iOS is a console platform.
Developing for iOS is a bit like developing for XBox, Nintendo, etc. It is a fundamentally different platform from Windows, Linux, and MacOS.
iOS is a console platform.
Developing for iOS is a bit like developing for XBox, Nintendo, etc. It is a fundamentally different platform from Windows, Linux, and MacOS.
The main difference is that I (and most of HN) don't have to deal with consoles as developers and probably not even as users. On the other hand, I bet there are a ton of mobile developers and that almost everyone has a smart phone of some sort. So that's why there's more outrage over Apple's detrimental behavior than the console makers'.
However, Apple should do a better job communicating that.
> The other major feature in Airfoil Speakers is the new Enhanced Audio Receiving option. With an inexpensive in-app purchase, your iOS device becomes a full-fledged mobile AirPlay receiver!
This is only possible with the leaked AirPort ROM private key. As soon as I saw the title on HN I thought that was the most likely cause of the removal. Occam's razor and all. Including the Apple private key in Airfoil Speakers Touch was, if not stupid, at least a very bold move from Rogue Amoeba.
[0] http://rogueamoeba.com/utm/2012/04/25/turn-any-ios-device-in...
note: followed lloeki's link above into the comments and there's this from RA's Paul Kefasis (italics mine)...
"There should be no legal issues here whatsoever.
Airfoil Speakers on the Mac and PC has had this receiving functionality for years now, and now it’s on the iOS platform as well. Airfoil Speakers is a clean-room implementation of the AirPlay protocol. Further, as you note, Apple approved the app after review. So, we don’t anticipate any issues here."
I mean, unless the app is doing a brute-force crack of the key on first run. Which it most likely isn't.