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Devs in general seem to invest little time into new features provided by Apple nowadays.

For example, I am still waiting for any of the websites I visit a lot to support mobile push on safari.
What ever happened to AppClips? Never seen that ANYWHERE here in Germany. M1 of M2 chip taken advantage of my Apps on iPadOS? Forget it, devs want to make sure their apps still run smooth enough on the low end iPad. Otherwise they may end up with a s storm on the AppStore
 
Forget it, devs want to make sure their apps still run smooth enough on the low end iPad. Otherwise they may end up with a s storm on the AppStore
This very same mindset dominating 1980s all the way which is still applicable today. In some aspects, we barely change, don’t you think?
Only until Apple trickle down M1 to even the budget iPad, can we see devs finally starting to develop apps that can take advantage of newer Apple silicon.
With that being said, devs target audience still matter.
 
This very same mindset dominating 1980s all the way which is still applicable today. In some aspects, we barely change, don’t you think?
Only until Apple trickle down M1 to even the budget iPad, can we see devs finally starting to develop apps that can take advantage of newer Apple silicon.
With that being said, devs target audience still matter.

Yes of course. This wasn’t necessarily criticism against devs. Obviously they need to go where the money is made. Will be VERY interesting how that will go for the Vision Pro. Demo seems to be rather small at that price point and development costs quite high at the same time
 
As a developer, I will say Apple Watch development is needlessly painful.

You have to use the dumb storyboard layout system instead of programmatic layout.

You cannot use custom views that draw themselves (like drawRect in UIView, or its CALayer equivalent).

Touch and gesture handling are limited at best. Even a simple button tap feels laggy, and you can't customize the button to respond any quicker using tricks and hacks like hitTest and passing gestures.

Development on an actual device is so slow because building with even simple changes and updating the app over Bluetooth/wireless is painfully laggy compared to developing on an iPhone over USB.

Too many guardrails limiting things like live update, fetching data from a server, or refreshing a complication. The OS limits how many times we can refresh, and we get more only if we're on the user's watch face, but we have to limit ourselves in code to make sure we don't exhaust these background operations. Without the freedom that 1st party apps enjoy, it's hard to create apps that can compete on functionality.

Lots of frameworks in iOS have no WatchKit equivalent, so SDK experience doesn't transfer. Many objects and classes in WatchKit feel intentionally limiting and dumbed down, from views to images.

We have to artificially animate images frame by frame, and transmitting between phone and watch requires boxing objects in dictionaries.

When building a watch app, you have to create an Xcode project for iPhone with a Watch extension, introducing two extraneous targets. It's confusing and adds needless complexity.

Stuff doesn't just work out of the box. Multi-frame images don't animate automatically. Loading data from a container doesn't just work like combing the file system on macOS or iOS, and you can't share assets easily.

Debugging is a pain, sometimes stepping over a line of code crashes the debugger or beachballs for seconds at a time.

watchOS SDK deprecates too quickly. From one version to the next, entire delegate callback signatures change for key things like refreshing a complication, or queuing a background task... etc. changed when Home screen widgets were introduced. It's exhausting keeping up with these function deprecations just to keep a simple app functional from year to year. Callback hell, except it's because the callback we painstakingly wrote and debugged last year now has to be rewritten with new objects for the latest watchOS, just to keep working somewhat similarly.

Haptics are limiting. There aren't the array of custom haptics like you get with Core Haptics or UIKit's feedback generator. Instead, you get a small subset that don't have much nuance.

Complication images and images in general can't be custom-scaled on a watch face, so you have to create an asset catalog of images sized just the way you want them to appear.

...among many other things!

For most of us, development time is an asset, and losing so much of it to spinners, debugging lag, unpredictable behavior due to guardrails, and deprecation-based updates is a huge frustrating time sink. It's just not worth it for the return we get.

The entire development pipeline feels like it was built for kids, where we're given so little control we can't really design things that we have in mind because they don't want us to. I've brought this up during tech talk office hours and WWDC labs, and the response is always that "We don't want developers to drain the user's battery." But they're assuming that developers and users don't realize this, and they're limiting what people can create because of that. Big companies, too, want to make their apps look a certain way, with custom buttons and background images, which is hard to do with such a limited set of stock UI options and lack of view customization and object subclassing.
 
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What’s wrong with the YouTube iPad app (compared to the iPhone app)?

The iPad app is always striped down and don’t properly benefits from the larger screen - and some functions take months or years to arrive on the iPad, like reels section, remix and edit; proper search, etc. I can’t understand why, in 2023, I still can’t search within/inside channels or playlists. Simple but essential details.
 
Another sad testament to how little Apple values Watch-only apps:

I ran an ad for "What's the Score, Bro?" for the "Today" view in the App Store. For that, I had to design a custom product page with screenshots.

However, only screenshots for iPhones and iPads with different screen dimensions can be stored there - no Watch screenshots.

So, by necessity, I designed iPhone screenshots and submitted the ad for review. It was approved and is currently running.

If you click on the ad now, it costs me money and you get to see the product page with all texts, but guaranteed no screenshots - because only device-relevant screenshots are delivered. This reminds me a lot of the German bureaucracy - it would be funny if it wasn't so sad... :(
 
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