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by Jason Snell

The chain, or opening files in macOS

Howard Oakley of Eclectic Light Company has a deep dive on how your Mac knows what app to open when you double click a file:

In the days of Classic Mac OS, that was accomplished using the infamous Desktop Database, which recognised files and apps by means of their Creator and Type, two codes consisting of four characters each. A great deal has changed since, for the better. This process now relies on a chain of information to work out which app to launch to open any file. Although that chain can go wrong, in general it’s far more reliable now and seldom needs any user intervention or maintenance.

As much as I initially missed the old Type/Creator system, and as much as a dislike relying on file extensions (and keep them hidden by default on my Mac!), I do love being able to arbitrarily command that all files of a given type open in my preferred app, all right from Finder’s Get Info window.

—Linked by Jason Snell

Gurman: Forget the M3, the M4 is on the way

Mark Gurman of Bloomberg has another one of his excellent chip scoops, this time about the future of the Mac:

The company, which released its first Macs with M3 chips five months ago, is already nearing production of the next generation — the M4 processor — according to people with knowledge of the matter. The new chip will come in at least three main varieties, and Apple is looking to update every Mac model with it.

Apple’s moving through Mac chip generations fast—the M3 was introduced six months ago, but Gurman suggests that it will only be about a year before the cycle begins again.

Gurman’s report suggests that the biggest picture is what you might expect: There will be an M4 chip (code-named Donan) in the MacBook Air, low-end MacBook Pro, and low-end Mac mini; and an M4 code-named Brava in the high-end MacBook Pros and high-end Mac mini.

More intriguing is the destination of the Mac Studio: Gurman suggests that Apple is testing versions with both a “still-unreleased” M3 chip and a variation of the M4 Brava processor. This one’s tough to parse—it’s unclear if the M4 Brava chip is actually referring to both the Pro and Max class chips, or if there’s something changing in the product line. Gurman also doesn’t say if the Mac Studio might get an M3 Max and Ultra update this year followed by an M4 update next year, even though the idea of Apple offering a new model in both M3 and M4 variants seems pretty out of pattern.

On the topic of the Mac Pro, Gurman says it’s “set to get the new Hidra chip,” a “top-end” version of the M4, next year. Is that the Ultra, or is something different? Reply hazy, ask again later.

And for RAM fiends out there, Gurman also reports that Apple is considering a new memory ceiling of 512GB, up from the current high-end maximum of 192GB.

Generally Gurman’s reports are accurate, but of course he’s operating with limited information—hence the lack of clarity on some fronts. Regardless of the details, though, it seems that we might be seeing another generation of Macs starting this fall.

—Linked by Jason Snell

By Jason Snell for Macworld

The Vision Pro isn’t a flop, it’s an ongoing experiment

When I was a kid, the first personal computer I ever saw showed up in an elementary school classroom one day and changed my life. But in the early days of the computer, they were expensive and impractical—yet somehow also on the cutting edge and pointing toward the future. Computers were more than a decade away from becoming ubiquitous.

Things were different in the 1970s, I guess. (But yes, they were as colorful as you imagine—but much smellier.) Today, we are so tech-savvy as a society that we’ve forgotten what it’s like to be on the ground floor of a barely feasible product category. And yet, that’s just where we are with the Vision Pro and similar products.

I’m not declaring that the Vision Pro has a special destiny because there’s no way to know that. But I do feel comfortable suggesting that those who are declaring it a dead end and a failed product might want to consider how foolish it would have been to say the same thing about a Commodore PET or TRS-80 in 1977.


by Jason Snell

MLB iPad app updated, still broken on the Mac

Our weeklong baseball nightmare…. continues? As I recounted on opening day, the MLB app for iPad—which works on the Mac and is great to have!—had stopped working on the Mac. Turns out it was a little more complex than that: it worked until you logged in, at which point it stopped working.

In any event, MLB updated the app and I was happy to report that it worked on my Mac again… for a single launch. Unfortunately, the next time I launched the app, it crashed.

The only solution for Mac users for now seems to be: when you want to launch MLB, go to Finder and choose Go to Folder from the Go menu. Then type ~/Library/Containers and press Return. Within the Containers folder you’ll find an MLB folder, which you must delete! Then launch MLB, click through the setup screens, and whatever you do, don’t quit the app or you’ll start this process all over again.

