4g galaxy tab 10.1-

Samsung Galaxy Tab was first announced at MWC 2011, but it was later re-designed and re-launched at the CTIA show. This tablet runs on the Android 3.0 (Honeycomb) Operating System and it comes with a 10.1 inch WXGA display, 1 GHz dual core processor, 3 megapixel rear camera, etc. Last month, Verizon announced the 4G LTE version of the Galaxy Tab 10.1exclusively for its customers in the US. This tablet is finally available for purchase.

Verizon 4G LTE Samsung Galaxy Tab 10.1 features a 10.1 inch WXGA display with 1280 x 800 pixels resolution, 1 GHz dual core application processor, Android 3.0 (Honeycomb) OS, WiFi 802.11 a/b/g/n, 4G Connectivity, 3 megapixel rear camera with LED Flash, HD (720p) video recording, Full HD (1080p) video playback, 2 megapixel front-facing camera for video calling and so on.

It also comes with a 3.5mm audio jack, 16GB / 32GB internal memory, microSD card slot, 32 GB expandable memory, Adobe Flash Player 10.2, Bluetooth 3.0, USB 2.0, Gyroscope, Microsoft Exchange ActiveSync, Quickoffice HD Editor, Stereo Speaker, Android Market, Samsung TouchWiz UX, Samsung Mini Apps Tray and a 6800 mAh battery.

The 16 GB variant of the Galaxy Tab 10.1 is available for $529.99 with a 2 year service agreement and the 32 GB variant is available for $629.99. Verizon will also release the 16 GB WiFi-only Galaxy Tab 10.1 from next month for just $499.99.

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Let's turn the clocks back to about a month ago where OnLive CEO Steve Perlman revealed vague details of a new wireless technology that he believed was going to change everything. The claims being made were fantastic, in that they've not only broken a key law of wireless technology that dictates the maximum amount of data that can be transferred wirelessly, but they've exceeded it, many times over. Also, Perlman claimed that this was all possible with equipment that is less complex than current wireless gear, with both higher range and significantly lower latency.

Obviously the implications this could have on iOS gaming could be massive, as even the latency reduction alone could potentially completely change the face of mobile multiplayer gaming as developers are no longer forced to utilize net code to deal with the comparatively high latency of existing wireless networks. Honestly, it all sounded a little too good to be true, but remember: We all said the same thing about OnLive.

A white paper was released today which reveals some of the details of how this all works. It starts off very easy to follow, and includes some great explanations of why current wireless technology has the limitations it has. Specifically, detailing why you can't watch YouTube at a sports game and why your wireless network is so terrible in your New York City apartment building.


Illustration showing WiFi networks overlapping, causing a performance drain for all connected devices.

Following the cursory background into the how's and why's of current technology, the white paper dives into what makes DIDO, or "distributed input distributed output" different. It's more of an overview, as apparently the complete answer for how it all works involves "very long, involving immensely complex mathematics, very carefully designed software and hardware, and new data communications and modulation techniques."

Like most technological problems these days, the current "problem" of wireless technology is solved by implementing the cloud. The magic of the DIDO network all takes place in the DIDO datacenter where previously mentioned complex mathematics are all computed to tread the whole DIDO network as one entity, utilizing a (potentially) vast array of DIDO access points to precisely send very specific waveforms to certain access points to result in all users being to take advantage of the full wireless spectrum.


Illustration of DIDO's ability to allow every device utilize 100% of the available data rate.

If you're at all interested, I highly encourage checking out the white paper where everything is explained so succinctly that there's not much use in me paraphrasing it here. One thing that is worth mentioning is that they've stressed that this technology has been developed specifically to be a mass-market product that was built from the ground up to be both practical and inexpensive to roll out, as well as capable of scaling to any size.

As the white paper puts it, "We believe DIDO wireless will completely transform the world." I'd love to see that happen.

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We've got some screens of Crescent Moon's Siegecraft, a hot-looking fixed-weapon castle defense game set to hit the iPad and iPhone later this September.

Siegecraft is all about putting you in control of various kinds of turrets against several different types of hordes: catapults, ballistas, rams, siege towers, and trebuchets will be your weapons against boats, vikings, vikings in boats, knights, and other 'races' who wish to take the object or place you're protecting in Siegecraft's instance-based levels. One of the most remarkable things about the title is its visual appeal, which is why we want to show it to you.

The camera perspective might be pretty tight, but know that this is a 3D rendered game and it leans on a robust physics engine, which should make for some additional fun if it proves to be solid in final release form.

Aside from the look and tech, though, the game does have another edge: race-based play. In its initial form, you'll be able to play as Knights, Vikings and Samurai across their own unique campaigns. Down the line in updates, Crescent Moon is planning to expand on this with Orcs, legions of the Undead, Egyptians, Romans, and men from Sparta.

Looks cool enough and, surely, the race thing will give it the edge it needs to feel like a new thing amongst the throngs of other fixed-turret games out there. We'll keep following it as it worms its way through Crescent's innards.

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We here at Fone Arena are big fans of Mugen Power Batteries, this uprising company from the east, providing us power-hungry geeks with more juice for all our favourite devices, most notably batteries for smartphones. Over at the Mugen Website you will be able to find extended batteries for all types of smartphones, most of them even having two options offered. Normally Mugen would have one OEM-sized version, and a bigger battery, with imense power (for example an insane 4.800mAh battery for the Motorola Atrix!). If you want to know more about the actual performance, check out Jon's review from a couple of days ago, where he had a look at the Motorola Milestone 2 battery!

But amongst the great options of Mugen's portfolio, one particular phone has always been left out: The Nokia N8! Nokia's camera hammer still has not experienced any Mugen love, which just doesn't feel right. We all know that Nokia and Symbian have a good power management, however, there's always the desire for MOAR POWAR! Let's be honest, 1.200mAh is not exactly a gianormous option, and even though the N8 gets you through a day, it would always be nice to get a bit of extra juice for long nights out!

So, we here from Fone Arena thought it would be a nice idea to get in touch with the great people from Mugen Power Batteries and request more juice for our Nokia N8's! Mugen said they need at least 500 requests to look into developing, so the next logical step is: spreading the word! Therefore, I have decided to bring up a Twitition for you folks! Sign up there, spread the word, ReTweet, Share, shout in your brothers ear, do whatever you want to get this thing rolling!

http://twitition.com/xzla6 � We want Mugen Batteries for our Nokia N8!

Thank you friends!

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