Posted by: xSicKxBot - 09-13-2020, 12:48 AM - Forum: Python
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Python raw_input() vs input()
Summary: The key differences between raw_input() and input() functions are :
raw_input() can be used only in Python 2.x and is obsolete in python 3.x and above and has been renamed input()
In Python 2.x, raw_input() returns a string whereas input() returns result of an evaluation. While in Python 3.x input() returns a string but can be converted to another type like a number.
Overview
Before looking at the differences between raw_input() and input(), let us understand why we need them?
A user-friendly code is one that is interactive. To make a code interactive instead of hard coding values, a developer/programmer must aim to allow the user to input their own values into the program. We use the raw_input() and input() functions to accept user inputs.
Example: The following program is an example to accept user input in Python:
name = input("Please enter your full name: ")
age = input("Please enter your age: ")
# In Python2.x use raw_input() instead print("Name: ", name)
print("Age: ", age)
Output
Please enter your full name: FINXTER
Please enter your age: 25
Name: FINXTER
Age: 25
In this article, we shall be discussing the key differences between the input() and raw_input() functions. So let us jump into the mission-critical question:
Problem: What is difference between raw_input() and input() in python?
Let us have an in-depth look at each difference one by one:
Existential Difference
raw_input()
input()
Inbuilt function present only in Python 2.x and is not a part of Python 3.x
Inbuilt function present in both, Python 2.x and Python 3.x
◆ raw_input()accepts input as it is, i.e. exactly as the input has been entered by the user and returns a string.
◆ Since it accepts the input as it is, it does not expect the input to be syntactically correct.
◆ raw_input() is obsolete and no longer a part of Python 3.x and above.
input()
◆input() accepts the input from the user as a statement or expression and returns the output after evaluating the input. In other words, it accepts the user entry as raw_input(), performs an eval() on it, and then returns the result as output.
◆ It expects a syntactically correct input (statement/expression) from the user.
◆ In Python 3.x, raw_input() has been replaced byinput(). This means that the input() function performs the same operation in Python 3.x as raw_input() used to do in Python 2.
Thus input() accepts and returns a string in Python 3.x and above.
Examples
Python 2.x
✎ input() function
a = raw_input("What is your name? ")
print "Name: %s" %a)
b = raw_input(" Enter a mathematical expression: ")
print Output": %d", %b
Output
What is your name? Finxter
Name: Finxter Enter a mathematical expression: 2+5
Output: 2+5
✎ raw_input() function
a = input("Enter Your Full Name: ")
print "Name: %s " %a
b = input("Enter a Mathematical Expression: ")
print "Output: %d" %b
Output
Enter Your Full Name: 'Finxter Shubham'
Name: Finxter Shubham
Enter a Mathematical Expression: 5**2
Output: 25
Python 3.xAnd Above
✎ input() function
a = input("What is your name? ")
print("Name: ", a)
b = input("Enter a mathematical expression: ")
print("Output: ", b)
Output
What is your name? Finxter Shubham
Name: Finxter Shubham
Enter a mathematical expression: 3+5
Output: 3+5
Trivia
If you want to implement or leverage the functionality of input() of Python 2.x in Python 3.x and evaluate the statement entered by the user, you can use one of the following procedures:
Type Conversion : int(input(“Enter value”))
Using eval(input(“Enter Value”))
Example
a = int(input("Enter first number: "))
b = int(input("Enter second number: "))
print("Addition: ", a+b)
x = eval(input("Enter a mathematical expression: "))
print("Result: ", x)
Output:
Enter first number: 25
Enter second number: 75
Addition: 100
Enter a mathematical expression: 10**2
Result: 100
But you must avoid the usage of eval() function unless necessary because it has a severe drawback.
I would strongly recommend you to read this article in connection with this topic. It will help you have a broader understanding of this concept. Also, if you are wondering about the version of python installed in your system, you may want to have a look at this article.
Conclusion
In this article, we discussed the key differences between input() and raw_input() in terms of their functionality and existence in different versions of python along with their examples. I hope all your doubts regarding the difference between input() and raw_input() have been clarified after reading this article.
To become successful in coding, you need to get out there and solve real problems for real people. That’s how you can become a six-figure earner easily. And that’s how you polish the skills you really need in practice. After all, what’s the use of learning theory that nobody ever needs?
Practice projects is how you sharpen your saw in coding!
Do you want to become a code master by focusing on practical code projects that actually earn you money and solve problems for people?