C’mon, MLB tech folks. Sort this out.

—Linked by Jason Snell


By Jason Snell

Spatial Persona on Vision Pro changes the game

Now that’s more like it.

Spatial appears above the red Leave button.

On Tuesday, Apple flipped the switch on a new version of Persona, its 3D representations of visionOS users. Anyone with visionOS 1.1 or later now has the option to enable the spatial option when they make a FaceTime call with another visionOS user. (To enable a spatial Persona during a call, tap on the Persona tile and select the spatial icon right above the red Leave button.)

When you enable the Spatial Persona, everything changes. The box disappears, and instead, that person is just… inhabiting your space with you. Except as a ghost? The Persona itself is still hazy (there’s no back side) and mostly head, shoulders, and floating hands. And yet, somehow, by placing it into 3-D space, it seems more real.

I was able to invite my friend Stephen Hackett’s Persona over to my house for a play date and we were able to chat face to face in a way that just seemed more natural than talking to a persona in a box. It felt more like it was him.

Stephen Hackett haunts my iMac G4 and my Kallax.

And then I enabled SharePlay, and things got even wilder. I opened a Freeform board and shared it using Shareplay, and visionOS updated our locations so that we were both looking at the board together, side by side. The system kept our relative positions to each other and to the content consistent, so we were seeing the same stuff in the same places. (When I moved the Freeform window, the system also moved Stephen’s Persona. And when he moved the window, the window and his persona shifted in my space.)

After we had done enough damage in Freeform, we moved on to Game Room, where he beat me at Battleship. I kept peeking around the corner to see him playing at his side of the board. He sank my battleship!

Then we moved on to the TV app, where I used SharePlay to watch part of an episode of For All Mankind. When I used the app put myself in a virtual environment, Stephen also entered the environment. He could see when I moved us from the Moon to Apple’s (oddly chair-free) movie theater setting, and even as I adjusted our location in the theater. He was also able to drop out of the virtual environment and return to it on his own. But from my perspective, he was sitting next to me and chatting as the video played.

Personas and SharePlay have been available on visionOS from day one, but combining them in this way just feels different. And apparently the feature supports up to five participants simultaneously! I can’t wait to try that out.


By Jason Snell

MLB tvOS app adds Multiview, and it’s a winner

MLB multiview

Last week I provided a lot of tough love to Major League Baseball’s apps on Apple’s platforms. The MLB visionOS app is really buggy and lacks some key features. Meanwhile, an update to the MLB iPad App broke it on the Mac for most users. (Apparently it works until you’re logged in, at which point it starts crashing?)

There’s no news on either front—hopefully updates are coming, and it’s a long season—but I did want to share a bit more positivity about MLB’s tech abilities on another platform: Apple TV. This year’s MLB tvOS app adds support for Multiview, allowing you to place up to four games on screen at one time. And it’s an extremely good implementation.

To enable Multiview, bring up the player controls in any given game. You’ll see options to enter Gameday (which is excellent if you’re a pitch-by-pitch baseball nerd) or picture-in-picture, but there’s a new option to enable Multiview. When you select this, the video slides back and brings up an interface that lets you add more live games via cards at the bottom of the screen:

MLB add game interface

MLB’s interface here is top notch. When I was telling my wife about this feature, she complained that our Fubo TV Multiview feature is too complicated. And she’s right—it requires a bunch of remote-control gestures that are a bit opaque. MLB, in contrast, displays very clear instructions about which buttons do what:

MLB app with instructions on screen

The instructive text is clear and bold, and it changes based on context. My only complaint about the new interface is the lack of layout options. You can only display one game in large format; the others go in a strip on the right side of the screen, whether there’s one, two, or three. The Multiview feature in the Fubo and TV apps allow you to place two games side by side at the same size, and four games tiled perfectly to fill up the entire screen. (That’s my preferred layout.)

There are some other quirks: When you zoom into a single game and then zoom back out later, the other games sometimes don’t start playing, or play from the point where you left rather than just showing what’s happening live.

