The Struggles of Getting Into the App Store
itwbennett writes "You've heard the horror stories about the App Store approval process driving developers away, but what really makes it so bad isn't the 6-8 day waiting period or even rejection. What make it so bad is the lack of access to a human problem-solver at who can loosen the stranglehold of Apple's protocol machine, says Matthew Mombrea, who recounts in excruciating detail his company's experience publishing iOS apps, and, worse, updates to iOS apps."
Is failure to communicate.
I can tell you from going through numerous reviews that it's a terribly inconsistent process and has lead to a lot of frustration. I've been denied before for extremely petty reasons, only to get through on the 3rd or 4th try. Good luck trying to get an idea of how long it will take also. It has taken 45 days or longer from initial submission to being 'ready for sale'. I understand they want to keep control of their market, but their denials really interfere with my motivation to continue developing on their platform. However, on Android I've made far far less revenue on the same apps, only to see my app get 'returned' daily and probably pirated. It's worth the pain still at this point to hit iOS first and Android afterwards, especially to make 3X to 4X revenue on iOS. It's why I hope Microsoft's approvals for Win 8 and RT can be somewhere in the middle.
firestream.net
Why is everyone clamoring for an opportunity to support The Beast?
If you hate the walled garden, don't ask to be let in.
Sheesh, evil *and* a jerk. -- Jade
"also provides excellent development tools for coding, testing, debugging, and distribution for free along with your developer subscription ($99/yr)."
Wtf is he smoking. They aren't free tools. They are $99/yr tools. He said it right there.
Apple is dealing from a position of strength. They don't need you.
I want to delete my account but Slashdot doesn't allow it.
...what else do they really need? Might as well be selective with the rest of the cruft.
I thought the worst part was the 30% they take off the top.
And ye shall overcome !!
The cited IT World article (http://www.itworld.com/it-consumerization/306090/apple-ios-app-review-frustrating-and-bad-your-health) is a lesson in why you don't try to use iPAD as an enterprise platform for home-grown specialized software. You simply don't have enough control over the device or the ability to get the software onto the device. Need to update the app in real time, you are at the mercy of Apple regardless of how nit-picky you think the reviewers are.
The interesting thing mentioned in the article is that they have both a web app and an iPad app.
How impossible would it be to just have a web app? Then you can update to your hearts delight and don't have to deal with Apple. Users can easily put it on their iPads. There are even some "tricks" you can use to work better on the iPad, I believe (common gestures, etc.).
The article does not describe any actions they take to make the above not true, so it appears that they broke Apple's rules. What can they expect?
The real "Libtards" are the Libertarians!
But you need to buy a Mac first, not use the computer you already have. Equivalently, Xcode costs $650 and comes with a free computer.
This.
I've personally developed and released multiple apps, and each app has had updates shortly after release. One was a rather embarrassing oversight. I didn't blame Apple, I blamed myself. I also used their expedite service to request a quick review for the update and was granted the expedited review. The updated application was approved within 2 days using that process. Apples process is frustrating, and can be extreemly aggravating, but I have to wonder how come they didn't have an application + iPad to use for their demo/tutorial. Creating an Adhoc version, as well as a corporate signed version are easy enough under restricted circumstances. (You can't distribute to everyone that way, but you can get it up and working on multiple devices so your client can review and test and train).
It's not necessarily "crap" as much as a refusal to offer a very expensive service (as in "if you have to ask you can't afford it" expensive) through Apple's in-app payment infrastructure.
My app is called B Book (appstore name) which stands for booty book. They made the process a nightmare, but eventually I got it into the store.
As far as costs of doing business goes, $1250 is a god damn bargain.
Really wish people would stop whining about $100 development certificate. It's a negligible cost in the face of the actual App development cost.
you fail to follow the rules, then you complain about the rules???? brilliant!! just like bi&^hing about a speeding ticket!!
i got like 17 apps approved(search SkupTech in app store), only had on rejected, which I knew was a possibility when i made it....(too simple of mac app, had a nice fellow from apple call me to explain... no big deal..)
locked out of this slashdot account for 10+ years... Im back
It's worth the pain still at this point to hit iOS first and Android afterwards, especially to make 3X to 4X revenue on iOS.
Unless one is in an early stage startup and needs the Android revenue to afford the $1250 startup cost for iOS development ($650 Mac mini, $500 iPad, $100 certificate).
FWIW, two out of those three items can be purchased used. Or you can buy last year's iPad new from Apple. You're also ignoring the price of a decent dev machine for Android in place of the Mac mini, which will probably be at least $500, and hardware with which to test the android app, which will be at least $200. Even in a very cash-strained environment, it still makes the most sense to shell out for a Mac mini and an iPad.
Rather than buy all new hardware, I took a longer-term approach and transitioned to a MBP when my old machine gave up the ghost. I wasn't ready to start developing for iOS yet at the time, but I knew I'd want to in the near future. And I knew I didn't want to buy a Mac mini just for that purpose.
Refurbs are your friend and half of apps could probably get away with testing only on the emulators that come with xcode, or an ipod touch. Refurb minis come through in batches every week, but sometimes they sell out fast.
Refurb mini: $569
Refurb ipod touch: $179
Developer program: $99
Total: $847
Oh, and don't forget that you won't need a whole separate PC for Android and Windows development, just a copy of Windows.
I'm not an Apple fan, but it wasn't hard to justify the expense, and I could even put it all on my credit card without going over my credit limit.
My android dev experience was far more expensive than my iOS experience because the Android simulator is so awful that I ended up having to buy a Galaxy Tab 10.1.
