MacRumors

The Chicago Transit Authority today announced that Ventra now supports Apple Pay with Express Transit mode, allowing the fare card to be added to the Wallet app on a compatible iPhone or Apple Watch for tap-and-go payment at train stations and on buses.

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Express Transit mode allows users to pay for rides without having to wake or unlock their iPhone or Apple Watch, or open the Ventra app. The mode also bypasses the need to authenticate with Face ID, Touch ID, or a passcode. Users simply need to hold their iPhone or Apple Watch near the contactless payment reader until a checkmark appears on the display.

With your Ventra Card on iPhone and Apple Watch it's easier than ever to get around on CTA and Pace. Just tap your iPhone or Apple Watch to pay for rides using transit value or passes. No fumbling to grab a separate transit card, open apps or even wake your device — it's that easy!

And get the same features of a Ventra Card on your iPhone and Apple Watch, including the ability to load and manage transit value and CTA and Pace passes, autoload, pre-tax transit benefits from your employer, account management features in the Ventra app and more!

How to add a Ventra card to the Wallet app:

  • Open the Ventra app on your iPhone and tap the "Cards" tab
  • Select the Ventra card you want to add
  • Press the "Add to Apple Wallet" button and follow the on-screen instructions

Special fare program cards, such as RTA Reduced Fare, Student Ventra cards, or U-Pass cards, cannot be added to the Wallet app at this time. It is also not possible to add a Ventra card to the Wallet app on more than one device at a time, according to the CTA, which says to add the card only to the iPhone or Apple Watch you wish to use when you ride.

After adding an existing Ventra card to the Wallet app, the plastic version will no longer be functional and cannot be reloaded.

Apple Pay with Express Transit mode went live in Los Angeles and Washington, D.C. earlier this year, with other supported U.S. cities including New York and Portland.

(Thanks, Anthony!)

Related Roundup: Apple Pay

Facebook has today announced a new series of cloud-streamed games for its app and website, but the service will be unavailable in-app to iOS users due to Apple's App Store policies (via CNBC).

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Facebook explained in its announcement that the games will not be spun off into a separate cloud gaming service, instead remaining within Facebook's app and website.

The first set of games available this week include "Asphalt 9: Legends" by Gameloft, "Mobile Legends: Adventure" by Moonton, "PGA TOUR Golf Shootout" by Concrete Software, Inc., "Solitaire: Arthur's Tale" by Qublix Games, and "WWE SuperCard" by 2K Games. "Dirt Bike Unchained" by Red Bull is set to be added in the coming weeks.

The company says that cloud-streaming games will bring cross-play to Facebook for the first time, as well as cloud-playable ads for interactive demos, intended to "blur the line between games and ads." The games will be coming to a redesigned "Destination for Play" on Facebook for resuming games and discovering new ones.

Facebook's cloud gaming solution is not comparable to subscription services such as Google Stadia, Amazon Luna, or Microsoft's xCloud, since the company has focused on versions of mobile games that are initially free to play, rather than AAA titles.

"We think this will expand very quickly because we're not charging up front and you don't need to have a controller," said Jason Rubin, Facebook's vice president of special gaming initiatives.

However, the new cloud-streamed games will not be available on iOS. Facebook says that this is due to Apple's "arbitrary" ‌App Store‌ policies.

Apple does not allow apps to act as third-party app stores, refusing apps that distribute software "in a store or store-like interface." Apple now says that apps can offer a subscription to multiple games, but only if each game can be approved by Apple and is offered in its own app.

Although Facebook could theoretically bring cloud gaming to iOS via the browser version of Facebook, the company has no plans to do so.

"We don't want people going to web Facebook 20 times a day. We have a great app," Rubin said. "We would have to use Apple's technology and browser on iOS, and that isn’t optimized to the benefit of cloud games," said Rubin.

When Facebook users make a micro-transaction in a cloud-streamed game in a browser, 30 percent of revenue will go to Facebook and 70 percent will go to the game developers. For purchases made on Android, Facebook will not take a cut, and instead, its 30 percent goes to Google.

"We would be willing to give the 30 percent to Apple, that is not what's holding us up," Rubin said. "What's holding us up is we're not allowed to do the things that we're doing on Android," Rubin explained.

The snipe at Apple appears to be the latest in an ongoing feud between the two companies. In August, Facebook was forced to remove the games feature from its Facebook Gaming app on iOS for violating ‌App Store‌ policies.