Then become a Python freelance developer! It’s the best way of approaching the task of improving your Python skills—even if you are a complete beginner.
Immortals Fenyx Rising Sure Does Remind Us Of Zelda: Breath Of The Wild
Immortals Fenyx Rising is coming to Switch this December, and is shaping up to be quite an epic adventure.
Mixing elements of the studio’s Assassin’s Creed franchise with Greek mythology and a customisable protagonist (who can also fly, Kid Icarus-style), this open-world adventure is looking extremely appealing – not least because Ubisoft seems to have taken a significant amount of inspiration from Nintendo’s Zelda: Breath of the Wild, as you can see from the gamplay footage below. This could make the game a surprise hit with Switch fans this Christmas.
Immortals Fenyx Rising hits Switch on December 3rd. Will you be taking the plunge?
Ghost of Tsushima continued to see strong sales, adding to its impressive record of being the fastest-selling new IP on PlayStation 4. Fall Guys also saw positive growth by making its way to the top five thanks to PS Plus offering the game for free to subscribers, while UFC 4 and PGA Tour 2K21 filled out the fifth and sixth positions on the chart, respectively.
Our focus this week is on a community-created site that boasts tons of features to help you keep track of Destiny’s armor, weapons, Triumphs, and so much more. We recently worked with them and some other API creators to put together a checklist of the Triumphs you should complete before the end of the Season. They’ve been amazing at finding creative ways to utilize the magic of the API to create cool features for the community.
Please meet light.gg.
Tell us a little bit about yourself and your role in the Destiny community.
Alan: Hello everyone! My name is Alan / afpac and I run the Destiny 2 database and tools site, light.gg. I’ve been a fan of FPS games all of my life, from playing freeze tag mods back in Quake 1, to everyone’s favorite Assault on Zanzibar in Halo 2, all the way to Destiny 2 and other games today. Aside from that, I’m a former Top 50 world raider in World of Warcraft, so when I heard Bungie had built a game that brought aspects of the MMO genre into an FPS game, I was instantly drawn in.
In my personal life, I’m a software architect by day (imagine that), and I’m the proud dad of two adoring huskies and three indifferent cats. I enjoy hiking, biking, bowling, golfing, and traveling when there isn’t a plague.
Top 50 raider huh – I was the second-best rogue on Stormrage (no, not really) but I digress. You want to introduce the rest of your team and have them share their favorite subclass and weapons?
Alan: Some may be surprised to hear the team behind the site is actually just me – I write all the code, maintain all the servers, scream when they crash, all of it.
While I dabble in all the classes/subclasses, Warlock is home to me, and the sound of a Nova Bomb murdering a pack of Thrall was once my text message ringtone. While I fondly remember the days of sniping Hobgoblins from miles away with Icebreaker in Vault of Glass, my all-time favorite gun has to be Telesto, with The Recluse coming in a very close second.
Oh… yea I just assumed you had a team backing you up! That is impressive. What are some of the most-used features you built… by yourself?
Alan: The Item Database that lets people see possible rolls on weapons (and suggestions from the community on which perks they should actually use – shout out to @Panda_Pax and @Mercules904) is far and away the most popular feature on the site.
The God Roll Finder, which allows you to specify which perks you’d like and find weapons that can possibly drop with them, is another big hit.
Finally, the Collection Leaderboard – the feature the site was originally built around – still has a vibrant community of players who enjoy grinding out the hardest to achieve Triumphs and collecting the rarest items to climb its ranks.
Those all sound like great resources for Guardians. Any other feature plans you are working on you want to tease out?
Alan: While I have a list as long as my arm of things I’d like to do, the closest thing on the horizon is what I’m internally calling Custom Wishlists. The idea is to allow people to customize the perk suggestions they see on weapon pages to match their own personal taste, share those lists with their friends, and quickly be able to tell which items in their inventory match up with something on their wishlist.
Another goal here is to give a platform to the folks in the community that love spending time testing out weapons to give some guidance to their fellow guardians on what perk combinations are worth giving a shot. These featured members will be able to curate their wishlists over time and share them with the community prominently on item pages.
There are also a few things on the backburner that are about 80% of the way there (loadout theorycrafting tool / PGCR with an absurd number of statistics) that will hopefully see the light of day at some point.
What made you decide to jump into the API community and start light.gg?