Sounds like your targetted app client falls under the class of Enterprise.... so why not skip the app store entirely, keep 100% of the revenue and deploy directly to your verticle market customers directly using the Apple Enterprise licence model?
https://developer.apple.com/programs/ios/enterprise/
- No Sig for you!
My experience with the app store has been totally different.
While I do embedded code for a living, I wanted to learn to write iOS apps. I am by no means a really good Obj-C programmer (but I am improving). My first hobby app suddenly looked like it might be marketable and I prepped it for app store submission.
When I got my one app rejection (on my first submission) I got an electronically generated letter that was sort of vague as to the reason. I responded to it, I got a response by a human in only an hour or two explaining in simpler terms what the issue was and what they expected. I resubmitted that afternoon and in a few days it was up and on sale. There have been no rejections over any of my subsequent updates.
I also had to push out an update about 4-5 days before the iOS 6 release due to a stupid coding error that iOS 6 would no longer let me get away with. It sat in the queue until iOS 6 was released then suddenly the app went from waiting, to in review to ready for sale in a few seconds. It came out when they did a dump of all the other iOS 6 apps. I suppose if an app has a certain number of sales and decent feedback they do not spend much time on it during reviews when crunch time is upon them. This has happened more than once - on the 5.0 update and the 4.0 update too.
Releasing at other times, I usually have 5-6 day waits. My last release (approved today) took a bit more than 8 days.
I have no complaints so far in my 2+ years on the app store.
I tried every decent and legal way I could think of to resolve the issue w/the business before I rented the chicken suit
Unless one is in an early stage startup and needs the Android revenue to afford the $1250 startup cost for iOS development ($650 Mac mini, $500 iPad, $100 certificate).
Dude, if you can't afford to invest $1250 in your startup, you can't afford to invest in your startup. The guy who rides the ice cream bike around the 'hood had a higher startup cost what with the custom cooler-bike, dry ice, ice cream, and business license.
2/3's of the apps in Apple's App Store have never been downloaded ... Less than 1% of iOS apps earn over $1000 in sales ....
Where did you get these numbers from? I'm aware that the situation with regards to app success rates is bad but is it really this bad?
Unless one is in an early stage startup and needs the Android revenue to afford the $1250 startup cost for iOS development ($650 Mac mini, $500 iPad, $100 certificate).
Most people already have a Mac laptop quite capable of developing iOS apps.
That Android development is not free either by the same logic; you need SOME computer for that and in fact to make Eclipse tolerable it better have a goodly amount of RAM and a fast processor.
And you list $500 for an iPad - why? Brand new iPads start at $400, and you can get refurb or used iPad 2 units for less - never mind the new iPad mini which would serve just as well... or an iPod touch which is even less.
I would argue if you were doing any serious Android development you'd be spending a hell of a lot more for test devices. Otherwise if you aren't serious you can also ship to the Apple app store without testing on a single real device either.
"There is more worth loving than we have strength to love." - Brian Jay Stanley
When the iPhone first came out, I wrote a simple puzzle game with OpenGLES and attempted to get it approved for the App store. The process took months and was incredibly frustrating. Running the game the first time showed a demo of the high scores table. Rather than leave it empty, I populated the list with the names of great scientists that I admired.
The rejection letter said that I was is in violation of Section 3.3.12 from the iPhone SDK Agreement which states (as quoted directly from the rejection letter):
Obscene? pornographic? offensive? Surely they had confused my app with someone else's. Of course it didn't take me long to realize the name that some would find 'offensive' and I was disgusted.
After I removed the name Charles Darwin from the high scores table, I was rejected again because I violated section 3.3.6 of the iPhone SDK Agreement:
I couldn't even believe this when I read it. My app was totally local and didn't even open a network socket! Just who the hell was reviewing these things? I guess lawyers with no tech sense whatsoever.
I still like Apple products because they are in my opinion the best that's out there, but this experience really damaged my opinion of Apple as a company. And I certainly haven't bothered to do anymore iPhone development. I loved writing the code, but dealing with the walled garden was a truly depressing experience.
You shouldn't waste your time reinventing the wheel. The square ones work just fine.
It's really really hard to compete against the other fart and flashlight apps.
Wouldn't most people download their own app at least once just to see it work? Or convince a friend/relative to download the app?
Unfortunately, 2/3's of iOS apps have never been downloaded, and less than 1% of iOS apps earn over $1000.
I highly doubt both of those figures.
I know a lot of friends (and myself) who make niche apps, apps they do not advertise and you would never have heard of. All of them have made over $1000 on the apps they make, and there are quite a few other companies making high profile apps that are obviously making a lot of money. There's no way that only ~7500 apps have made over $1k.
In fact this article makes a good case that the number of people making over $1k is more like 20%
Also simply because of review sites and pirates (!), I would actually claim it is nearly impossible that 2/3 of iOS applications have never seen a single download.
It sounds like you are trying to spread FUD - I salute your effort as it makes life easier for us app developers, but I just can't let bad information sit without challenge.
"There is more worth loving than we have strength to love." - Brian Jay Stanley
>> Unless one is in an early stage startup and needs the Android revenue to afford the $1250 startup cost for iOS development ($650 Mac mini, $500 iPad, $100 certificate).
A great way to weed out the idiots. If you can't afford that how exactly are you going to afford to eat for the first 2 years while your business doesn't make money?
