Apple Eases Restrictions On iPhone Developers
WrongSizeGlass writes "MacRumors has a story on a report by Apple Outsider's Matt Drance that Apple is easing their restrictions on interpreted code used in iPhone development, a change which allows game developers in particular to continue to use interpreted languages such as Lua in their App Store applications. The change comes alongside Apple's further modifications of its iOS developer terms that again allow for limited analytics data collection to aid advertisers and developers, but appear to shut out non-independent companies such as Google's AdMob from receiving the data. It's not enough of an 'about face' to let Adobe or Google back in the picture but they've backpedaled enough to let the little guys squeeze through."
Good to see a little common sense prevailing. I use Lua in my game engine, and it is a very good language for embedding in an application. It is much more efficient to call into than Javascript, for example. This is more about the logical segregation between engine developers and game designers. Scripting (especially event-driven) better suites game designers, who often are not hardcore developers that have a firm understanding of Objective C, C++ or C.
It's not even about portability - pure C and C++ (not dependent on any external APIs besides that of the game engine) is even more portable. It's about using the proper language for the job.
Better known as 318230.
So.. interpreted is not ok atm, but might be ok next week.
Cross compiled flash is not ok now, but might be ok if server side translated to be displayed.
Showing too much on a desktop picture frame still gets your app removed.
Flash (that'd allow more apps to run, just no totalitarian control of the app market) will never be allowed.
Gotcha.
Stuff even attempting to develop on this platform.
Waiting for an amusing sig.
when Apple will lift the other embarrasing restrictions, like how iphone and ipad apps arent allowed to access the individual fiels in the ipod music library.
Theres just about a gazillion developers out there wanting to make a DJ hero app, or just a plain DJ application where you dont have to access music files via Wifi or 3G connection...
Apple is acting worse than Microsoft has ever done. The have developers jumping through hoops.
"No we won't allow non-objective C so your investments in your app are worthless."
"Oh we're getting bad press now? well we'll allow it then for a while."
"Storm settled? let's forbid it again."
"Antitrust investigation? Hmm let's allow some for a while again"
My business has decided against investing in the iPad/iPhone development platforms. The uncertainty and unreliability of Apple management are too great a risk.
Apple could give you permission to ignore the restriction document before, simply stating this in the restriction document is meaningless.
Is this, by any chance, a result of the FTC probe on Apple's business practices?
Since the terms were in the Beta SDK, they too were subject to change. There was an immediate cry from developers that disallowing ingame scripting would be tantamount to killing off entire platforms with shipping products.
I just wish it would be enough to allow the SCUMMVM engine.
They might reduce the restrictions today, but nothing stops them from going the other direction tomorrow.
The better tactic is not to allow them this control in the first place, which is why I bought no iDevices and recommend to my non-tech friends that they do the same. Whatever excessive control any large organization (govt, big company) has over your own property *will* eventually be abused. It is only a matter of when, not if.
There's a really simple solution to this problem: freedom.
Apple shouldn't have any yay or nay in what you do to your own phone and what developers sell or distribute for the phone.
With software freedom you don't have to beg in such a pathetic manner.
This isn't an example of "common sense" behavior in any way. In fact, Apple's behavior has been so fucking crazy lately that even this crazy-but-not-super-crazy behavior ends up looking like "common sense".
True "Common sense" behavior in this case would be for them to drop all restrictions on what programming languages developers can use to develop apps for their platforms. This should be a choice that's 100% up to application developers, 100% of the time. Anything short of that is craziness, not "common sense".
Right.
I would wager your business model has little need or use of such an investment. Ignoring the most popular mobile application platform because it has issues is the biggest risk.
It's just hit me: The prohibition on interpreted code taken literally might prevent someone making a graphing calculator app and implementing the graphing functionality by translating the equation into RPN code for a very simple stack-based virtual machine, and then interpreting that for each point. I assume that's the standard way to implement graphing, since it's a waste of CPU time to parse infix notation for every point (when I wrote a graphing calculator app for the Z80-based Sharp Wizard 7xx, that's what I did). It might also prohibit someone from implementing a Boolean text search by parsing the search expression into RPN code (that's how I implemented the Boolean search in Bible+ for PalmOS).