Alan: The site really is just a collection of things that I wished existed for Destiny 2 that I couldn’t find a good tool for at the time. It started as a Collection Leaderboard shortly after Destiny 2 launch because I wanted to see how my collection measured up against my friends and others in the community. From there, I wanted to really drill down into items, being able to search by insane combinations of criteria at once (ala Wowhead), so I built the Item Database. Then with the advent of random rolls, I wanted to be able to find which weapons could roll with the perks I like, so the God Roll Finder was born.
More or less everything from there has been either something I thought would be useful/cool or a great idea from a member of the community that I’ve taken a stab at bringing to life.
We always love seeing what you come up with and create. Where all can we find you on the internet?
@lightdotgg on Twitter is a great way to find out the Trials rewards or Xur rolls on Friday, as well as stay up to date on the newest site content.
We have fledgling YouTube channel, where I’ve committed to upload more tutorial videos for different features.
https://discord.gg/pmHRd5U is the site’s Discord server, the best place to argue over rolls or pitch your idea for a new feature on the site.
Anything else you would like to add before we let you go?
Alan: I’d just like to thank everyone for the resounding support they’ve always shown. The past almost three years have been extremely exciting and humbling. Seeing a personal passion project really take off and become something tens of thousands of people use daily is something I always hoped for but never thought would actually happen. The Destiny 2 community is truly one of the best corners of the internet, and I am proud be a small part of what makes it great.
We’d like to thank Alan for stopping by to tell us all about light.gg and some of the cool features it has. Make sure you check out the site and follow them on social for updates on when new features are added.
We love doing these and will keep them coming. If you have any suggestions on who we should focus on next let us know us on Twitter or our forums.
Remember that only those on Xbox One / Windows 10 / and Android may participate in the Beta builds. You will not be able to join Realms or non-beta players worlds and you will not be able to open worlds opened in the Beta in earlier/current stable builds of Bedrock.
Stability and Performance
The game no longer crashes if a player opens a Shulker Box they’re standing on after rejoining a multiplayer session (MCPE-60856)
Vanilla Parity
Sea Turtles now play a sound when they lay eggs
Dolphins will now dry out at the same rate as they do in Java Edition; 120 seconds
Undamaged Mending items will no longer prevent damaged Mending items from being repaired (MCPE-80156)
Basalt can no longer be destroyed by Ghast fireballs (MCPE-75252)
Basalt blocks now take slightly more time to destroy
TNT no longer activates when a Redstone Torch is placed directly on it (MCPE-81258)
Collecting fish with a bucket now works more consistently
User Interface
Fixed a visual issue where clicking to edit the text box in the NPC dialog would not show the caret (Education Edition Features)
New Achievements Screen
We have made some tweaks to the new achievements screen that is available to some beta players (through a gradual roll-out). Please continue to share your feedback on it in this post!
Gamepad bumpers can now be used to switch tabs in the achievements screen
Tweaked the default focus on the tabs in the achievements screen
Added extra space between the end of the list and the “input legend” at the bottom
The achievement detail screen now shows “Completed on other platform” section
Fix for ItemDescriptors
Item names of the format “minecraft:item.someitem” no longer need the “item.” portion and it will be ignored
Xbox Insider Release Notes – Alpha (2010.200901-0000)
Hey Xbox Insiders! We have a new Xbox One update preview coming to the Alpha ring. It’s important we note that some updates made in these preview OS builds include background improvements that ensure a quality and stable build for Xbox One.
We continue to post these release notes, even when the noticeable changes to the UI are minimal, so you’re aware when updates are coming to your device. Details can be found below!
System Update Details:
OS version released: RS_XBOX_RELEASE_2010\19041.4776.200901-0000
Available: 2 p.m. PT – September 2, 2020
Mandatory: 3 a.m. PT – September 3, 2020
Fixes Implemented
Thanks to the hard work of Xbox engineers, we are happy to announce the following fixes have been implemented for this build:
Guide
Fixed an issue where users could not launch background audio apps (Spotify, Soundcloud, Pandora) via the Guide.
Home
Users should no longer see blank dropdown menus across the dashboard.
System
Various updates to properly reflect local languages across the console
Note: Users participating in Preview may see “odd” text across the console, for more information go here.
Known Issues
We understand some issues have been listed in previous Xbox Insider Release Notes. These items aren’t being ignored, but it will take Xbox engineers more time to find a solution.
