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It isn't Apples fault that developers stop supporting their apps, but we are better off with them removed the 32bit code base from the OS.
[doublepost=1522929473][/doublepost].

Of course it is Apple's fault. They removed the support for 32-bit apps.

The only people who benefit are Apple engineers, who now have less code to maintain.
 
A reduction in numbers was inevitable as the best of the best in each category or purpose built apps would rise to the top making the trash at the bottom irrelevant and lose support. And why try and compete in a space with a very clear number one or two in the category.
 
Pathetic troll....

Apple gets a cut from the sale proceeds and ads revenue. It is in their best interest to have innovative apps that drive downloads, trafic and impressions. For the same reason Google will allow literally any app to be published in their BS store. It is obvious that Apple is investing in quality and user experience rather than just numbers.

You obviously don't understand the creative process of developing software because you believe Apple alone determines what is innovative using "curation". This is why Frogger knocks offs are so successful on the App Store. The same cubeville mentality applies to Apple. Who in the App Review / Curation cubeville has time to really determine if a totally new / original game play will be a hit? No one will risk the workday time spent to advocate a whacky new idea for "featuring", especially if it is produced by a small developer - only the market can decide, but that was killed a long time ago.

You have no ability to respond to my points, So calling me a troll is just a sign of your ignorance.
 
Of course it is Apple's fault. They removed the support for 32-bit apps.

The only people who benefit are Apple engineers, who now have less code to maintain.
it a cheat code , so apple engineers don't have to debug old ios.. just force them all moved to latest ios sdk.
 
IoS is still the platform to develop for. Affinity apps still iOS only. There's still no Fortnite on Android yet. HQ Trivia comes out on iOS, Android later,
I supect the reason why most appare NOT on Android is for how easy it is on Android to install APK, piracy is huge on Android.

If i was a developer I would not risk spending lots in development and then know there's no piracy protection.

Easy no JB or anything just check install unsigned app. and boom, anyone can do it.
 
I supect the reason why most appare NOT on Android is for how easy it is on Android to install APK, piracy is huge on Android.

If i was a developer I would not risk spending lots in development and then know there's no piracy protection.

Easy no JB or anything just check install unsigned app. and boom, anyone can do it.
NOPE.. unsigned app cannot be install. the term "if i was a developer " is if. You should changed to "unverified instead". Both ipa and apk just a zip file anyway.

In Apple, enterprise app need to paid 299 dollar for distribution internal company, while in android 0 . For apple per annum 99 dollar, for android 25 dollar forever ever. So why more android developer, platform is nice and cheap. Market also big.

IPA before you can install via drag and drop via itunes.. but mostly i test i'm using xcode to install to phone to test.
 
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NOPE.. unsigned app cannot be install. the term "if i was a developer " is if. You should changed to "unverified instead". Both ipa and apk just a zip file anyway.

In Apple, enterprise app need to paid 299 dollar for distribution internal company, while in android 0 . For apple per annum 99 dollar, for android 25 dollar forever ever. So why more android developer, platform is nice and cheap. Market also big.

IPA before you can install via drag and drop via itunes.. but mostly i test i'm using xcode to install to phone to test.
I ment if i was a developer I would not waste my time making an app for Android, as I would know that people would just crack it.

And since it is very easy compared to crack it on iOS, I would feel my investment would be better on iOS.

It cost more to develop on iOS, but you are "better protected" as a developer, the risk of cracked app is a lot less.

Installing IPA on iPhone is a lot harder than installing unsigned APK on Android.
NOPE.. unsigned app cannot be install.
"How to install unsigned apk on Android without root?
Rooting and android device will void your warranty. So, if you do not want to root your device then here is a 100% working solution to sign an unsigned apk file.

  1. First of all, download and install Zipsigner app from Google play store.
  2. Launch the app and afterwards you will be taken out to the app dashboard.
  3. Then tap, choose input file and then tap on Sign the file."
Again this is why I would not waste time, money and energy developing for Android.