Now, it's true that they allow the use of interpreted code with Apple's written permission, but only "for providing minor features or functionality". In the case of a graphing calculator app, the interpreted code is used to implement the primary functionality. And in the case of a Boolean text search, depending on the app, that might well be a major feature.
Maybe this doesn't count as really interpreted code because one doesn't have Turing completeness in the interpreter--it's too simple. But with finite memory, one never really has Turing completeness. And anyway, if Turing completeness is the defining feature of an interpreter, then one could get around the restriction by setting a big arbitrary limit on the number of times a conditional can be interpreted (maybe, 2^100).
against Adobe's Flash-to-iPhone compiler as part of Apple's broader effort to keep third-party meta-platforms from eroding the user experience and stifling innovation as developers become reliant upon them to roll out support for new features introduced by Apple
Translation: "... Apple's broader effort against a fair and competitive market place, and their attempts to translate their early lead into a monopoly".
What they are afraid of is people using non-Apple music and video stores and people creating applications that also work on Android. And in doing so, Apple stifles innovation and manages to extract more money out of people's pockets.
You're ignoring a 100 million installed base because you're worried about losing development resources if you do something against the terms of the dev agreement?
I guess your company's website only works in IE too, right?
It sounds like through risk-benefit analysis you figured out Obj-C is the safest (but not foolproof) way to develop for the iPhone platform. From the tone, I would guess that you have no money invested in Obj-C developers, so the safest way out of this mess is to avoid it all together. At least, that is how I interpreted your post.
Once you start despising the jerks, you become one.
Apps have been rejected for no good reason whatever. Even apps that have been approved at a certain version, their updates have been rejected. For no good reason. The process is absolutely capricious and you can never, ever be sure your app will be approved in the Apple store.
"The agriculture ministry is not in charge of Gundam" - Japanese ministry official.
Comment removed based on user account deletion
Why don't they fucking come out and say it like it is: "We don't want Adobe or Google (at the moment). Anything else is okay - until we feel threatened or pissed off at that company"
I'm much more funny, interesting and insightful than the moderators think
No, it sounds like to me he came to the same conclusions as I did -- If I buy some more hardware, developer SDKs, and invest a few man-months in bringing a team up to speed on iPhone development and build an app -- there is very real possibility that I will not be permitted to sell the resultant software. Worse yet, there is no fixed set of rules which I can follow which will guarantee that I will be allowed to do so.
What this means, then, is that there is a non-zero chance I will piss all that money down the drain and have little to show for it except some toys. That is completely unacceptable from a business perspective; unfortunately, I am prohibited from gambling with company money, which is exactly what this is -- a poor draw of the cards can result in a total loss before the sales chain even enters the equation.
Do daemons dream of electric sleep()?
Sonic the hedgehog on iPhone is a megadrive emulator.
So does this mean Python is in our future?
---- Booth was a patriot ----
Good. More room for us.
Apple is acting worse than Microsoft has ever done. The have developers jumping through hoops.
/p>
Try developing for a windows mobile and you will find its not all that much different. Remember this is not the desktop world we are talking about which is totally open.. This is the cellphone market, traditionally somewhat closed, for good reasons.
---- Booth was a patriot ----
Guess what?
Anyone writing an app that takes more than 1 person two weeks to create, like those real, groundbreaking apps that aren't rehashes of another app that's already been done, aren't going to waste their time with a company as inconsistent as Apple when they have other platforms to develop for.
Especially when there's reason to believe that Android is beginning to exceed the iPhone.
Pathetic!
You can lead a man with reason but you can't make him think.
Microsoft is just as evil, if not more, just in other ways.
You can lead a man with reason but you can't make him think.
Ah, yes, the padded numbers from the 2 for 1 Verizon promotion, and the slump in numbers because the iPhone 4 release is very soon...
Numbers for 1 quarter don't tell the whole picture, although I am glad Android is doing well - competition is good for all.
This has come up in discussion before - 95% of the apps submitted to the store get approved, and any company that is serious about making a living from mobile development is *crazy* to ignore a 100 million user base just because they think it might possibly cost them a little bit extra in development. If your company cannot afford to "take the risk" (ie, developing an iPhone app that is rejected would cause the company to fold) then it has bigger issues than a potentially "inconsistent" company.
