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Thinking About The New Mac Pro

Guy English of kickingbear writes:

 I don’t think Geekbench scores for this machine will be terribly meaningful. Benchmarks have the curse of trying to capture how a machine will perform under typical, or extreme, conditions. What they don’t do is give a broad perspective of the actual capabilities of the machine. They’re informed by history. If you do something new history will be less relevant.

Keep reading for the geeky bits.

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Markdown for the Blind

Steven Aquino, writing for TidBITS:

Markdown has changed my life for the better. Not only is it easier to work with than graphical interfaces given the limitations of my vision, but it has caused me to embrace plain text for nearly all of my documents. No longer do I have to work in bloated word processors with toolbars galore, or worry about rich-text formatting. Discovering Markdown has been liberating in the truest sense of the word.

It’s amazing how the same markup we use to simply make our lives easier when writing for the web can be used to empower a writer who is legally blind.

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On App Pricing and Sustainability

Ben Thompson, writing about Paper’s sustainability vs. success on the App Store:

By every visible measure, FiftyThree, the makers of Paper, are the definition of an app store success story, and this week they closed a Series A round of financing led by Andreessen Horowitz.

It’s easy to see this as a big endorsement of the App Store: startup creates a breakthrough product, gets noticed, gets funding, changes the world. And perhaps that’s the path FiftyThree is on.

But there’s another scenario that may be in play, and if I were Apple, this round of funding and FiftyThree’s plans going forward should be a yellow flag that the App Store may not be as strong as it could be.

Erica Ogg of GigaOm conversed with Impending’s Phill Ryu and FiftyThree’s CEO Georg Petschnigg earlier this week to talk about how developers are coping with App Store economics. The conversation takes us through Ryu’s thought process on deciding what’s fair to the customer while ensuring his company is able to continue developing Hatch, the soon-to-be-launched app his team has been working on for the past months. Petschnigg’s opinion on the matter is that one-time paid apps are limiting.

“In-app purchase is a tremendous opportunity to offer something (like how a) chef only puts what people want to eat on a menu, we see in-app purchase as a mechanism for paring down the feature set and offering up what people want to buy,” he told me. “It keeps the software footprint small and efficient. And from a design perspective it’s incredibly liberating.”

FiftyThree has been one of the most transparent high profile developers in the industry, often sharing what goes into the development of each of their new features on their blog. FiftyThree, starting with just five employees, has grown into a team of twenty two, becoming “a workshop for re-imagining common digital tools.” The company has made money by charging for tools through in-app purchases, but Ben points out that alone doesn’t appear to be sustainable given their quick growth. What Paper is now working on aren’t just new tools for Paper, but hardware and services that have the potential to bring in more revenue outside of the App Store.

Ben also highlights some of the core problems facing the App Store today, given customer’s expectations of value and price from a previous article on Adobe’s subscription model.

There is so much more Apple (and the other platform owners) could be doing to improve this situation; paid updates and app-store supported subscriptions (beyond Newsstand) would be great places to start.

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iOS 7 and Virtua Fighter

Then one day, on a trip to my local arcade, I saw something completely new: Virtua Fighter. The first ever 3D fighting game sacrificed a lot of visual detail in order to achieve real depth rendered via multiple polygons on a projected z-axis.

When I first saw Virtua Fighter I was not impressed. The graphics were terrible compared to my favourite at the time, the also just released Mortal Kombat II, but it was the start of a new era that still continues today: the vast majority of new videogames are first or third-person perspective 3D.

James Russell has come up with an interesting analogy for Apple’s prioritization of depth in iOS 7 (and, as an old-time watcher of the Nintendo vs. Sega wars, one that I can understand and reminisce).

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Instagram Video

Today, Instagram has officially introduced video. With a new camera interface, users can now take videos up to 15 seconds long, choose between 13 custom filters, and post quick videos alongside photos in the main Instagram feed. Videos can be viewed on the web and through the just-updated iPhone app; third-party apps with access to the Instagram API, like Tweetbot, will have to be updated to support inline video viewing.

Video on Instagram is obviously reminiscent of Vine, Twitter’s service for 6-second videos. While there was no explicit mention of Vine at Instagram’s press event, it was clear that founder Kevin Systrom was presenting a product aimed at doing mobile video sharing better than Vine – which has been growing but isn’t quite as mainstream as Instagram is. For the past couple of years, finding the “Instragram for video” has been a recurring theme on the Internet, and I find it curious that Instagram decided to tackle this just when Vine was starting to take off.

The 4.0 update to the iOS app is nicely built and put together. I like how video capture sits right next to the standard camera interface (you can tap a button or swipe to access it), and I also appreciate the options to delete clips (portions of a video) and choose a cover thumbnail – two features that I always wanted to see in Vine. Instagram is setting a minimum duration for videos, which is displayed through segments in the video interface’s progress bar.

I do wonder if, with the addition of video, some of Instagram’s immediacy has been lost. Three years ago, when I first reviewed Instagram for iPhone, I predicted how it would become a new paradigm for camera apps. While the Instagram team has tried to keep the new experience as simple as possible, there is an intrinsic complexity about video that will likely be frowned upon by Instagram purists – this is exemplified by Instagram’s approach to video editing, which only allows you to delete entire clips and not individual frames. And Instagram’s upload speed, a marquee tenet of photo sharing, will inevitably be affected by videos.

Overall, from what I’ve seen so far, I think Instagram for video is polished and nice – an obvious addition perhaps, but it’ll be popular in the short term. It’ll be interesting to see how much Instagram’s nature and community will change with videos.

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Quantifying the iTunes Video Store

Horace Dediu of Asymco writes,

Apple states that the movie download rate is 350k/day. My estimate  was only about 126k/day.

As a result, my new estimate for the rate of spending on iTunes video is about $1.75 billion/yr. This is much more substantial than prior estimates mainly because movies are much more valuable. A tripling of the download rate shows up as a significant rise in the profile of video vis-à-vis the other media types.

Apps, music, and software are still king, but video on demand is still a growing source of revenue for Apple.

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