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On top of new hardware, today's Samsung event will apparently see the launch of an exclusive Flipboard app, which marks the first time the visual reading app has appeared on Android. Unfortunately for everyone using a current Android device, Flipboard for Android will be exclusive for a time to the Galaxy S III, according to Slashgear. Their early hands-on with the device shows that it's much like the iOS version, with the added ability to browse your news via a large homescreen widget.

Flipboard also just launched a teaser page saying the app "will be available on select Android mobile phones" in the coming months.

http://www.theverge....-iii/in/2760821

So I guess they saw how Instagram exploded on Android and have finally realized that Android is the platform to be on. Rush rush to Android Flipboard guys, that's where the gold is :D

So I guess they saw how Instagram exploded on Android and have finally realized that Android is the platform to be on. Rush rush to Android Flipboard guys, that's where the gold is :D

I think you will find more and more apps becoming available for Android. Considering the Android OS has the majority of the market, devs would be fools not to put forth a little extra effort (if they are having that many problems) and write more for Android.

http://www.theverge....-iii/in/2760821

So I guess they saw how Instagram exploded on Android and have finally realized that Android is the platform to be on. Rush rush to Android Flipboard guys, that's where the gold is :D

Or because it was insanely popular on iOS it's bound to do well on other platforms from free advertising...

Or because it was insanely popular on iOS it's bound to do well on other platforms from free advertising...

Nah.. gaining 30 million users in a month is hardly because of advertising. It definitely helped because new Android found out about it's availability, but the fact is that they were at a specific number on iOS and weren't moving this rapidly. It only happened when they came out on Android. It's more of the fact that sheer number of Android users wanted it and bam, this is what happens. It's a case study on why Android is far better platform for developers and popularity of startups.

I mean seriously, they more than doubled their users in a month that it took them 18 months previously. There is no advertising and good press that can shift these numbers this much.

Nah.. gaining 30 million users in a month is hardly because of advertising. It definitely helped because new Android found out about it's availability, but the fact is that they were at a specific number on iOS and weren't moving this rapidly. It only happened when they came out on Android. It's more of the fact that sheer number of Android users wanted it and bam, this is what happens. It's a case study on why Android is far better platform for developers and popularity of startups.

I mean seriously, they more than doubled their users in a month that it took them 18 months previously. There is no advertising and good press that can shift these numbers this much.

/face palm

First off, that reasoning of yours was argued and proven many times opposite in another " coming to android" thread you created.

Also FlipBoard has been requested to be Android since FlipBoard came out, if your reasoning was correct, it wouldn't be an exclusive for the Gal SIII, and it wouldn't be for " select Android ". It would have been out concurrently with the other versions.

And above all it is from advertising that it has it's popularity, the advertising of " word of mouth ". The many and many of people since FlipBoard came out it has been requested ( it's just about on every App to Get list, as well as Android App Request list ), it is just now coming out, as an exclusive. Which to me at least, says that they didn't care enough until somebody wrote a fat check.

As far as moving this rapidly,, you do realize that when one of the most requested apps on mobile's comes to another platform, it's expected it's not going to be slow. Because many people have been waiting for it from the start, as well as the Word Of Mouth Advertising and recommendations from Websites reviews. So yes it's userbase is going to jump rapidly, but from the apps quality, not androids, as it could go to PC/OSX and it would still jump higher then when it first came out for iOS

Why the hell are you lot arguing about why it's going to Android. Who the hell cares!!! It's a friggin app that's popular, why would ANY developer need a reason other than "They have lots of users". Seriously, this is probably the most pointless, nerdy and friggin stupid argument of read on Neowin.

Exclusive to the Galaxy SIII? WTF? Android really doesn't need forced fragmentation due to business deals like this on top of the fragmentation issues that already exist :(

I am sure this is on a temp/promotional thing going on here. It will come to all of Android probably soon after.

http://www.theverge....-iii/in/2760821

So I guess they saw how Instagram exploded on Android and have finally realized that Android is the platform to be on. Rush rush to Android Flipboard guys, that's where the gold is :D

Available on select android handsets.... What was that thing android wasn't again...

