Steve Jobs introduces iTunes at Macworld SF (2001)
Transcript
Machine transcript in the original language. It may contain errors. Select a timestamp to play that moment.
Good morning.
Thank you.
Thank you all for coming this morning.
Thank you so much for coming.
We've got about 5,000 people here,
and when I checked just before I came on,
we've already got tens of thousands watching the streaming broadcast all around the world.
We're streaming all the way up to a megabit per second all around the world,
and we had over 3 gigabits per second of streaming data going out when I checked just before I came out.
We had a lot of people watching today.
The last several months of 2000 were particularly challenging for Apple and our industry.
We've decided to start 2001 with a bang.
We've got a lot of incredible stuff to show you today.
So let's get started.
First thing I want to talk about today, Mac OS X. Mac OS X. Let me review the
architecture of Mac OS X for those of you who don't know.
Architecture is in four layers. A kernel called Darwin, the most killer graphics
ever, tremendous frameworks for developers to write to, and a stunning new user
interface called Aqua. Darwin. Darwin's pretty amazing. Of course it has
protected memory so it doesn't crash and our goal is to never have Darwin crash.
It's got virtual memory so it manages the memory for you. No more setting the
amount of memory each app's gonna get. It does it all for you. Preemptive
multitasking so if you're working on something something else can't block you.
Multi-threading so again you can juggle activities very easily. Symmetric
multi-processing so when you throw in a second processor things accelerate
automatically and BSD Unix services
so you can talk to enterprise systems you know most the servers and enterprises
are Unix based
and we are their twin brother and it's fully
open source so we have a Linux like community that's already built up
around Darwin and never helped us quite a bit we've already incorporated a lot
of their feedback
and work into Darwin so that's the architecture of Darwin
now we move on to graphics we've got three levels of graphics
2D, 3D and multimedia. In 2D we have Quartz, which is remarkable. Quartz is
based on the PDF internet standard. It does PDF rendering on the fly, fully
anti-aliased, supports all the standard fonts out there, compositing transparency.
It's incredibly fast and incredibly stunning. We move on to 3D, OpenGL,
industry standard. It's great for games but it's also great for professional
imaging. And we're starting to use it more and more for very high-end stuff as well.
Hardware acceleration optimized for the G4, OpenGL. And of course, QuickTime, we've based it on the
latest version of QuickTime, QuickTime 5. We've integrated it into the OS so it can take advantage
of the advanced plumbing. And of course, we have a new player interface as well. So we've got the
most killer graphics on the planet, built in right to the core of Mac OS X. Frameworks. We have
three frameworks, Classic, Carbon, and Cocoa.
Classic, of course, runs existing
Mac OS 9 apps as is. Almost all Mac OS 9 apps
just run in Mac OS 10 without any modification.
It's pretty remarkable, but you don't get the core advantages of Mac OS 10.
To do that, developers have to tune up their apps
for Carbon. Takes them a few months and they produce an app that springs to life
in macOS 10 taking advantage of all its new features and this is what all of our developers
are working on doing now.
Plus we've got an extraordinarily advanced object oriented API called Coco which is the
coolest thing out there for writing new apps in.
You can write apps ten times faster than any other technology we know of in the industry.
So we've got killer APIs for our developers and we're supporting full Java 2 as well in
macOS 10.
Those are our frameworks.
And a stunning new user interface called Aqua,
which I will show you more of in just a second.
So that's the architecture for Mac OS X.
We just finished our beta release.
We released a beta release of Mac OS X last...
September and I can report to you now it's been a stunning success for us. We
anticipated about 10,000 people buying the beta. We had a hundred thousand. A
hundred thousand copies of the beta have been sold. We anticipated three, four
thousand individual feedback submissions. We've had over 75,000. Some of them quite
long and we've read every single one we've categorized them and we've learned a lot from
this and it's helped make Mac OS 10 better so I thank you guys who sent those feedback submissions
and we're gonna get a much better OS because of your help I went into the database and pulled
some things out to characterize three kinds of feedback for you the first was positive feedback
We always like a little positive feedback.
And the most frequent positive feedback was far more stable.
This thing is in beta form far more stable than even OS 9 is in shipping form.
And we're very gratified to hear that.
Second, Aqua is incredible.
People in general loved Aqua.
There's a few things I'd like to see changed, but in general they loved it.
Super easy to install. We nailed the installation.
Classic really works.
I think people were really surprised that we could run macOS 9 apps and macOS 10, and it works well.
And a really interesting one, a lot of feedback that Mac plus Unix is a whole new ballgame for Apple.
That this is taking the power of Unix and marrying it with the legendary ease of use and advanced application platform of the Mac
and producing something that doesn't exist anywhere else in the world that people are really excited about.
The second area of feedback was missing features. A lot of missing features. The number one was airport, surprisingly.
Printing, location manager, etc. These are features that just didn't make it into the beta. Airport missed it by about two weeks.
I'm pleased to report that all these features are now in the OS as well as many others that we just didn't have at beta.
And the last category was key concerns. People had some key concerns and the most frequent ones were the Apple menu,
clock in the menu bar, disks on the desktop control strip, and the finder
toolbar is awfully big and horsey. So we listen to these concerns very carefully.
And if you've noticed, Mac OS X has been evolving all throughout 2000 based on
feedback that we've gotten from our developers and our users, and we're not
stopping. And we've added some new features in Mac OS X, and I would like to
show them to you right now. One that nobody asked for but we added anyway was this new
screen saver. It's kind of cool. It goes and finds all your icons and makes a cool screen
saver. But let me show you one other thing that's kind of neat. We have another one in
here. Whoops, I didn't want that. We have another one in here which you can own pictures
and it will go ahead using OpenGL and cross-dissolve and zoom them into each other.
It's really beautiful.
So I threw some pictures of a beach up here, but you can have pictures of your family or your dog or our products or whatever you want.
But it's really nice, something you've never seen on a computer before.
And it turns your computer into this most gorgeous digital picture frame when you're not using it.
All right.
We'd all like to be there.
So, I'm going to run through a few things very quickly, just in case some of you have never seen Mac OS X.
As you know, you can move Windows around real-time, not just the outlines.
They resize real-time, as you've seen before.
And one of the things that has really worked out well has been Sheets.
Sheets, as you know in Mac OS today, when the OS wants to tell you something, it throws up a panel which can get disconnected from the window that it applies to.
It gets very strange when you start to work on many applications at once and you don't know which window the panel applies to.
We've gone to what we call Sheets.
When the OS wants to interact with you on a document basis, it throws up a sheet and you can interact with it, in this case, a save panel.
Very simple.
When your window gets very small, it goes like this.
And as you can see, it even moves away from the side if you're too close to the edge.
Okay?
Very, very simple.
And I guess Sheets also illustrates something we're trying to do with Mac OS X that's really important to us.
To make it more powerful, yet at the same time easier to use.