iphone Vs Android

iphone Vs Android is one of the popular question which you may heard many times.I had that question too so i started my research on these devices.Here i have examined some of the major differences.


As we are dealing with the differences hardware will be the first choice which comes around.As Apple is the only one which makes the software for the iphone which makes the iphone and the software tightly coupled.On the other hand, Google offers its Android software to many phone makers (Samsung, HTC, LG, and Motorola, among others, offer Android phones). As a result, Android phones vary quite a bit in size, weight, features, user experience, and quality.It’s not uncommon to hear that some Android phones regularly overheat or freeze up or that some models are simply low quality. This inconsistency of quality isn’t an issue for the iPhone.

Apple offers users a single choice: what model of iPhone do you want (5, 4S or 4), not what company’s phone and then what model. Of course, some people may prefer the greater choice Android offers. Others, though, will appreciate the simplicity and quality offered by the iPhone.

Operating System:

If you want to make sure you always have the latest and greatest features that your chosen smartphone operating system offers, you have no choice but to buy an iPhone. That’s because Android makers are very slow about updating their phones to Google’s latest Android OS releases–and sometimes don’t update their phones at all.

While it’s to be expected that eventually older phones will no longer have support for the latest OS, Apple’s support for older phones is generally better than Android’s. Take for instance, iOS 5, its latest OS. It includes full support for the iPhone 3GS, a nearly three-year-old phone as of this writing. Because of that, roughly 75% of iPhone 3GS-4S users were running iOS 5 6 months after its release.

On the other hand, Android 4.0, codenamed Ice Cream Sandwich, is running on just 2.9% of Android devices 6 months after its release. This is partly because the makers of the phones control when the OS is released for their phones and, as that linked article shows, some makers have been slow to release it to their users.

So, if you want the latest and greatest as soon as it’s ready, you need an iPhone.

Application Selection:

While the iPhone App Store offers more apps than Google Play–about 700,000 versus 480,000 (as of July 2012)–overall selection isn’t the only factor. Apple is famously strict (some might say unpredictable) about what apps it allows and how it changes its policies, while Google’s standards for Android are somewhat more lax.

Many developers have complained about the emphasis on free apps for Android and the difficulty of developing for so many different phones. This fragmentation–the large numbers of devices and OS versions to support–makes developing for Android expensive (for instance, the developers of Temple Run reported that early in their Android experience nearly all of their support emails had to do with unsupported devices–but they support over 700 Android phones!). Combine these development costs with an emphasis on free that reduces the likelihood that developers can cover their costs and not all of the best apps make it to Android, and those that do don’t necessarily run on all phones.

Just a couple of years ago, video gaming–and especially mobile video gaming–was dominated by Nintendo’s DS and Sony’s PSP. The iPhone has changed that. The iPhone (and iPod touch) has rapidly become a major player in the mobile video game market, with tens of thousands of great games. The growth of the iPhone as a gaming platform, in fact, has led some observers to forecast that Apple is well on its way to eclipsing Nintendo and Sony as the leading mobile game platform.

Beyond that, the general expectation that Android apps should be free (noted above) has led game developers interested in making money (i.e., almost all of them, and certainly all the major ones) to develop for iPhone first and Android second. In fact, due to various problems with developing for Android, some game companies have stopped creating games for it all together.

While Android has its fair share of hit games, the iPhone has the clear advantage here.

Adobe Flash:

The iPhone famously doesn’t run Flash–and never will–and makers of Android tablets trumpet that their devices do. If tablets using Android can run Flash, will Android phones be able to do the same?

The answer is sort of–and only older models. That’s because Adobe, the makers of Flash, have ceased development of Flash for Android. While older Android devices can use Flash, Adobe has said it will no longer support Flash on Android 4.1 and higher, and that it will no longer be available for download through Google Play after August 2012. So, Android users who want Flash will have to decide: do they want to stay on an older operating system or have Flash?