You've made this comment twice now on this story (once receiving an up-mod), yet you've failed to provide a source. The following source states that there are 700,000 apps in the App Store. By you're numbers, that would mean that only 7,000 apps have ever broken the $1,000 mark. Now, I can only offer anecdotal evidence , but apparently I know many cream of the crop app developers.
But you need to buy a Mac first, not use the computer you already have.
I salute you as being the only person on the planet born with a PC attached to your ass.
The rest of us have to buy SOME computer, no matter what program we wish to run.
Long ago most technical folk switched to buying Mac laptops, so most of them can in fact use the computer they already have...
"There is more worth loving than we have strength to love." - Brian Jay Stanley
Last time I looked I was unable to find a way to upload an app that I wrote to my mom's iPhone without a developer license (or jailbreaking the phone, which wasn't an option since it was a work phone).
I made this post first, figured that it would get ignored, and restated the point in a discussion where it was relevant. I don't like it either, but it happens sometimes.
A quick google search can confirm the figures I offered.
Required reading for internet skeptics
It just works.
If an app hits big on the app store, you can make a ton of money. iPhone users have the well earned reputation of being a spendy bunch. The reason Rovio are billionaires is because of the app store, because people decided they liked Angry Birds on it.
Combine that with the fact that Apple is generally very hip and trendy now. They are a fashion company, as much as a consumer electronics company. The in thing is to own and be seen with the newest Apple toy.
So tons of people rush in. They believe it is the way to make money. For a few of them, that ends up being right.
My brother is NOT a programmer, however he is good at design.
He has two little apps for children on the App Store which earn him $100-$150 per month. The first app took him about 50 hours, the second was much quicker due to his increased familiarity with the dev software.
A waste of time? If you're earning 6 figures up, perhaps. But he enjoyed writing the apps, and his kids enjoy playing them. The money is not big but it's a nice little bonus every month. It's lucky he doesn't read slashdot, or he would have probably never tried.
I would be astonished if he really was in the top 1% of app developers - a citation for those statistics would be nice.
A quick google search can confirm the figures I offered.
So why don't you do that and cite your source?
Maybe I've been on Wikipedia too long. There, I'd just revert such a statement that appeared, repeatedly (twice now) in an article with no source.
I thought about that, and came to the conclusion it sounded like BS.
So I googled around, and the closest I could come up with is a recent press release from a new advertising metrics / mobile analytics startup that is - surprise, surprise! - pushing their own AppStore analysis tool.
And that report doesn't say "never been downloaded" at all - it says (to paraphrase their press release) that only 1/3 of the apps hold a rank in the top 300 of their category (43 categories), and the other 2/3 don't rank "any visible position at all" (i.e. they're not in the top 300), and surmise from that figure that "these apps hardly generate any downloads".
Bit of a jump from that to your claim of "never been downloaded", isn't it?
I wont give the marketing scum's name or website - if anyone wants to find the original details they can google for themselves, follow the trail back to the source, and read the original press release.
What part of "a well regulated militia" do you not understand?
AC is right on about the enterprise distribution system. No Apple App Store involved.
In light of this comment, I'll make the following offer:
If narcc will cite his source(s), I'll follow up with the source I used for my comment above within 24 hours.
I suspect they're substantially the same, except that his source is another tech blog / news site that misrepresents the original press release.
What part of "a well regulated militia" do you not understand?
I'll get off your lawn man!
[Posting this AC to avoid Apple Backlash]
I am the Director of Development for a small engineering firm. A year or so ago, we wanted to publish a custom app that targeted high-end engineering needs in the Radio Frequency (RF) design community. We signed up for the Apple Enterprise version (so we could publish our own apps to our customers) for something like $400 and submitted our company to the painfully difficult App Store approval process. I managed or attempted to manage the process, which ultimately failed.
It turns out that after all the prep work, intrusive requests for information, delays and emails with Apple, we had our application to become an Enterprise Developer rejected because our Dunn & Bradstreet (D&B**) official business address did not match our actual formal business address per our incorporation documents. Admittedly, this is a discrepancy, but it is a _trivial discrepancy_. Apparently, D&B changed our address at one point for reasons unknown, confounding our formal corporate address with the president's home address. D&B never fixed this error despite the numerous times we attempted to contact them through their fucked up process to remedy an error _they_ made. D&B simply ignored their process and to this day have never even acknowledged that their records are in error.
Despite our company's outstanding 20-year credit history, the fact that we are a multimillion dollar C-corp and the fact that we (finally, after begging) got to talk to someone at Apple so we could offer them any sort of other proof they needed, we were rejected. The Apple guy I talked to sounded like a guy reading from a script; he had no ability to use common sense to adjust the process or view the problem we had and attempt a resolution. There was no further court of appeals. He just repeated over and over that we had to "fix things with D&B" before our app could be further considered. We subsequently learned that our $400 app fee was non-refundable, just to add insult to injury.
After that phone call with Apple, I got on the phone with the president and we made a corporate decision to never develop anything for or through Apple. We are targeting Android devices only now and more than a year later, do not regret our decision.
** Details on D&B for the uninitiated:
- D&B operates just like the personal credit rating agencies we all despise. That is, they don't work for the companies like ours, they work for the banks loaning money to the companies. Companies like mine are not the customer, companies like mine are the product sold to their customers, the banks.
- They have no telephone numbers to contact them and their "objection process" is about as useless and swift-moving as trying to get an error cleaned up on a personal credit report, only harder and not aided by consumer credit protection laws.
I'd bet the nicer docs and generally better API save way more than $100 in developer time anyway.
Most technical users have mac laptops.