Facebook's cloud-streamed games will begin rolling out this week to users near a Facebook data center, achieving coverage in California, Texas, Massachusetts, New York, New Jersey, Connecticut, Rhode Island, Delaware, Pennsylvania, Maryland, Virginia, West Virginia, and Washington D.C., with further expansion expected in the coming months.

Apple's new iPhone 12 and ‌iPhone‌ 12 Pro feature a new Ceramic Shield screen that Apple says offers 4x better drop performance. To test that claim, Allstate Protection Plans put the two models through a range of breakability tests and recorded the results.


In a face down sidewalk drop test at six feet, the ‌iPhone‌ 12 suffered small cracks and scuffed corners and edges, leaving sharp grooves in the metal. According to Allstate, this result was significantly better than both its predecessor, the ‌iPhone‌ 11, and the Samsung Galaxy S20.

As for the the ‌iPhone‌ 12 Pro, which is 25 grams heavier than the ‌iPhone‌ 12, the handset cracked across the lower half of its Ceramic Shield screen but sustained no malfunctions or noticeable functional damage. While it fared slightly worse than the ‌iPhone‌ 12, it also performed considerably better than the ‌iPhone‌ 11 Pro in similar tests.

In a back down drop test in similar conditions, the ‌iPhone‌ 12 corners and edges were scuffed but the rear panel survived "virtually unscathed," and the testers suggested its improved durability could be down to its flat-edge design. Meanwhile, the ‌iPhone‌ 12 Pro shattered when dropped on its back, resulting in loose glass and cracking on its wide camera. The damage was not catastrophic, however, and the ‌iPhone‌ 12 Pro seemed to work as normal after impact.

When dropped on their sides in similar conditions, both ‌iPhone‌ 12 and ‌iPhone‌ 12 Pro suffered scuffing and sharp steel edges, especially along their corners, but both models were otherwise
unharmed. The testers summed up the findings with the following:

Through face-down, back-down, and side-down breakability drop tests, Allstate Protection Plans found that the Ceramic Shield front front is a huge improvement. Additionally, the flat side design appears to improve durability on both phones when dropped on their rear panels. That said, both phones were damaged when dropped on a sidewalk. Given their hefty repair costs, we encourage everyone to use a protective case and treat their new iPhone 12 with the care you would give an expensive camera.

Apple charges $279 for screen repairs on ‌iPhone‌ 12 and ‌iPhone‌ 12 Pro models. For all other damage, such as cracked rear glass, the repair fee is $449 for the ‌iPhone‌ 12 and $549 for the ‌iPhone‌ 12 Pro. To obtain service, visit the Get Support page on Apple's website.

YouTube channel MobileReviewsEh previously conducted some tests on the ‌‌iPhone‌ 12‌ using a force meter to compare its performance to the ‌‌iPhone‌ 11‌. You can see the results of those.

Keep in mind that these kinds of drop tests are not always going to see the same results, and can vary based on the angle that an ‌‌iPhone‌‌ happens to fall at, so it's always best to use caution with devices made of glass, whether or not they have a Ceramic Shield.

Related Forum: iPhone

Apple plans to update its AirPods line next year with two new models including third-generation AirPods and second-generation AirPods Pro, according to a new report from Bloomberg.

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The Cupertino, California-based technology giant is working on two new models: third-generation entry-level AirPods and the second version of the AirPods Pro earbuds, according to people familiar with the plans.

The models will join other new Apple audio devices like the HomePod mini and upcoming over-ear headphones.

Corroborating previous rumors regarding new AirPods models, the report claims the new entry-level AirPods will inherit a form factor design similar to ‌AirPods Pro‌, with a shorter stem and replaceable ear tips, but minus the higher end features of the latter earbuds such as noise cancelation. Apple is looking to improve the entry-level AirPods' battery life, however.

As for the second version of ‌AirPods Pro‌, Apple aims to make the earbuds more compact by eliminating the short stem that currently sticks out from the bottom, and is said to be testing a design with "a more rounded shape that fills more of a user's a ear," which would make them more similar to Samsung's Galaxy Buds and similar rival designs from Amazon and Google.

According to the report, integrating the ‌AirPods Pro‌ features, antennas, and microphones into the smaller casing has proven "challenging" during development, which "could result in a less ambitious design when the product is finalized."

Apple has reportedly discussed launching the new low-end AirPods during the first half of next year and is also planning new wireless chips to power both models. Apple launched the original AirPods in 2016 for $159 and updated them with a wireless charging case in March 2019, while the ‌AirPods Pro‌ came out in October 2020 and cost $249.

