 2,000 devices are being tested right now in all aspects. We defined all the issues. Some issues we didn't even think about, but thanks to our reviewers, mass volume testing is ongoing."

As for why the Galaxy Fold was rushed to market so quickly, there's a good chance that Samsung was caught off-guard by its competition and wanted to beat everyone else to the foldables market. Samsung probably didn't envision having to fight anyone for the first foldable-smartphone launch. Samsung is the undisputed leader in smartphone display technology, and the company spent six years and a $130 million dollars to make foldable displays a reality. Samsung alleges that its folding display technology was stolen, though, and sold to two unnamed Chinese companies.

Elsewhere in the market, two Chinese companies, Huawei and its display supplier BoE, have been the closest to beating Samsung to a foldables launch. The Huawei Mate X was announced just days after the Galaxy Fold, with a bigger screen and an even more futuristic design. With Samsung's foldable-display exclusivity evaporating, the theory is that the company chose to rush the Galaxy Fold out the door with inadequate testing.

Koh still sees a Galaxy Fold relaunch on the horizon, with The Independent quoting him as saying, "The last couple of weeks I think we defined all of the issues and all of the problems we couldn't find [before sending to reviewers]."

When asked when the Galaxy Fold would actually come out, Koh only said, "In due course. Give us a bit more time."

Listing image by Mark Gurman

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https://arstechnica.com/gadgets/2019/07/samsung-ceo-calls-galaxy-fold-launch-failure-embarrassing/

2019-07-01 19:28:00Z
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OpTic CoD players revolt after LA franchise announcement - Dexerto

While the initial announcement that OpTic Gaming would be claiming the Los Angeles spot in the newly franchised Call of Duty League seemed to be a positive one, the reactions from members of the organization have painted a different picture. 

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When Immortals Gaming Club bought out OpTic Gaming’s parent company Infinite Esports, they made it clear that they would be holding onto the OpTic Gaming name in Call of Duty, but it appears that the members that make up that team will be much different than what fans have come to know and love.

After the announcement on July 1 that OpTic Gaming had secured one of the first seven city-based franchises in the new CWL structure, names that are near synonymous to the Greenwall brand reacted in disbelief, indicating that all is not what it seems with the announcement. 

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The official announcement from OpTic was quickly overshadowed by rumblings made by the likes of Hector ‘H3CZ’ Rodriguez, CoD team veteran Ian ‘Crimsix’ Porter, and Seth ‘Scump’ Abner.

The messages seems to indicate that while the OpTic brand is getting set for a new chapter in its CoD history, it could be without some key members of the organization.

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How did it get to this point?

There’s been a massive cloud of confusion surrounding the legendary OpTic name as soon as IGC came into the picture.

A report had surfaced that H3CZ was in a bidding war for Infinite Esports, but was ultimately overcome by IGC. It was later revealed by an ESPN report that ICG had won the right to buy Infinite “for cash and equity worth $35 to $45 million.”

In fact, H3CZ later revealed that he “remains a shareholder” within OpTic, but hadn’t given a comment to the extent of involvement within the team after the buyout.

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After the buyout, the new leadership in OpTic gave an encouraging message about the CoD team which isn’t sitting too well with fans at the moment.

“Clearly OpTic is a premier Call of Duty brand,” said Peter Levin, Managing Director of Griffin Gaming Partners and Chairman of the IGC Board of Directors. “We are excited to work with our partners at Activision Blizzard to ensure that OpTic continues to play that leading role in Call of Duty's future.”

Fans and org members alike have been battling to keep OpTic largely unchanged, but it looks like it’ll soon be all for naught with the latest reactions to franchising.

Such negative reactions from the biggest OpTic Gaming members seems to indicate that while Immortals will use the OpTic Gaming name for the 2020 Call of Duty League, they will not be holding on to the current roster. 

Dexerto has reached out to OpTic members for further comment.

Disclaimer: Hector 'H3CZ' Rodriguez is a minority shareholder in Dexerto Ltd.