After reports that the experience of running Flash on Android was never very good–many reviewers have pointed out that Flash doesn’t work terrifically well on Android tablets and that it drains batteries quickly–Adobe’s decision seems to validate Apple’s original point: Flash is bad for batteries and device stability.

While its lack of Flash prevents the iPhone from viewing some web content, many sites have alternate versions that work with the iPhone. So, iPhone users do miss some of the web, but less and less all the time. And, they may miss the parts of the web, but with HTML 5 set to displace Flash and Flash’s own maker admitting it can’t make a version that works well on Android, you’d have to conclude Apple wins this one.

Battery Life:

Because of the greater variety of hardware used in Android phones, Android’s battery life is more varied and, on average, less than the iPhone’s. While early iPhone models had batteries that required a charge nearly every day, that’s no longer true. With recent models, it’s easy to go days at a time without needing a charge (though that will be tested with the iPhone 5).

The story is much more complex with Android, thanks to the large variety of models that run it. Some Android models now have 4-inch screen or 4G LTE networking, both of which burn through much more battery life. To get a sense of what that means, some 4G LTE Android phones are being touted as successes because they can work 8 hours straight without a charge. That means they don’t last an entire day, just a work day. I’m sure the faster networking is great, but that’s too much of a trade-off for me.

Add that to the battery-intensive apps Android phones run (including some in the background that the user doesn’t necessarily know are there), a charge every day (or less) isn’t unheard of.

Screen Size:

If you’re looking for the biggest screens available on smartphones, Android is your clear choice. It’s not uncommon to find Android phones with 4.3-inch screens, and the HTC One X offers a 4.7-inch screen, while the Samsung Galaxy Note stretches the ruler at 5.3 inches. So, for sheer size, Android it is.

The question, of course, is whether a screen that big on a phone is actually a good idea. After all, phones go in our pockets or purses, they’re held in our hands and to our faces, where huge devices may not necessarily be a benefit. And as we’ve seen already, large screens consume more battery power.

While Apple long held to the 3.5-inch screen size, the iPhone 5 brings a 4-inch screen. However, instead of making the entire device proportionally bigger, and therefore a less comfortable fit in the hand, Apple made the screen taller, but not wider. This allows the phone to still be easily used with one hand. Besides that, the Retina Display technology makes the iPhone’s screen much higher-resolution than Android screens. Still, if it’s raw size you’re after, Android’s the choice, but not by much.


iPhone – ActionSheet example in iphone…

This is a simple ActionSheet example.ActionSheet is one of the basic component in the  object library.

Lets start one,
Step 1: Start the program by opening the Xcode. select the option Create a new Xcode Project.

Step 2: Select the option Single view Application.

Step 3: Enter the name of the project , simulator and  click next and save the project.

Step 4: Drag a button from object library and place it on the viewController.xib file.

Step 5: Now place the mouse over the button and right click on it and drag a line on the ViewController.m as shown below.

Step 6: Now a small window appears.here select Action option on the Connection field.Give a name for your button method and click connect.

Step 7: Now inside the method add the code below,

UIActionSheet *action=[[UIActionSheet alloc]initWithTitle:@”I am a ActionSheet” delegate:nil cancelButtonTitle:@”OKAY” destructiveButtonTitle:nil otherButtonTitles:@”Button1″,@”Button2″,nil];  //Create a UIActionSheet button

[action setActionSheetStyle:UIActionSheetStyleBlackOpaque];  // set Style for the Action

[action showInView:self.view];  //Display the ActionSheet in the view.

Step 8: Now Run the Project.

Java – Basic Data Types in java..

A data type is used to specify the compiler about the type of value will be stored in the variable.

Example:text,numbers etc.

There are two data types available in Java:

  1. Primitive Data Types
  2. Reference/Object Data Types

Primitive Data Types:

There are eight primitive data types supported by Java. Primitive data types are predefined by the language and named by a key word. Let us now look into detail about the eight primitive data types.


