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Sunday, February 22, 2009

The Pomegranate Phone

Friday, February 20, 2009

Thursday, February 19, 2009

Apple rumored to buy up Flash Chips for iPhone 2009

From I4U -

A recent ThinkEquity Partners report claims Apple has bought all Samsung NAND Flash production until April. Buying components like Flash chips is done close to production to optimize cost. If Apple is having the iPhone 2009 produced now in the next couple of weeks a June release seems possible. A photo of what is supposed to be the backside of a new 16GB iPhone 2009 surfaced last week.

Tuesday, February 17, 2009

Casinos on alert for card counters using iPhones




From TUAW -

The Las Vegas Review-Journal reports that Nevada gaming authorities are warning casinos about gamblers using an iPhone app to count blackjack cards. (Card counting per se is not banned in Nevada, but the use of technology to count cards is a felony.)

But now iPhone apps like Card Counter or A Blackjack Card Counter has made it much easier to cheat. In particular, the latter's stealth mode use of vibration to alert the user when the time is right for a big bet makes it difficult for casino security to catch the user.

Saturday, February 14, 2009

Juice Pack Air is World's thinnest iPhone external Battery

From I4U News -

mStation | mophie has announced its juice pack air, the world’s thinnest apple-certified external battery for iPhone 3G. The rechargeable 1200 mAH lithium polymer battery housed in an ultra-thin case virtually doubles battery life and will be available world-wide this spring at Apple stores for $79.95 in Black, White, and Purple.

Tuesday, February 3, 2009

iPhone users account for 14% of mobile gaming downloads

From TG Daily -

Per market research firm comScore, smartphones, buoyed by the iPhone, now account for 60% of mobile devices utilized for download services. While the market average is a mere 3.8%, almost 33% of iPhone owners reported downloading a game in November. The market average is a mere 3.8%. Surprisingly the business-oriented Blackberry Curve also did well.

For November 2008 almost 8.5 million people downloaded games on their phones, represeting a 17% increase over the previous year. In addition, mobile games are now reaching a broader demographic, growing strong in both the teen and 35 and above age groups.