But quirks aside, I’m really impressed. In fact, this implementation is so good that I found myself assuming it would have limitations that it doesn’t actually have. Since Gameday appears in the same playback controls as Multiview, I assumed they were mutually exclusive, but they’re not: If you zoom into a single game, you can enter Gameday mode. When you click the back button, Gameday disappears. Click the back button another time, and the video zooms back into the Multiview window. It’s all smooth—this shows off the power that Apple packs inside modern Apple TV hardware, which is far beyond what’s available in other streaming boxes.

So, gold stars to the developers of the MLB app for Apple TV. The addition of Multiview is a winner, even though it’s got some quirks that need to be ironed out, and I’d really like some alternative layout options.

If you want to see it in action, here’s a video demo.


by Jason Snell

PSA: The MLB app doesn’t work on the Mac anymore

crash report dialog
Play… ball?

A few years back I reported with delight that you could now use the MLB iPad app on Apple Silicon macs. While MLB’s TV streaming service works on the web, it was nice to have everything in a separate app.

Welp.

It’s the opening week of the baseball season, which has often meant an opportunity for me to praise MLB’s apps, which were among the very best in the earlier days of iOS. Unfortunately, the MLB Vision Pro app is a mess. And now it is my sad duty to also report that, just in time for Opening Day, the MLB iPad app now crashes on launch on macOS.

I hate being hard on MLB, given its rich history of supporting Apple’s platforms. But here’s the truth: Major League Baseball got $3.8 billion by selling its tech arm to Disney.

I have no inside information about what happened as a result of that transaction, but MLB’s apps have gone from being stalwarts to being big messes. I guess they took the $3.8 billion and ran?

I haven’t even mentioned (until now!) the disastrous 2017 demo where MLB announced (and kinda, sorta demoes) an AR-based iPad ballpark app with functionality that basically never shipped. (At least I got to meet one of my favorite sportswriters, Grant Brisbee, and watch a Giants game from a luxury box.)

There’s a lot of great work going on at MLB. Statcast is amazing; the data feeding the wonky 3-D field in the Vision Pro app is spectacular; its Baseball Savant pages are just staggeringly good.

I just wish the apps would get their groove back.

—Linked by Jason Snell

By Jason Snell

Apple’s Immersive Video problem

On Thursday Apple debuted its first immersive video since the Vision Pro launched, a five-minute-long compilation of highlights from the MLS Cup playoffs late last year.

Without even seeing the video, I had many questions. Why did it take more than three months to produce a highlight package? And why, when it finally arrived, was it only five minutes long? And what do those two facts suggest about how difficult it is for Apple to produce immersive video content on an ongoing basis?

Now, having seen the video, I have a few more observations. The first is that I don’t think the new video is very good. Oh, sure, the individual shots can be impressive. Being that close to professional athletes doing their thing is stunning, and being in a giant stadium thrumming with fan energy is pretty awesome.

The problem is that, based on how Apple and MLS built the video, it’s not actually immersive.

As you might expect from the runtime, the video is a highlight package, with lots of quick cuts. Video’s all about quick cuts. I’m a child of the ’80s; music videos ingrained the value of the quick cut at a formative age.

But immersive video doesn’t work with quick cuts, I don’t think. Several times during the MLS highlights video, my head was turned in one direction, taking advantage of the 180-degree immersive space to watch something happening off to my left or right… only for the vantage point to change to a different perspective. Now I was staring at nothing. It would take a few seconds for me to scan my surroundings and re-orient—often times a delay that led me to miss the highlight I was meant to be viewing.

Most of Apple’s initial immersive videos, launched with the Vision Pro, linger with long shots. Cuts happen, but only occasionally. The pace is such that when a cut occurs, there’s time to re-orient. You need time to immerse. Quick cuts in a regular video help speed up the action; in immersive video, they’re like hitting a speed bump.

I get that immersive videos are basically a new medium and it’ll take a lot of experimentation to find the best way to present them. I’m sure that behind the scenes, Apple and its media partners are working on it. I’m glad the MLS highlight video exists, because it taught me some important lessons about this new medium. Unfortunately, they’re largely of the “what not to do” variety.

I still firmly believe that immersive video is going to be amazing for sports, live theater, concerts, and other live events. But those are events that take time, spooling out over several hours. A tightly edited highlight reel, it turns out, might be the worst possible showcase for immersive video.