  • Byte data type is a 8-bit signed two’s complement integer.
  • Minimum value is -128 (-2^7)
  • Maximum value is 127 (inclusive)(2^7 -1)
  • Default value is 0
  • Byte data type is used to save space in large arrays, mainly in place of integers, since a byte is four times smaller than an int.
  • Example : byte a = 100 , byte b = -50


  • Short data type is a 16-bit signed two’s complement integer.
  • Minimum value is -32,768 (-2^15)
  • Maximum value is 32,767(inclusive) (2^15 -1)
  • Short data type can also be used to save memory as byte data type. A short is 2 times smaller than an int
  • Default value is 0.
  • Example : short s= 10000 , short r = -20000


  • Int data type is a 32-bit signed two’s complement integer.
  • Minimum value is – 2,147,483,648.(-2^31)
  • Maximum value is 2,147,483,647(inclusive).(2^31 -1)
  • Int is generally used as the default data type for integral values unless there is a concern about memory.
  • The default value is 0.

Example : int a = 100000, int b = -200000.


  • Long data type is a 64-bit signed two’s complement integer.
  • Minimum value is -9,223,372,036,854,775,808.(-2^63)
  • Maximum value is 9,223,372,036,854,775,807 (inclusive). (2^63 -1)
  • This type is used when a wider range than int is needed.
  • Default value is 0L.
  • Example : int a = 100000L, int b = -200000L


  • Float data type is a single-precision 32-bit IEEE 754 floating point.
  • Float is mainly used to save memory in large arrays of floating point numbers.
  • Default value is 0.0f.
  • Float data type is never used for precise values such as currency.
  • Example : float f1 = 234.5f


  • double data type is a double-precision 64-bit IEEE 754 floating point.
  • This data type is generally used as the default data type for decimal values. generally the default choice.
  • Double data type should never be used for precise values such as currency.
  • Default value is 0.0d.
  • Example : double d1 = 123.4


  • boolean data type represents one bit of information.
  • There are only two possible values : true and false.
  • This data type is used for simple flags that track true/false conditions.
  • Default value is false.
  • Example : boolean one = true


  • char data type is a single 16-bit Unicode character.
  • Minimum value is ‘\u0000’ (or 0).
  • Maximum value is ‘\uffff’ (or 65,535 inclusive).
  • Char data type is used to store any character.
  • Example . char letterA =’A’

Reference Data Types:

  • Reference variables are created using defined constructors of the classes. They are used to access objects. These variables are declared to be of a specific type that cannot be changed. For example, Employee, Puppy etc.
  • Class objects, and various type of array variables come under reference data type.
  • Default value of any reference variable is null.
  • A reference variable can be used to refer to any object of the declared type or any compatible type.
  • Example : Animal animal = new Animal(“giraffe”);

iPhone – HelloWorld program in java..

Welcome to the java world.This is an simple HelloWorld example.

If you are new to programs ,Basic Terms you should know before the code:


Class is an collection of objects.it is an wrapper for the objects.

Example:Classroom(Classroom contains benches,boards etc)


Everything is considered to be an object.Especially in java everything is an object.Remember java is used for platform independent and real life entity mapping too.



Method is a collection of code which are called to do a specific task.

Example:Brakes in a vehicle…


Variable are used to store values which are used later for computations.



public class HelloWorld {

public static void main(String[] args) {




public class HelloWorld {

  • HelloWorld is the class name and its access specifier is public so it can be accessed from any other classes.

public static void main(String[] args) {

  • Here public is the access specifier so the is accessible for other class.
  • It is static so it has only single memory.
  • void is the return type of this method so the method wont return any values.
  • String[] args is the parameter passed to this method.


  • This line prints the value ‘HelloWorld’.
  • Here println() is a method.
  • out is an object.
  • System is a class name.

Apple Campus 2 Outlook,Floor Design and Interiors!!