"Wasting their time" developing for an app that (for conservative estimates, ignoring older phones), is available to 50 million customers... right.
If you are serious about development in the mobile market you are crazy to ignore the iPhone - the user base is enormous, the app store is centralised and it continues to grow.
It would be the equivalent of being a scissors manufacturer, or a can opener maker and not making a left handed version for the cost of development. Even if the left handed population is small, relative to the whole (10% approx), it is still a market that is worth developing for. The iPhone is a significantly larger portion of the smartphone market than 10%. Ignoring it because you are worried about a serious minority of app rejections is just not good business sense.
By all means, develop for Android (especially with the rise in handsets and users - it's a clear emerging market), but any sensible business will also be "risking" iPhone development.
Good points; the iOS (hate the name!) development seems to favor the startup mentality rather than a corporate cycle. But, all this really means is you start with fewer monolithic projects, and chase larger projects as you gain experience with the process.
$1B in developer income to-date isn't enough for a $1MM project, but a $10k project can be viable, even with the extra 5% rejection risk.
All the restrictions are still in place, with the added restriction that your competitors may have the restrictions waived if Apple fancy it. Like for the "Boobs" restriction, this probably means small independent developer can't do scripts (and can't do boos), but big-money conglomerates can. And even if you manage to snag an exemption, it may be cancelled at any time... but then again, so may your Appstore listing in any case anyway.
I'm glad that I'm not a developer and that, as a consumer, I can tell Apple to go f*** themselves.
The Cloud - because you don't care if your apps and data are up in the air.
Before we had a straight-forward, written, rule. Now we are back to the usual app-store situation where we have a rough idea of what will get blocked, but Apple reserves the right to block things for whatever reason it wants.
I too find it disgusting that /. is echoing some apple rumors. I thought it was supposed to be about things that matter. And to nerds, no less.
Fucking /.
Nobody knows where my Adobe has gone
Google left the same time
Why was he holding her hand
When he's supposed to be mine
It's not my party, and I'll cry if I want to
Cry if I want to, cry if I want to
You would cry too if it happened to you
Playin' my records, keep dancin' all night
Leave me alone for a while
'til Apple's dancin' with me
I've got no reason to smile
It's mnot my party, and I'll cry if I want to
Cry if I want to, cry if I want to
You would cry too if it happened to you
Apple and Steve just walked through the door
Like a queen with her king
Oh what a birthday surprise
Somebody is wearin' Apple's ring
It doesn't have to make sense it's REAL
It's not my party, and I'll cry if I want to
Cry if I want to, cry if I want to
You would cry too if it happened to you
I feel a sudden disturbance in the reality distortion field - as if a thousand turtleneck wearing ponces just shat their chinos, and then went "euuuuw!".
Confucius say, "Find worm in apple - bad. Find half a worm - worse."
If I bought the device, then I should be able to do whatever the bl#^p I want on it. Of course I must take responsibility for my own actions. That's the point. Feels like I'm renting the device from Apple and they still own it. So, despite my best efforts, I will never own (nor be able to own) one of these devices.
Until Apple wakes up and realizes that they need to allow Flash in some form, their stock is constantly falling in my opinion.
I never use iPhones, I'm an Android guy, but as far as writing software for the iPhone I don't bother anymore because of the overly draconian approval process(one of my apps was rejected, as best as I can tell, because I misspelled a word) and lockdowns like "Can't use AdMob".
I don't want to sign up for some independent advertising company that probably sends kickbacks to Apple! I have an AdMob account and I've got it set how I want it. What the hell is wrong with you, Jobs?
If the only way you can accept an assertion is by faith, then you are conceding that it can't be taken on its own merits
If Apple only rejected apps that violated a simple and clear developer agreement that'd be one thing. The problem is that they don't. I'm not sure what part of this is hard to understand.
How is this any different than any other new product? Ever new product has risks, and that risk is that your consumer will not be interested in your product. In the case of consumer products this often means that distributors have to take interest in your product as distributors are the real consumer of the manufacturer. In this case Apple has to take interest in your product since they are the only consumer for developers of iPhone applications. If you wrote an application and neither walmart or best by would distribute it, you would be in a very similar position. If you wrote a Console game and the console licensor would not accept it (as is the case with all adult rated games in the US) then you would be in the exact same position.
