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Does it really matter, though? If an app is in the foreground and using a lot of RAM, who cares? You typically only actively use one app at a time in iOS.

If it's in the background and using too much RAM, it can be booted out.

I'm not sure what the problem here is. Especially with a game that doesn't run in the background at all.

There's enough crying about tab reloading on these forums to fill an olympic size swimming pool
 
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That includes the APPLE Airport utility who hasn't been updated since 2014? or that one is already 64 bits?

nvm it is 64 bits...still not updated since 2014...i assume that won't happen until new routers are released.
 
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Does anyone know if Apple means they will remove just the store facing app or all possible traces of it? For example, I've downloaded some apps over the years but can still download the latest version via the purchased tab. Will Apple remove that as well or just the main link to the app?
 
It just works.. oh wait!
At first glance this Apple 32-Bit App alert seems a little heavy-handed à la 'App-shaming', but in the greater scheme of things it should clean up and de-clutter the App Store while incentivizing App developers to maintain a higher standard of user satisfaction.

It's not too much to ask developers to keep their Apps reasonably compatible with periodically improving hardware.
 
You didn't realize it, because in a lot of cases it simply isn't true.

It can't be avoided that 32-bit apps require loading of 32-bit libraries on 64-bit devices. It can't be avoided that 32-bit apps require mode switching of the CPU on 64-bit devices. It can't be avoided that 32-bit apps cannot fully utilize registers on 64-bit devices. These limitations are inherent and, while they may not be terribly important on a desktop or laptop machine, they are going to be more important on power-constrained mobile devices.
 
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I suspect the speed difference is so small not to care. Do people really think a faster iPhone7 will run 32bit apps slower than the iphone 6s?

That's not even what the short dialog says so, no, probably not.
 
Good. No reason why apps should not be 64-bit compatible. It's been three years.

While we're at it, all apps should be optimized for all resolutions as well.

Absolutely! Apple has control over the iOS ecosystem and it actually surprises me they haven't enforced your resolution point.

Apps that are unoptimised for device display resolutions look so bad, it can actually make the hardware look bad for Apple.

Take the Facebook app, it looks atrocious on the 12.9inch iPad Pro and the device has been out for a year
 
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I have no problem with the message popping up once per app.

I also have no problem with a small developer who can't afford to update the app to 64-bit, but keeps selling it—as long as it does run. I'd prefer 64-bit, but I know it's very hard to make a living at this stuff, and I'd rather have 32-bit than nothing.

And now I want to play Peggle Classic!
 
Planned obsolescence. I see my Mini 1 being incompatible with most apps sooner than I'd expect.
This is probably the intended chain of events. Old but perfectly nicely working hardware will be made useless because the only place where you can get software for it is controlled by a company that wants to make more money from hardware sales. The brand loyalty among Apple users are so strong they cheer when the master whips them!
 
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It can't be avoided that 32-bit apps require loading of 32-bit libraries on 64-bit devices. It can't be avoided that 32-bit apps require mode switching of the CPU on 64-bit devices. It can't be avoided that 32-bit apps cannot fully utilize registers on 64-bit devices. These limitations are inherent and, while they may not be terribly important on a desktop or laptop machine, they are going to be more important on power-constrained mobile devices.

That's not entirely true - Apple is capable of making all of their framework 64 bit and most of 3rd party libraries made in Swift / Obj-C are already compatible. Sure, there are some older libraries which are not 64 bit, but it still means that those "legacy" libraries/frameworks would be loaded only on demand for time when some app needs to use them. If you mix 32 bit and 64 bit apps in OS, you need to load both 32 AND 64 bit libs in memory. Take a look at Activity Monitor in macOS and turn on "kind" column. In my case, only X11 and some deamons are not 64 bit, all other apps are.
 
I am not fully against Apple removing the old crap from the App Store, honestly. With so much garbage being thrown onto the App Store these days, it would be nice if they cleaned up some of this un-optimized junk.
 
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That's not entirely true - Apple is capable of making all of their framework 64 bit and most of 3rd party libraries made in Swift / Obj-C are already compatible. Sure, there are some older libraries which are not 64 bit, but it still means that those "legacy" libraries/frameworks would be loaded only on demand for time when some app needs to use them. If you mix 32 bit and 64 bit apps in OS, you need to load both 32 AND 64 bit libs in memory. Take a look at Activity Monitor in macOS and turn on "kind" column. In my case, only X11 and some deamons are not 64 bit, all other apps are.

I might be misreading your comment but I think we agree. My point was that loading 32-bit binaries on an otherwise fully 64-bit OS is inherently inefficient for the reason you state, the required loading of 32-bit versions of libraries that are already present in 64-bit form.

Over on macOS I'm down to adobeUpdateDaemon:mad: for 32-bit processes and, like you, need Xquartz sometimes. It's less important on my quad I7 with 16gb RAM of course but still slightly bothers me. On mobile, it's pure waste.
 
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Good. No reason why apps should not be 64-bit compatible. It's been three years.

While we're at it, all apps should be optimized for all resolutions as well.
There is at least one reason for such apps to be around - in some cases, a company has withdrawn an older pay-up-front version of a game and replaced with with a new version that's "free to play", complete with timers and all sorts of other slimy things to try to nudge you into giving them money on an ongoing basis. In those cases, I'd rather keep running the old, not-updated, app (that's been withdrawn from the store) instead of following their pleas to switch over to their replacement app that offers a mediocre experience.
 
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The problem is, some developers have abandoned certain apps and there aren't suitable replacement for them.

For me, one such app is LibraryBooks, a library management app that was last updated May 2013 (which is just a month before Mac Pro was introduced!). 32-bit, iPhone 4/4S screen size, and full of layout bugs.

This warning is probably a precursor to removing compatibility with 32-bit apps altogether on iOS 11.

Yeah, there's the possibility you won't be able to upgrade to iOS 11 without removing all 32-bit apps from your phone and Apple could "prepare" your iPhone by scanning it, presenting you with a list of those apps and giving you the option of removing all of them. That would probably be the most effective way of getting everyone onboard the 64-bit exclusive train, improving overall performance for many users. "Alerting" users is just the first step.
 
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I may be mistaken but can't 64 bit CPUs run 32 bit software just fine? Like my PC has a 64 bit CPU but 70% of my software is still 32 bit and I don't get alerts from Windows about it.

Also the message is too vague. Will the app run poorly, or will it somehow drag down the performance of the whole phone?

I'm pretty sure it would "drag down" performance of the phone overall due to having to cache extra copies of libraries. Cache misses probably grow exponentially when the 64 bit libraries keep getting swapped out (of cache, not RAM).
 
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