iPhone SDK Agreement Shuts Out HyperCard Clone
Halo1 writes "Demonstrating it's not just about Flash, Apple has officially rejected for the first time another alternative iPhone development environment following its controversial iPhone SDK Agreement changes. Even though RunRev proposed to retool its HyperCard-style development environment to directly expose all of the iPhone OS's APIs, Steve Jobs still rejected its proposal. The strength of RunRev's business case, with a large-scale iPad deployment project in education hinging on the availability of its tool, does not bode well for projects that have less commercial clout. Salient point: at last February's shareholders' meeting, Jobs went on the record saying that something like HyperCard on the iPad would be great, 'but someone would have to create it.'"
Steve is really trying to sell himself short, here. His reality distortion field has gone to his head, and he thinks he's bulletproof. And you know what? When he was the only game in town, he was bulletproof.
But he's not the only game in town. In fact, as of 1st Q 2010, he's not even the biggest game in town! As an application developer myself, the recent shenanigans around dictating to developers like me how we can or can't do our job and/or what tools we can use make the iphone a non-starter.
Sorry, too hostile for me, too much lockin for my clients, and not enough benefit. Android it is!
Isn't it ironic that the company responsible for opening up the smartphone market is now offering the most closed platform?
I have no problem with your religion until you decide it's reason to deprive others of the truth.
Everything that has gotten approved so far uses XCode as a build step. You don't necessarily have to do all your development work in XCode (i.e. Unity game engine),
Where have you seen that Unity has been approved by Apple? All I've seen is the Unity people saying "we think we're fine because Apple can't afford to remove all apps on the appstore that have been built with our engine, but obviously we can't offer any guarantees".
Cross compile to an XCode project with things like static libraries for your runtime and everything will be fine.
I'm not sure how you can interpret an SDK agreement stating, a.o.,
as
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"The best cut n paste UI of any mobile device."
That must mean cut and past on everything else is horrendous. I don't have an iPhone but I now have an iPod Touch and I use it around the home mostly for web stuff over Wi-Fi. Every once in awhile, when I am trying to scroll around on the display, the 'copy' mechanism kicks in and grabs some text instead. A minor annoyance and usually I can deselect it without hitting a hyperlink and Safari flitting off to some other web page.
Yesterday for the first time, I wanted to cut and past something. I've installed QuickOffice on the thing and I wanted to save some text from a web page.
Nothing that I could do, or figure out how to do, would trigger the 'capture text for copying' function that I've inadvertently triggered in the past.
That is NOT my definition of a good cut/paste user interface. There's nothing intuitive about it. I guess I should go out and find an O'Reilly manual for the iPhone OS. They publish the 'Missing Manual' series after all.
Apple's interface design decisions are always highly political and steeped in dogma. It's been that way since the launch of Macintosh.
It's good that you've stepped forward to be the spokesperson for 'the fanboys' Baselbrush... but this is developers.slashdot.org not your usual apple.slashdot.org. Don't you feel kinda out of place here??