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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."

50 of 329 comments (clear)

  1. What we have here... by Anonymous Coward · · Score: 3, Funny

    Is failure to communicate.

    1. Re:What we have here... by Mitreya · · Score: 4, Insightful

      What we have here...Is failure to communicate.

      What we have here ... Is a deliberate failure to communicate.

      FTFY.
      Explaining policies would expose inconsistencies and cost money in additional staff hours.
      Apple is not the first company that decided to create a couple of layers between customer support and customers.

    2. Re:What we have here... by immaterial · · Score: 5, Insightful

      It sucks that he can't get through to the reviewers. That said, his app is clearly violating Apple's guidelines. There's no ambiguity or inconsistency here: you cannot use your app to direct users to buy things from you without using the in-app purchase system. (Yes, this requirement blows goats. But it is clear and straightforward.) He gets rejected once for directing users to purchase an account at their website in the app description. His solution to this isn't the logical step of *remove the offending bit*, it's *remove it and replace it with a button that does the same thing.* And he's surprised it gets rejected again? If ever he does get ahold of the review team, they aren't going to give a shit about his "but it isn't convenient or sensible for us or our users" excuse - of course it isn't! This rule wasn't convenient or sensible for the Kindle app either, but them's the rules in the walled garden and the reviewers aren't going to give him special treatment. (TBH I wouldn't be surprised if they ultra-low-prioritized his requests in favor of responding to developers who have actual fixable issues.)

    3. Re:What we have here... by highphilosopher · · Score: 2

      I can, but I don't want to on this subject.

      Whining about the app store is like griping about a tattoo needle hurting.

      You sat in their chair dumb@$$!

  2. Yes, it sucks by solidtransient · · Score: 5, Interesting

    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
    1. Re:Yes, it sucks by jtownatpunk.net · · Score: 5, Interesting

      Serious question: How does Win8's fragmentation figure in your decision to potentially develop for their mobile platforms?

      From what I can tell, to have full support across all of their portable devices, you'll need to have 3 versions of each app. One for the Windows Phone 8, one for Windows RT 8, and one for x86/x64 Windows 8. I've seen reports that RT tablets won't be able to run phone apps and phones won't be able to run RT apps so that means two ARM builds. And there are also a lot of x86 tablets in the pipeline that will be running the full x86 32 and 64 bit versions of Windows 8 so you'll need to cover them, too.

      Seems like that would be a significant barrier to entry unless Microsoft has provided some pretty strong tools to port between platforms.

    2. Re:Yes, it sucks by Osty · · Score: 5, Informative

      From what I can tell, to have full support across all of their portable devices, you'll need to have 3 versions of each app. One for the Windows Phone 8, one for Windows RT 8, and one for x86/x64 Windows 8. I've seen reports that RT tablets won't be able to run phone apps and phones won't be able to run RT apps so that means two ARM builds. And there are also a lot of x86 tablets in the pipeline that will be running the full x86 32 and 64 bit versions of Windows 8 so you'll need to cover them, too.

      It depends on how you're writing your app. If you use the HTML5+JS framework or C#, you can write platform-neutral apps that will run on x86, x64, and ARM Windows 8 machines (including RT). You of course also have the option of specifically targeting one or more platform, which is good for games, but I would expect most apps will be platform neutral

      That gets you down to two platforms -- Windows 8 and Windows Phone 8. The Windows Phone 8 SDK has yet to be released except to hand-picked developers under strict NDA, so nobody really knows what's in there yet. It could be binary-compatible with Windows 8. We just don't know.

    3. Re:Yes, it sucks by Bogtha · · Score: 4, Informative

      Yes, I'm an app developer and quite a few of the apps I've built have had to go through the approval process, and it can be extremely inconsistent and frustrating.

      There have been times when Apple have rejected an app with what is for all intents and purposes zero feedback. There have been times when the only person I have communicated with has admitted that they haven't actually used the app. There have been times when they have rejected an app for things that aren't in their rules. They have been times when they have rejected an app for doing things in a certain (sensible, not against the rules) way, and have refused to tell me if the alternative approach we were considering was acceptable to them or not. There have been times when they have rejected an app for something that is present in a great deal of other apps. There have been times when I've been pretty sure that for whatever reason, the reviewer has psychological issues and decided he hates us. And there have been times when they have reviewed and approved an app almost straight away.