I think it will be a subset of android phones that get flipboard not all Android phones.

Hopefully all of them get it, I think a majority of it is server side anyway ( page layout and feed retrieval )

FlipBoard is an Awsome app, the more that can use it the more official feeds it will get ( like Engadget and couple others )

Kinda doubt that. They will lose out on a lot of money if they limit the phones. No reason to limit it really.

They could be doing how they did it when it first came out, was invite only, had to sign up on a list so they could upgrade their back end as they went, not mad house all at once.

They could be doing the Gal first, upgrading capacity as needed, then same with other phones, then with the rest.

That's not what select handsets mean.

Don't know if that's a reply to me or somebody else.

If me, it could be like it was originally, select limited release so they could upgrade backed as needed

Available on select android handsets.... What was that thing android wasn't again...

Maybe if you understood what's happening in the development process you would realize why they are doing it this way.

Flipboard is a very specific type of app that tied their UI to the single resolution with the animations and layout. It is a bit harder to target the same type of UI on various devices and different resolutions due to the way they designed it, not because Android is fragmented.

The bottom line is how you designed the app. The reason they are launching with Galaxy S3 is publicity but I can guarantee you that the same app will work on Galaxy Nexus due to the screen resolution. They are most likely trying to port their existing UI and it's not as flexible to work with different resolution and scale properly.

They wouldn't have had this problem if they designed the app from the ground up for Android first.

When you design for Android, and follow the guidelines and not work with absolute layouts in your UI the app will work on all devices just fine. That's why Android deals with views and units in DPs (density independent pixels) and SPs instead of standard pixels and has attributes on objects like weight and deals with linear, relative and other types of layouts.

Maybe if you understood what's happening in the development process you would realize why they are doing it this way.

Flipboard is a very specific type of app that tied their UI to the single resolution with the animations and layout. It is a bit harder to target the same type of UI on various devices and different resolutions due to the way they designed it, not because Android is fragmented.

.

You just said, they do it because fragmentation makes it harder to develop the app, but android isn't fragmented. you have to decide.

Umm, yes they would.

Based on what? I am building Android apps. I never had a problem with any of the apps to run on various Android devices. The only limitation is where you target a minimum SDK which today is really Android 2.x. And there are things like Android Compability Libraries that work ICS 4.0 APIs (http://developer.and...ty-library.html) that allows you to use ICS features and code that works fine on older versions of Android too (it even goes down to Android 1.6).

Tell me specifically why they would have problems? Give me examples. Because from my perspective as a developer I don't really see it.

EDIT: Now, there are specific APIs you can use for TouchWiz (Samsung Android devices) or MotoBlur (for Motorola devices) or HTC Sense (HTC android devices) but those are specific manufacturers based APIs that are meant to tap into their specific UI abilities of their Android modifications. But even that's not a problem. You can choose to use it or not and you can check whether or not an Android device is supporting any of those APIs before you use them.

That was RIM BS that was being tossed out. RIM called android a cesspool concerning piracy.

That is not accurate at all. Many developers have spoken out about the insanely high piracy rates on Android and some of those have said they are no longer willing to develop apps for the platform as a result. This article in Wired posted just one day ago shows a developer that had a 90% piracy rate of their brand new football manager game on Android. http://www.wired.com/gamelife/2012/05/wired-uk-android-game-piracy/

various devices and different resolutions due to the way they designed it, not because Android is fragmented.

That's what people mean by fragmented.

And you say it's not, yet Epic and a host of AAA Developers say it is. You keep saying your a developer, what have you developed? Have you just downloaded the SDK, or actually published something

As far as FlipBoard, I would have to say its just a staggerd launch, why they are spitting up the devices like they are. Because I think the majority of stuff is server side the actual app has to do verry little. If they did all devices at once, I feel the increase in load would put their servers down, from day 1 they didn't like that thought.