[citation needed]
I haven't offered anything that you can't easily check for yourself. It's not FUD, it's just facts.
I have checked; your argument is FUD without any facts.
That is why I provided a link to what I feel is a far more reasonable estimate, that is based on real data instead of your guesses and repetition of a "fact" you can't back up with any real data.
So far I am the only one to provide a link to verifiable information; you just claim I should "use Google" when I have and it simply disproves what you have to say.
If you have an argument to make you need to provide what you feel is proof of it. Otherwise I consider you debunked.
"There is more worth loving than we have strength to love." - Brian Jay Stanley
Why is this even worth slashdot news. WE have SEEN so many similar stories - and most of the Geek world have no sympathies for people who risk the vagaries of the Apple world (not to mention their lack of concern about Apple's appalling ethical behaviours these days)
Lets just put these stories out to pasture. People Deal with Apple - they may get burnt at Apples whim - its OLD News
Huh?
As I stated, anyone who goes to technical conferences already understands the accuracy of this statement.
"There is more worth loving than we have strength to love." - Brian Jay Stanley
The entire Apple ecosystem is way overpriced, from their consumer products to their stock, as well as all the little "apps" that run on those things.
Get out of the cabin much? I guess not when you are claiming apps that range generally in price for $1 to $5 are "way overpriced".
I would call you gramps but you have that really high UID...
I resent the idea that I'm supposed to waste so much of my time to fiddle with some little pocket device encumbered with a thousand patents to text and email people who don't have the time to communicate in real life
Only fools live to suit the devices they own.
I do none of that, instead my device is there to serve as *I* wish, providing data on demand. How much poorer a life when you do not have that ability on tap constantly.
You need to look at the big picture of what you're developing apps for. Someday people will realize and learn to work with the inherent limitations of interfacing with a little piece-of-junk device that fits in your pocket,
Funny you should mention the big picture; I have already seen it. It's a world where people find the small devices rock-solid compared to the "fiddly" world of PC's they came from. That's what you fail to understand, for non-technical users the desktop is the thing that is limiting and fiddly, the pocket devices the thing they turn to when the just want to do something without fuss and have vastly greater ability to use software to amplify human ability.
It is why I had been looking for a way to switch into mobile development full time since the early smart phone days, and jumped into it full time with the release of the iOS SDK. You don't have to be a genius to see which way the world will go, you just have to stop and consider what most people will probably do.
That is a truth that lives outside of brand; even if iOS faltered Android of WP8 would simply take over the same role. The PC is not a thing most people would want to use, tablets and mobile smartphones are.
"There is more worth loving than we have strength to love." - Brian Jay Stanley
> Most technical users have mac laptops. Anyone who has attended a technical conference for pretty much anything (including Windows programmers!) understands the reality of this.
Nonsense. Maybe in some parts of the US (or even all of the US, I don't kow), but globally apple laptops practically don't figure. A statistical insignificance. I havent seen a Mac for months, and I work in a IT multinational with 40 thousand employees.
Anyway, how are you going to admin your AD from that Mac? And how are the domain admins going to apply GPs? Enterprises don't like 'em.
Don't fall for the reality distortion field.
[1] I'm not saying they're not nice, they just aren't common.
Already done in another comment.
Press crtl+f and type my username in the little search box. You can do that, right?
Why is using a search engine so difficult for some people?
Required reading for internet skeptics
Congratulations, you don't want a smartphone. On the grand scale of things, you're background noise. You're not even a fucking edge case - and judging by how you worded your post, you know it. So why did you even post this in the first place?
The $1250 startup cost is a valid complaint when the other platform has no similar barriers.
would be to make opening an enterprise account on your website free and then selling something akin to a client access license through the app store.
Don't like it, don't try to sell "enterprise" software on a device aimed at the consumer market.
What happened to the Shareware idea?
Not everybody who sells applications wants to make buckloads of money, there used to be hobbyists like me who invest their spare time to bring affordable, high-quality applications to people. To many of us, the shareware fee was not a means to get rich, but needed as a small incentive (and justification, e.g. to the wife...) to keep maintaining and developing the app. My main shareware app for OS X is better than most of the competition and available for $15 since the past decade -- however, you won't find it in the App store. Many thousands of great applications and a whole culture is dying with the App stores and people don't even realize how much they are loosing in terms of cash, as they are being ripped off by developers who only want fast cash and certainly aren't interested in long-term maintenance or a sustainable business model.
Moreover, when you're adding up costs, you should add up all the costs: The $650 Mac Mini and $500 will only be usable with the latest OS for about 5 years as reasonable developer machines and the certificates are needed every year. So the minimum cost for iOS development is USD 330 per year, which is 27.5$ a month. That's certainly not much for a real startup, but way too much for many shareware authors.
Add to this the hassle of going through review processes and requirements -- as if bundling, documenting, packaging and distribution weren't already enough of a pain in the ass without an app store --, the need for rewriting your app on every platform because companies more or less force you to use their proprietary toolchains, and forthcoming costs for app stores on other platforms, plus the risk of being sued by a patent troll at any time. Suddenly creating nice apps in your spare time or as a half-time job looks more like a pain than the fun it used to be. And don't be surprised if you're getting ripped off by people who want some fast return for their investment.
Guess why Apple doesn't publish the data...
slashdot never woudda happened if $1250 were the
cost of putting up a web site.
What happened to the Shareware idea?
Why not release a Free app, with an embedded "Donate" button that triggers an in-app-purchase? Voila, Shareware.
Weeks of coding saves hours of planning.