Creating new products is a risk. If you don't want to take that risk, then stay out of the business of creating new products and leave that to people that are a little less risk adverse.
I'm altering the agreement; pray I do not alter it any further
Pathetic!
Exactly my point. If you don't like the terms then go do something else. It seems massively stupid to pass up such an opportunity, but really we don't need you if you don't want to play. Got it? So don't stand here complaining all day, you get nothing done and we're getting tired of all the whining.
Or do you really believe a post on Slashdot will change everything? Boy have I got some unicorns to sell you!
No significant competitor is allowed. From an anti-trust perspective Apple's change is a NOP.
That is completely unacceptable from a business perspective; unfortunately, I am prohibited from gambling with company money, which is exactly what this is -- a poor draw of the cards can result in a total loss before the sales chain even enters the equation.
I guess you haven't done any real product R&D. ALL new product development (even contract development where the customer has given you the specs for 'exactly what they want') is a "gamble with the company's money". It OFTEN requires "buying new equipment, purchasing SDKs (Apple SDKs are free, after the $99 dev. license, btw)", and "bringing the team up to speed". And sometimes, even on a "sure fire" project, things just don't pan out. This happens to big companies and small alike. This is one of the reasons why everyone isn't walking around as a millionaire, and every business isn't as successful as Apple, Oracle, Microsoft, etc.
Even if your hypothetical app is approved, or even if you develop for a platform without any restrictions, there is ZERO GUARANTEE that you won't "result in a total loss".
So, where is this ideal world you live in, where "If you build it, they will come"?
Seems to me that you want a guarantee. Sorry, life (and business!) just don't work that way.
First of all, IANAE (economist), but the way I see it....
I do believe in buying reliable products that last. Really, I do. I think it's a ridiculous waste when we buy shoddy products that we end up tossing in landfills a few years down the road when they break down.
However, as a thought experiment, have you ever considered what would happen if all American made products became more reliable? Eventually sales for these products would slow (since we're replacing them less often), which eventually would lead to having to cut back on on these companies. They'd probably have to cut back on production (and employees) to meet the reduced rate of consumption. As sales slow, investment in the company begins to slow and pull out. The loss of sales, investments, and jobs is going to adversely affect the economy.
As for the consumer, not having to re-buy their appliances and systems helps relieve costs for them. It's hard to say where that extra money will go. They might save it, which increases their personal financial security )but everyone saving more money also adversely affects the economy). The might just spend it on more goods, but there are only so many durable goods one can practically buy. They might spend more on more services (but I think they'd spend less than what they are saving on goods. Then again, by this point, they might be one of the unfortunate people who have been affected by the earlier job reductions and there is no extra money.
In the end, we are living in a system that works best when we have more consumption, waste, insecurity, and low reliability of goods. I'm not saying that's how it should be, but that's how it works out.
it's not hard to understand at all, but the key thing is that the vast, vast majority of apps are approved, and ignoring a potential 50+ million user base because a small minority of apps get rejected (and you can resubmit for approval) is just not good business sense.
I'm not sure what part of "maybe get rejected so DON'T EVEN TRY" vs "50 million potential customers can buy my app" is hard to understand.
Apple is acting worse than Microsoft has ever done. The have developers jumping through hoops.
Really? You mean anybody could write stuff for the XBOX and have it published?
Many people on this thread have a very skewed picture of iOS development. I have released three fairly large iOS projects (i.e. months to years of development rather than a few days or weeks like so many toy apps). The first was a smashing success and our 3-person development company was acquired for it. The acquiring company is now my employer so I won't name specifics in this case. The second was an independent iPhone app I wrote that was a total flop. The third is my new independent iPad project called Stash that's doing pretty well so far: http://stash.hedonicsoftware.com/
Just the existence of Stash on the App Store - basically an app for porn, though it doesn't provide the explicit content - is evidence that Apple isn't nearly as draconian and capricious as many in this thread are portraying them to be. If you create a high-quality app (or hell, even a low-quality one so long as it doesn't crash) that follows their general guidelines and doesn't try to take over basic functions of the iPhone, you won't generally have a problem. Sure, there are famous counter-examples, and I really feel for those developers. I can't imagine a more frustrating experience then pouring your time into something that's rejected outright. But it doesn't change the fact that these are the few exceptions in a vast sea of approvals or justified rejections (based on the three points that Jobs outlined). Moreover, in my experience Apple is getting much better about working with developers to get apps their approved. It's still a slow process - the last release of Stash was delayed without feedback for over 2 weeks, which felt interminable - but they eventually call and tell you about any solvable issues and give you a chance to correct them.
