Sep 30

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CoPilot Live [iTunes link] for North American roads is becoming the little engine that could. At only US$34.99 it is quickly adding new features, and in this latest update has added the coveted text to speech capability. For drivers, that means the nav app will say "turn left on Elm street" instead of "turn left just ahead".

Other new features include adding an iPhone-standard keyboard for entering destinations, instead of the one designed for the app (which was clunky). The maps have been updated, and the developer says there is better integration of the address book from the iPhone.

I took CoPilot for a drive. It acquired the GPS signal quickly and I was on my way. It looks like the POI database has been improved, and the text to speech worked as anticipated. It is a great addition, and even the TomTom still doesn't have that feature. Navigon and AT&T both have text to speech in their offerings.

I still find that the maps are way below the quality of every other navigator I have tested. Driving home it couldn't find my street so it just put me on some nearby street. That could be misleading to a driver at best, and dangerous at worse.

The developers say the maps will continue to improve, but maps are what navigation is all about and they need to be up to date. I've talked to some users of this software, and they say their region is very accurate, so it depends where you are.

At a fraction of the cost of the 'big boys' and with text to speech, CoPilot Live is becoming a very competitive driving companion.

User ratings continue to improve, and I think it is very worthwhile at the low cost (if the map coverage in your area is adequate). If you have your own experiences to share, we'd love to hear from you.



TUAWCoPilot Live navigates to more features originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 30 Sep 2009 16:30:00 EST. Please see our terms for use of feeds.

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Sep 30

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File this one under AYFKMWTS (are you freaking kidding me with this stuff?): a Gizmodo reader, aggravated with an unacceptably high rate of dropped calls on his iPhone, took it to a New York City Apple Store to have it checked for issues. The call dump statistics revealed a 22% drop rate on calls, which most of us would call "wicked awful" -- but not Apple and AT&T.

No, in this particular case the Genius told our hapless iPhone owner that he should count himself lucky, as Apple's baseline stat for dropped calls in NYC is a blistering thirty percent. Yes, almost one in three calls on an iPhone in the Big Apple will end with frustration, and that's just OK with everyone.

Well, not with us. Combined with the "five bars, no calls" dead zones and mysterious "call failed" issues, it must be said: this phone is not getting it done when it comes to the whole phone thing, at least on AT&T's network in the city that never sleeps. Or, for that matter, makes an uninterrupted cell call.

[via Engadget]

TUAWIf 30% is good enough for Apple in the App Store, it should be good enough for dropped calls on AT&T, right? originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 30 Sep 2009 15:30:00 EST. Please see our terms for use of feeds.

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Sep 30
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Sep 30

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One sign that the iPhone development world is starting to mature is that companies are beginning to build the infrastructure necessary for devs to enable push notification and in-app purchasing. Usually these functions require a developer to make a significant investment in server hardware and labor to set up and operate the push and/or purchase servers, as well as to write code to integrate those services into their apps.

I met with Tim Courtney and Chris Grove of KeyLimeTie yesterday at 360iDev in downtown Denver. Their company's new service, iLime, is a scalable solution consisting of highly reliable server infrastructure and a set of iPhone Application Programming Interfaces (APIs) that make it possible for iPhone developers to integrate Apple Push Notification Service (APNS) and in-app purchase easily.

iLime is making it very easy for small, independent developers to test the waters of push notification by making their APIs and server prowess available for free for up to the first 25,000 push messages each month. After that point, the service is charged on a per-push basis on a tiered pricing structure that makes higher volume more attractive. For in-app purchasing, iLime simply charges a flat US$0.05 fee for every content purchase made through their service.

iLime was first announced at iPhone Dev Camp in August. At 360iDev, iLime announced additional features and detailed documentation of the APIs. Courtney also noted that while there are only a handful of apps in the App Store at this time using iLime's services, several hundred iPhone developers have tested and used the services and they expect a significant number of iLime-enabled apps in the near future.

It's great to see KeyLimeTie making the investment in the virtual bricks and mortar that enable push notification and in-app purchasing, so more iPhone devs can take advantage of these iPhone OS features.

TUAW360iDev Denver: iLime building the infrastructure for push, in-app purchase originally appeared on The Unofficial Apple Weblog (TUAW) on Wed, 30 Sep 2009 13:00:00 EST. Please see our terms for use of feeds.

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