I just got home from the office. You do know that the world has different time zones, right? Why is the fact that the earth revolves around the sun so difficult for some people?
I found your attempt at snark and - ah, just as I guessed, a blog / "news" site post that misrepresents the content of the Adeven press release. I'll leave it to you to use your superior Google skills to find the original source (hint: try searching for the quotes I used in my original comment).
Everyone else, you can all read it here.
narcc, when you eventually find it, you might notice it doesn't back up your claim that "2/3's of iOS apps have never been downloaded" at all.
Care to admit you were either misled, trolling, or deliberately lying?
What part of "a well regulated militia" do you not understand?
About a day and a half's income for a decent programmer. I hope it didn't take them any longer than that to write the app (including, of course, share of setup costs and training time.)
Whatever you're selling, it's way too expensive if you can throw $1250 out the window as the "cost of doing business" as some freelancer developing an "app" that is supposed to run on some fiddly little device. The entire Apple ecosystem is way overpriced, from their consumer products to their stock, as well as all the little "apps" that run on those things. My pocketbook is staying firmly closed when it comes to anything Apple.
Haha, you're on the wrong planet. Businesses regularly through way more than that away as a cost of doing business. Need an artist to make a 3D model? Better pay $2000 for 3DS Max for a year then. Need an artist to draw your UI? Better pay $700 for a photoshop license then. Need a computer to do your development on? Better pay $500 then. Want a desk to work on and a chair to sit on? $200. In the grand scheme of things, $1250 is a pittance to a business, especially when $650 of that is for a computer, which they'd have to buy anyway.
The other platform has roughly the same barriers –you need to spend $500 on a computer, you need to spend $200 on a device to test on.
Chances are (being a programmer and all) you already own a computer capable of running Eclipse so the $500 is not needed.
It's worth the pain still at this point to hit iOS first and Android afterwards, especially to make 3X to 4X revenue on iOS.
Unless one is in an early stage startup and needs the Android revenue to afford the $1250 startup cost for iOS development ($650 Mac mini, $500 iPad, $100 certificate).
Why did this get flamebait? He makes a good point. If you're trying to get into App development in your spare time, or as a student, you can probably dig up a few bucks to get on the Google market, but how many people really have a spare $1250 laying around to take a chance with?
Devs make more money on the iStore because consumers feel safer with the apps on that market, and it's because the acceptance process is so tough. Sure, it could be ran better, and be more consistent, but consumers don't care how hard it is for you to publish... once you're there, they will buy it.
Contrast that to the Google store, where people are afraid to download apps, even the free ones, because there's little or no quality control. They have a "featured developer" tag, but that's a fucking joke. Apps aren't subjected to review, developers don't have to justify the permission requests they make, most of the customer comments are pure astroturf, and the second you hammer down one rogue Dev he just makes another account.
Dude, if you can't afford to invest $1250 in your startup, you can't afford to invest in your startup.
On Android, I don't NEED a startup. I don't get paid, I do this as a hobby in between school and a full time job, and am hoping to eventually make a living at it. Android gives me that opportunity, the iPlatform does not.
Decent chance (being a programmer and all) you'll already own a Mac capable of running Xcode, so the $650 is not needed.
The argument is that for the other platform you can use pretty much any desktop/laptop to develop on, you do not need to buy a "brand x approved" model. Bear in mind there is no reason for Apple not to allow you to develop for iOS under Windows or Linux other than they don't want you to have that option.
Depends if you plan to make that cost back with your app. If you are producing a free app suddenly it doesn't look so good.
There is a good reason why there are more good free apps (free as in really free, not ad-laden crap) and open source software on Android.
const int one = 65536; (Silvermoon, Texture.cs)
SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
Sure there's a reason... The reason is that they've developed a *huge* software suite for doing the development on, and would have to spend millions porting it. Add to that that the iOS simulator is litterally directly calling the same OS X APIs for an awful lot of the calls in iOS, and you're talking about porting half of OS X to windows and linux!
How about, Apple is a dickhead company that steals (in the name of open source) other people work and never credits it, while maintaining their highly valuable social position? Fuck Apple and if you buy any of their products you are a bigger dumbass than they are.
The guy who rides the ice cream bike around the 'hood had a higher startup cost what with the custom cooler-bike, dry ice, ice cream, and business license.
The custom cooler-bike is made out of cast off used bikes and electrical conduit, and is welded together in a back alley by a guy named "Paco", who does an amazing job considering the flea market, 1960s technology he's working with. The cooler came from a yard sale, too. Dry ice is cheap. And business license? jejejeje
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
Add to that that the iOS simulator is litterally directly calling the same OS X APIs for an awful lot of the calls in iOS, and you're talking about porting half of OS X to windows and linux!
Apple did port most of the Cocoa libraries to Windows in order to run Safari and iTunes. Years ago Apple planned on releasing Yellowbox for Windows as a standalone run time. So it is certainly possible.
Unless you're doing something totally off the wall; if you follow Apples guidelines, you won't get a rejection. Hell, I've released 4 apps, none of them ever rejected other than forgetting to submit images of IAP items or forgetting to activate gamecenter. Those type of mistakes; if fixed very soon after the rejecting, they will get accepted within hours or even minutes.
The shortest time waiting was 5 days, right before the IOS 6 release. All other releases and updated, about 7 days each.
I think part of the problem is, people are using 3rd party frameworks to create their stuff. If they do something stupid, you get caught up in that. Native x-code/obj-c all the way, and you really shouldn't be having these problems.
