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You mean Android? Full of spams and rubbish apps. Taking customization feature aside, droid phones are piece of rubbish...

Find me one app out of a million in appstore that do a simple in-phone call/sms/data tracking and alert. :p
 
Well thankfully you can sell your stuff on the competing android market if you find apple's policies unacceptable.

First, I've never believed in "love it or leave it". If you like something, then you can still want it to be better.

--

Secondly, we're not talking about selling apps, where the $100 a year to be in the store might be justified.

We're talking about FREE apps with no revenue, and/or giving one-off versions to friends without having to pay Apple.

Imagine if you gave one friend a custom app in 2008. By now, it would've cost you $600 freaking dollars just to keep it running. Ridiculous.

As for free apps in the store, Apple has hugely benefited from having those to help sell hardware.
 
It took 6 years or so! No one have the time to try them all. Glad to have choices, though. Thank you developers for making them!! Hoping for more triple A games, though.
 
Come A Long Way

I remember checking out the App Store when it was about 3 weeks old and saying to my friend "I haven't browsed through all the apps in the store yet". I had browsed through 90% of them and thought inevitably I'd finish having a look at the last 10% in the next couple days... but it became harder and harder to reach that goal, which quickly was abandoned!
 
Whether or not you think that's good... App store needs some serious improvements to search and navigation. First and foremost, a button that lets me filter out all those annoying "free" apps that have in-app purchases. Just stick a realistic pricetag on your app, devs...

Customers are forcing the free app/in-app purchase configuration by not buying apps. They just don't do it (in mass), unless it is a spur-of-the-moment (some might say drug crazed) purchase when they get frustrated by not getting to the next level. Now certainly this opinion does not apply to the people on this list or those of us who use apps for business purposes. But nonetheless, you want to make serious money from the masses, then it is in-app purchase.

But yes, I think every listing should let you know if it will offer in-app purchase and the in-app purchase options should be described in the description.
 
The $99.00 pays for things like advertising, bandwidth for downloading their app, storage space. If you give it away for free, Apples not making money, they still need to pay for expenses and overhead.

LOL! Please tell me you are kidding. There's so much wrong with your statement. Overhead? 100+ billion dollars in the bank says your concern for Apple's financial stability is severely misplaced. The yearly fee is not necessary. I have the same issue with MS and their yearly XB Live toll.

On topic: If Apple did some house cleaning and reduced the apps by half I think the Appstore would be a better place to shop. Right now it's like a flea market.
 
$1,300,000,000 developer payouts / 1,000,000 apps = $1,300 per app average.
Standard deviation being whatever it is, most apps make next to nothing. Then again, annual membership cost being $99 (or free with limits), lots 'o people whip up something, submit it, and it goes nowhere because of no advertising.

Just because it's available doesn't mean it will be profitable. All :apple: does is make the app available; it's up to you to give enough people a reason to get it.
 
On topic: If Apple did some house cleaning and reduced the apps by half I think the Appstore would be a better place to shop. Right now it's like a flea market.

Agreed, and as I posted before I think Apple should link app availability to ranking and sales. Say a system whereby time for sale is a factor, so devs get fair exposure. Then a time limit kicks in.
If something doesn't sell after 1 year (pick a number) purge!

In sales anything that does not move (gets sold) should eventually be closed out.
Traditionally product that is obsolete goes through all kinds of retail channels and will eventually land on flea markets.

True to form I can see somebody opening up a website for obsolete apps and even making money with it offering them at bargain prices.

I do like the sound of app fleamarket!
 
That swipe up flashlight is actually not as easy to use as the free app ones when you have a protective case on your iphone.

If you position a flashlight app on you screen it is available one handed and can be switched off one handed.

Annoyingly the Apple notification pane goes away and you have to swipe up again to get the pane back and switch the flashlight off

Also, the flashlight stays on even when one pushes the reset/close button top right (Don't know the real name)

Annoying implementation all in all.

Back to the million apps:

Anything that has a million things to search through is a waste.
How many apps which accomplish the same does one need?

Minute nuances/differences don't justify clogging up the app store.

Retail Stores don't carry every product there is or me too products due to space reasons, so APPLE check app success and throw out what doesn't sell.

It's the way the retail jungle works.

Close out the low sellers in a separate section , like : Close out/bargain apps.

Probably puts 1/2 a million in there immediately.

All depends on the case I guess. I can see where an Otterbox user might have issues swiping. Whereas with my covered case (KAVAJ Dallas - a tad pricey but holding up well after six months) it's not a problem since the screen isn't covered when in use.

Agreed about the million apps. I'm hoping with their latest acquisitions that Apple can finally provide a better way to search.
 
1 million apps :eek:

I got about 25 , there is not even an apple idevice that can take it all -

please make a 128GB iPhone :roll eyes: - it will be one step closer :p
 
LOL! Please tell me you are kidding. There's so much wrong with your statement. Overhead? 100+ billion dollars in the bank says your concern for Apple's financial stability is severely misplaced. The yearly fee is not necessary. I have the same issue with MS and their yearly XB Live toll.

I am being serious. Apple does not like being a loss leader. Loosing money on one product or service to make it up somewhere else. They want the iTunes store to at least break even. Which it is and even making a slight profit. Most probably due to selling its popular professional software.

Your thinking as a consumer rather then thinking it as a business.
 
