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In September 2007, Apple announced the iPod Touch, a redesigned iPod based on the iPhone form factor.[47] On January 27, 2010, Apple introduced their much-anticipated media tablet, the iPad, featuring a larger screen than the iPhone and iPod Touch, and designed for web browsing, media consumption, and reading, and offering multi-touch interaction with multimedia formats including newspapers, e-books, photos, videos, music, word processing documents, video games, and most existing iPhone apps using a 9.7-inch screen.[48][49][50] It also includes a mobile version of Safari for web browsing, as well as access to the App Store, iTunes Library, iBookstore, Contacts, and Notes. Content is downloadable via Wi-Fi and optional 3G service or synced through the user's computer.[51] AT&T was initially the sole U.S. provider of 3G wireless access for the iPad.[52]
The iOS user interface is based upon direct manipulation, using multi-touch gestures such as swipe, tap, pinch, and reverse pinch. Interface control elements include sliders, switches, and buttons.[71] Internal accelerometers are used by some applications to respond to shaking the device (one common result is the undo command) or rotating it in three dimensions (one common result is switching between portrait and landscape mode). Various accessibility described in § Accessibility functions enable users with vision and hearing disabilities to properly use iOS.[72]
Over the years, the Apple Store apps surpassed multiple major milestones, including 50,000,[89] 100,000,[90] 250,000,[91] 500,000,[92] 1 million,[93] and 2 million apps.[94] The billionth application was installed on April 24, 2009.[95]
The implementation of multitasking in iOS has been criticized for its approach, which limits the work that applications in the background can perform to a limited function set and requires application developers to add explicit support for it.[127][129]
Before iOS 4, multitasking was limited to a selection of the applications Apple included on the device. Users could however "jailbreak" their device in order to unofficially multitask.[130] Starting with iOS 4, on third-generation and newer iOS devices, multitasking is supported through seven background APIs:[131]
In iOS 7, Apple introduced a new multitasking feature, providing all apps with the ability to perform background updates. This feature prefers to update the user's most frequently used apps and prefers to use Wi-Fi networks over a cellular network, without markedly reducing the device's battery life.
With the introduction of iOS 7, double-clicking the home button also activates the application switcher. However, unlike previous versions it displays screenshots of open applications on top of the icon and horizontal scrolling allows for browsing through previous apps, and it is possible to close applications by dragging them up, similar to how WebOS handled multiple cards.[133]
In iOS 4.0 to iOS 6.x, briefly holding the icons in the application switcher makes them "jiggle" (similarly to the homescreen) and allows the user to force quit the applications by tapping the red minus circle that appears at the corner of the app's icon.[135] Clearing applications from multitasking stayed the same from iOS 4.0 through 6.1.6, the last version of iOS 6.
Game Center is an online multiplayer "social gaming network"[152] released by Apple.[153] It allows users to "invite friends to play a game, start a multiplayer game through matchmaking, track their achievements, and compare their high scores on a leaderboard." iOS 5 and above adds support for profile photos.[152]
The strategy is to randomize the base of the kernel_map. A random 9-bit value is generated right after kmem_init() which establishes kernel_map, is multiplied by the page size. The resulting value is used as the size for the initial kernel_map allocation. Future kernel_map (and submap) allocations are pushed forward by a random amount. The allocation is silently removed after the first garbage collection and reused. This behaviour can be overridden with the "kmapoff" boot parameter.
Odyssey also introduces a multi-layered tactical environment in which commanders (on foot), SRVs, and ships can engage in combat with each other simultaneously. With Multicrew, multiple commanders aboard the same ship can deploy on foot, in an SRV, and in a Ship-Launched Fighter all at the same time. Ship weapons cannot target commanders because they are too small to target, but commanders can use certain handheld weapons to target ships. SRVs can damage commanders by running over them, but ships cannot ram commanders.[9]
All handheld weapons possess an aim-down-sight function. They can also be modified with a number of attachments, such as scopes, but replacing one attachment with another results in the loss of the old attachment. Players can own multiple copies of the same weapon, but can only carry a limited number of weapons when disembarking from their ships. Weapons have finite ammunition which can be replenished with consumable pickups found in the field. Players can drop ammunition and grenades for other players in their instance to pick up if desired.[16] Other consumables include the Medkit and the E-Breach.[10]
"The future for Elite Dangerous is also exciting. Frontier is developing a major new paid-for release for the iconic space simulation which will dramatically expand gameplay and mark the beginning of a new era for Elite Dangerous. This will be characterised by significant new features to appeal to existing commanders, whilst being specifically designed to be a compelling, attractive and welcoming entry point for new players. Targeted for launch at the end of 2020, this major new release on multiple platforms will fall into financial year 2021."[42] 2b1af7f3a8