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https://www.dexerto.com/call-of-duty/optic-cod-revolt-la-franchise-announcement-765789

2019-07-01 18:36:00Z
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Apple offers free repairs for faulty 2018 MacBook Air logic boards - Engadget

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Some owners of Apple's current-generation MacBook Air might be due for a free but important fix. Reports from 9to5Mac, AppleInsider and MacRumors indicate that Apple has found a logic board problem with a "very small number" of MacBook Air units that will warrant free repairs for up to four years after the original purchase date of a given machine. The company hasn't detailed the nature of the issue or added the Air to its official repair extension page, but the symptoms can include "power," according to 9to5Mac.

Apple is reportedly notifying affected customers by email.

We've asked Apple for comment. The low-key nature suggests this isn't a widespread problem, but the timing is less than ideal. It comes days after Apple recalled some older MacBook Pros over battery issues, and weeks after the company made MacBook keyboard repairs a higher priority. Still, it's good to know that Apple is tackling these issues directly instead of leaving customers to wonder (and in some cases pay out of pocket).

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https://www.engadget.com/2019/07/01/apple-macbook-air-logic-board/

2019-07-01 15:29:10Z
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Samsung launches Bixby Marketplace in the US, here is how it works - Phone Arena

Samsung is not giving up on Bixby, on the contrary, the South Korean giant is spending more resources to make it more user-friendly and customizable. Many of Samsung's smartphones launched recently come with a dedicated Bixby key, which will now come in handy for those living in the United States.

The Bixby Marketplace has just opened its virtual doors for users in the US and South Korea, an event meant to offer Bixby users rich customization options. Samsung's digital assistant has been designed to learn your habits while using your phone, and then suggest various actions and tasks that, in theory, will help you get things done faster.

The newly revealed Bixby Marketplace offers users access to a plethora of capsules that will help them customize their mobile experience. Among these so-called capsules, Samsung mentions Google Maps, Spotify, iHeartRatio, NPR, and Yelp, but there are more listed in the marketplace.

Now, if you have a Samsung smartphone with a Bixby dedicated key, click it to access Bixby Marketplace. Once the main page is launched, you can swipe left to get to the Bixby Marketplace and find whatever you're looking for.

These capsules are organized by categories like Business and Finance, Productivity, Shopping, Sports and so on, but you can search by name, developer or keyword. Simply tap on the capsule to add it to your phone and start using it. If you have more than one capsules installed for similar tasks, you can set a “preferred capsule” for certain types of requests.

Moreover, if you have a preferred service provider, you can set it as favorite and the capsule will only offer you options from your preferred service provider without you having to mention the capsule name.

Samsung is trying to compete with Google Assistant and Amazon Alexa, and Bixby Marketplace lays the foundation for a new ecosystem that the South Korean company plans to continue to expand in the coming months with the help of developers and users alike.

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https://www.phonearena.com/news/Samsung-Bixby-Marketplace-launch_id117189

2019-07-01 13:56:31Z
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T-Mobile 5G network first impressions and speed tests - The Verge

T-Mobile’s 5G network is now up and running in several US cities. This initial phase of the carrier’s 5G strategy uses the same sort of high-frequency millimeter wave network tech as Verizon, resulting in download speeds that far exceed what LTE phones can reach today. The biggest problem with millimeter wave is range: to cover a whole city, you need to have 5G nodes — the things that beam out the millimeter wave signal — all over the place. In Verizon’s case, things are still spotty. As I keep saying, 5G speeds are there on one street and gone the next. Walls and windows are also fatal for millimeter wave, so it doesn’t extend indoors.

T-Mobile says it will overcome these challenges by augmenting the millimeter wave side of its 5G network with low-band 600MHz spectrum. The latter won’t offer the same mind-blowing download rates, but low-band spectrum covers much more ground and can actually make it into buildings.

T-Mobile and Sprint are pushing for their merger so hard, partially because they believe they’ll be able to build a best-in-class 5G network by combining the best of their spectrum assets. (Sprint is currently rolling out 5G right overtop its LTE network and offers far more extensive coverage than its rivals because it’s not using millimeter wave.)