What they are doing now is the same as when they brought out the app for IOS, except with iOS they couldn't hold off devices and had to do invites, as for iOS they were all the same, where with android they can limit it based on device instead of signups

*edit - and FlipBoard doesn't use Absolute layouts, the layout is dynamic based on the content it's pushing. Even changing each time it's opened. So it can't be how you think it is working.

Based on what? I am building Android apps. I never had a problem with any of the apps to run on various Android devices. The only limitation is where you target a minimum SDK which today is really Android 2.x. And there are things like Android Compability Libraries that work ICS 4.0 APIs (http://developer.and...ty-library.html) that allows you to use ICS features and code that works fine on older versions of Android too (it even goes down to Android 1.6).

Tell me specifically why they would have problems? Give me examples. Because from my perspective as a developer I don't really see it.

EDIT: Now, there are specific APIs you can use for TouchWiz (Samsung Android devices) or MotoBlur (for Motorola devices) or HTC Sense (HTC android devices) but those are specific manufacturers based APIs that are meant to tap into their specific UI abilities of their Android modifications. But even that's not a problem. You can choose to use it or not and you can check whether or not an Android device is supporting any of those APIs before you use them.

Density independent pixels and scalable graphics and all that are great, if you don't care about your app looking like **** and conforming to different size devices.

For a good app it needs to be specifically designed for the device, for high res devices you need the proper size images for the proper size "buttons", then some of those devices with the same res can be up to 2 inches different in size, so one of them would have fewer and bigger but higher density thumbs which needs to be coded, but can to some degree be done with intelligent scaling algorithms.

Tis same problem recurs with every different resolution and screen size. Resolutions reasonably close can be fit into the same GUI, just be using flow and filling in white space and padding. But you gave to take physical screen size into account separately. A 3.5 inch device and a 4.5 inch device with the same res can't use the same layout, either one would have to big buttons or the other to small, or one would have to much padding while the other the icons would be on top of each other, one would have shap graphics, the other blurry.

Vectors would fix some of these problems, but they wouldn't work for flipboard and it's graphics anyway. And would just fix the blurriest, not the size and screen size and layout issues.

