And if i am right for android you only pay $25.00 one time and it not like iOS.![]()
But, you get a substantially inferior IDE and given the amount of time you spend with the IDE, this is no small matter.
And if i am right for android you only pay $25.00 one time and it not like iOS.![]()
I don't see how it's about the same? Android can be coded on much cheaper computers and the dev environments are free and or cheaper too. You need a pretty modern Apple computer to do iOS development. Android can be written on a $300 laptop.
Plus, to publish iOS apps you need to be a registered Apple developer and that costs money too.
Enterprise is $300/yrAs I understand it, there are 3 tiers with iOS:
Free - download Xcode and run in the simulator
Paid - $99/yr in order to have test devices and be able to upload to app store
Paid Enterprise $??/yr in order to put your app devices for a company
.........
Let it be a combination of them then? While this is certainly true, it doesn't do you any good if the tools are only something a small or larger business could afford (few thousand $$, or even 5-digit cost tools)I would not let "which is cheaper to program" make the choice of which platform I will be using.
You need to pick the platform/hardware that fits your needs the best and go from there!![]()
I don't believe this is correct. I've heard from several Apple devs that you need to pay to get your apps onto iOS devices. Period. (as opposed to Android where you can test it out on devices, and if it pans out, pay your $25 to Google Play and put it up for sale). Being able to do what you said would circumvent this...If the app is for in-house use, then there is no need to publish on the app store, hence no need for a registration fee.
Not quite true. You don't even need to pay Google anything. You can always sell your apps without Google Play, and do so on your own via something like your own website. However, many folks would prefer GP since it's more trusted, and makes installing apps a breeze.And if i am right for android you only pay $25.00 one time and it not like iOS.![]()
Those who want to try their hand at iOS development do have a higher barrier to entry. I talked with one person I've known for years who took a week-long course in iOS development to get started... it IS an investment.The $99/annum is also a small percentage of the cost of a recent Mac plus iOS device (or two), so doesn't really make that much difference to someone who can afford a Mac and is serious about app development. Not a big deal in a metro area where a moderately experienced dev can charge around the neighborhood of $100++/Hr or $35k++ per iOS app.
There used to be a charge of $10K per update on an Xbox Live Arcade game*. 1st one was free. I hear Sony also had something similarly outrageous. Dungeon Defenders was used as a case study for one article, and this was cited as why the Steam version got more updates, and ended up getting most of the extra characters (6 more of them IIRC), extra levels, items, and other content.No, never built any games except some Cocos2d tutorials. I've heard they [xbox...] charge thru the nose.
What would being charged to put up apps have to do with this?I guess the whole thing works, except the discovery of new apps, but this would have been the case with or without the app store.
If I were to have someone write and application for me, is it cheaper to have them code it for iOS or Android, in general, or is it about the same.![]()
What would being charged to put up apps have to do with this?
Even though the point still stands, at that rate, they wouldn't get many takers since only large companies could really afford to be devs. Worse yet, the little guys would then consider developing for And or any other competition. From my observations, Palm OS and Windows Mobile (again, NOT to be confused with Windows Phone) died out since some of the ESDs (electronic software distribution) sites take a 65% cut of all apps!In theory, if the cost of putting an app on the app store were higher, people would be less willing to put up apps that are lower quality.
Consider: If Apple chared $10,000.00 per app per year + 50% ... Developers would think hard about a simple "copy cat" app. When the cost is so cheap, people put something out there just to see how it does, hoping to get lucky and go viral.
Even though the point still stands, at that rate, they wouldn't get many takers since only large companies could really afford to be devs. Worse yet, the little guys would then consider developing for And or any other competition. From my observations, Palm OS and Windows Mobile (again, NOT to be confused with Windows Phone) died out since some of the ESDs (electronic software distribution) sites take a 65% cut of all apps!
AFAIK, some of the annual cost for being an iOS developer may get undone by how the AppStore appears to be more of a "to go" place for apps then the Android platform. That attracts more of those types of des.
I don't see how it's about the same? Android can be coded on much cheaper computers and the dev environments are free and or cheaper too.
Never mind the junk... it appears there's too many good pieces of software that they all simply can't get noticed. Pundits and commentary-alike say that even good apps fail to make it, if nothing else because they just couldn't get noticed. Nothing to do with the quality of them (those in question were good).IMO, It's really an issue of balance. Apple and Android have flooded app stores. In the rush to have big numbers of apps, they've left out quality. Although Apple is known for having far fewer crapps, it's still flooded. 65% of users download zero apps in a month.
Developers can't get discovered without 1st rate marketing or real luck. Which in itself is a hidden cost of having a profitable app. Many are looking for every trick in the book to find cheap, effective marketing.
I thought the bigger reason for Swift is so that Apple now has a dev tool to completely call their own. With that, they'll leverage the appropriate advantages from that. IIRC, even though there's a learning curve (like with any new programming language/script really), I hear it's easier to learn/work with vs. Objective-C?IMO, Apple introduced Swift to attract new developers, yet the odds of a profitable app keeps getting slimmer and slimmer.
