All Articles in Development

Why It’s Easier to Make a Great Twitter Client for iPhone than for Android

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Why is it easier to make a great Twitter client for Apple’s iPhone than for Google Android phones like the new Verizon DROID? After Robert Scoble wrote a typically impassioned post entitled The Droid fails AS A PRODUCT when compared to Palm Pre and iPhone, and used Twitter clients as an example, Thomas Marban of Android’s premiere Twitter client, Twidroid, responded:

one of the main reasons why UIs are unequally inferior are not only the way you build apps (open vs. closed hw/sw system) and the SDK itself but also marginal to non-existing UI standards, no ready-made drag & drop UI items, variations in carrier- & device firmware, hard- & software input, screen sizes, international customizations, modded phones, rooted phones and last but not least completely different expectations among users and the linux’ish target group itself. in a nutshell: beautiful mess. obviously, all these reasons eat up a huge pile of time that one could better spend with improving UX and polishing the interface. those who started early with android development have learned and are still learning it the hard way, just like they did with win 3.1 back in the days.

John Gruber of Daring Fireball, in Lots of Excuses comments:

That doesn’t sound like someone who plans to ever ship something of the caliber of Tweetie, Birdfeed, or Twitterrific. From what I’ve seen of Twidroid, it’s not even as good as Craig Hockenberry’s original version of Twitterrific for iPhone, which was written as a jailbreak app before the iPhone officially supported third-party software. If Android hardware diversity is already a problem for third-party developers, it’s only going to get worse.

This also highlights the advantages Apple has given iPhone developers. Not only is the iPhone based on OS X, but the development tools are based on Xcode and Interface Builder, and while not as many developers are likely already familiar with Cocoa touch as, say, developers might be with Android’s language(s) (or web developers may be for the Palm Pre), existing Mac developers can make those tools sing. And, given the SDK Apple provided, even new developers get a huge head start in terms of functions and user interface elements.

Sure, that means there’s a lower barrier of entry to creating poor iPhone apps, but it also means great developers aren’t wasting their time re-inventing UI wheels, or fighting the OS to do right by their apps. They investing that time in making great apps.



Lawsuit Claims Game Company Violating Privacy, Collecting iPhone Users’ Phone Numbers

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The Register is reporting that a lawsuit has been filed against an iPhone game developer for privacy violations:

The complaint claims best-selling games made by Storm8 contained secret code that bypassed safeguards built into the iPhone to prevent the unauthorized snooping of user information. [...] to access, collect, and transmit the wireless phone numbers of the iPhones on which its games are installed,” states the complaint, which was filed in US District Court in Northern California. “Storm8 does so or has done so in all of its games.” [...] [including] World War, iMobsters, Racing Live, Vampires Live, Kingdoms Live, Zombies Live, and Rockstars Live.

The complaint claims they’re violating the Computer Fraud and Abuse Act, and is seeking Class Action status. It’s not the first time we’ve heard about apps violating user privacy, hopefully Apple’s new iPhone security manager will first and foremost focus on these types of exploits. And, yeah, let the courts smite any abusive developers in the meantime…

[via Wabbit in the TiPb forums]

iTunes Connect Adds “Submission History” for Developers

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Speaking of tiny, incremental improvements, Erica Sadun over at TUAW highlight a new addition some developers are seeing when entering iTunes Connect — a submission history:

Appearing near recently reviewed items, this option opens a detail table showing how your application has worked its way through the App Store review process, and on to the shelf. Stormont details this update on his site.

Sadun also states that the amber status bubbles are slightly more verbose now, adding “waiting for review” for the freshest uploads.

If you’re a developer and you’re seeing these, or any other changes in iTunes Connect, let us know, and let us know what you think about them, and what else you’d like to see.

How Macworld Got Their iPhone App Approved or How Having a Big Voice Helps

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Umpteenth verse, same as the first — Macworld turned their iPhone ebook into and app and submitted it to the iTunes App Store. It was rejected. Several times. Finally editor Jason Snell expressed his frustration on Twitter and several high profile blogs picked it up. Apple called him immediately to try and make it right.

Good for Macworld. Bad for all the developers who lack the same megaphone by virtue of their job and connections.

Granted, with 100,000+ apps, the non-sensical and erroneous rejections remain a tiny percentage, but even a tiny percentage of 100,000+ represents many developers’ time, effort, and money. It’s frustrating for them and embarrassing for Apple.