Android, bigger market, but high piracy = ROI could be small
iOS "smaller" market low piracy = Possible high ROI

So yes it cost less to develop for Android, and possibly you have a bigger market share, but also higher risk of people usaing your app without paying, it is exactly the opposite on iOS, I would go for iOS if i had to pick.

IoS is still the platform to develop for. Affinity apps still iOS only. There's still no Fortnite on Android yet. HQ Trivia comes out on iOS, Android later,

As you can see I was replying to that comment, and could Affinity for example work on Android? Could Fortnite? Well yes they could, the reason why the developers of such app don't develop for Android, well that we don't know, but I suspect the ROI they estimate is not worth.
 
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Android, bigger market, but high piracy = ROI could be small
iOS "smaller" market low piracy = Possible high ROI
.
If you think ios is uncrackable, you're totally wrong.
Now big company moved to volume sales which need bigger market. No point build high price boxes like old time adobe before. Better publish good cash flow to the stakeholder.
Small base customer high ROI ? is the joke. Some game are in android so as iphone. So the term high roi is likely not because reality larger android market.

Sometimes like me to build IOS first because it dam annoying platform not because it was easy.

As conclusion, you just playing around "IF"..

Reality now business model focus on support. If you use crack it .. no support no update.. Sorry ya .
 
If you think ios is uncrackable, you're totally wrong.
Never said it is uncrackable, how easy it is, it a different story though, but thank you for putting words in my mouth.

Small base customer high ROI ? is the joke.
Having the biggest market share does not equal making more money.

If I can sell an app for more money (or sell more of them for that matter), even if I sell less of them I still can make more money, especially if they are not cracked ;)

If you know your target and market, it is easier to pick, you might see that sometimes the "niche" market are the profitable ones, even if plain number of customers would not suggest so!

Better to have 10 customer where 5 of them buy (and are willing to spend more) compared of having 100 customers if only 3 of them buy.

Numbers suggest that even if the number of users is X times more on Android the number of apps downloaded on Android store is NOT X times more than on iOS, hence smaller market, but in percentage more sales!

Of course we would then need to diversify between free and paid apps (many "Apps " on Android are wallpapers icons and sounds as well, hardly apps), and again Android has a LOT more free stuff than iOS, so to get a full picture is not as easy, but you get the idea.

Also should be noted that developing for iOS might as well be cheaper, sure you pay a fee to "enter" but you mostly design for 2 devices, on android to get it working on all phones, aspect ratios and versions... it might end up costing more.

Reality now business model focus on support. If you use crack it .. no support no update.. Sorry ya .
You just need to find the new APK ;)

Support for home users is mostly free trough forums anyway, for business, well that's another story.
 
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I would said XCODE is the worst IDE. ever to build code. With all the warning message, is it annoying to developer and for sure more will go android studio instead of XCODE need to paid 99 dollar per annum.
I am not a app devloper so could be wrong but i did hear with XCODE 8 and above u can disable warnings. having said that i strongly believe as a developer it is wrong to ignore and live with warnings. theres a reason for them to be there.
 
I am not a app devloper so could be wrong but i did hear with XCODE 8 and above u can disable warnings. having said that i strongly believe as a developer it is wrong to ignore and live with warnings. theres a reason for them to be there.
i want to see warning on compile time . not compiling. Most programmer will see this annoyance because it not their fault first place upon depreciation of xxx ios sdk. As long you wrote code to neglect certain depreciation issue, it shouldn't appear at all.
 
I like Apple Store, the way Apple takes time to review the apps so we don't end up with a lot of trash.

I don't like Apple for removing 32bit support for no good reason. I have a lot of apps, mostly games, that I cannot use anymore.

This is how you make people go away from your platform.
 
This is not a crack-down to remove bad quality apps. It is to remove support for older phones and for users opting to not update ios every 5 minutes.
 
Of course it is Apple's fault. They removed the support for 32-bit apps.