I'd also like to point out that outside the pain of dealing with the review process, iOS development is a lot of fun. Someone on this thread said no one is in the App Store simply for the love of programming, but I strongly disagree. Apple provides some really nice APIs, and it's relatively easy to create something that looks and feels smooth and professional. I'm currently working on an Android project for my employer, and it's a real chore compared to iOS dev. I don't care how "open" the market is or even how powerful the SDK is if I hate coding for it and need a graphic design team to make it look decent. People forget that Apple/NeXT has been in the GUI framework business for a long time. They know what they're doing. They also seem to be good at letting their internal APIs fully bake before including them in the SDK, which results in a much higher signal-to-noise ratio than in Android, where everything feels over-engineered. I recently read an article by another iOS developer that sums up my feelings pretty much exactly: http://iphonedevelopment.blogspot.com/2010/03/android-sdk-from-iphone-developer.html
That's my 2 cents. YMMV. But if you're interested in mobile development at all, you owe it to yourself to give iOS development a shot.
Good.
As long as Apple's actions continue to improve (or at least don't diminish) the user's experience, then F' em. The developers are there to serve the user (as is Apple itself) and having a gatekeeper to ensure that happens is a fine thing.
It may be a walled garden but if it's well tended then that's ok. If you want to live in the jungle you have that as an option elsewhere.
Because the rules to sell your product in all other industries are far more consistent, and even if Walmart and Best Buy refuse to stock your product you can always sell it yourself. Apple controls the *ONLY* way to reach your customer base (no, buying a dev account for every hundred customers isn't a possibility) and their rules change pretty much every day.
You make the comparison to adult-rated games and its an apt one, but how large is that market compared to the whole of videogames? that's the future of the App Store unless Apple grows up and provides a set of clear and consistent rules that developers (and, most importantly, managers) can work with and rely on. And stop trying to use their customers as ammunition against Google, for God's sake.
No problem is insoluble in all conceivable circumstances.
Which dev agreement? The one in place when you start developing, the one in place when you ship or the one you think His Jobsiness (may his turtleneck never sag) will dream up two weeks after that?
Confucius say, "Find worm in apple - bad. Find half a worm - worse."
But the risks you mention are on top of, not instead of the blurry policy risks from Apple. This makes such an investment more risky. And with the competition and pricing model where it is, it simply isn't worth the risk. Higher risk for lower margins isn't a recipe for success.
Michael J. Ryan - tracker1.info
- in-device software development
Why would you want this, out of curiosity? It seems like developing with a touchscreen device would be annoying.
Even Nintendo, which ordinarily has an even harsher stance toward third-party developers than Apple, has made a product for limited, in-device software development on a Nintendo DS. It's called WarioWare DIY.
Files? What are files?
Self-contained data objects in an application's storage.
Any app can let you manage its own data files however the developer wishes.
The trouble comes when a developer either (out of malice rationalized as a business model) wishes that users not make a backup or (out of negligence) forgets to implement backup.
Anyone writing an app that takes more than 1 person two weeks to create ... aren't going to waste their time with a company as inconsistent as Apple when they have other platforms to develop for.
Ok, seriously, how do people even remotely believe this? Go have a look at the app store and browse through the thousands and thousands and thousands and thousands of apps that are available. Take a moment to pay attention to the development studios involved in many of those apps. Take a moment to contemplate the development time involved with many of those apps. Now, take a look back at your quote and see just how utterly fallacious it is. There are apparently plenty of developers "wasting" their time developing for the iPhone/iPad.
Especially when there's reason to believe that Android is beginning to exceed the iPhone.
