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As I recall, Steve said SDK will be released late February and now he's making developers and iphone users wait until June. They are taking existing SDK Apple developers use and releasing to general developers so I'm not sure why he's making everyone wait for next Firmware update.

The SDK is OUT! People have to wait for the next firmware update because the current firmware obviously won't be able to support some of the newer features they are trying to polish off. I think non-developers are somewhat confused as to what an SDK is....

You have to understand that first the SDK comes out....only then do developers START making applications. What is the point of getting all these features out to the public now if there are no apps to use? When 2.0 comes out then there will some apps ready to go. In one year even better ones will be out.

From a developer stand point all of the news was great. IMO.
 
Absolutely

The significance of a native iPhone version of Epocrates for health care professionals can not be overstated. In my experience, it alone has been significant driver in Palm sales amongst physicians, and its absence on the iPhone has been a significant hurdle for physician adoption of Apple's phone.
This is absolutely true, and epocrates on iPhone is much bigger news for the medical community than the exchange compatibility. Several years ago, epocrates was the main reason for adoption of PDAs (palm/clie) in the medical world (as opposed to patient charting or reference texts) that carries over until today. Up until now, some physicians have to resort to ebay to look for old palms/clies to keep using epocrates who don't want/need a treo/windows mobile device, and don't have a good wireless signal deep in the hospital to use iPhone web.
 
Can anyone tell me what the SDK allows in terms of serial port access or attached accessories such as GPS receivers?
 
OK, now I'm just stumped as to what to make.

Games seem to have mass-market appeal (Monkey Ball?? OMG I WANT THAT) but needs something to stand out to not fall into the generic genres and FPSs won't suit that touchscreen :mad: ho hum.

A translation program? Hmm.... that might work.
 
Can anyone tell me what the SDK allows in terms of serial port access or attached accessories such as GPS receivers?

I think Steve alluded to "Made for iPod" current program. Sounds like you can via the SDK on a "Made for iPod" device. Not sure.
 
OK, now I'm just stumped as to what to make.

Games seem to have mass-market appeal (Monkey Ball?? OMG I WANT THAT) but needs something to stand out to not fall into the generic genres and FPSs won't suit that touchscreen :mad: ho hum.

A translation program? Hmm.... that might work.

I am in the same boat...I want to build some apps, but I am not sure what the need is...maybe macrumors should have a content. Users submit ideas and the developers that build the best apps wins something??????
 
So by developer network you mean licenses, tools and the like?

I would still have preferred a 75:25 ratio though :D

The last time I saw a breakdown, the iTunes Store $ (for a song) went something like this:

$.03 to the credit card company (special rate for Apple)
$.02 profit to Apple
$.25 Store Costs, Servers, Bandwidth, Admin (some Apple, some 3rd Party)
$.70 Record Label

The record label pays the artist $.10 (and bitches at Apple to let them charge more than $.99)

I suspect the breakdown would be (somewhat) similar for games and other apps sold and distributed by 3rd party "software" labels

Lets just look at a few costs that you might incur if you were to sell your app on your own site:

$25 month web site development ( $500 prorated over 20 months)
$15 month web hosting
$100 month Shopping Cart ($2,000 prorated over 20 months)
$25 month download, signing & encryption software ($500 prorated over 20 months)

7% credit card costs per transaction.... if you could even get a merchant account and accept credit cards (Prolly requires maintaining a minimum $25,000 balance in an account, and $1,000 up front)

So, after several months preparation, with several thousands $ spent, out of pocket, you are now ready to sell some apps.

Oh, how will anyone find you... Simple, You advertise (invest in future sales). What's a reasonable amount to spend per month $10? $10,000?

Gee, that $99/yr and 70/30 split starts to look like a pretty good deal!
 