Regardless of how I feel about this particular video, I hope Apple has much, much more planned. Perhaps the single clear consumer use case for the Vision Pro is video viewing, and immersive video is a unique part of that. It was one of the aspects of the Vision Pro that I was most excited about, and as a result it’s been one of the biggest disappointments.



By Jason Snell

MLB for visionOS strikes out on Opening Day

You can’t close the main window, and that’s not the worst of it.

As is typical for one of Apple’s best sports partners, Major League Baseball had a demo app for visionOS ready to go for the debut of the new platform. It used the device’s augmented reality functionality to display a live 3-D Gameday animation simultaneously with video playback from a demonstration game—one of the games from the 2023 World Series.

While the app was otherwise fairly basic, it was just enough of a taste to suggest that MLB would be using its amazing in-game data to create something new and groundbreaking for the Vision Pro.

That might still happen, but just before Opening Day the app was updated to support real, live baseball games, and all the exciting stuff is gone. Today I took it for a spin and was deeply disappointed—it’s essentially just a front end for watching games via MLB TV, and a buggy one at that.

The Brewers hit a sac fly on my garage floor.

I couldn’t find support for Gameday when I first used the app, though later when playing back an archived stream, I did find Gameday available—from within the video playback, so you can’t use it for a game you’re not watching on the app. And it’s immersive, so you can’t put it up and then do something else, which is also probably a mistake.

When the Vision Pro MLB app works, Gameday mode is pretty cool. I don’t love the strike zone view, but the all field view really has potential. All the baserunners disappeared but it was otherwise synced with action and I could see data about batted balls, positioning of fielders. It was a little toy field on my floor. There’s potential here — just needs lots of kinks worked out.

Outside of gameday, the app will only play back a single video at a time, even if multiple games are going on at once—despite the fact that watching multiple video streams at once is basically what VR was made for.

It gets worse. The main window is just not right. You can make it very small by pushing it very far away, which shouldn’t happen. Its control bar and close box are way below the bottom of the content of the main window. Controlling the window was also difficult—I had to bring it very close to my eyes before I could properly control it via eye tracking.

When you play a game video, the app spawns a second window, which some video player apps do. But if you close the main window, the entire app closes—and so the video window goes away. That’s not supposed to happen. And it means that in order to watch a game, you’ve got to keep that unncecessary main window around at all times.

Clearly this app shipped half-finished because MLB otherwise wasn’t going to have something ready for Opening Day. At least it does stream the games! But that’s pretty much it. There’s plenty of time left in the season, but right now MLB’s app is the tech equivalent of going 0-for-4 with three strikeouts.


By Jason Snell

Apple’s immersive MLS highlight reel to debut

Apple announced Thursday that the first Apple Immersive Video documentary for Vision Pro, featuring highlights from last year’s MLS playoffs, will debut March 28 at 6 p.m. Pacific.

The video format has previously only been seen in a handful shorts in the TV app on the Vision Pro. This new film will be similarly short, running about five minutes long, and will be free to all Vision Pro users.

I’m excited to see the finished product—all of Apple’s immersive videos have been pretty amazing—but I have to point out that this five-minute highlight packages is being released 110 days after last year’s MLS Cup Final. That’s not great turnaround time. If immersive video for sports is going to be a thing, turnaround is going to need to be a lot faster.


Video

March Backstage Zoom: iPad, Vision Pro, and AI

We got together with Backstage pass members live on Zoom earlier today to discuss all sorts of stuff, including iPad rumors, Vision Pro, and A.I.…

This video is for More Colors and Backstage Pass members only.


By Jason Snell for Macworld

Who wins when regulators take on Apple?

Titans are clashing. Big tech companies, including Apple, are facing legal challenges from government entities like the European Commission and the U.S. Department of Justice. Battle lines are being drawn. Compromises are being floated. Hours are being billed by pricey law firms.

But what does it all mean for the regular people who live in regions governed by these entities and use products made by those tech giants? Is this something that will change how we use our personal technology, or will it end up meaning a whole lot of nothing? What about the smaller developers who create innovative apps but can’t afford to employ giant law firms or take out million-euro lines of credit at their local bank?