      Apple's biggest problem is not so much the inconsistency as the terrible communication. When dealing with things at their scale, there's bound to be fuckups. If something gets rejected, I can't simply drop somebody an email saying "Er, I think you've made a mistake here", or "If that's no good, how about this?" I've got to go through an appeals process, and I've got to type up the appeal in a shitty web form coded by somebody who's halfway through reading Web Development for Dummies. And at the end of it, it's quite likely that I'll still get no useful information.

      --
      Bogtha Bogtha Bogtha
    4. Re:Yes, it sucks by BasilBrush · · Score: 2

      Is it a phone? Does it have front facing camera? What video resolutions are supported? Can it even record video? Does it have gyroscope? Accelerometer? GPS? ... the list goes on.

      You have to design separately for phone and tablet. (And that's true for any quality app for any other platform too.) Within those two categories supporting the differing resolution on iOS is simple. Just provide extra copies of any bitmaps you use, at double the resolution, with @2x appended on the filename. Everything else just works.

      The taller screen of the iPhone4 is pretty easy to deal with too, as most app screens tend to be table views, again there's nothing to be done.

      Depending on the app you may have to check the specifics of the hardware on most other platforms too. At least with iOS there are a small number of such differences. The Android permutations for example are far greater.

      And MS? They seem to completely change direction on mobile every couple of years, so good luck with that. Dev Studio is nice, but you wouldn't choose a development platform based on slight preferences of IDEs.

    5. Re:Yes, it sucks by BasilBrush · · Score: 2

      There's two sides to every story. We don't get to hear Apple's side. And I don't know it, but can only surmise...

      Apple are approving more than 500 new apps every day. And many more updates of the existing apps. We're talking about a process that needs production line levels of streamlining.

      If there's the facility to start an email discussion when apps are rejected, and nobody wants to wait another 8 days, then app reviewers are going to end up deluged in email to be answered rather than getting on reviewing more app submissions. And for what? In virtually every case, the app is going to remain denied because it still breaches the rules.

      As you say, they have a formal appeals process for when you believe an app reviewer makes a mistake. Apple have to formalise the process in this way to make it manageable for the scale they are dealing with.

    6. Re:Yes, it sucks by aitan · · Score: 2

      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.

      So your apps are returned in Android and you blame that on piracy.

      But the fact is that the user only has 15 minutes to return the app and if he plans to pirate it, why would he bother on buying it at all?,
      Pirates won't ever bother inserting their credit card on Google Play and go straight to the alternative markets and when people are returning your app after just 15 minutes then it's clear that there's something wrong with your app and you shouldn't blame anyone else but you about that

      Are your apps those that are simple ports from iOS and that lacks total respect for the Android UI and environment?
      It's funny to see how people claim how iOS is much more stylish and when they port an app to Android they try to force such iOS UI and of course people rejects those abominations

  3. Re:Why? by geekboybt · · Score: 4, Insightful

    That's simple: the walled garden is where the money is.

  4. Re:Huh? by ATMAvatar · · Score: 2

    $99/yr plus the cost of a mac to program it on.

    --
    "They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety."
  5. Re:Why? by MichaelSmith · · Score: 3, Funny

    Why is everyone clamoring for an opportunity to support The Beast?

    They stabbed it with their steely knives but they Just Can't Kill The Beast, so its still the best game in town.

  6. Summary: app developer breaks rules, is denied. by whoever57 · · Score: 4, Insightful

    The App Store deemed that we were forcing the user to make a purchase away from the app store in order to use the app, which is partly true.

    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!
    1. Re:Summary: app developer breaks rules, is denied. by Pesticidal · · Score: 2

      He also broke the rules by complaining about Apple's procedures openly on the internet. I think he can expect to see his developer certificate revoked soon.

