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Day one iphone app import macjournal
Day one iphone app import macjournal










day one iphone app import macjournal
  1. Day one iphone app import macjournal install#
  2. Day one iphone app import macjournal update#
  3. Day one iphone app import macjournal download#
  4. Day one iphone app import macjournal free#

At one point it was crashing for me on launch, endlessly, until I deleted it and re-installed. I’d sort of forgotten about it after the early demo back at the SDK announcement event in March, but one of today’s top downloads is an official AIM client from AOL - 43,226 downloads at this writing.

day one iphone app import macjournal

AOL’s AIM App, and Third-Party Prefs in the System-Wide Settings App Foolproof, almost - a very friendly conceptual design for typical users. What it means is that because you, the user, don’t manage anything at the file system level, iTunes and the iPhone OS take care of all of it for you. This doesn’t mean data files are stored within an application’s bundle - they’re not. Delete an app from the home screen and there’s no sign of it left behind.

Day one iphone app import macjournal install#

Further, apps are not able to install files in the system behind your back. When you delete an app from your phone, all of the files belonging to that app are deleted as well - preferences, data, support files - all of it is removed. SandboxingĮach app and its data are stored together, at least conceptually. You can also do this from iTunes, to re-download an app to your computer that you originally purchased on your iPhone.

Day one iphone app import macjournal download#

What you do is act like you’re buying it again - tap the app’s price, and the App Store will recognize that you’ve already purchased it and ask if you wish to download it again. The App Store UI doesn’t make this clear, but Apple describes it in this KBase article. If you accidentally delete an app you’ve bought, you can re-download it for free. (Apps purchased over the phone network - EDGE or 3G - are limited to 10 MB, but most apps are well under that.) Re-Downloads I even bought and downloaded an app over EDGE, no problem at all. Again, though, tomorrow - after the worldwide launch of the iPhone 3G and the 2.0 OS - will be the real test. Given the high daily traffic of the iTunes Store (for music and video), I’m not surprised, but the App Store seemed perfectly responsive all day long.

Day one iphone app import macjournal update#

And it’ll be interesting to see what happens tomorrow, after the iPhone 3G goes on sale in Europe and North America, and after (I presume) the iPhone 2.0 OS update is officially released for existing iPhone users. It’ll be interesting to see if Apple continues displaying these numbers going forward.

day one iphone app import macjournal

I suspect both the non-live updates and downward fluctuations are related to caching.

day one iphone app import macjournal

The download numbers don’t seem to be live, and a few developers who’ve been (understandably) obsessing over their numbers all day have told me that they’ve seen them fluctuate - both up and down.

Day one iphone app import macjournal free#

These numbers very well may change over time - for example, perhaps some users are treating the free ad-supported versions as the equivalent of demo versions, and, if they continue using and enjoying the apps, will spring for the paid premium versions in a few weeks. So the ratios are very similar: 48-1 for Exposure, and 42-1 for Twitterrific. As of this writing, here’s how the download counts look: Exposure The Iconfactory’s Twitterrific and Fraser Speirs’s Flickr client Exposure share a very similar model: both apps are available through the App Store in two forms: (a) a free version, supported by occasional ads from The Deck 1, and a paid ad-free version for $9.99. Second, for the handful of apps with free and paid counterparts, we can see how many people are willing to pay for the non-free versions. That’s $109,440 in revenue in under a day - about $76K for Sega, and $33K for Apple. As I type this, Sega’s Super Monkey Ball game has been downloaded 10,955 times, and costs $9.99. First, obviously, you can look at popular apps and figure out how much money they (and Apple) have made. This is interesting for a couple of reasons. These download numbers are not visible in iTunes - only in the App Store app. Given that the only way to download a non-free app is to buy it, it more or less puts sales figures out in the open. On the iPhone’s App Store app, at the bottom of the details page for every app is a downloads count. Observations regarding the App Store and some of the apps: Download Counts The App Store, Day One Thursday, 10 July 2008












Day one iphone app import macjournal