Devs make more money on the iStore because consumers feel safer with the apps on that market, and it's because the acceptance process is so tough.
I doubt that's the reason. I don't know about iOS, but I've been a hobbyist shareware developer for Mac OS for about 15 years now, and my experience is that Apple customers generally are more willing to pay for software and on average have more money to spend than users of other platforms. That has always been the case, and it's not very surprising either since Apple products have always been a bit more pricey than others in the first place and are essentially dispensible first-world luxury goods.
Developer time is "free" if you're a one-man shop. $100 buys a helluva lot of pizzas.
I don't know about the making of a custom bike from scrap parts. But dry ice certainly isn't cheap.
I have over 20 apps in the App Store and I have never felt that the review process is oppressive. It may be a tiny bit frustrating. But they do need to check the apps for abusive features and to ensure good design quality. What sucks is the App Store user review mechanism, which is totally inferior to what's on Amazon, Newegg or 100's of other websites, and the search mechanism.
the windows app store lets apps have the shareware like system where they can have free and payed stuff that you can unlock in the same app.
So true. I'd rather get a computer or docs for my costs than paying MS $700 because click-once sucks and VS Express only does click-once installs.
Please don't develop apps without test devices. And on Android you'll probably need a few. You may happen to already have an Android phone but others happen to already have a Mac.
The iOS simulator is much faster than the Android emulator, because the iOS SDK is implemented for both iOS devices and OS X. It would be much more difficult to implement the iOS SDK on Windows or Linux where the OS doesn't share 80% of the same APIs.
From the sound of things, you're the worst kind of "shareware" developer. You've put together some app which you think is the bee's knees (and, hell, maybe it is on its native platform.) You've realized that there's money to be made on other platforms (everyone knows Apple customers have shit-tons of cash to spend!) and so you figure you'll hack away at your app until it spits out a binary that actually runs, and then rake in the cash one Paypal payment at a time.
Look, your app may be great on its native platform, but I assure you, it's a steaming pile of buggy crap once you've ported it. It would be like an author translating his book into French using Google Translate.
Think iTunes for Windows (or Office for Mac.) Any app developed by people that don't actually use the app is garbage.
Please, just don't. Stay on your home turf, keep developing the app that you actually use, and don't try to serve a population you don't understand.
Seriously? For most startups, $1250 can be spent just getting a business plan together. Holy GD fuck, you geeks and no fucking clue how the real world outside your bubble works.
Wow. When did Ted Kaczynski escape from prison?
Where did you get the time machine so that you could talk your past self out of buying a PC that came with Windows and out of building a PC?
I was under the impression that Mac OS X lawfully ran only in VMware for Mac OS X, not VMware for Windows.
>Why is using a search engine so difficult for some people?
It's not. Just know, I think forum posts without backup are bullshit. The onus is on the poster to persuade me it isn't bullshit.
If you are happy with your bullshit living in a sea of bullshit, fine, but don't expect to persuade anyone.
That is why I provided a link to what I feel is a far more reasonable estimate
I have an app on the store that gets 2-3 downloads per month. This company claims it has never been downloaded.
Well, at least he/she can reclaim some methane and claim going green and helping stave off global warming. Manure, mmm.
A successful API design takes a mixture of software design and pedagogy.
The best you can do is come up with a link for 2009 about developers "fleeing"? Why even bother putting that in there? *eyebrow raise*
I don't know about the making of a custom bike from scrap parts
There's lots of info all over le internet.
But dry ice certainly isn't cheap.
A few bucks will go all day. You can make enough collecting cardboard and cans on that same bike, sans cooler.
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
decent chance 8.5% (OS X market share)
versus
decent chance approx. 99% (OSX+Windows+Linux market share)
I work at a company with 2 developers who publish to the app store, one other person and myself.
Between the company I work for and my personal account, I have 14 apps on the app store with my name on them in one way or another.
I have never even had to explain something to Apple before they would allow my apps through.
The other developer I work with has never had an app go through without being rejected either by myself (when I was in charge of the company account) or Apple (after I got sick of explaining that Apple would reject her apps to her and my boss, and having to argue over the 'cant you just submit it and see?!' mentality they have).
Its not even a little bit hard, its a matter of knowing what you are doing. Every rejection I've EVER SEEN either in my company or out has been obvious to me from the start. The closest to 'unfair' was an app the used the word Beta in its name, but as I told the other developer, in the submission notes they should explain the usage of the word Beta in the context of the app, its a financial term, and explaining it would avoid the up front rejection that you get when the reviewer takes its initial quick glance and throws it out for using a word that isn't allowed. The App Store guidelines and docs tell you clearly to do this if you are going to use something that might be confusing to the reviewers. Wasted 2 weeks of real time because the developer didn't want to spend 30 minutes reading the submission guidelines. That same developer has had the app rejected again recently for hiding things that the reviewer must review before letting the app go up.
There are well over half a million apps on the app store, they don't give a shit about you if you don't bother to read the rules and guidelines. They don't need you.
Read the docs, follow them, its not hard, it just requires you to actually RTFM and not try to sneak around them because you think you know better, you don't. If you did, you'd be talking with someone at Apple directly because you're multi-billion dollar company would have the clout to do so.
They have their rules, if you don't like it, don't develop for it. Go write android apps, that takes no talent and you'll get paid appropriately for your efforts, nothing.
Persistent Volume manager for Kubernetes - https://github.com/dwimsey/openshift-pvmanager
Seriously, if Apple is a such a bully (and it's not like that's news), stop playing with them. There are alternatives. I can't feel sympathy for any developer complaining about Apple while they're ignoring Android users.
