Developers are not the customers.
Any platform needs developers to attract customers.
I see this more as separating the true developers from the "I don't want learn how to code but I want to sell an app crowd".
Developers are not the customers.
I see this more as separating the true developers from the "I don't want learn how to code but I want to sell an app crowd".
I am old school in thinking that programmers need to know how to program and not just drag widgets around.
Developers are not the customers.
That's right, and feel free to short AAPL.If you don't like the Apple approach/philosophy.....shop elsewhere and stop moaning.![]()
That's right, and feel free to short AAPL.
Exactly. Adobe is upset because Apple wants to lock developers into their toolset at the exclusion of Adobe doing essentially the same exact thing. The irony is that Adobe's toolset costs big $ while Apple's is free.
The irony is that Adobe's toolset costs big $ while Apple's is free.
There's nothing stopping you from using third-party engines/libraries, provided they are coded in native C/C++/Obj-C and don't use undocumented APIs.
In other words, libraries created specifically for the iPhone are OK. Libraries that have been shoehorned onto there using some sort of compatibility layer aren't.
You seem to think this affects only Adobe, which shows how little you know. =/
And Slepak said it best, "Crappy apps come from crappy developers" and not crappy tools.
You can really tell that a politician, not an engineer, came up with the Apple restriction.
Adobe just needs to suck it up and adapt. If they don't, Apple might as well acquire them later on.
Apple has one of the crappiest software development tools in the industry. Nobody ever use them unless they have to. And now you are suggesting to make the tools even more difficult to use (to weed out all the developers once and for all).
the open source Flex SDK is free, and you can use any free open source IDE (Eclipse) to develop your work.
Apple's toolkit is not really free. It costs ~$100 a year to actually use it and to keep test devices provisioned. That's $200 so far I've spent to keep even my own personal apps running on my own devices. And each year it'll cost me another $100 just to do that.
That's very expensive compared to RIM ($25 for lifetime key for all apps) or WinMo (free) or WebOS (free), where my own apps last forever.
Libraries "shoehorned in" for compatibility would also be written in C/C++/OC.
The whole history of computer science revolves around writing libraries for code security, reliability, testability and especially portability.
Apple has one of the crappiest software development tools in the industry. Nobody ever use them unless they have to. And now you are suggesting to make the tools even more difficult to use (to weed out all the developers once and for all).
steve is absolutely right! the last million times mobile safari crashed on my iPad nano is all because it was developed with 3rd party tools.
$100/year and a required Mac since 3rd party tools are no longer available doesn't equate to being free.
also, while Flash Professional CS4 or Flash Builder costs hundreds of dollars, they are OPTIONAL. the open source Flex SDK is free, and you can use any free open source IDE (Eclipse) to develop your work.
Jobs does not use apostrophe?
No, it is free. COMPLETELY FREE, as a bird![]()
And yes, Adobe software is expensive
Flex builder professional costs about $500 (5 years of Apple dev program subscription)
imo, This is a lame excuse from Apple. Consider the logic:
Allowing people to develop iPhone/iPad apps with Flash/Unity3D/etc will destroy the App Store platform because apps won't be able to adapt quickly enough.