We’re still tracking these known issues:
Audio
Users who have Dolby Atmos enabled and console display settings set to 120hz with 36 bits per pixel (12-bit) are experiencing loss of Dolby Atmos audio in some situations.
Workaround: Disable 120hz or set Video Fidelity to 30 bits per pixel (10-bit) or lower.
Some users have reported that Dolby Atmos for Headphones audio setting changes when the console is rebooted/updated.
Note: If you attempt to set the audio to Dolby Atmos for Headphones and see a message advising you to launch the Dolby Access App, please file feedback before launching the app.
Guide
We’ve received reports that the Delete button in the Share menu isn’t appearing correctly and can’t be selected.
Some users have reported that the audio mixer cannot be used to adjust chat/game audio levels.
We’ve received reports of the Guide not launching or loading.
My Games & Apps
Users have reported seeing black tiles instead of game artwork when browsing their collection.
Note: We are still investigating the issue, please report the issue again from the console if you have done so with a prior update and are still seeing this behavior.
Some titles in collection may appear with a “trial” tag incorrectly in collection.
New Store Experience
Some titles may display a “Not currently available” message on the product page and will be unavailable to purchase
Note: Users can use the Microsoft Store on the web or Windows to complete purchases for these items.
Users will not be able to use the “gifting” option for both Xbox 360 and original Xbox titles at this time.
Users will not be able to use the “Build a bundle” functionality at this time
Workaround: Create the bundle via the Microsoft Store on the web or Windows.
Xbox Design Lab customization is not currently supported.
Workaround: Use the Microsoft Store on the web or Windows to purchase.
Profile Color
Sometimes users may encounter the incorrect Profile color when powering on the console.
Make sure to use Report a problem to keep us informed of your issue. We may not be able to respond to everyone, but the data we’ll gather is crucial to finding a resolution.
How to Get Xbox Insider Support
If you’re an Xbox Insider looking for support, please reach out to the community subreddit. Official Xbox staff, moderators, and fellow Xbox Insiders are there to help with your concerns.
When posting to the subreddit, please look through most recent posts to see if your issue has already been posted or addressed. We always recommend adding to threads with the same issue before posting a brand new one. This helps us support you the best we can! Don’t forget to use “Report a problem” before posting—the information shared in both places helps us understand your issue better.
Thank you to every Xbox Insider in the subreddit today. We love that it has become such a friendly and community-driven hub of conversation and support.
For more information regarding the Xbox Insider Program follow us on Twitter. Keep an eye on future Xbox Insider Release Notes for more information regarding your Xbox One Update Preview ring!
Despite pandemic and its reboot, GameStop says it’s ready for next-gen demand
As the industry approaches a new console generation, GameStop CEO George Sherman says that he believes GameStop is better-positioned to deal with the demands that might bring to the retailer.
“While the ongoing pandemic continues to create a somewhat uncertain environment in the short term, we are very pleased by the consumer response at GameStop to the few recent video game product introductions and we believe we are ready, with expanded service and payment options, to handle the expected surge in demand and participate in a very significant way in the console launches later this year,” reads a statement from the GameStop head.
The retailer’s earnings are still down year-over-year, but Sherman says an increase in e-commerce sales and sizable reduction in Selling, General and Administrative Expenses indicates things are proceeding as planned, both in the larger scheme of things and for its ongoing reboot effort.
Net sales for the three month period ending August 1, 2020 came in at $942 million for GameStop, down 26.7 percent year-over-year and complicated somewhat, according to GameStop, by the impending new console launches and store closures, either temporary due to COVID-19 or permanent due to its “optimization” plans.
As with last year, the bulk of those sales came from hardware and accessories, followed by software, and then collectibles. For Q2, GameStop reported $441.6 million in sales from hardware and accessories, both new and used, which is right around 46.9 percent of the quarter’s net sales. Software brought in $386.5 million, but took the largest hit year-over year, falling from last year’s $558.3 million.
Pre-pandemic, GameStop started down a path to reboot the organization and, while those efforts have been complicated by current affairs, that effort continues on. GameStop notes in its quarterly reporting that its latest strides on this front include a $133.7 million reduction in its SG&A category (covering things like rent, travel, and management salaries) and savings from a 10 percent reduction of its retail presence which, in turn, drove 40 percent of closed store traffic either online or to nearby locations.