But let’s talk about how T-Mobile is doing out of the gate: pretty good. Below is a sample of the 5G speeds that I saw on T-Mobile around New York last Friday. Disregard the “LTE” icon to the left of each test, as the bulk of these were done on 5G; the Speedtest app just doesn’t yet recognize that. As you can see, the peak speeds are about half as fast as the best tests I got in Chicago when trying out Verizon’s network. But it’s still a clear jump from LTE when you’re in that 400 / 500 Mbps range. I downloaded Spider-Man: Into the Spider-Verse in about two minutes at “high” video quality from Netflix. A long Spotify playlist of over 100 songs took 15 seconds to finish up at “extreme” audio settings. In real world scenarios — even before it aids self-driving cars and makes cloud gaming more responsive — 5G will prove convenient in a pinch when you need to download something in a hurry before a flight or underground train. (Uploads, however, are still using only the 4G network for now, as is also the case with other carriers.)

It’s not winning at speed, but for now, T-Mobile can at least claim that it’s faring a little better at coverage. The carrier’s map would have you believe it’s done an impressive job of blanketing sections of New York with 5G. My real-life experience didn’t quite match that. In sections of the Financial District of Manhattan near The Verge’s office, I’d see the 5G indicator but get typical LTE download speeds. On other streets where T-Mobile’s map glowed pink to indicate 5G coverage, the phone only displayed 4G when downloading content from Netflix or Prime Video.

I saw T-Mobile’s 5G nodes on top of many smaller buildings scattered around Manhattan. And it did pay off: the Samsung Galaxy S10 5G held on to 5G on the move noticeably better than it did on Verizon’s 5G network in Chicago. I didn’t feel as though I had to freeze in place whenever I found a 5G signal to get those speedy downloads. But I’m not sure how accurate this coverage map is...

There’s one wild card here: it was an extremely hot day in New York City on Friday, with a high temperature of over 90 degrees. Samsung designed the Galaxy S10 5G to fall back to 4G LTE whenever it gets overheated. Running multiple back-to-back speed tests and downloading entire movies is a surefire way to warm up a 5G device. So I can’t be sure whether some of the situations where I only saw 4G when I was expecting 5G were due to the network or the phone itself.

Rubbing the S10 5G on my iced coffee helped keep it cool, but it was a rough environment for testing a phone. Unfortunately, Samsung limited press to just a few short hours with the device, even though it’s available in stores right now. As a result, we all walk away with an imperfect view of T-Mobile’s early 5G network — even if T-Mobile itself admits this is only stage one. It’s off to an impressive start in New York, though the patchy nature of millimeter wave is more evident when you look at T-Mobile’s other launch markets like Las Vegas and Dallas. Not great.

T-Mobile past buildout investments in NYC are paying off for the first round of 5G deployment, but elsewhere, the carrier is facing the same there-and-gone-again challenges as Verizon. Even if you’re in NYC, buying the Galaxy S10 5G on T-Mobile seems a little silly. It’ll only ever be able to take advantage of that millimeter wave part and won’t support the 600MHz 5G band when T-Mobile starts rolling that out later this year. Other phones coming in the second half of 2019 should be optimized for both, but I still think we’re at a place where your next phone upgrade won’t (and shouldn’t) be a 5G device. Your phone after that is a different story.

Photography by Chris Welch / The Verge

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https://www.theverge.com/2019/7/1/19102891/tmobile-5g-network-launch-test-speeds-impressions-samsung

2019-07-01 12:55:20Z
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OnePlus admits it sent bizarre notifications to OnePlus 7 Pro owners - Engadget

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Owners of OnePlus 7 Pro phones have randomly received several weird notifications, causing consternation and concerns about security.

The two alerts, which showed up on phones on Monday morning, were strings of Chinese characters and random letters, as first reported by The Verge. When users tapped on the notifications, the phone would receive an error message saying "browser not found."

Many OnePlus 7 Pro owners took to Twitter to question the strange notifications and whether they represented a security issue.

OnePlus confirmed the issue in a tweet and insisted it was not a security breach but an accident caused by internal testing. "During an internal test, our OxygenOS team accidentally sent out a global push notification to some OnePlus 7 Pro owners," the company tweeted. "We would like to apologize for any difficulties, and assure you that our team is currently investigating the error."

There are no further details yet on what caused the error, but users can rest assured that it was a minor mistake.