They use futuristic CPU and RAM resources. This doesn't mean they are the future.

Actually, they are, as processors are becoming more powerful they are becoming more capable, and like Stella nicely elaborated, the new W3C standards are allowing many cool things that we only thought were possible using a native app. Needless to say that for developers it saves a lot of headache.

A closed system like Apple's btw is the one threatened the most by such trend, you can't control web apps, and if they are well written they are usually responsive, meaning they work on all form factors and screens.

They certainly are IMHO. W3C have proposed API to control physical hardware, such as camera etc. This will grow in the future.

With existing technology such as AJAX, JQuery Mobile , the look and feel of desktop and native mobile applications can be experienced in web apps. This will increase in the future.

Yup, even enterprise systems are moving towards that direction, we are only seeing the tip of the iceberg.

Just like PCs, there will be a point where your phone will function as a 'web terminal' more than anything else.
 
$1,300,000,000 developer payouts / 1,000,000 apps = $1,300 per app average.
Standard deviation being whatever it is, most apps make next to nothing. Then again, annual membership cost being $99 (or free with limits), lots 'o people whip up something, submit it, and it goes nowhere because of no advertising.

Just because it's available doesn't mean it will be profitable. All :apple: does is make the app available; it's up to you to give enough people a reason to get it.
I thought at the iPad event Cook said developer payouts are now up to $14 billion. :confused:
 
$1,300,000,000 developer payouts / 1,000,000 apps = $1,300 per app average.
Standard deviation being whatever it is, most apps make next to nothing. Then again, annual membership cost being $99 (or free with limits), lots 'o people whip up something, submit it, and it goes nowhere because of no advertising.

Just because it's available doesn't mean it will be profitable. All :apple: does is make the app available; it's up to you to give enough people a reason to get it.

Exactly.

A developer needs to do more than just put their app in the App Store and wait around for the check to come in.

Getting the word out with marketing... sending their app to be reviewed by someone... there are lots of things to do after the app is created.
 
Actually, they are, as processors are becoming more powerful they are becoming more capable, and like Stella nicely elaborated, the new W3C standards are allowing many cool things that we only thought were possible using a native app. Needless to say that for developers it saves a lot of headache.

A closed system like Apple's btw is the one threatened the most by such trend, you can't control web apps, and if they are well written they are usually responsive, meaning they work on all form factors and screens.

OK, they're becoming less trashy every day, but what exactly is better about their potential? Again ignoring that they'd use more battery power regardless of how powerful the new CPUs are. By the way, if they wish to limit it, all Apple has to do is not give Safari support for all these advanced things used in web apps.
 
I thought at the iPad event Cook said developer payouts are now up to $14 billion. :confused:

You're right. My bad.

Point remains: average payout is $14,000 per app. That's about equal to two month's pay for one developer.
Given standard deviation skewed by a few gargantuan winners, there's little left. A couple thousand dollars return per app makes most development a hobby (which most apps may very well be).
 
OK, they're becoming less trashy every day, but what exactly is better about their potential? Again ignoring that they'd use more battery power regardless of how powerful the new CPUs are. By the way, if they wish to limit it, all Apple has to do is not give Safari support for all these advanced things used in web apps.

Every platform has pros and cons, you listed the cons of web apps (battery, processor, ram,limits), but here are the pros:
1. Cross platform compatibility - you are no longer limited, you chose whatever platform you prefer (iOS, android, windows, etc..) and your apps are available . This is huge, as it gives applications virtually unlimited audience
2. Zero footprint: you don't need to give up gigs and gigs of space on your device to store someone's bloated metadata
3. No need to update apps, ever!
4. Higher quality apps: developers can focus energy on enhancing one universal app rather than work on two or three different languages.

Maybe we are nowhere near web apps being the standard, but I gave personally replaced some lightweight apps with web apps, like tv listings, weather, even gmail
 
Every platform has pros and cons, you listed the cons of web apps (battery, processor, ram,limits), but here are the pros:
1. Cross platform compatibility - you are no longer limited, you chose whatever platform you prefer (iOS, android, windows, etc..) and your apps are available . This is huge, as it gives applications virtually unlimited audience
2. Zero footprint: you don't need to give up gigs and gigs of space on your device to store someone's bloated metadata
3. No need to update apps, ever!
4. Higher quality apps: developers can focus energy on enhancing one universal app rather than work on two or three different languages.

Maybe we are nowhere near web apps being the standard, but I gave personally replaced some lightweight apps with web apps, like tv listings, weather, even gmail

1. Just make different apps. If your app really matters, how much extra does it cost to program in two languages? Or just use C so most of it is cross-platform. I'll admit this is an advantage for some, but like I said, it's easy to block this as Apple has already done with Java.

2. Gigabytes of space for metadata? First of all, that's extreme. Secondly, with a web app, that will have to be downloaded anyway. Waste of 3G/4G data, and it has to be stored in a temporary location.

3. This is just a matter of setup. If Apple wanted App Store apps to update constantly, they could do that. But I like to have the power to say "no" to the update that "brings a fresh new iOS 7 look and Google Plus integration".

4. Kinda the same thing as (1), but is an app that requires a constant Internet connection really high-quality?

Web apps are really nothing but script code that you download on the spot instead of compiled code that you download beforehand. In fact, there's nothing impossible about a C or Objective-C "web app" that runs straight out of the browser, just needs Apple's approval.
 
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