Gamasutra: Mathew Petermeyer’s Blog – Post Mortem on our Launch of Dungeons of Edera, an endlessly replayable Dark Souls roguelike
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For my second game, I wanted to achieve a bigger project in scope and scale, and being an avid RPG fan, I always knew I wanted to create an action RPG game, but I wanted to add a twist to it to have it stand out, and as I started brain storming ideas for a core game play loop, one idea I built upon was having the quests kickoff into standalone environments that can be complete in 20-30 minute intervals. This idea came from the fact that in the past decade, I have not finished 90% of the full feature story driven RPGs I have picked up, maybe this is just part of becoming an adult, having less time to devote 40+ hours into a game, but even when I could devote a good chunk of time to a campaign, I would take a break, come back weeks later and be overwhelmed with where I was and the forgetting what I was supposed to do! So naturally I would restart the campaign, doomed to repeat this cycle until it falls into the back of my Steam library.
I thought of games that players really flock too, Fortnite, CS, DOTA, Risk of Rain 2, Deep Rock Galatic – what did they have in common? A gameplay loop that can be achieved in 30-60 minutes, leaving them satisfied (sometimes) at the end with a sense of accomplishment (lol). Some of my examples above are competitive multiplayer games, but the timing of the loop was what I took away from there – I also looked at Diablo’s ladder system end game, which pits players through a series of dungeons in a race against the clock – these were all inspirations for the core gameplay loop in Dungeons of Edera – give a player a town hub to launch out of that is their safe haven, quest givers will launch players into procedurally generated dungeons where they can complete their single quest, slay some baddies, get some loot and get back to town. While there is a campaign mode, it is broken into these small chunks to be easily resumed after a prolonged pause and with one quest given at a time, players will not have to remember which side quest they were on.
The games universe is built on my previous game, Hold the Fort, but the inspiration came from growing up playing the elder scrolls series, which really drew me into the medieval fantasy universe, immersing yourself in this whole culture that they created was awe inspiring, but I would say I was more so influenced by my all time favorite RPG games, Gothic 1 and 2 – made by a small studio, not great graphics for the time, a mess of controls, but the story, background and universe even really stuck with me throughout the years and if you are a fan of the series, you will definitely see the inspiration in my works.
Planning
Like my previous project, I worked to get a prototype up and running as soon as possible, and worked out the features that I really wanted to include in various stages and prioritized by Alpha, Early Access, and Full Release. Doing the planning in such a way I made sure I stayed focus on feature development and was always developing on the highest priority items. As you get into the work, more ideas will start pouring in, so ensuring you revisit your planning board, adding in idea and reprioritizing is key to ensure nothing gets dropped. I will also repeat this line from my previous retrospective: Being organized can help with motivation. Break down your work into small enough pieces so you can feel accomplished when you complete it!
For this project, I was able to leverage the community I had built during my development of HTF and get a sizable play test group at various stages in early development, always soliciting for feedback and ideas on how the game could be improved and most of all, ensuring it was fun to play. These play test really helped shape the game as you see it today. Feedback from the community has been so important to ensure I always stayed on the right track.
Marketing
From my previous game I knew the route to take with marketing, as it is the single most important thing an indie game developer can do.
Steam Page:
I got my page up as soon as possible, which was when I had some nice looking screen shots and a basic trailer. Steam is so important to get up early so you can start generating wishlists. I was also able to leverage steam for early access tests, using the key system combined with Mail Chimp to distribute keys to a growing mailing list.
Discord:
I started a discord with my last game, so this continued to grow. It is, IMO, one of the best ways to directly interact with you community as well as launch play tests and solicit feedback via surveys. Every game company needs to get a discord.
Twitter:
Keeping up with twitter is a great way to drive engagement to your page, though it was negligible compared to other sources used below, Most of the folks on twitter I have found are other developers, but I did find some engagement when participating in #screenshotsaturday. This time around I did not use Twitter Promote mode, as I got very little from it for Hold the Fort.
Google/Facebook/Reddit Ads:
For Dungeons of Edera, I wanted to take a more aggressive approach on ads, so I decided to try two new sources along with Reddit ads, Google and Facebook. Of the three, according to my analytics, Facebook ads produced the most click through traffic. Some of it may have been bots, but I also saw an increase in wishlist adoption. My ranking of using these ads with about 200$ month limits on each I would rate them in following order Facebook > Reddit > Google. Google ads is simply not worth it for video games, as you cannot attach a gif or image, it’s just a text ad.