The last time I saw a breakdown, the iTunes Store $ (for a song) went something like this:

$.03 to the credit card company (special rate for Apple)
$.02 profit to Apple
$.25 Store Costs, Servers, Bandwidth, Admin (some Apple, some 3rd Party)
$.70 Record Label

The record label pays the artist $.10 (and bitches at Apple to let them charge more than $.99)

I suspect the breakdown would be (somewhat) similar for games and other apps sold and distributed by 3rd party "software" labels

Lets just look at a few costs that you might incur if you were to sell your app on your own site:

$25 month web site development ( $500 prorated over 20 months)
$15 month web hosting
$100 month Shopping Cart ($2,000 prorated over 20 months)
$25 month download & encryption software ($500 prorated over 20 months)

7% credit card costs per transaction.... if you could even get a merchant account and accept credit cards (Prolly requires maintaining a minimum $25,000 balance in an account, and $1,000 up front)

So, after several months preparation, with several thousands $ spent, out of pocket, you are now ready to sell some apps.

Oh, how will anyone find you... Simple, You advertise (invest in future sales). What's a reasonable amount to spend per month $10? $10,000?

Gee, that $99 and 70/30 split starts to look like a pretty good deal!

I think several non developers don't get why this is such a good deal for developers and Apple. The price for admission could have easily been over $1000 per developer.
 
Gee, that $99 and 70/30 split starts to look like a pretty good deal!

Especially for small-time developers. Even large developers are required to go through the same process, so the small-time developers have an equal likelihood of having their applications found as those big-business software companies. Who wouldn't want their small game coming up in the same search lists as, say, Spore or AIM?
 
The last time I saw a breakdown, the iTunes Store $ (for a song) went something like this:

$.03 to the credit card company (special rate for Apple)
$.02 profit to Apple
$.25 Store Costs, Servers, Bandwidth, Admin (some Apple, some 3rd Party)
$.70 Record Label

The record label pays the artist $.10 (and bitches at Apple to let them charge more than $.99)

I suspect the breakdown would be (somewhat) similar for games and other apps sold and distributed by 3rd party "software" labels

Lets just look at a few costs that you might incur if you were to sell your app on your own site:

$25 month web site development ( $500 prorated over 20 months)
$15 month web hosting
$100 month Shopping Cart ($2,000 prorated over 20 months)
$25 month download, signing & encryption software ($500 prorated over 20 months)

7% credit card costs per transaction.... if you could even get a merchant account and accept credit cards (Prolly requires maintaining a minimum $25,000 balance in an account, and $1,000 up front)

So, after several months preparation, with several thousands $ spent, out of pocket, you are now ready to sell some apps.

Oh, how will anyone find you... Simple, You advertise (invest in future sales). What's a reasonable amount to spend per month $10? $10,000?

Gee, that $99 and 70/30 split starts to look like a pretty good deal!


Let's not forget your own time in trying to set this up and doing the paperwork for it...

I think you could probably find better deals for all of this (and you'll still be advertising, no matter what)--but you STILL have to find that time to do the research and take care of the paperwork. That time is valuable--don't let anyone fool you into thinking it's not. Time spent here could have been time spent coding or promoting.
 
My apologies if I missed this in the keynote or in this thread, but what you you just want to make an app for yourself. For example I am somewhat new to programming and obviously new to iphone/ipod touch programming and just want to try to make some apps for myself at first to see if I can and then to maybe serve a purpose. Am I going to have to shell out $99 just to use the apps I write on my own ipod, or no?
 
Especially for small-time developers. Even large developers are required to go through the same process, so the small-time developers have an equal likelihood of having their applications found as those big-business software companies. Who wouldn't want their small game coming up in the same search lists as, say, Spore or AIM?

I don't think anyone is complaining that the store isn't a good idea. It's the idea that you're *forced* to release through the store that people have a problem with. If the store is going to be as good as they say, then why force anyone at all? They'll naturally gravitate towards using it...since it's so great and all.
 
It seems odd that you can't install your own app on your own iPhone without paying the $99 for iTunes hosting. Is this really correct?

If so, if I developed iPhone apps, I'd be very weary about releasing a product if its not been tested on the real device.
 
Especially for small-time developers. Even large developers are required to go through the same process, so the small-time developers have an equal likelihood of having their applications found as those big-business software companies. Who wouldn't want their small game coming up in the same search lists as, say, Spore or AIM?