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    • Creative Sound Blaster AE-X PCIe review: your headphones will love it by Steven Parker If you have been reading Neowin for any length of time, you may remember that I reviewed the Sound Blaster Audigy FX Pro back in April. I found it to be an excellent budget sound card, even though it lacked support for formats such as DTS over the included SPDIF port. Anyway, Creative reached out to me again asking if I was interested in reviewing the Sound Blaster AE-X. It is a card mainly targeted at headphone wearers, which I'll get into a bit later. Before we get underway, here is a disclaimer: Creative Labs provided a free sample without any review pre-approval. Here are the full specs of it: Creative Sound Blaster AE-X Dimensions: 179 x 126 x 18 mm Weight: 263g / 9.28 oz Platform: PCI-e DAC: ESS ES9039Q2M Connectivity Options Side: Rear: 1 x HD Audio Front Panel Connector, 1 x ⅛“ Headphone port, 1 x RCA Line-out (Left) port, 1 x RCA Line-out (Right) port, 1 x Coaxial SPDIF-out port, 1 x ⅛“ Mic in/Line-in port, 1 x TOSLINK SPDIF-in port Surround: No DNR / SNR: THD+N: 0.0001% Dynamic Range 130 dB Recording Resolution: PCM up to 32-bit / 192kHz (Stereo) Direct Mode: Line Out (Stereo): PCM up to 32-bit  384 kHz Coaxial SPDIF Out: PCM up to 24-bit 192.0 kHz Headphone Amp: PCM up to 32-bit / 384kHz (Stereo) Native DSD: DSD64, DSD128, DSD256 Output Impedance: 1Ω, Supported Headphone Impedance: 8–600Ω, IEM: 0.5Vrms, Low: 1.5Vrms, Mid: 3Vrms, High: 6Vrms, Maximum output power: 350mW @ 32Ω (High), Maximum output voltage: 6Vrms (High) Front Panel Headphone Amp: PCM up to 32-bit / 192kHz (Stereo) Native DSD: DSD64, DSD128 Output Impedance: 10Ω, Supported Headphone Impedance: 32–300Ω, Maximum output power: 40mW @ 32Ω, Maximum output voltage: 1.9Vrms ASIO: ASIO 2.3 Total Harmonic Distortion: THD+N: 0.0006% Dynamic Range: 114 dB Scout Mode: Yes EMI shielding: No (but it passed all the FCC emission tests) Operating temperature: 0–45°C Input Power: 12V⎓0.5A Warranty: 1 Year (MSRP) Price: $179.99 / £169.99 The Sound Blaster AE-X was announced at the end of May, and it becomes clear that it is mainly for headphone wearers. I should also note that the card does not support DDL/DTS encoding technology, but it is said to support decoding through the coaxial SPDIF port. I was able to test this working with the classic Windows Sound properties, but I could not get a DTS (decode) signal through my Logitech Z906, it defaulted to 3D sound whenever I played DTS content through Plex or Emby. In addition, this card only supports two channels (stereo) over the speakers. The surround support is limited to the Headphone Amp, so before I get underway, what we have here is a card mostly intended for headphone use, especially with its SPDIF In (Toslink) port where you could connect another device like a console. So what about the highlights of this card? The AE-X is powered by the ESS SABRE DAC (ES9039Q2M), which is capable of a 130 dB dynamic range. In addition, it supports 32-bit/384 kHz playback for deeper detail and clarity. The headphone amplifier delivers up to 350 mW @ 32Ω, which admittedly far surpasses standard onboard audio, offering support for studio-grade headphones. DSD256 and ASIO 2.3 are also supported. What doesn't it have? No support for What-U-Hear, Super X-Fi, or the SmartComms Kit No EMI shielding, but it passed all the FCC emission tests (from the FAQ) I also want to make it clear that I am no audiophile. For me, it's purely subjective and it should just "work" out of the box. First impressions As I said in the introduction, I was a bit sad to see that the AE-X only supports stereo output, meaning it would not be on par with my ALC1220 over my speakers, as I mentioned it seems like this card is marketed toward headphone users. Since I am not an avid gamer that would rule me out as a potential customer, but I can still test its capabilities! The card arrived in a nice-looking box, as shown above. It's quite a bit larger than the Audify FX Pro that I reviewed back in April, and at first I thought the covering meant that it was EMI shielded, but it isn't as mentioned above in the highlights section. What's in the box: 1 x Sound Blaster AE-X PCIe card 1 x 3.5 mm CTIA TRRS to Dual TRS Headset Splitter Cable 1 x Quick Start Guide Aside from the Quick Start Guide, which someone at my age (I guess) needs a magnifying glass to read thanks to the tiny fonts, Creative Labs also has the manual online, which first requires you to prove that you're human in order to access it (so I can't direct link it). Anyway, the box is mostly made up of cardboard, and the only plastic in it is the anti-static bag for the card itself. Design Top Bottom The card itself looks pretty cool and actually wouldn't look out of place in an all-white build. There's only one connector, and for some reason it is awkwardly placed on the side (front-facing) that is for the front panel audio connector, which will let you use the headphones through the front PC audio jack. Since the front panel Headphone Amp has fewer capabilities than the rear headphone port, I decided not to use it. Rear of card PCI-e interface The rear of the card is completely open and is normally where you would find the front panel connector. The PCIe interface side is completely covered, which initially made me think it was EMI shielded. I/O panel Side (front-facing) with Front panel connector On the outer rear bracket side we have the TOSLINK SPDIF in, Coaxial SPDIF out, RCA line out (Right), RCA line out (Left), Headphone out, and Mic/Line in ports. On the front facing portion of the card itself is the F-panel connector. Usage Test System Our test system consists of the following: AMD Ryzen 9 9950X3D Gigabyte X870E AORUS MASTER (BIOS F12) Corsair RM1000x (2024) Thermal Grizzly Kyronaut (33x33x0,2mm) 2x 32GB Kingston Fury Beast RGB DDR5 6000MT/s CL36-38-38-80 T-Force Z540 2TB (PCIe Gen5) NVIDIA GeForce RTX 5090 Founders Edition (NVIDIA) Creative Sound Blaster AE-X Windows 11 25H2 Pro I installed the card into the Gigabyte X870E AORUS MASTER which includes the RealTek ALC1220 onboard audio. For our subjective listening tests, I used the Coaxial SPDIF port to my Logitech Z906 speakers. For headphone tests I used the OneOdio Studio Max 2 Wireless DJ Headphones that I reviewed last month. After installing the audio driver, I installed Creative Nexus, which is a relatively new app designed for the latest Sound Blaster cards. Then I discovered the AE-X needed both a driver update from 1.00.15.0001 to 1.01.09.000 and a firmware update from 1.00.06.0000 to 1.00.06.0002, then I was set to go. It should be noted that the card did not work without the driver (not Plug and Play). As you can see above, you can manage the firmware, driver, and inputs via Advanced Settings on the Device tab. By default Nexus enabled "Direct Mode". Upon clicking on Acoustic Engine, the Equalizer can be enabled and set to four different presets, which are: Gaming Music Movies Footsteps Enhancer There's also a dedicated Scout Mode for gamers. I mainly used Tidal and Spotify in the past week to listen to some of my Liked Songs (which now total over 700) in Shuffle mode; there were no pops or interference that I could hear. I also found a 5.1 Surround Music playlist on Tidal that sounded really great over Studio Max 2 headphones. When I reviewed the Audigy FX Pro, I went out and purchased a Logitech Z906 set second-hand for €100 specifically to use with the card, but in this instance all I could get on the AE-X was the 3D output of surround sound through Coaxial SPDIF and although it still sounded great, it isn't quite as good as DTS Interactive via my onboard Realtek ALC1220. Conclusion So what have I learned? The AE-X lacks multi-channel support for 5.1/7.1 setups and drops support for modern surround technologies like Dolby or DTS, functioning strictly as a stereo output device. So to really benefit, you will need Studio-grade headphones to "hear" the benefits of this card. With that being said, I can imagine it will appeal to gamers who are switching between console and PC. By utilizing the SPDIF in port, you could just plug your headphones into the AE-X (front or rear port) and then switch between PC and Console without having to move the headphones to a different port. As I said in the Sound Blaster Audigy review, the EQ in the Creative Nexus app offers safe presets, which allows a user to further tweak the lows, mids, and highs for a personal listening experience. Of course it all depends on the headphones you hook up to it. Speaking of headphones, I kind of wish I had higher-quality Studio-grade headphones to really test this card with; I'm not usually wearing headphones in my day to day duties. The only time I will wear them is if I want to listen to music very late at night and I don't want to disturb my neighbors, so my rating (verdict) is based on this fact. Someone with a PC/Console setup and wears headphone religiously to game, and consume media will benefit much more than I from the high-quality Headphone Amps that are included in the AE-X. Once again, I do feel like Creative could have gone the extra mile to support the S/PDIF port a bit more. Why include it if you're not supporting the main popular digital formats? It seems like the decision was more of a legacy-based one, offering uncompressed 2-channel PCM audio, for users with high-fidelity audio systems and external DACs. Maybe I will be lucky enough to review a card that truly includes all these features in the future. I am sure readers with far more knowledge on audio systems than me will correct me in the comments below. I'll just say I am happy to learn what I don't know! Where to buy The Sound Blaster AE-X is available to purchase now in preorder for $179.99 on the U.S. Creative website, or for £169.99 on the Creative UK website and will start shipping to customers from June 25.
    • $80 or 90%, anything else would be financial suicide one way or another.
    • Or... just use Bitwarden. Free, and has on-prem option as well. Works both on desktop and mobile, wherever you are. The age of local password files is over.
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    • I actually got to use one of those so called "backup codes" once. It was for a customer, I choose the backup code option, and by the grace of god, they actually hade them printed out. Imagine my surprise, when after using the backup code, Google then told use we had to enter a code they just sent to the gmail address we currently did not have access to. I was not amused, Google backup codes should be the end all get out of jail free card, because you had to have access to the account to even get them.
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