Slow transitions in 4.3.1

Since I upgraded the firmware on my iphone 4 from 4.1 to 4.3.1 I noticed that is slower and is very noticeable. I have restored 10,000 times and I think that is a problem of Ios. I hope Apple fix this soon because the new devices that are providing (just opened) and have lag. Do not understand how can this be happening. Thanks for your answers.

Not clear what you are trying to accomplish. There is no FTP in the BT profiles on the iPhone so you cannot exchange data via iOS and BT. There are some apps that allow 2 iPhones to play games against each other or swap photos but they handle the handshake between devices within the app.

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    Transparency comes in three flavors. (If you know an artist who creates web content – have them read this section. It's amazing the number who are clueless on this issue.) The first flavor is none – the bitmap is a rectangle and will obscure every pixel below it.
    The second is a bitmap where a designated color value (most use magenta but it can be any color) means transparent. So other colors are drawn and the magenta pixels are not drawn so the underlying pixel is displayed. This requires rendering the image on a selected background color and the edge pixels that should be partially the image and partially the background pixel then are partially the background color. You see this in practice with 256 color icons where they have perfect edges on a white background yet have a weird white halo effect on their edges on a black background.
    The third flavor is 8 bits of transparency (i.e. 256 values from 0 – 100%) for each pixel. This is what is meant by a 32-bit bitmap, it is 24-bits of color and 8 bits of transparency. This provides an image that has finer graduations than the human eye can discern. One word of warning when talking to artists – they can all produce "32-bit bitmaps." But 95% of them produce ones where every pixel is set to 100% opacity and are clueless about the entire process and the need for transparency. (Game artists are a notable exception – they have been doing this forever.) For a good example of how to do this right take a look at Icon Experience – I think their bitmaps are superb (we use them in AutoTag).
    Resolution
    Many formats have a resolution, normally described as DPI (Dots Per Inch). When viewing a photograph this generally is not an issue. But take the example of a chart rendered as a bitmap. You want the text in the chart to be readable, and you may want it to print cleanly on a 600 DPI printer, but on the screen you want the 600 dots that take up an inch to display using just 96 pixels. The resolution provides this ability. The DPI does not exist in some formats and is optional in others (note: it is not required in any format, but it is unusual for it to be missing in PNG).
    The important issue of DPI is that when rendering a bitmap the user may want the ability to zoom in on and/or to print at the printer's resolution but display at a lower resolution – you need to provide the ability for the calling program to set the DPI. There's a very powerful charting program that is useless except for standard viewing on a monitor – because it renders at 96 DPI and that's it. Don't limit your uses.
    File formats
    Ok, so what file formats should you use? Let's go from most to least useful.
    PNG – 32-bit (or less), lossless compression, small file sizes – what's not to like. Older versions of some browsers (like Internet Explorer) would display the transparent pixels with an off-white color but the newer versions handle it properly. Use this (in 32-bit mode using 8 bits for transparency) for everything.
    ICO – This is the icon file used to represent applications on the desktop, etc. It is a collection of bitmaps which can each be of any resolution and bit depth. For these build it using just 32-bit png files from 16x16 up to 256x256. If your O/S or an application needs a lesser bit depth, it will reduce on the fly – and keep the 8 bits of transparency.
    JPEG – 24-bit only (i.e. no transparency), lossy, small file sizes. There is no reason to use this format unless you have significant numbers of people using old browsers. It's not a bad format, but it is inferior to PNG with no advantages.
    GIF – 8-bit, lossy, very small file sizes. GIF has two unique features. First, you can place multiple GIF bitmaps in a single file with a delay set between each. It will then play through those giving you an animated bitmap. This works on every browser back to the 0.9 versions and it's a smaller file size than a flash file. On the flip side it is only 8 bits and in today's world that tends to look poor (although some artists can do amazing things with just 8 bits). It also has a set color as transparent so it natively supports transparency (of the on/off variety). This is useful if you want animated bitmaps without the overhead of flash or if bandwidth is a major issue.
    BMP (also called DIB) – from 1 up to 32-bit, lossless, large file sizes. There is one case to use this – when speed is the paramount issue. Many 2-D game programs, especially before the graphics cards available today, would store all bitmaps as a BMP/DIB because no decompression was required and that time saving is critical when you are trying to display 60 frames/second for a game.
    TIFF – 32-bit (or less), lossless compression, small file sizes – and no better than PNG. Basically the government and some large companies decided they needed a "standard" so that software in the future could still read these old files. This whole argument makes no sense as PNG fits the bill. But for some customers (like the federal government), it's TIFF instead of PNG. Use this when the customer requests it (but otherwise use PNG).
    Everything Else – Obsolete. If you are creating a bitmap editor then by all means support reading/writing every format around. But for other uses – stick to the 2+4 formats above.
    Edited by: 418479 on Dec 3, 2010 9:54 AM
    Edited by: Darryl Burke -- irrelevant blog link removed

    I don't think the comment about jpeg being inferior to png and having no advantages is fair. The advantage is precisely the smaller file sizes because of lossy compression. Saving an image at 80-90% quality is virtually indistinguishable from a corresponding png image and can be significantly smaller in file size. Case in point, the rocket picture in that blog post is a jpeg, as is the picture of the blogger.
    The statements about the TIFF format is slightly wrong. TIFF is sort of an all encompassing format that's not actually associated with any specific compression. It can be lossless, lossy, or raw. You can have jpeg, jpeg2000, lzw, packbits, or deflate (png) compressed tiff files. There's also a few compressions that specialize in binary images (used alot for faxes). In fact, the tiff format has a mechanism that allows you to use your own undefined compression. This flexibility comes at a price: not all image viewers can open a tiff file, and those that do may not be able to open all tiff files.
    Ultimately though, the main reason people use TIFF is because of its multipage support (like a pdf file), because of those binary compressions (for faxes), and because of its ability include virtually any metadata about the image you want (ex: geographical information in a "GeoTIFF").

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