Licensed C64 Emulator Rejected From App Store
Miasik.Net writes "A fully licensed Commodore 64 iPhone emulator has been rejected from the App Store. The excuse Apple used is a clause in the SDK agreement which doesn't allow for applications that run executable code. It seems Sega is exempt from that clause, because some of its games on the iPhone are emulators running original ROM code."
Remember, this is Apple we're talking about. They get nothing from a C-64 emulation, fully licensed or otherwise.
But Apple ][ on the other hand ...
"No matter how cynical you get, it is impossible to keep up." -- Lily Tomlin
Maybe that's how it used to be, back in the good old days (of "help I'm dying of polio!").
These days, there is no competition in SMS pricing; it's 25c no matter what carrier you go with. If that's not collusion, I don't know what is. SMS is something rather useful for a significant portion of the cell-phone-purchasing population, so it would make sense for carriers to compete on price in order to garner the most market share. But they don't; each SMS is 25c, no matter what.
Seems like something our legislative overlords should have more than a passing interest in...
I feel fantastic, and I'm still alive.
And what exactly is so important about the app store that it cannot be bypassed?
You cannot load executable code.
I'm not really sure how to interpret "load executable code". Is there non-executable code? What makes it code, then?
Browsers load and execute javascript. Is javascript not code, or is it not executed, or does it break the rules, or is there some option I'm missing?
Is GLSL also code? That means you can't run third party color filters like the compiz plugin which simulates colorblindness. I'm sure that's an important restriction... wait, what?
Can anyone explain to me what "load executable code" does and doesn't cover? And even better, what's the motivation for the distinction?