Apple Campus 2 Outlook:

Apple is building what is sure to be the coolest office building ever in Cuptertino, CA. the project will be built on a 175 acre area near the 280 highway. The total building will be approximately 2.8 million square feet, will feature a 1,000 seat auditorium (perfect for all but Apple’s biggest events), a fitness center, 300,000 square feet of research facilities, a power plant, and underground parking. But all of that sounds boring, what you really need to see is what it lookslike: a giant, flying saucer-like loop.  It will house over 12,000 employees in one massive building.

Apple Campus 2 Floor Plan:

As far we had seen the outlook of the Apple Campus 2 ,its awesome rite ?? yes sure there is no Doubt in that.Most of the beautiful buildings loss its score on the interiors  but Apple wont be in the list.the floor plan of the Apple shows that they are planning for a spaceship model!!. Check this floor plan of Apple Campus 2,

Apple Campus 2 Interiors:

The images on the site all tell a tale of grandeur, be it the life-sized glass panels overlooking a lush expanse or the signature minimalistic white for the interiors.

Called Campus-2, Apple’s headquarters in the making, resemble a spaceship. When the late Steve Jobs said the new campus would be a “little like a spaceship landed”, you knew you had to take it seriously. The project update, along with revealing a host of trivia also gave us, curious onlookers a sneak-peek into the action. The Apple Campus 2 project plans sent by Apple to the Cupertino City Council revealed the making of what Jobs had once said would be the “best office in the world”.

Jobs had also envisioned the unimaginable for the Apple Campus 2 – a solar roof. The circular roof, in question will be covered with photovoltaic solar panels, making it presumably the biggest of its kind in the U.S. The energy, thus generated would be put to use to fulfil the power generation needs for use at the Apple HQ, maybe not fully, but partially.

The entire construction is being touted to near completion in 2015.

Top Advantages and Disadvantages of iphone5!!

As we all expecting for the new iphone 5 its release date is announced as September 21.Apple made a huge effort on iphone 5 to hold their customers but as well they have some disadvantages too.So let me elaborate this,


A thinner iPhone

It goes without saying, but let’s walk through the dimensional specifics.

The original iPhone was 11.6 mm deep, grew to 12.3 mm with the 3G and 3GS, then shrank to 9.3 mm deep with the iPhone 4 and 4S. The “in-cell” shrink would probably shave off just under 0.5 mm, which isn’t much. the new back piece could shave as much as 1 mm off the total width, dropping the iPhone to just under 8 mm thickness.If the latter turns out to be true, it could mean at least a 14% depth reduction from the current iPhone and a 31% reduction over the original model. Millimeter changes are almost indiscernible to the casual eye, but to the hand? I notice subtle spatial differences in objects like smartphones far better by touch than sight. And a thinner iPhone would mean thinner cases, too.

Improved screen imaging

The more layers light has to pass through to get to your eye, the less clear the image on the other side of those layers is going to be. Anyone who’s lived with a smartphone screen protector for a considerable period of time, then pulled it off to swap in a new one, has probably noticed how much sharper and clearer the display looks with the protector removed (even a razor-thin piece of plastic can negatively impact how crisp or clear text and images on a display look).

An “in-cell” display wouldn’t solve the screen protector issue, but it would eliminate a significant layer in the light-to-retina equation, theoretically improving the clarity of images and text with or without an optional aftermarket protective layer.

Reduced (or counterbalanced) weight

Thinner, if Apple adds nothing else, also means lighter, though the iPhone 4S already weighs next to nothing at just 4.9 ounces — about as much as a deck of cards. Chances are Apple will instead use any weight reduction gains to add or augment other components, or possibly just to offset weight added by the rumored larger screen.