    2. Re:Summary: app developer breaks rules, is denied. by HuguesT · · Score: 2

      Yes, there is a lot of usual keywords in their rant on the web (deliver in a timely manner, etc), but really the reason Apple rejected them is clear as day, and they know it. They state that the in-app store purchase is not appropriate for their need, but it is not clear why not, or why they need users to make any purchase at all.

      So in other word their whole rant is irrelevant, except to say that Apple doesn't care about corporate software in their walled garden. If you look at the content of the App store, that is absolutely obvious.They shouldn't have even started.

  7. Re:Why? by narcc · · Score: 3, Informative

    If only that were true...

    Sure, if your app is a hit, there's no better place to be.

    Unfortunately, 2/3's of iOS apps have never been downloaded, and less than 1% of iOS apps earn over $1000.

  8. Re:Why? by Guy+Harris · · Score: 2

    They stabbed it with their steely knives but they Just Can't Kill The Beast, so its still the best game in town.

    If your app is approved, do they serve you pink champagne on ice?

  9. Re:Android for the first $1250 by Anonymous Coward · · Score: 3, Insightful

    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.

  10. Re:This is why iPADS are not business ready by Anonymous Coward · · Score: 5, Informative

    Um. No. It's simple to set up enterprise distribution with your provisioning profile, which will allow you install any of your signed apps on any of your devices. You can even push the apps OTA.

    Have a clue before you make stuff up.

  11. Re:Why? by MichaelSmith · · Score: 2

    Of course. We are all just prisoners here, of our own device.

  12. Not all developers have the same problems by rworne · · Score: 5, Informative

    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
  13. Re:Android for the first $1250 by jtownatpunk.net · · Score: 5, Insightful

    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.

  14. Re:Why? by geekboybt · · Score: 2

    App authors can also expect a greater payout from iOS compared with Android, with Apple's mobile operating system delivering developers four times the revenue as their Android counterpart per user, Flurry found.

    http://news.cnet.com/8301-13579_3-57449358-37/ios-still-tops-android-with-app-developers/

    I don't disagree with you at all; there's tons of apps that are, frankly, garbage. But even if your app is genuinely good, given the amount of "noise" in the store, you must also get lucky to be seen and discovered amongst all of the junk.

  15. Re:Huh? by evil_aaronm · · Score: 2, Informative

    Not true. You get the compiler and debugger for free with which you can create all of the apps you want. You can also upload your own iOS apps that you write to your own iOS device. If you want to sell to others, then you need to pay the entry fee.

    So, your car, your engine. If you want to provide livery service, then you need a license.

  16. Who starts with a Windows box? by SuperKendall · · Score: 3, Insightful

    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
    1. Re:Who starts with a Windows box? by reve_etrange · · Score: 3, Insightful

      Most people

      Huh?

      --
      .: Semper Absurda :.
  17. Re:They don't need you by iCEBaLM · · Score: 2

    This is a great excuse, until you realise that Apple's strength is derived from the applications others have written for it.

    Not so, actually. iOS devices were hits before they even allowed native apps to run on them.

  18. Very fishy stats.... by SuperKendall · · Score: 3, Insightful

    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
    1. Re:Very fishy stats.... by jeremyp · · Score: 2, Insightful

      If you make an assertion, it is for you to provide the source to verify it. You could easily have pasted the link to the story that supports your post, but no, you had to post a lmgtfy link instead.

      Well fuck you too.

      --
      All I want is a secure system where it's easy to do anything I want. Is that too much to ask ~~ Randall Munroe
    2. Re:Very fishy stats.... by Anonymous Coward · · Score: 2, Informative

      It's almost universally a waste of time to reply to anyone asking for a source on Slashdot.

      No, it's not. You're not posting an established fact, common knowledge, etc. You're posting statistics, which in many cases on this site are sourced form the poster's posterior region. Your apparent inability to back up your claims with a source indicate you found yours in the same place.