Keymailer/Woovit
Keymailer and Woovit are both great tools for distribution to content creators and currators. Once I had a good build up I began distributing keys to anyone who requested one. I once again subscribed to Woovit to utilize their search, for only 50$ a month this is an amazing offer. I did not subscribe to Keymailers 660+ monthly sub, this is not worth it, however, I will say I already had plenty of content creators requesting keys so I did not have to use their paid services.
Launch Day (With Numbers)
When I began development in July of 2019 I always had planned to release into early access in July of 2020. Once May rolled around I knew I was not on track to release a good build in July so I decided to push it back until the last weekend of August, which I am really glad I did, as the extra bake time really help nail down the first part of the campaign with voice actors and much needed optimizations. Was it perfect? No, it was messy as hell based on all the bugs players found – but marketing as Early Access has helped ease the expectations a bit IMO, but since release day I have pushed several patches to address key concerns and have stabilized it for now so I can continue to push on the new feature list.
On August 28th @ 0500 PST I launched into early access. I told myself I would get a good nights sleep before launch, not repeating the mistake of my last release of releasing at midnight EST – I in fact did not get much sleep, but never the less, I streamed for 8 hours upon opening up the game, then swapped with my fellow team members to keep the stream running all day – recording the stream to keep it on replay ever since.
Over the week we got 106k page visits according to our google analytics.
Dungeons of Edera launching into Early Access at 14.99 USD with a 10% discount. We had about 2500 wishlists on August 28th.
On 9/4 my stats were there following: 1824 sold and wishlists are just over 10,000
We had a 7% wishlist conversation rate
Daily Active users is ~250 with a 52 minute median time played
Units returned is about 400 or 20% of steam unit sales
This release so far has been an amazing accomplishment and success, as based on my research of other independent game releases, the units sold and revenue earned puts us in the top percentile of indie games. Even with the EA tag on the game, I have received tons of positive feedback and support from our growing community on Discord and I have a very positive outlook toward the full launch and with 10k+ wishlist I may have a chance to hit the front page of Steam for our v1.
I hope this serves as good information for the other indie developers out there – happy to answer questions on here or join our discord to chat with me directly. https://discord.gg/dungeonsofedera
TL;DR DoE by the numbers
Price at launch: 14.99 with 10% discount
Wishlists at launch: ~2500
Wishlists as of today: 10,684
Wishlist Conversation: ~7%
Development time: 13 months
External Development Costs: ~6,000
Steam page traffic in first week: 106,000 users
Copies sold in first 7 days: 1824
Returns: ~375 (~20% of steam units)
Current Steam Rating: Mostly Positive 79% of 48 purchasing customers for this game are positive
All Reviews (includes key handouts): Very Positive 80% of 71 reviews for this game are positive
A video on Friday purportedly offers the closest look yet at Apple’s “iPhone 12 Pro” chassis ahead of an expected release this fall.
The short, five-second video posted to Twitter by YouTube channel EverythingApplePro reveals what appears to be a next-generation iPhone chassis complete with iPhone 4-inspired design, cutouts for a triple-lens camera array, a rumored LiDAR Scanner aperture, repositioned SIM slot and more.
Referred to as the “official iPhone 12 Pro chassis,” the metal casing looks to be of production quality, with milled edges, a white glass backing and a selection of assembled innards. Inside, a covering for what appears to be a wireless charging pass-through is seen in a circular area cut out from component shielding.
A module holding the handset’s camera cover glass sports five large apertures — three for the main imagers, one for a flash, and another for the rumored LiDAR Scanner. Apple’s top-end “iPhone 12 Pro Max” is anticipated to boast a rear-facing LiDAR system borrowed from the fourth-generation iPad Pro.
The glass side of the supposed chassis offers a better view of the camera stack and a faint Apple logo layered by white paint.
While most design aspects shown off in the video have been discussed in previous reports and parts leaks, today’s video reveals a small rectangular window located on right side of the device, below the power button. The purpose of the strip is unclear, though at least one prior report notes its existence in early CAD drawings.
Close in appearance to iPad Pro’s magnetic Apple Pencil charger, the window could be a design consideration for new accessories like a more compact wireless charging case.
Apple is widely expected to unveil “iPhone 12” this fall, though a release will come weeks later than the usual September launch. An upcoming special event scheduled for Sept. 15 is thought to bring word of new Apple Watch — and potentially iPad Air — models, suggesting iPhone’s debut will be pushed to October.