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Why the Google Android Phone Isn't Taking Off

Hugh Pickens writes "Farhad Manjoo writes in Slate that while the iPhone commands nearly 14 percent of smartphone sales and BlackBerry about 21 percent, Android has only 3 percent. And even though Android is far friendlier to developers, it has failed to attract anywhere near the number of apps now clogging the iPhone. Manjoo writes that Google went wrong by giving handset manufacturers and carriers too much control over the design and marketing of Android phones so there is no idealized 'Google phone' — instead, Android devices get names like the T-Mobile G1 or the myTouch 3G, and each is marketed separately and comes with its own distinct capabilities and shortcomings. 'Outside handset manufacturers lack ambition — -none of them even seems to be trying to match the capabilities of the iPhone, let alone to knock us down with features that far surpass those of Apple's device,' writes Manjoo. 'A smart handset manufacturer could build a top-of-the-line Android device that outshines Apple's phone in at least a few areas — better battery life, a much better Web browser, a brighter or bigger screen, faster or more functional controls... something that might help Android inspire gadget lust. But so far, that's not happening.' John Gruber echoes this advice and adds this advice to Android manufacturers: 'If Apple is BMW, you can be Porsche.'"

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  1. Re:Show some evidence by sammyF70 · · Score: 5, Informative
    Factors that are friendly to developers :
    • the developer fee is $25 ONCE
    • there is no review of your application and when you publish it, it's on the Android Market right away
    • Applications are written in Java, which means you can develop on any platform you like in a language that's not OSX specific
    • the SDK integrates nicely in Eclipse, which means you can have a ~nice~ (debatable I know) IDE for free
    • the documentation is (contrary to what other said) quite good and the #android-dev IRC channel on freenode provides great help

    Sadly, Android suffers from

    • an incredibly bad Market, with one of the worst search engine ever written (a regular joke on #android is whether Google should ask Microsoft or Yahoo for a better search engine), and virtually no useful feedback mechanism for developers. This results in developers pushing fake updates just to make users aware that their applications exist, and comments like "sucks. crashes" littering the market (with no way to know which version actually crashed, nor to ask the user who posted the comment why/how/where the application crashed
    • 24 hours refund even for 99c applications who have demo versions available and virtually no copyright protection. When you first get a ORDER/REFUND" cycle of less than 4mn on one of your applications, you get angry. The angriness just transforms into fatalistic depression after the tenth. Similarly, with games, when refunds is asked after 23 hours, you can't help but ask yourself what exactly, in terms of gameplay, users expected from a 99c game. (this is especially infuriating when the game has high replay value, but can be finished the first time around in a few hours)
    • Non-homogeneous hardware. You're supposed to write your applications so that they can run on vritually any display resolution, with or without trackball, hardware keyboard, and whatnot. Add to that the fact that the T-Mobile G1 is quite underpowered for graphically intensive applications and that that's probably what you're using to develop and the range of stuff you can do shrinks greatly.
    • Android applications are writen in Java, with the shortcomings this brings with it (anybody want to write a game and see how the GC kills the framerate by processing stuff that has nothing to do with your application? it's *really* fun)
    • So .. all in all, yes, it's far friendlier to developers, but it's also a highly frustrating platform to develop for.

    --
    "DRM is like the Ford Pinto: it's a smooth ride, right up the point at which it explodes and ruins your day."-C.Doctorow