By Jason Snell

U.S. versus Apple: A first reaction

The U.S. Department of Justice, 15 states, and the District of Columbia sued Apple on Thursday. While I am not a lawyer, I’ve written extensively about Apple for 30 years and just read all 88 pages of the full complaint. Here are some initial reactions:

Defining a “monopoly.” Before we get to some of the details of Apple’s specific anti-competitive behavior, it’s worth noting that this suit is charging Apple with violations of the Sherman antitrust act, which is meant to specifically regulate monopolies. Things that are legal for regular companies to do become illegal when monopolies do them.

Part of this document, then, has to establish that Apple holds monopoly power over a specific market. Given that Apple’s share of the U.S. smartphone market is about 60 percent, how can it be called a monopoly? The DoJ attempts to square this circle in a few different ways:

  • It uses revenue instead of unit sales, pointing out that Apple and Samsung combined hold 90 percent of the U.S. smartphone market by revenue.
  • It creates a new sub-market, the “Performance Smartphone,” which pushes Apple up to about 70 percent of the market in terms of unit sales.

  • It accuses Apple of attempting to create a monopoly through its various business tactics, which is also illegal.

Questions I would ask about this approach: Can you add in Samsung, find a number starting in ninety, and declare something a monopoly? Is revenue share how monopolies are defined? Can you draw borders on a product category in a beneficial way in order to declare it a new market?

Apple’s position in the U.S. market is certainly strong, but regardless of how you view its behavior, it will be interesting to see if the DoJ can make a convincing case that Apple is actually a monopoly, given the presence of Samsung and Google in the market.

Suppressing cross-platform technologies is key. One of the DoJ’s primary arguments is that Apple has reduced competition by making it hard for developers to deploy cross-platform software—in other words, software that works the same on both iOS and Android. This, in turn, makes it harder for iPhone users to switch to Android, which reduces competition.

Among the examples it cites:

  • “Super apps,” which provide multiple kinds of functionality and mini-apps within a single app container, written in HTML and JavaScript. WeChat is never named, but its ubiquity in China is alluded to, and the argument is that it’s a reason that Chinese users can switch phone platforms more easily.
  • Cloud streaming games, which make the power of smartphone hardware less relevant, thereby freeing consumers to buy cheaper, low-powered phones and still play games.

  • Messaging apps not being able to have access to incoming SMS messages. (Yep, I was surprised too.) The argument is that because incoming text messages come to the Messages app, Apple is feeding users into its own chat app ecosystem and putting other messaging apps at a disadvantage.

  • Smartwatches, specifically access to the iPhone for non-Apple smartwatches. The DoJ says that by not allowing third-party watches access to messages and the ability to maintain consistent connections to the iPhone, Apple is suppressing competition in the smartwatch market and making it harder to switch. In theory, if you could buy a competitor to the Apple Watch and use it on the iPhone, you could then later switch to Android without a penalty.

  • Digital wallets. By controlling the iPhone’s digital wallet tech, the suit alleges, Apple has increased “friction” in moving to a different smartphone platform, and denied users access to alternative wallets provided by their banks.

Apple’s total control is an issue. It’ll be familiar to anyone who has been following Apple’s adventures in Europe with the Digital Markets act, but another argument here is that Apple exerts its power over its platform to limit developers and users. This comes in numerous forms, including capricious and self-serving App Store policies and the failure to offer third-party access to APIs that Apple itself uses in its apps.

Apple’s only concerned about user security when it’s convenient. The document alleges that Apple talks a good game when it comes to privacy and security, but that it favors them when it’s convenient and not when it’s not. It calls Apple’s privacy and security justifications an “elastic shield that can stretch or contract” to serve Apple’s interests. The examples in the document include continuing to rely on the insecure SMS protocol for cross-platform texts and letting Google be the default search engine when more private options are available.

Lock-in will be on trial. Many of the DoJ arguments come down to this: Every feature that Apple builds that makes it harder to switch to an Android phone is fundamentally anticompetitive. It’s clear that the DoJ envisions a competitive smartphone market—or, if that doesn’t work, performance smartphone market—as one in which there’s as little friction as possible when jumping between platforms.

This would mean Apple offering third-party app access to features it currently keeps for itself. (One could argue that Apple’s behavior has already begun to change due to pressure, as it launched its new Journal app alongside an API that gives other apps access to the same data as its own app.) It also suggests that policies against game streaming and web apps would also come under scrutiny.

