iTunes 10.5 beta for mac is 64bit!


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The above post mentions the stoplight position.

If you mean a few posts above, it only says what is, it doesn't explain what happened to 10.4

My guess is they skipped it so that iOS 5 and iTunes 10.5 will all coincide. And they'll update iOS a few times real fast, so that you have iOS 7, iTunes 10.7, and OS X 7

That's why Astra.Xtreme said "posts" not "post".

Anyway my guess is that:

  • iTunes 10.4 will be released to the general public in July to bring improved Mac OS X Lion compatibility (basically the interface changes we see today in the iTunes 10.5 beta).
  • iTunes 10.5 will stay as it is (for developers only) and will be updated as iOS 5 development progresses. Whether they call the next version iTunes 10.5 beta 2 or simply 10.5.1 (beta) remains to be seen.
  • By the time new iPods and iOS 5 are released iTunes 10.5 will be rebranded to iTunes 11 with additional features and of course a new interface that breaks consistency with Mac OS X Lion.

Link to the featured Lion wallpaper from the keynote.

http://cl.ly/7NrV

Which has what to do with iTunes? Better off posting it in the Mac OS X Lion Discussion thread.

https://www.neowin.net/forum/topic/947186-mac-os-x-lion-discussion/page__st__1500

Windows uses an entirely different UI and architecture that do not support scroll bars that are hidden by default.

You're forgetting the fact that iTunes doesn't use a native interface on Windows. If Apple wanted to they could add Mac OS X Lion-like scrollbars to iTunes for Windows. iTunes 4, 5 and 6 for Windows had the exact same Aqua scrollbars as seen in Mac OS X, including the ripple effect that can't be duplicated in the rest of Windows.

Yes, [its 64-bits version is] Mac OS X Lion only at this point.

Why? They could have taken Lion?s version of iTunes and remove the Full screen option?

So this app is still and always going to be, as we say in French, a giant gas plant? If it?s Cocoa on Snow Leopard, it?s transparent for me, because I don?t realize it. Not faster, not slower.

Let?s hope for the first optimized version of iTunes ever released in September 2011.

So this app is still and always going to be, as we say in French, a giant gas plant? If it?s Cocoa on Snow Leopard, it?s transparent for me, because I don?t realize it. Not faster, not slower.

Cocoa doesn't automatically make something faster, and large parts of iTunes have been in Cocoa for a while.

Unless they've allowed for Carbon applications to be 64-bit in Lion, this must mean iTunes is running on AppKit.

Cocoa doesn't automatically make some faster, and large parts of iTunes have been in Cocoa for a while.

Unless they've allowed for Carbon applications to be 64-bit in Lion, this must mean iTunes is running on AppKit.

From what I have read, a well written Carbon application was equal to a well written Cocoa application back in the time. Now, Apple has stopped supporting Carbon APIs since Leopard?s release, so I believe Cocoa APIs have been upgraded so much since then that it?s not even worth thinking about making anything in Carbon.

If, for a reason or another, a well written Carbon app is still equal to a well written Cocoa app, does that mean there is absolutely no hope for iTunes? I mean, I wouldn?t believe it if Apple, the inventors or Carbon, wouldn?t have programmed iTunes correctly, so let?s all assume it?s a well written Carbon application at the moment. So if they change it to Cocoa and still give us a well written application, it should remain the same? It?s really absurd to me? :blink:

?

On another note, video playback in iTunes has always been absolutely broken and horrid.

  • As opposed to the engine which powers it, QuickTime X, is incredibly slow.
  • It?s limited to specific video formats no matter if QuickTime is able to play them with the help of Perian or not.
  • When we hover onto a video to show the controls, it adds a small black border on the left and right of the video for no reason.
  • Enlarging videos has no transition, and making a video full-screen neither. However, making it full-screen gives us a nice graphical glitch.
  • Unlike the way they let us manage music libraries with tens of thousands of tracks, it?s impossible to manage much more than 100 videos on that thing.

From what I have read, a well written Carbon application was equal to a well written Cocoa application back in the time. Now, Apple has stopped supporting Carbon APIs since Leopard?s release, so I believe Cocoa APIs have been upgraded so much since then that it?s not even worth thinking about making anything in Carbon.

If, for a reason or another, a well written Carbon app is still equal to a well written Cocoa app, does that mean there is absolutely no hope for iTunes? I mean, I wouldn?t believe it if Apple, the inventors or Carbon, wouldn?t have programmed iTunes correctly, so let?s all assume it?s a well written Carbon application at the moment. So if they change it to Cocoa and still give us a well written application, it should remain the same? It?s really absurd to me? :blink:

iTunes is just not a well-written application, period. If it were a well-written Carbon application, we wouldn't be complaining (except for some UI inconsistencies).

Final Cut Pro was Carbon up until FCX (which isn't out yet), but it still ran pretty well, and that's with QuickTime 7 backing it.

iTunes is just not a well-written application, period.

As I said up above, I cannot conceive that Apple themselves, the creators of Carbon, would throw us a badly programmed Carbon application, especially when iTunes is not some random app throw in the corner. This is by far the most used application in the entire OS X ecosystem, so you can't joke with it. Yet what do they do since the beginning?

That would be as bad as if Nintendo threw us games with a bad usage of their Wiimotes.

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    • Hello, Hope all is well. I am in UK.  
    • I'm not happy with myself for it, but I've gone and got hold of it. Just another 45 minutes and I'll be Bond, James Bond. In my defence, IO's Hitman series is awesome, and I'm a sucker for 007. So while it might seem a bit simplified compared to Hitman, I'm sure I'll be right at home.
    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. 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Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. 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The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
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