As to your claim that Android is exceeding the iPhone, you are utterly wrong. The iPhone OS outstrips Android by a wide margin. A very, very wide margin. Three times larger, in fact.
You might want to read up on the subject a bit more because you are entirely wrong, in every way possible.
3.3.1 still says
3.3.1 Applications may only use Documented APIs in the manner prescribed by Apple and must not use or call any private APIs. Applications must be originally written in Objective-C, C, C++ or JavaScript as executed by the iPhone OS WebKit engine, and only code written in C, C++ and Objective-C may compile and directly link against the Documented APIs (e.g., Applications that link to Documented APIs through an intermediary translation or compatibility layer or tool are prohibited).
That still describes exactly Flash, Unity3D, Torque, SDL, Unreal and most game engines.
Ah, yes, the padded numbers from the 2 for 1 Verizon promotion
Heh, I love this argument. It's like saying you can't count razor blade sales because they give away the handles for free! Newsflash sparky. Those are real handsets, (and they are really being paid for) you can't just handwave them away.
> How is this any different than any other new product?
It's uncontrollable. I can do market research and things like that to mitigate the other risks. It's also a catastrophic risk, because if Apple says "no dice" to my application, it's useless. I won't just sell a few copies and come out in the red, I'll sell zero copies and lose my entire investment. Making developers face risks like that is unreasonable. Maybe if you're a one-man team and you don't care about that risk (don't quit your day job!) you can write the next iFart and make good money. More power to you.
But normal businesses won't face that kind of uncontrollable risk if they don't have to. And they don't. There are plenty of other platforms you can develop for. Ballmer may be an idiot, but one thing Microsoft did right was to focus on developers to help expand their platform.
Oh I'm not, just handwaving them away. However, you have to consider it from both sides - you can't just start proclaiming how "Android is overtaking iPhone!!!" and then show those single quarter results while neglecting to mention two very salient points: that the iPhone 4 is coming out very soon, so iPhone 3GS sales have dropped off, and that Verizon was running a 2 for 1 deal on Android handsets to boost sales.
Of course the handsets are there - no one is waving them away, but if the crux of an argument is about how Android is overtaking iPhone as a target for mobile development, and in installed users, both of those things are important considerations.
I don't want a walled, Disney-like "think of the children!" world.
Please don't use Disney as an example here. Disney distributed Kill Bill.
it's not hard to understand at all, but the key thing is that the vast, vast majority of apps are approved,
The "vast, vast majority" of those approved apps are trivial exercises, a week's work at most for a competent basement hacker.
Complex, interesting applications are extremely risky to develop under Apple's TOS, and the more interesting they are, the riskier. Why should anyone spend several man-years and hundreds of thousands of dollars writing for the iPhone/iPad platforms, if they see other people who did the same thing having their work thrown out at the whim of some turtleneck-clad megalomaniac?
Apple is making it up as they go along. Professional developers will not take their platform seriously until they stop doing that.
Now you're just being silly. "Professional developers will not take their platform seriously until they stop doing that." - this is an opinion, not a fact. It's also far from true. There are many professional developers taking the platform seriously with successful apps.
As much as you want it to be true to support your bias, I'm afraid it's just not so.
It would be the same if Walmart only let you build products out of magical pixie dust that if taken out of Walland turns into a grumpy lawyer fairy in a black turtleneck.
Maybe his company plans on making an app that crashes while using private APIs to do things other than what the description says it should do.
I think it's a pretty safe bet that he needs to avoid all that hard work and development time he would put into that. Android offers you much more flexibility for these apps.
Business = risk. Every business venture has a chance to fail horribly. The people who go out and say "there's a chance it might not get approved, so why try" are going to be kicking themselves when somebody else does it and succeeds.
Follow the rules and test the app well before submission. But, if your groundbreaking app needs to bend/break the rules, sure, avoid the iPhone.
It would be the same if Walmart only let you build products out of magical pixie dust that if taken out of Walland turns into a grumpy lawyer fairy in a black turtleneck.
I really need some of whatever that is you're smoking.
If you're out there comparing this to other platforms, the barrier to entry is extreme low. $99 assuming you already have a Mac somewhere in the office. $1098+tax if you don't. Even if that looks like a big number with the Mac, it's really not. If you see how much your company is paying for the software on your machine and your user licenses for things you access on their servers, you might be a little shocked.