The DoJ congratulates itself. For me, the most unexpected part of the document was the DoJ’s explanation that Apple’s success as a company largely stems from… the DoJ itself. It points out that Apple’s resurgence early in this century was due to the release of the iPod, which only became a hit when it arrived on Windows. The DoJ argues that the iPod’s presence on Windows was only due to Microsoft being under a consent decree from the DoJ for monopolistic behavior.

I don’t know enough about the specifics of the Microsoft consent decree to weigh in on the idea that an unconstrained Microsoft would have made it impossible for Apple to make the iPod compatible with Windows. It’s a pretty big hypothetical, and I’m skeptical, but I’m impressed that the DoJ would try to place its current case within the larger DoJ Connected Universe.

A few howlers. Some arguments in the document seem silly. A section describes how Apple will use its sinister market powers to dominate the automotive industry by… inflicting CarPlay 2.0 on users? Not only is Apple struggling to get CarPlay into cars by major American manufacturers, but I’m not sure how better integrating our phones (which we love) into our car infotainment systems (which we frequently do not love) is some sort of tragic outcome. (Update: Nilay Patel of the Verge suggests the implication is that Apple won’t let carmakers support CarPlay in the future unless they let Apple take over the entire auto interface. That would certainly be a power move, but the DOJ will need to prove that for it to become more than another scary story told around a campfire.)

And then there’s the danger of Apple, tech giant, affecting “the flow of speech.” How, you might ask? The answer is Apple TV+, where Apple has committed the grave sin of “control[ling] content.” Be right back, gotta find some pearls to clutch.

United States v. The People of the United States. What strikes me most about this document is that people… like using the iPhone? This suit (joined by 16 other attorneys general, mostly of blue states) has a political element to it, in the sense of trying to send a message that your government is looking out for your rights and protecting you from big, bad tech companies.

What happens when that collides with a product that has extremely high customer satisfaction ratings? Those of us in the know are well aware of all the ways that Apple plays hardball, and understand that the company is so powerful that really the only way it will be convinced to change its ways is under threat of government intervention. But will American iPhone users feel like the government is on their side, in taking on an American tech giant that makes a product they actually enjoy using?

I doubt most regular people will get into the weeds with this stuff, but some of the depictions in the lawsuit really are topsy-turvy. Imagine trying to sell regular people on the idea that they’d be better off with a bunch of different banking apps implementing NFC payments in random ways, rather than using the Wallet system Apple built. No doubts the banks disliked it, and they certainly despise that Apple skims some money off of every transaction, but there’s no denying that Apple’s approach actually did favor the user… and that Apple used its power (or “monopoly power,” if you’re the DoJ) to force the banks to play ball.

This one issue seems like a microcosm of the entire case: Apple undoubtedly has huge market power, owing to its success in the market. Apple uses that power to make decisions that frequently benefit its users and enrich itself. (Sometimes it’s one or the other, but usually it’s some degree of both.) Is it illegal for Apple to use its power to improve the user experience? What about when it cuts itself in for some sweet Services revenue along the way? How do we tell the difference between real user benefit and phony benefit that’s really designed to allow Apple to exert its power and increase its profits?

It’s complicated. There’s some danger that Apple will no longer be able to make judgments that favor users, and that will degrade the user experience. But this is the same company that acts as if buying things on the Internet with a credit card is the height of dangerous behavior, when in fact it’s commonplace and safe. By mixing exertions of its control and power with notions of user benefit, it risks losing all of it.

What’s next? Again, not a lawyer. What I’ve learned in observing three decades of government interaction with tech is that the most likely outcome is one that doesn’t make a whole lot of sense. I could create a list of Apple behaviors that I consider to be anticompetitive and unfriendly to consumers, but many of them are barely touched on in this document.

So my prediction is that this will be a long, drawn-out process that will end up with Apple changing some of its policies. Some of those changes will be substantial and will alter how the company operates; others will be pointless and cause no appreciable effect; and still others will degrade the experience of iPhone users without increasing competition. Meanwhile, other Apple policies that stifle competition, degrade the user experience, and cost users money will just go on as usual, unchanged and unchallenged.



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