The only people who benefit are Apple engineers, who now have less code to maintain.

No we as users of that code benefit too...
 
I had a well designed, award winning app (for learning the Chinese tones). However, I couldn't market it well enough (no budget) and it was buried. Despite the praise from users my app made less than US$ 99 a year, which is the cost to keep it online. Pulled it.
 
I had a well designed, award winning app (for learning the Chinese tones). However, I couldn't market it well enough (no budget) and it was buried. Despite the praise from users my app made less than US$ 99 a year, which is the cost to keep it online. Pulled it.

Exactly. I've had apps in the store since 2008. So I had a nice initial "kick" which still keeps them in the store - but mainly just to piss of Apple. My main source of revenue now is supporting apps written by other (larger) companies - on a freelance basis of course.

The two main killers of my iOS app revenue were being forced into the Family Share model, and removal of the sort by release date App Store feature. At that point, "curation" was the end for small developers.

In the past, I would often be asked how to publish an App. My answer varied over the years. At first my answer was "get laid off from your job" because that's how I published my first app: Living off a severance and unemployment checks :)

But now (on the rare occasion) when I'm asked my answer is: "Figure out how to fund your Super Bowl Halftime Ad". At least I get a laugh from the reaction to this answer.

My main reason for keeping my Apps in the store is they were written a long time ago, and they still work with minimal support (I'm good at what I do). My apps are all Paid, so you pay once and use forever. This allows me to undercut new Apps that show up (because I don't really care about revenue anymore). The best part is I've seen at least two VC funded efforts enter the space my apps are in - and both have failed. The best part is they fail using the "new" revenue models Apple is forcing on software vendors (subscription, In-App purchase) - all while we've waited for the time proven paid upgrade to NEVER happen in the App Store. Every time a new competitor shows up I drop my price to $0.99. Sure, the new VC funded competitors have more features, but they always fail (undercut with a cheaper product always wins - Thanks MFST! In my case I already failed, but I get to help someone else also join the list of failures in the Apple ecosystem - Apple TV anyone??). It's a VC controlled world now anyway, so at least I get to take part in the destruction of VC capital. I'm only sticking around to play an adversarial role in the ecosystem - albeit on a part-time basis. My main development focus has gone in a different direction, away from Apple platforms altogether.

Yes I now am an enemy of Apple. But I'm in a unique position to cause harm (payback is a witch with a capital B) and have some fun with it :)
[doublepost=1523054013][/doublepost]The "open app market" Steve Jobs envisioned with the App Store died with him. Sure, that open market attracted a huge number of Apps to the platform which in turn created challenges. But instead of developing new "innovative" ways to overcome those challenges while maintaining a free and fair market Apple (who ironically touts solving such challenges is in their DNA) instead decided to just be elitist snobs, and (essentially) invoke hostile discriminatory methods to cull unwanted participants from their ecosystem.
 
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I had a well designed, award winning app (for learning the Chinese tones). However, I couldn't market it well enough (no budget) and it was buried. Despite the praise from users my app made less than US$ 99 a year, which is the cost to keep it online. Pulled it.
you should open in github if not continue.. i'm trying to do same thing.. but focus on non profit.I don't think it will profit either
 
you should open in github if not continue.. i'm trying to do same thing.. but focus on non profit.I don't think it will profit either

Bad Idea to give away your IP - especially when some uncreative jerk with pedigree (meaning connected to VC cash) will steal it and be handed a round of VC cash to spend on blow, then go out of business anyway.

If the market no longer can benefit a competent participant willing to put in honest effort, then everyone needs to pay the price of non-participation through an increasing lack of helpful ideas.

So Just bury it. No sense contributing to the Mucked up mess that tech has become.
 
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Bad Idea to give away your IP - especially when some uncreative jerk with pedigree (meaning connected to VC cash) will steal it and be handed a round of VC cash to spend on blow, then go out of business anyway.