Source: The Verge
In this article: gear, mobile, oneplus, oneplus 7 pro
All products recommended by Engadget are selected by our editorial team, independent of our parent company. Some of our stories include affiliate links. If you buy something through one of these links, we may earn an affiliate commission.
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https://www.engadget.com/2019/07/01/oneplus-7-pro-notifications/

2019-07-01 12:29:48Z
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Catalyst deep dive: The future of Mac software according to Apple and devs - Ars Technica

Twitter returns to the Mac via Apple's Project Catalyst.
Enlarge / Twitter returns to the Mac via Apple's Project Catalyst.
Apple

SAN JOSE, Calif.—When Apple revealed macOS Catalina at WWDC this month, one related announcement drew considerable interest from Mac users and developers alike: a new way to turn iPad apps into fully native Mac apps.

Dubbed Project Catalyst, it promised to increase the number of quality native apps on the Mac platform by leveraging developers' existing work in the arguably more robust iOS (and now, iPadOS) app ecosystem. But it does raise questions: what does this mean for Mac users' future experiences? Will this change the type of software made for Macs? Is Apple's ecosystem a mobile-first one?

Then there are developer concerns: is Catalyst just a stepping stone to SwiftUI? What challenges can devs expect when adapting their iPad apps for the Mac?

Ars spoke with key members of the Apple team responsible for developing and promoting Project Catalyst, as well as with a handful of app developers who have already made Mac apps this way. We asked them about how Catalyst works, what the future of Apple software looks like, and what users can expect.

The Mac is a popular platform among developers, creatives, and beyond. But while the iPhone and iPad App Store have thrived as one of the industry's most vibrant software ecosystems, the Mac App Store hasn't gained the same level of traction or significance, despite the presence of powerful applications that are not available on mobile.

Apple seeks to funnel some of its success with the iOS App Store over to macOS using Catalyst. We'll go over how developers use what Apple has built step-by-step, as well as what challenges they faced. And we'll share Apple's answers to our questions about how the company plans to maintain a high standard of quality for Mac apps as an influx of mobile-derived apps hits the platform, what Apple's long-term plans for cross-platform apps across the entire ecosystem look like, and more.

Before we get started, here's a list of the Apple representatives and third-party app developers we spoke with for this deep dive:

  • Todd Benjamin, Apple's senior director of marketing for macOS
  • Ali Ozer, Apple's Cocoa engineering manager who worked on the Catalyst project
  • Shaan Pruden, Apple's senior director of partner management and developer relations
  • Manu Ruiz, an engine software engineer at Gameloft who worked on bringing the iPad game Asphalt 9: Legends from iPad to Mac
  • Alex Urbano, a graphics engineer at Gameloft who also worked on the Mac version of Asphalt 9: Legends
  • Rich Shimano, an iOS developer at TripIt, a travel app that was brought natively to the Mac using Catalyst
  • Nolan O'Brien, Twitter's senior staff software engineer who used Catalyst to bring Twitter back to the Mac

Let's dive in.

Table of Contents

An introduction to Project Catalyst

Bloomberg reported way back in December 2017 that Apple was working on a project that would make developing apps for both macOS and iOS side-by-side easier. We learned at WWDC this year that one major component to that push is called Project Catalyst, which enables porting iPad apps to the Mac relatively quickly.

App developers can start doing this now with the beta version of Xcode, the development environment Apple maintains for making apps for its various platforms. To much fanfare on the WWDC stage, Apple claimed developers simply need to open their iPad app project in Xcode and click a single check box to be able to build a Mac app. Of course, it won't always be quite that simple—but it's closer than you might think.

The idea is to handle some of the difficult aspects of porting a mobile app to the desktop—like moving from a touch-based interface to a mouse-pointer-based one—automatically and quickly so developers can jump right into adding desktop-specific features where desired.

Here's what Apple's developer site says about it:

Mac app runs natively, utilizing the same frameworks, resources, and runtime environment as apps built just for Mac. Fundamental Mac desktop and windowing features are added, and touch controls are adapted to the keyboard and mouse. Custom UI elements that you created with your code come across as-is. You can then continue to implement features in Xcode with UIKit APIs to make sure your app looks great and works seamlessly.

Note that this is not emulation we're talking about; Apple instead sought to make it possible to build native applications for both the Mac and the iPad from the same Xcode project.

Apple dedicated multiple sessions at WWDC to educating developers on its efforts and what it considers to be the best practices for adapting iPad apps for the desktop. Todd Benjamin, senior director of marketing for macOS, explained to Ars why Apple has decided to make this a priority now:

We're at a stage at this point now where developers have fully developed iPad apps, and there's a great opportunity to take the work that they've done there, which not only leverages what they had done on iOS, but also takes advantage of screen space and some things that we can leverage nicely as we bring them over to the Mac.