Apple controls the *ONLY* way to reach your customer base (no, buying a dev account for every hundred customers isn't a possibility) and their rules change pretty much every day.
This is not at all true, unless you accept that you have chosen that your customer base is only Apple customers. This is the exact same that as artificially deciding that your customer base is only Walmart customers.
And stop trying to use their customers as ammunition against Google, for God's sake.
You are asking apple to carry a competitors product. That would be like Cosco carrying Member's Mark or Sam's Club carrying Kirkland (or more accurately Sam's Club carrying your product which happens to include Kirkland products in it's bundle). Or for that matter any store stocking and selling another stores brand. No one seems to complain about that, yet you are willing to complain that Apple won't carry Google products.
There are many professional developers taking the platform seriously with successful apps.
Sure. Those developers are creating enterprise apps that don't require App Store distribution, and that you or I will never see unless we work for the org or division that uses them.
The idea that a consumer-accessible computing platform can flourish under terms like Apple's is utterly unprecedented. Even game console development is unfettered by comparison.
Your reality does not follow with actual reality.
There are also many high profile consumer-accessible apps that are more than "some single person business knocking out something in 2 weeks" that are selling very well.
There are also many high profile consumer-accessible apps that are more than "some single person business knocking out something in 2 weeks" that are selling very well.
Such as?
The only ones I see are ports of existing applications from other platforms where they were developed first. Your argument will have more merit if we start to see entirely new nontrivial applications emerge on the iOS platforms. So far that has not happened.
There's a big difference between pulling the rug out from under developers just before release and a product failing commercially on its own merits.
So by that metric, the Android platform shouldn't be taken seriously either, since all the apps on that platform from the major players were developed first from other platforms.
The ones I can think of off the top of my head are the Crayon Physics thing (although again, physics engine simulations did not originate on the iPhone), the Ocrarina app that spawned a whole new genre (although, again, musical instruments and music as a whole did not originate on the iPhone), and games that were developed from scratch to match the capabilities of the phone (like the compass, accelerometers, etc) (and again, motion detection control input did not originate on the iPhone).
Apps like MotionGPS are also doing extremely well (although GPS navigation with waypoints, map drawing, en-route-snapshots, timers and route uploading to the web did not originate on the iPhone) which is making the company that develops the software for other devices a great deal of money since their customer base went from "gee, it would be nice to buy a GPS unit for my walking hobby, but it's expensive" to "ooh, $5 for a nice GPS waypoint app with some nice features that goes right on my phone".
> So, where is this ideal world you live in, where "If you build it,
> they will come"?
> Seems to me that you want a guarantee. Sorry, life (and business!)
> just don't work that way.
Ah - but therein lies the rub where App-Store development differs from the traditional software chain.
The guarantee I want is simply that if I build it, I will be allowed to sell it.
We use two business models:
1) We build and sell to many customers
2) We build and sell to one customer
App store is a little bit of a blend between the two, and that's why it's difficult for business to build non-trivial apps for it (and I'm not interested in recipe databases or fart machines).
In business model #1, before we start, we look around and make sure there is a good market. We build the software, and either we did a good job and people buy it, or we did a bad job and they don't.
In business model #2, before we start, we sign a contract with said customer, and make sure that they're not going to cause us to post a loss even if they change their minds halfway through the process. Usually this is achieved by getting money up front.
The App Store can be seen as a single customer in terms of software acceptance: either they like it, or they don't. But there is no contract describing the acceptance procedure, and no money changes hands.
I don't have a problem in the #1 scenario gambling on whether the company will do a good job or not. What I have a problem is gambling on whether we'll even be allowed to try to sell the software or not. To me, that's completely unacceptable. It's one thing to fail because you did a bad job: it's another thing entirely to fail because a single individual outside your company had a bad one day.
Do daemons dream of electric sleep()?
You're ignoring a 100 million installed base because you're worried about losing development resources if you do something against the terms of the dev agreement?
More like worried about losing development resources if you adhere directly to the dev agreement then during development or approval process they arbitrarily change the dev agreement on you.