All iPhones, from the first in 2007 to the 4S in 2011, have a 3.5-inch diagonal display area, but the new iPhone is said to be the first with a larger screen — at least four inches diagonally, possibly more. Apple’s under some pressure to move to a larger screen given what its rivals — Samsung chief among them — are doing with competing phones like the Galaxy S II (4.3 inch display) or the brand new Galaxy S III (4.8 inch display).

Yes, “nearly 5-inch” displays aren’t for everyone, but 3.5-inches feels almost constrained in a smartphone-verse of at least 4-inch displays. A 4-inch (or slightly more than) iPhone display would pull Apple out of the screen real estate basement and more than justify the slight weight gain.

More space for a larger battery

Today’s iPhone boasts up to eight hours of talk time on 3G, 14 hours on 2G, up to 200 hours of standby time, up to six hours of Internet use on 3G (up to nine on Wi-Fi), up to 10 hours of video playback and up to 40 hours of audio playback. The reality, of course, is wildly different, with many people seeing only a fraction of Apple’s idealistic projections.

Increasing the battery size to squeeze a few precious extra hours of talk time or app use — even if it offsets weight reduction gains in the design — would probably be a boon for consumers. I know I’d much prefer longer battery life than see the iPhone lose any more weight (in fact I’d gladly accept a net weight gain for better battery life at this point).


SIM Card Slot

iPhone 5 doesn’t have SIM Card Slot. Apple is working with SIM manufacturer Gemalto to create a unique SIM card, it allows people to buy the iPhone directly from Apple and choose a carrier via the App Store.


iPhone 5 features built-in wireless syncing capabilities, inductive charging a la Palm Pre. But it doesn’t include 30-pin connector.

Headphone Jack

iPhone 5 doesn’t have headphone jack, without headphone jack would suck since none of my vehicles have any kind of Bluetooth capabilities and won’t in the near future.

Cleverness Slide

iPhone 5 unlikely to let this cleverness slide, it would risk looking too much like every generic plastic Android phone out there.

iPhone – HelloWorld in iphone

This is an HelloWorld example.it will be good to use the latest Xcode version so the performance will be much better.i am using Xcode 4.

There are three types of files,
(i) .h
(ii) .m
(iii) .xib
•      The .h files are interfaces where the implementation will not be provided.
•    .m files are the implementation files.
•    .xib files are the place where we design the user interface for the user.
(i) AppDelegate.h
(ii) AppDelegate.m
(iii) ViewController.h
(iv) ViewController.m
(v) ViewController.xib
•    AppDelegate files are executed first
•    ViewController files contain the code part for view and logic.
STEP 1: Select Xcode and select Create new Xcode Project option.

Step 2: Select Single View Application and click next.

Step 3: Enter the name for the project and specify the simulators like iphone , ipad or universal and click next.

Step 4:  Select the place where you need to store the project and select Create.

Step 5: Select the ViewController.xib file and drag a label and button from object library and place it on the ViewController.xib.

Step 6: Place the mouse over the Label. now right click and drag a line and place it inside the ViewController.h file.

Step 7: Now a window appears. here select Outlet in Connection field and  give a name to your Label.

Step 8: Now repeat step 6 for Button. but the difference is here select Action in Connection  field and give a name to your method. this method will be called when you press that button.

Step 9: Add this code below inside the  Button method in VewController.m. Here the method name is changeLabel() and Label name is labelObject.
labelObject.text=@”HelloWorld iphone”;

Step 10: You made it!! now Run the project.


#import <UIKit/UIKit.h>

@interface ViewController : UIViewController

@property (strong, nonatomic) IBOutlet UILabel *labelObject;

– (IBAction)changeLable:(id)sender;


#import “ViewController.h”

@interface ViewController ()


@implementation ViewController
@synthesize labelObject;

– (void)viewDidLoad
[super viewDidLoad];


– (void)viewDidUnload
[self setLabelObject:nil];
[super viewDidUnload];


– (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown);

– (IBAction)changeLabel:(id)sender {
labelObject.text=@”HelloWorld iphone”;