Died out because people either didn't pay (if they got the full version), or trashed it if they got useless demoware in the end. And most shareware ended up being crippleware or just plain old demos and people just pirated the full version like everything else.
In fact, the ONLY platform in the end where shareware worked to a limited extent was MacOS, and a bit into OS X - Mac users apparently were willing to pay up for good software, even if they didn't have to.
Even the big shareware houses ended up going to the traditional software model once they became big enough (like Ambrosia Software - big indie game developer/publisher for MacOS and OS X).
Need a computer to do your development on? Better pay $500 then.
Even if you have a computer, if you want to get started with iOS application development, you have to buy another computer, specifically one manufactured by Apple.
a computer, which they'd have to buy anyway.
Not if the computer they already own is made by HP, Dell, Acer, ASUS, Toshiba, or any other manufacturer that isn't Apple.
Nothing is stopping you from using WiX, WiX Edit or another tool (outside of VS express) for making an installer (proper MSI file).
I can't live with the limitations of VS Express, but creating installers plays no part in that.
"If you are going through hell, keep going." - Winston Churchill
two out of those three items can be purchased used
I thought a cheap used Mac would be PowerPC and therefore unsuitable for running the iOS SDK. Have Intel Macs capable of running the iOS SDK come down in price?
Or you can buy last year's iPad new from Apple.
If I test only on last year's iPad, how do I make sure the application doesn't fail on this year's iPad?
You're also ignoring the price of a decent dev machine for Android in place of the Mac mini
Statistically, one is more likely to already own a machine suitable for Android application development than to own a Mac.
and hardware with which to test the android app, which will be at least $200
I'll grant that since iPad mini's introduction, the price difference between a Nexus 7 and an iPad has fallen.
I took a longer-term approach and transitioned to a MBP when my old machine gave up the ghost.
Did you have to re-buy Mac OS X counterparts to all your Windows applications, or did you have to buy a retail copy of Windows to run in Parallels, VMware or Boot Camp?
The guy who rides the ice cream bike around the 'hood had a higher startup cost
And where did he come up with the funds to cover his startup cost?
There's trouble getting into the Google Play Store! Oh, false alarm...this is Apple's app store, everyone. :P
Please don't develop apps without test devices. And on Android you'll probably need a few.
I understand that, and for about the price of an iPad, I bought a Nexus 7 for $200 and a 4" device for $200.
He got a loan from some dude who will start cutting off fingers and toes if he doesn't make his payments on time. Talk about incentive!
Then please help me learn more about how a startup is started up in the real world.
If you're trying to get into App development in your spare time, or as a student, you can probably dig up a few bucks to get on the Google market, but how many people really have a spare $1250 laying around to take a chance with?
The argument on the other hand is a conception that applications developed by students or hobbyists tend to be of lower average quality than applications developed by professionals as their day job.
What are you smoking? Do you have any idea what hardware and bandwidth cost back in the day? Back in the early 90s, my internet cooperative was paying somewhere around $600/month for our 128k connection. Our terminal server cost as much as a used car. That was probably our single most valuable asset.
Your source is wrong, read here.
Next time you want to make an outrageous claim, you may want to check that it at least makes some sense at all.
"There is more worth loving than we have strength to love." - Brian Jay Stanley
I love to hate on apple like everyone else. I proudly don't own a single apple device. But if you are going to hate them, hate them for real reasons, and not silly reasons based on contrived facts, and definitely don't talk down your nose to people that question your bold claims that lack citations.
Even though I don't agree with them, I respect people who dislike Apple and seek to avoid Apple products - as long as they are willing to provide reasoned arguments why they do so.
There is way too much of outright incorrect information being tossed around by Apple Haters seeking to discredit Apple at any cost - including their own reputation...
"There is more worth loving than we have strength to love." - Brian Jay Stanley
" The $650 Mac Mini and $500 will only be usable with the latest OS for about 5 years as reasonable developer machines and the certificates are needed every year. So the minimum cost for iOS development is USD 330 per year, which is 27.5$ a month. That's certainly not much for a real startup, but way too much for many shareware authors."
$27.55 a month too much for a hobby that you enjoy?
Much like its much harder for FreeBSD to run Linux binaries ... except ... its not and FreeBSD actually runs SOME things faster than Linux (not trying to start a flame war here, just pointing out a few things)
API wrappers don't have to suck, especially if you can turn it into something as little as moving argument order around.
Persistent Volume manager for Kubernetes - https://github.com/dwimsey/openshift-pvmanager
but as a rule I buy the cheapest piece-of-junk cell phone I possibly can,
Hrm, I wonder why your reception sucks ...
Persistent Volume manager for Kubernetes - https://github.com/dwimsey/openshift-pvmanager
you're talking about porting half of OS X to windows and linux!
I would fully support Apple porting the OS X Objective-C frameworks to Windows and Linux since it would allow an iOS/OS X developer to write cross platform applications without needing to learn a second widget library or use a second language.
That is not just my two cents, I'd back up those two copper Lincolns with green Franklins if Apple considered making UIKit and AppKit cross platform.
Even if you have a computer, if you want to get started with iOS application development, you have to buy another computer, specifically one manufactured by Apple.
Really? I was perfectly able to continue using my existing Mac.
Wow, you really are an irrational Apple fan boi. I've been an Apple fan for nearly thirty years, but even I won't defend their app scam.