Senior director of partner management and developer relations lead Shaan Pruden added:

[Developers'] customers had been asking them for a Mac version because they have a big install base on the iPad, and they just didn't feel like they had the wherewithal to spin up a whole other development team and do a port.

And why go from iPad to Mac instead of the other way around? "We have millions of apps out there for the iPad," Apple Cocoa engineering manager Ali Ozer, who worked directly on making Catalyst a reality, told Ars. "So there's a direction which makes more sense, at least when it comes to enabling developers."

Critically, bringing iPhone apps over to macOS is not what Catalyst does—they have to be iPad apps. This might seem surprising: the iPhone has one of the most robust software ecosystems in the world, whereas the iPad is mostly a subset of that. There are some iPad apps that aren't on the iPhone, yes, but there are countless iPhone apps that aren't on the iPad.

Benjamin said Apple made that decision because it's a more natural transition to bring an app from the iPad over to the desktop than it is to adapt an iPhone app over:

Just design-wise, the difference between an iPad app and an iPhone app is that the iPad app has gone through a design iteration to take advantage of more screen space. And as you bring that app over to the Mac... you have something that's designed around that space that you can work with and that you can start from.

Ozer noted that the move is also about pre-empting user concerns about mobile ports spilling into the desktop even though the ports aren't appropriate for the platform. "This is one way of making developers aware that an iPhone app in its current form might not be the right design," he said.

How it works

Many of the frameworks developers use to create apps for the iPad and the Mac are similar. Part of what Apple did here was bridge the differences that previously existed between the iPad and Mac versions of shared development frameworks. But the biggest gap is that between the UI frameworks.

Developers build user interfaces and functionality of iPad apps using the UIKit framework. Meanwhile, the Mac has a framework called AppKit that does many of the same things. Previously, Mac apps could not run apps made using UIKit, and iOS devices could not run apps made using AppKit. Even if a developer could reuse some pieces of their iPad apps when building Mac versions, doing so took a considerable amount of additional work.

When viewing their iPad project in Xcode, a developer can check a box to select the Mac as a supported device. After that's done, Xcode makes the following changes to the project, according to Apple's documentation:

  1. Adds a bundle identifier for the Mac version of your app.
  2. Adds the App Sandbox Entitlement to your project. Xcode includes this entitlement in the Mac version of your app, but not in the iOS version.
  3. Adds My Mac to the list of destinations that you can choose when running your app from Xcode.
  4. Excludes incompatible frameworks, app extensions, and other embedded content.

Barring any errors, the developer should then be able to deploy a basic version of their app for the Mac. The following Mac-specific features should automatically be part of the new Mac version, Apple says:

  • A default menu bar for your app.
  • Support for trackpad, mouse, and keyboard input.
  • Support for window resizing and full-screen display.
  • Mac-style scroll bars.
  • Copy-and-paste support.
  • Drag-and-drop support.
  • Support for system Touch Bar controls.

From this point, the developer can add menu-bar items, apply translucency to the primary view controller, display and populate a preferences menu, add hover events, and so on.

Some frameworks are available on one platform but not another—for example, ARKit is not available on the Mac, so a developer porting an app that uses ARKit to deliver augmented reality experiences will want to consider that. In some cases, code pertaining to features and frameworks not present on the target device will automatically not be used.

In other instances, developers can, of course, use conditional logic in their code to deliver different experiences and functionality based on which device the software is running on. Apple, however, intended for that approach to be reserved for cases where functionality is simply not available on a certain device but is desired on another.

"We'd like them to use conditionals as little as possible because, you know, conditionals are different code paths that you have to worry about," explained Ozer. "And I think that the things we've tied to conditionals are APIs and features that are really very much Mac-only."

Apple says that many of the developers building the first third-party Catalyst apps managed to get an acceptable build running on the Mac within 24 hours. But each faced some challenges unique to each app.

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https://arstechnica.com/gadgets/2019/07/catalyst-deep-dive-the-future-of-mac-software-according-to-apple-and-devs/

2019-07-01 11:30:00Z
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