I've been keeping watch on Android vs. iOS apps around the time period from 5 years ago to 2 years ago. Whenever a game got released for both platforms, I'd compare their price points and features. I'd lean towards iOS since my IpT is primarily for gaming (not to mention using up a gift card), whereas my Galaxy s2/4 is for the essential stuff. If the former runs out of battery, then no more fun collection of games. However, if the latter runs out of battery, no more cellphone nor GPS, which can be a big deal.Many of the highly experienced Android developers I've talked to recently use MacBooks anyway, so it's the same cost either way. At least one, who does lots of multi-platform mobile development for startups, charges more for Android than iOS apps because he finds performance tuning and testing takes a bit longer. But it's not cheap either way. Up-front dev tool costs are insignificant compared to several weeks/months of $50 to $200 per hour consulting fees.
Never mind the junk... it appears there's too many good pieces of software that they all simply can't get noticed. Pundits and commentary-alike say that even good apps fail to make it, if nothing else because they just couldn't get noticed. Nothing to do with the quality of them (those in question were good).
I thought the bigger reason for Swift is so that Apple now has a dev tool to completely call their own. With that, they'll leverage the appropriate advantages from that. IIRC, even though there's a learning curve (like with any new programming language/script really), I hear it's easier to learn/work with vs. Objective-C?
Exactly right, with all the development going on, even if 80% were junk, the others are still lost in the flood.
IMO, this is very sad because now it's an issue of development and marketing and maybe more marketing than development.
IMO the language really doesn't matter that much. It's all the same (loop, selection, iteration) that ends up calling the APIs. ObjC has a great runtime and has all the advanced functionality you need. Most consider Swift to be easier to learn, but the truth of the matter is that developing most apps is much more involved than just the language. If someone was 1/2 thru learning ObjC, there'd be little reason to learn Swift.
It could be that Swift is better suited for some types of apps, IIRC, Apple said it was setup better for game dev.
I see computer languages like written languages. You can write a novel in English, French, or Spanish... the story isn't in the language of the book.
This doesn't address run-time VM languages vs native as far as power/speed goes, just language in general.
I've heard Swift apps are HUGE compared to ObjC, this might be a movement towards VM type language like Java.
One strike against Swift is that clearly Apple had a chance to be more platform independent, yet they opted to go with a new language that does nothing toward code-reuse on other platforms.
We as developers can't ignore Android forever, some opted to go with other products that offer cross-platform, Apple ignored this need.
Apple clearly wants the great apps on their platform and to keep them off Android. This comes at a cost to the developers.
Imagine if Dell/Compact/IBM/Acer PC's all required different code sets...![]()
IMO the language really doesn't matter that much. It's all the same (loop, selection, iteration) that ends up calling the APIs. ObjC has a great runtime and has all the advanced functionality you need. Most consider Swift to be easier to learn, but the truth of the matter is that developing most apps is much more involved than just the language. If someone was 1/2 thru learning ObjC, there'd be little reason to learn Swift.
To be fair, Google has set things up where developing Android apps has its perks and its conveniences, but they too make it difficult for you to stray away from them. I suppose I can't say I blame either of them.Apple clearly wants the great apps on their platform and to keep them off Android. This comes at a cost to the developers.
There's always the analogy of if your car requires a specific type of gasoline that isn't readily available at most gas stations. And no, not talking about octane levels.Imagine if Dell/Compact/IBM/Acer PC's all required different code sets...![]()
First of all, regarding licensing:
I really can't stand people that complain about $99/year to test their apps. This is a VERY good deal.......
This doesn't really apply to game developers, as most Indie developers use Unity or Unreal, which have their own language systems and support exporting to various systems. I develop on Unity and I've only used Swift for maybe one or two samples so I can learn it for when I import a Unity project.
It's hardly anything game breaking. (See what I did there?)
I disagree. Syntax is one thing, but languages handle things different.
The main languages I program are C, Objective C, Java, Perl and Swift.
Objective C required developers to understand memory management and reference counting so there weren't memory leaks or null references.
Swift goes the Java route where developers are not concerned with those details. It's a lot easier to code in Swift and Java. It's like driving an automatic car vs a stick-shift car. Let the car/language do the dirty work of shifting gears/managing memory.
In Objective C, for example you'd have to know name conventions of functions so you'd realize that some functions hold references to objects, some don't - all depending on the name. Then you'll run into code where the developer named things incorrectly from what is convention, then you've got memory issues. Swift avoids all that.
Some languages are type-safe, others aren't. Swift is much more type-safe than Objective-C, nazi-like sometimes. And that gives Swift coders headaches.
Languages like Perl are a different beast altogether. Say, you're dealing with two variables. One contains a 5, the other the letter D. Add those together what do you get? Perl will tell you it's 5D. Most other languages will give an error because you can't add a number and a letter!
If I were to have someone write and application for me, is it cheaper to have them code it for iOS or Android, in general, or is it about the same.![]()
One issue I haven't heard discussed here is a comparison of the APIs. Does that mean that Android and iOS APIs are about equal in there power/ease of use?
I've heard scathing reports about Androids dev environment, but I don't hear anyone mentioning that here either.
Maybe someone that's made an app for both platforms can chime in on the native tools offered. (eclipse vs Xcode)