      So just because you obviously need a lesson in how things work, I looked. The first match I found refutes your claims, as of the 12th of last month this source claims they have a 90% download rate.. monthly. http://techcrunch.com/2012/09/12/ios-app-store-boasts-700k-apps-90-downloaded-every-month/

      In fact, every single place I found your claims posted ALL link back to the same report, which is a claim made by a new company trying to drum up business for it's web site. There is no way to actually use their tool to check this statistic... you can get some interesting information about particular apps but nowhere is there a section that just tells you how many 0 download apps there are. So I'm calling shenanigans, I'm saying these folks released a sensational statement in order to attract attention.

      So in light of the fact that I have supplied an actual citation from a reputable source, and you have not, put up or shut up.

  19. Re:Web App? by circletimessquare · · Score: 2

    the app has to still work, even when there's no network connection. "always online" is not an option yet

    --
    intellectual property law is philosophically incoherent. it is your moral duty to ignore it or sabotage it
  20. how to upload to own device? by Chirs · · Score: 4, Informative

    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).

  21. Mod parent up by immaterial · · Score: 4, Informative

    AC is right on about the enterprise distribution system. No Apple App Store involved.

  22. ok, ok! by Anonymous Coward · · Score: 2, Funny

    I'll get off your lawn man!

  23. Re:Android for the first $1250 by Fallingcow · · Score: 4, Interesting

    Really wish people would stop whining about $100 development certificate. It's a negligible cost in the face of the actual App development cost.

    I'd bet the nicer docs and generally better API save way more than $100 in developer time anyway.

  24. I provided external facts, you provided nothing. by SuperKendall · · Score: 2

    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
  25. Re:Wrong iPad deployment model... by drkstr1 · · Score: 2

    If you actually read the terms carefully, this only authorizes you to distribute the app to internal employees. I know because we have an Enterprise license, which is pretty much entirely useless to us (as a provider of B2B services). We need to go through the standard approval process to get our app in the Volume Purchasing Program (which I imagine is what these guys in TFA actually needed).

    --
    Fanboy Status: Apache Flex, C#, Eclipse, KDE, Pirate Party, Ron Paul, Slackware, Windows 7
  26. The Bigger Picture by SuperKendall · · Score: 4, Insightful

    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
  27. Re:Why? by thsths · · Score: 2

    There is more truth in this than it first appears. Apple wants 30% of your profits with the app - and that may be fine for retail software, but it is hardly acceptable for specialist software. Then again the app store is designed for a general audience, not for specialist software.

    I think the logical conclusion is that specialist software should not be distributed over the app store. It should be side loaded.

  28. Re:Android for the first $1250 by aaaaaaargh! · · Score: 2

    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.

  29. Re:Android for the first $1250 by wildsurf · · Score: 2

    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.
  30. Re:Android for the first $1250 by beelsebob · · Score: 2

    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.

  31. Re:Android for the first $1250 by beelsebob · · Score: 2

    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.

  32. Re:Android for the first $1250 by beelsebob · · Score: 3, Informative

    Decent chance (being a programmer and all) you'll already own a Mac capable of running Xcode, so the $650 is not needed.

  33. Re:Android for the first $1250 by beelsebob · · Score: 2

    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!

  34. Re:Huh? by bhagwad · · Score: 2

    Oh? We can distribute iOS apps on something other than the app store? Your "toll road" happens to be the only road in existence.

  35. Re:Wrong iPad deployment model... by drkstr1 · · Score: 2

    We did actually consider this, and decided it wasn't the way to go. Our primary concern being that we run the risk of losing our developer license.

    It would be fine if we were developing an app for a single client, which they would own the rights to on delivery. But what if we have multiple clients who want the same system? We could have each client add us as an authorized developer so we could sign the code using their certificates, but this is clearly in contradiction to to Apple's app store model, and probably would not end well for us were they to find out what we were up to (and there is a paper trail).

    After weighing the risks, we decided it would be best to brave the approval process for the Volume Purchasing Program. As it turns out, it was a good decision.

    --
    Fanboy Status: Apache Flex, C#, Eclipse, KDE, Pirate Party, Ron Paul, Slackware, Windows 7
  36. Re:Android for the first $1250 by beelsebob · · Score: 2

    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.