Ooh ooh! *raises hand*

I'm not much of a developer AT ALL, but having just gone back to college after a huge hiatus to get my degree, some programming logic is still fresh. I'm hoping to write a few small apps to make some money on the side. Hopefully I can write something worth $5-$10. :)
 
It seems odd that you can't install your own app on your own iPhone without paying the $99 for iTunes hosting. Is this really correct?

If so, if I developed iPhone apps, I'd be very weary about releasing a product if its not been tested on the real device.

Well, the Simulator uses the exact same API's as the real thing. If you can get it working without any significant flaws, it might be worth the $99 investment to do the "real world" test and then upload to the App Store. :)
 
I hope there is a way to sell and install programs other than via itunes because apple will exercise editorial control over anything risque.

god forbid someone try to do the app. ivibe. to turn the iphone into a vibrator.

not that i want it, but it's been done. if anyone does a program not too squeeky clean.... apple will reject it.
 
Well, the Simulator uses the exact same API's as the real thing. If you can get it working without any significant flaws, it might be worth the $99 investment to do the "real world" test and then upload to the App Store. :)

Testing on a simulator isn't good enough, you need to test on the real thing device.
 
iPhone app store

Pardon my ignorance (please), but what would stop someone from putting up a site and selling apps straight to consumers? Or, if someone had some amazing "un-approved" app, and wanted to give it to people for free, can you just load an app onto the iphone from your machine?
 
Who here uses MythTV and is going to write a manager interface for scheduling recordings and such? I have to start studying on how to program in objective C. I can do delphi, asm, c, basic, etc. Just never got into the object orientated stuff.

From what I see in the SDK it will be a nice development environment. I would like to see a notification manager that detects motion via the accelerometer after a message has been received (like you set the phone down or it is in the cradle, then you pick it up) then notifies you of a message without you having to turn the iphone on.

- James
 
Which would you pay. $10 a month for 2 years for VOIP via WiFi or $39.99 one time for VOIP ?

AT&T won't do this when others will develop the same thing for much less.

Slight difference, AT&T can say that their VOIP app works over EDGE as well, where as other developers can't.
 
3G on the iPhone

I had wondered if Apple was going to make some announcement about 3G ... in the mean time I discovered a way to get 3G on any iPhone + access the iTunes music store ... see my blog at fixyourthinking.com
 
I think several non developers don't get why this is such a good deal for developers and Apple. The price for admission could have easily been over $1000 per developer.

Especially for small-time developers. Even large developers are required to go through the same process, so the small-time developers have an equal likelihood of having their applications found as those big-business software companies. Who wouldn't want their small game coming up in the same search lists as, say, Spore or AIM?

A developer who wants to get $5 for each app can choose to sell it for $7.14 (say, $7.99). Or, if he wants to be competitive, sell for $4.99 and make $3.50 on each copy.

This is also good for the customer-- popping $5-$10 for a potentially decent app is no great risk.

I suspect that, as this evolves, we'll see "package deals", specials and other promotions.
 
One thing is not clear...

Apple said that they will pay developers every month... that is good.

It is not clear, however, if Apple will furnish the developer the Name, email, etc. of those who purchase the app.

I, personally, would like to see this!

It is a great selling point to creators... to be able to see who is buÿing their product.

Other stores that sell 3rd party content provide this info. For example: CDBaby sells CDs and downloads of unsigned Indie artists. They pay weekly & give a list of each person who bought the song.
 
@stella and others:

I think there is a specific reason why you need to pay the $99 to even put an application on a phone for testing purposes. If individuals were able to put "their own" applications on "their own" phones, then there would be nothing stopping them from distributing the source code of these apps and bypassing the app store all together. This would get around the limitations that Steve mentioned like porn, malicious, and "bandwidth hogs."

No one has really mentioned the appearance of "bandwidth hogs" on the limitations keynote slide. I take this to mean no torrent clients. and/or possibly streaming content, but who knows.
 
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