Here's another fact, I released an iOS version of a game that was on Facebook that had nearly a million monthly players. Even with advertising to those players (email and in-game) and about $1k worth of advertising on Facebook, we sold less than 900 copies of the 99 cent game. There are very few iOS hits. I work with guys that have worked for more than a dozen different companies that made iOS apps. Every one of them I've heard talk about how much their app made has lost money. Most even lost money on the advertising budget alone, like I did, which does not even including the development costs. Go ahead and ignore the serious problems Apple has with their app ecosystem. They're killing off developers.
Typical experienced iOS developer freelance rates are somewhere around 80-120USD/hr. If you're capable of developing the app yourself, you're talking about less than what you'd earn in two days (and you'd already have the equipment anyway). If you aren't capable of developing the app yourself, that $1250 is a drop in the ocean compared with what you're going to have to pay to get the app developed. Either way, $1250 is inconsequential - that kind of money is a problem for hobbyists, not startups. If a startup can't afford $1250, they can't afford the iOS developer either.
Bogtha Bogtha Bogtha
Developer time is "free" if you're a one-man shop. $100 buys a helluva lot of pizzas.
Yeah, like 5 or 6 pizzas.
the windows app store lets apps have the shareware like system where they can have free and payed stuff that you can unlock in the same app.
Apple has the same thing, as I've purchased a couple apps that do exactly that. There's even a feature to restore your purchase if a phone restore or upgrade loses the setting.
Apple stopped selling PowerPC-based Macs six years ago. Practically all cheap used Macs for sale are Intel-based.
I've been writing iOS apps for four years and I don't think I've ever seen this happen once. There are occasionally issues with forwards compatibility with different iOS versions, but they are few and far between.
Bogtha Bogtha Bogtha
More relevant: $27.55 a month for something that can earn you $80-120/hr at typical freelance rates.
Bogtha Bogtha Bogtha
that kind of money is a problem for hobbyists
So why is it desirable to exclude hobbyists, especially hobbyists who plan to use a hobby to gather capital for a startup?
Why don't you ask somebody who said that? You said something specifically about startups, and my response was directed at that. I didn't say anything about hobbyists.
If you're "using a hobby to gather capital", then it's not a hobby, it's work. You're trying to shoehorn hobbyists in here because your argument about startups failed.
Bogtha Bogtha Bogtha
Unless one is in an early stage startup and needs the Android revenue to afford the $1250 startup cost for iOS development ($650 Mac mini, $500 iPad, $100 certificate).
Right because they will develop their Andriod app in thin air?
If you are developing ANYTHING, it requires some money. You'll need a computer, an internet connection isn't required, but would be useful. And you'll probably want an android device to test on. None of these are free, even for Android development.
You want to play with Apple, you go by their rules and don't get to complain when things don't work out. I guarantee OS X 10.9 will be App Store only as well and Apple will give a crap if Photoshop and Office are not available for the Mac anymore. Let alone you puny developers. Remember, someone else will gladly take your place.
Does it look like Apple needs money? Apple doesn't need Adobe, Microsoft, or anyone anymore. They are like a giant self sustaining black hole that refuses to burst. And yet I do like my old Macbook and will probably purchase an Air to replace it at some point. Freaking Hypocrite. Sigh.
If you wanna get rich, you know that payback is a bitch
True, Android application development requires an Android device. And it also requires (or, since AIDE, perhaps strongly recommends) a computer running Windows, GNU/Linux, or Mac OS X. But I was under the impression that far more people already owned a PC running Windows or GNU/Linux than already owned a Mac. And for this more common case of someone who already owns a PC running Windows or GNU/Linux and no Mac, Android development is cheaper: just $200 for a Nexus 7 (representing 7-10" devices), $200 for a Galaxy Player (representing 4" devices), and $25 for a multi-year Google Play Store certificate. I'll make the comparison more fair if you give a citation for the usage share of Mac OS X.
that kind of money is a problem for hobbyists
So why is it desirable to exclude hobbyists
I didn't say anything about hobbyists.
I'm somehow failing to understand.
it's not a hobby, it's work
I was trying to refer to treating the labor on one's first paid application as sweat equity.
You're trying to shoehorn hobbyists in here because your argument about startups failed.
I admit that I know next to nothing about startups, and until I know more, my arguments will continue to fail. So let's fix my lack of knowledge: where should one find the capital to start a software business?
That's not allowed :-)
Seriously, it's not. Instapaper's creator, Marco Arment, has a donate button on his website, but not in the app. That's because Apple's rules say that app purchases should go towards some sort of software feature.
8 of 13 people found this answer helpful. Did you?
A few bucks a day you say? Well going back to the reason for the analogy, Apple's developer program fee comes to 27 cents a day.
The OPs point is demonstrated nicely.
It's certainly possible. But is it worth it for them? Anyone serious about iOS development will already have or will buy a Mac anyway. And for people who aren't serious... well they're not exactly short of people that are.
Also, presumably they only ported the libraries that were needed for iTunes and Safari.
The flaying spaghetti monster save us from cross platform widget libraries.
Every platform has different UI design guidelines. And such cross platform systems tend to break them badly. Leaving the user wondering what the hell is wrong with the app.
A few bucks a day you say? Well going back to the reason for the analogy, Apple's developer program fee comes to 27 cents a day.
27 cents a day over what period of time? Does that count the weeks to months you spend waiting for your app to be rejected without explanation?
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
365 days. You can work out leap years for yourself.
Average app approval time 8 days. And rejections always have an explanation.
Do you have to pay for the dry ice that evaporates on days when you can't sell ice-cream?