2011年11月16日 星期三

Five Tips For Getting iPhone Reviews


http://mobileorchard.com/five-tips-for-getting-iphone-reviews/


Five Tips For Getting iPhone Reviews

Guest author Jim Bernard is the General Manager of MarketWatch.com and an iPhone marketing enthusiast. He can be reached at bernard.jim at gmail.com
Even though Mobile Orchard does not review apps, we get a surprising number of product pitches. Some are quite brilliant, others almost embarrassingly bad. This got us thinking: what makes a successful pitch-email?
To find out, we asked the experts at 148AppsAppCraverappstoreapps.com, and apptism to share the tips and tricks of creating a really excellent pitch. There was significant consensus among these sites, summarized here in five easy suggestions:
1. Provide complete information. Regardless of how great your program is, reviewers will not go to the app store and search around to find it. Every email, website, video should include basic information such as the app name, your contact information, company name, and link to the app store page. This may seem like a basic tip, but reviewers report that it is common to get inquires that are lacking basic information. “If I have to ask for something, I probably wonʼt and just ignore the app,” says Jeff Scott at 148Apps.
2. Start with a great description. Lead your inquiry letter with a precise description of what your application does, what segment it belongs in (games, productivity, etc.) and why it is unique or interesting. “Keep it simple and to the point,” said Rob Libbey at apptism. “Show the facts and differentiators of your app in short concise bullet points or sentences.” Stay away from anything not related to your app — reviewers do not respond well to calls for sympathy or other gimmicks.
3. Include promotion code. Reviewers want a promotion code with your request for coverage. “Immediately provide a promo code for publishers to try the app hands-on,” suggests Libbey. Make it easy for them to write about your application by giving them a chance to try it right away. This may require a more selective set of places where you go for reviews, but better to get a few mentions than none.
4. Make a great video. A short video that shows your application in action is perhaps one of your best selling tools. It allows reviewers to get a sense of the graphics, sound and interaction in just a few seconds. Videos should be no longer than two minutes–if you hook the reviewer youʼll do it right away. Also, pay attention to production quality, especially sound, image clarity, etc. “Itʼs unfortunate, but I donʼt have time to download and test every app that comes out,” said Barbara Holbrook, Editor in Chief, at AppCraver. “A video takes just seconds to watch and can be the difference in whether an app gets a longer look.”
5. Put your best app forward. “Most important of all” says Holbrook, “make sure your app is polished and superior to the competition before submitting it to the app store or to publishers.” Many aspiring developers submit apps that are by their own admissions incomplete. Publishers report getting submissions that say, “I created this app in 5 minutes. Itʼs not very good but your feedback would be appreciated.” If you canʼt take time to polish your application, why should a reviewer take time to provide feedback and encouragement?
Holbrook summed up the chase between developers and review sites this way: “Crafting your email to an editor is like creating a profile on a dating site. You want to do everything possible to get that editor to ‘wink’ back at you. Profiles with photos get more winks, but profiles with videos that show personality get even more.”
Thanks to Jim Bernard for contributing this article. Have an article, or an idea for an article, that might interest our readers? Contact us!

2011年11月15日 星期二

OpenGL


OpenGL(全寫Open Graphics Library)是個定義了一個跨程式語言、跨平台編程介面(Application programming interface)的規格,它用於生成二維三維圖像。
這個介面由近三百五十個不同的函式呼叫組成,用來從簡單的圖元繪製複雜的三維景象。而另一種編程介面系統是僅用於Microsoft Windows上的Direct3D。OpenGL常用於CAD虛擬實境、科學視覺化程式和電子遊戲開發
OpenGL的高效實現(利用了圖形加速硬體)存在於Windows,很多UNIX平台和MacOS。這些實現一般由顯示裝置廠商提供,而且非常依賴於該廠商提供的硬體。開放原始碼函式庫Mesa是一個純基於軟體的圖形API,它的代碼相容於OpenGL。但是,由於許可證的原因,它只聲稱是一個「非常相似」的API。
OpenGL規範由1992年成立的OpenGL架構評審委員會(ARB)維護。
ARB由一些特別興趣於建立一個統一的普遍可用的API的公司組成。
根據OpenGL官方網站,2002年6月的ARB投票成員包括3DlabsApple ComputerATI TechnologiesDell ComputerEvans & SutherlandHewlett-PackardIBMIntelMatroxNVIDIASGISun MicrosystemsMicrosoft曾是創立成員之一,但已於2003年3月結束)。