If the market no longer can benefit a competent participant willing to put in honest effort, then everyone needs to pay the price of non-participation through an increasing lack of helpful ideas.

So Just bury it. No sense contributing to the Mucked up mess that tech has become.

i understand it risky business, but what i target my own benefit first then somebody else. i don't like vc/investor either. Mostly they will destroy the idea and become something which all-ready targeted. That why i targeting my idea for non profit for apps.

Current tech is messy anyway with introduction of github/sourceforge. Open Source is great but who will maintain it ? Most dying slowly unless big corp support it.

microsoft idea is great. one for all app mobile and windows. But apple seem want to follow this also, one code app can be in ios app and normal app in osx.
 
i understand it risky business....

Good points (sorry for the abridged quote - your entire post is just above).

Tech is in the trash:
http://prospect.org/article/big-tech-new-predatory-capitalism

My individual contribution to fix the mess is as much non-contribution as I can get by with, and advocating others to say on the sideline until the situation improves. Working in tech is not worth the pain and suffering these days. Go do something else. I've been doing this for too long (30+ years) to just walk away, so now I'm in "coast mode" until things change, or I'm done.

Yes, it is "easy for me to say this" because I can scratch out a living in the industry, but that is because I was able to work myself into a position where I don't have to kill myself to survive in it (after 30+ years of experience). I understand I have a rare situation (and a wife with a good career in healthcare) - I could be making A LOT more money than I currently do, but I realize my life would be total $hight if I went that route. So I made the decision to be happy with less $ and more time to enjoy the simpler things in life. I'm very happy I did so.

My freelance work mostly is maintenance of existing apps that NO ONE wants to invest big $$ in improving - or even hire a full time employee to maintain. Most Apple customers would be totally astounded by how many seemingly "solid" apps don't even have a single full time W2 employee working on them, much less an entire team - but are "farmed out" instead - this is just another hilarious lie of the App Store reality. Yes, my work is not putting my heart and soul into the "next big thing" but I learned a long time ago that usually just ends badly - even if the product is successful. I have contributed to some great technical successes in my career, but things have changed to prevent that (as I've said in these forums).

I withdrew from all of my "friends" in tech (and they were actually good people) because it was getting weird watching their reaction when I told them I'm only working on menial app support work - and not an ultra creative mega-hit idea like they assumed I would still be working at - and then listening to their lectures of how I'm wasting my talent. That bugged me for a while, but then I came to realize I was happy to withhold my talent from such a fouled up industry. Why continue to contribute to such a screwed up system. On my last 'real' job It was fun to watch all the inexperienced punks make mistake after mistake (and blow off any advice as being out dated) then see the entire project fail due to these mistakes. That is when I realized it make no sense to do the right thing anymore in the industry.

Luckily I have good friends who aren't in tech, and are supportive of my career situation - even while gently advocating I walk just away.
 
Good points (sorry for the abridged quote - your entire post is just above).
No problem sir, as long prioritise own life/family is more important. Waste talent for work 18 hour per day. Sorry no thanks for me. A real talent work few hour per day and more focus in other thing matter in life instead.
 
If you think ios is uncrackable, you're totally wrong.
Now big company moved to volume sales which need bigger market. No point build high price boxes like old time adobe before. Better publish good cash flow to the stakeholder.
Small base customer high ROI ? is the joke. Some game are in android so as iphone. So the term high roi is likely not because reality larger android market.
Market share isn’t as important as usage share.

There is a reason why the iOS App Store takes in more revenue despite having smaller market share. Because we iOS users on average have a higher propensity to spend.

I think that over the years, I have spent well hundreds of dollars on apps. Not gaming iaps. But real productivity software. I followed Macstories back then and would basically mash the buy button on any app recommended by its author.

The numbers don’t lie. That many great apps are released for ios first or ios only is fact. Developers’ personal experiences aren’t invalid either. Market share is the only argument android users can fall back on to show that they are anything but losing the smartphone race.
 
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