Apple is also reportedly mulling a new model of HomePod that would sit in between the original ‌HomePod‌ and the recently announced HomePod mini, claims the report.

Beyond the new AirPods, Apple has also internally weighed a new HomePod that sits in size, price and sound quality between the original $299 HomePod and the $99 HomePod mini. It's unclear if Apple will ultimately launch that product or just further cut the price of the higher-end version.

Apple unveiled the smaller $99 ‌HomePod mini‌ earlier this month, along with new smart Home features for the speakers, like Intercom.

The report also provides an update on where Apple's rumored "AirPods Studio" headphones are at. According to Bloomberg, Apple still plans to announce the high-end noise-canceling over-ear headphones but the product has faced several development challenges over the past two years, leading to multiple delays and a scaling back of functionality, including dropping the replaceable headband concept.

The headphones were due to go into production weeks ago, but that was pushed back due to problems with the headband, a person familiar with the matter said. That part was deemed too tight in some testing.

The company initially wanted to include large touch pads on the sides of the headphones, but reduced the size of those panels. Apple has also scaled back some of the interchangeable functionality of the headphones that were a hallmark of the initial concept. The latest version of the product is likely to lack a replaceable headband, but could still include interchangeable ear pads.

Previously rumored to be priced starting at $350, "‌AirPods Studio"‌ are expected to feature Active Noise Cancellation and a retro-style design that could involve both a premium model made from high quality materials and a sport-oriented model made from breathable, lighter weight materials.

As the report suggests, ‌AirPods Studio‌ will likely feature magnetic ear cups that can be swapped out for a customizable look, much like Apple Watch bands, and there could be additional features like ear detection so there's no right or left side when wearing the headphones.

Photos and a video clip said to depict the AirPods Studio surfaced in September, featuring headphones with large oblong ear cups and gray fabric padding at the top of the headband. The fabric of the ear cups and the headband appears to be similar to the mesh used for the ‌HomePod‌.

Rumors have suggested that Apple may be planning to hold a third fall event on November 17, which is said to be focused on Apple Silicon Macs, but could also see the debut of AirPods Studio. The 2020 launch date isn't a sure thing though, as there's been some mixed information suggesting the ‌AirPods Studio‌ might not be ready for launch, so it's unclear just what's going to happen.

Last week Apple removed the Apple TV Remote app from the App Store, given that the app's functionality has been baked into the Control Center on iPhone and iPad since iOS 11. Following the Remote app's discontinuation, a former Apple engineer took to Twitter to share some interesting details about the app's original development.

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Alan Cannistraro writes that he began writing the app in 2006 before he even saw the first ‌iPhone‌ user interface, and instead used his own UI elements to begin with. The former designer explains that the Remote app was Apple's first production app that the ‌App Store‌ team used to "test their upload flow" to the Store, and while it only shipped with iTunes and ‌Apple TV‌ controls, early prototypes were a lot more functional.

While we shipped it only with iTunes and Apple TV control, my prototype also allowed me to turn on/off lights, TVs and Receivers (via an IR adaptor), and save and resume a room’s state as a "Scene".

A year later (2009) I had also built prototypes in Remote that would let your phone touchscreen be your mouse for your computer, and to interact with photos, applications (the original TouchBar) and screensavers on your Mac.

I was pitching a larger idea around device communication that never got off the ground (too early?). Predecessor to HomeKit & AirPlay. I had devices from Denon, Marantz, Sharp that spoke a protocol I designed so you could turn them on/off, change inputs and volume, tone, etc.

Another prototype Cannistraro designed in 2009 turned the ‌iPhone‌'s touchscreen surface into a computer mouse, and also offered a way for Mac users to "interact with photos, applications (the original TouchBar) and screensavers."

Cannistraro says he showed the app to then-Apple CEO Steve Jobs, who was so impressed with the way it let you control the ‌Apple TV‌ with swipes and gestures that he wanted the next hardware ‌Apple TV‌ remote to work similarly.

In 2010, I sat down with with Steve to show him how Remote controlled Apple TV with swipes, and he said, “our next Apple TV Remote should be this without a screen”. It took five years (lots of stuff paused when Steve died), but eventually Siri Remote came out and was just that.

On reflection, Cannistraro says he believes the "ultimate vision" for Remote still hasn't been realized, and that smart home control remains a "disjointed experience" on any ecosystem. "HomeKit and Alexa are getting us closer," he says, "but there is still much to do to make the rooms we live in into elegant, ambient, intelligent experiences. Working on it."

You can check out Cannistraro's TV Remote app comments in full using this Thread reader link.