擴充功能

當獨立廠商建立一種新技術時,OpenGL標準允許它們透過「擴充功能」的方法提供所擴充功能的功能。然後一個擴充功能就分成兩部分釋出:包含擴充功能函式原型的表頭檔和作為廠商的裝置驅動。每個廠商有一個用於命名它們的新函式和常量的字母縮寫。例如,NVIDIA的縮寫(「NV」)用於定義它們的專有函式「glCombinerParameterfvNV()」和它們的常量「GL_NORMAL_MAP_NV」。如果多於一個廠商同意實作相同的擴充功能功能,那麼就用縮寫「EXT」。進一步,架構評審委員會可能「祝福」這個擴充功能,那麼這就被稱為一個「標準擴充功能」,使用縮寫「ARB」。第一個ARB擴充功能是GL_ARB_multitexture。根據官方擴充功能提升路徑,多紋理不再是可選實作的ARB擴充功能,它已經是OpenGL 1.4以後的核心API的一部分。
幾個庫建立在OpenGL之上,提供了OpenGL本身沒有的功能:
特別是,OpenGL Performer庫——由SGI開發並可以在IRIXLinuxMicrosoft Windows的一些版本上使用,構建於OpenGL,可以建立即時視覺化模擬程式。
當開發者需要使用最新的OpenGL擴充功能時,他們往往需要使用GLEW或者是GLEE庫提供的功能,可以在程式的執行期判斷當前硬體是否支援相關的擴充功能,防止程式崩潰甚至造成硬體損壞。

[编辑]繫結

為了加強它的多語言和多平台特性,已經用很多語言開發了OpenGL的各種繫結和移植。最值得注意的是,Java3D庫已經可以利用OpenGL(另一個選擇可能是DirectX)作為它的硬體加速了。OpenGL官方網頁 [1] 列出了用於JavaFortran 90PerlPikePythonAdaVisual Basic的多個繫結。

[编辑]高階功能

OpenGL被設計為只有輸出的,所以它只提供渲染功能。核心API沒有窗口系統、音訊、列印、鍵盤/滑鼠或其他輸入裝置的概念。雖然這一開始看起來像是一種限制,但它允許進行渲染的代碼完全獨立於他執行的作業系統,允許跨平台開發。然而,有些整合於原生窗口系統的東西需要允許和宿主系統互動。這透過下列附加API實現:
另外,GLUT庫能夠以可移植的方式提供基本的窗口功能。

[编辑]歷史

OpenGL進化自(而且風格很相似)SGI的早期3D介面IRIS GL
IRIS GL的一個限制是它只能存取底層硬體提供的特性。如果圖形硬體不支援例如紋理對映這樣的功能,那麼應用程式就不能使用它。OpenGL透過在軟體上對硬體不支援的特性提供支援的方法克服了這個問題,允許應用程式在相對低配置的系統上使用高階的圖形特性。Fahrenheit項目是Microsoft和SGI之間的聯合行動,為了統一OpenGL和Direct3D介面的目的。它一開始提出了一些把規則帶給互動3D電腦圖形API世界的承諾,但因為SGI的財政限制,這個項目後來被放棄了。
2002年微軟的DirectX 9提出了全新的Shader繪圖功能以及高階著色語言 (HLSL),OpenGL霸主地位開始被瓦解。這使得3DLabs了解到必須開發全新的OpenGL 2.0版本,但僅加入支援GLSL的功能。2006年Khronos接手OpenGL,立刻著手發展Longs Peak與Mount Evans。2008年推出OpenGL 3,但評價普遍不高。
2010年3月10日, OpenGL同時推出了3.3和4.0版本,同年7月26日又釋出了4.1版本。2011年8月8日釋出4.2版本。