Tim Cook and Phil Schiller claim they’re making improvements, and no doubt they are. From a pure perception point of view, however, this is one issue that needs fixing sooner rather than later.


Do In-App Purchases Count Towards “Top Grossing” App Store Rankings?

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One of the many, many “great unknowns” of Apple’s iPhone App Store is how the top-grossing list is calculated, specifically whether or not it factors in revenue from in-app purchases. While we could theoretically wait and see if, now that they too can use in-app purchase, a free app makes its way up the list, the folks at Freeverse wanted an answer now. And they think they’ve found it:

Top Grossing Freeverse Apps are Skee-Ball (#17), Flick Fishing (#97), and Top Gun. Now, interestingly, the Top Paid Apps Chart lists Top Gun as #60 and Flick Fishing as #72. How does this happen? The games are priced the same…but Flick Fishing features DLC. This leads us to conclude that the Top Grossing Apps list seems to include In-App Purchases in its calculations.

What if anything does this mean for developers? Will they be able to land on the Top Free and Top Grossing lists at the same time now? And so what if they do?

Interesting times…

[via Daring Fireball]

Apple Was Going to Use Palm WebOS-style Widgets for iPhone in 2007, Abandoned Idea Due to Performance

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As part of the commentary on Jamie Zawinski leaving the Palm Pre for the iPhone (linked in the previous post), Daring Fireball adds:

Apple had a similar idea to WebOS for the iPhone, where certain apps would run as Dashboard-style widgets, written in HTML, CSS, and JavaScript. Apple abandoned the idea in the six months between the iPhone’s January 2007 announcement and when it went on sale at the end of June, concluding that performance for such apps was unacceptable and that they should go native Cocoa across the board. And Apple was only going to do it for small apps, like Weather, Stocks, and Calculator, not the flagship apps like Calendar and Mail.

Of course, web technologies have improved since 2007, especially JavaScript rendering. Usability and performance complaints aside, Palm embracing web developers in order to incentivize adoption of their platform was a smart strategy. Still, it’s interesting to see Apple’s reaction to it back then, and their decision to go 100% native. (Especially considering they’re now being criticized for not having widgets).

Did Apple make the right choice, do we still want widgets on the iPhone, or is HTML5 and SQLite in Safari making them redundant?

Developers Turn, Return, and Reaffirm — iPhone Still Unmatched

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Tim Cook (in)famously said other platforms and devices are still struggling to catch up with the original 2007 iPhone 2G, and while TiPb wouldn’t go that far (the App Store didn’t show up until the iPhone 3G in 2008), strictly in terms of user experience and functionality, he may have had a point.

First up, Jamie Zawinski (jwz) has abandoned the Palm Pre and gone all in on iPhone, despite Apple being worse than Palm when it comes to developer relations and closed ecosystems. Why? “Because it just [redacted] works.” He highlights Mac sync, but especially performance as key. Long delays in being able to use the Pre calendar, phone, and camera apps are especially irksome.

I don’t expect the performance of this phone to be even remotely suitable for every day use for at least a year. I figure it’s going to either take a substantial amount of work on the lower levels of the OS, or they’re going to have to throw Moore’s law and new hardware at it…

Next up, Steven Frank, who abandoned the iPhone after the Google Voice incident, and returned to it when he couldn’t find happiness with another device, nails why that’s still the case some 2 years later:

It’s not just that the iPhone has fancy woo-woo transitions and purty graphics; it runs all the way down the software stack. For example, when I tap on something, I don’t have to hover for five seconds wondering “now did it get that tap, or do I have to do it again?” This is something other platforms are still struggling with. When we say you have a bad experience, this is the sort of thing we mean. It has little to do with features, and everything to do with core functionality.

Lastly, Daniel Pasco offers a theory as to why — Apple spent years and a fortune figuring out the iPhone:

Because of that effort, since the iPhone was released, everyone else has been struggling to play catch up, and no one has really come close. Apple raised the bar higher than anyone else had before, and by the time the competition realized how much of an effort would be required to seriously compete, the public had already turned to them to see how they would meet Apple’s threat.

Spending 2.5 years in secret, and who knowns how many of those billions, and then unleashing the iPhone 2G multi-touch user interface changed the game in 2007, and more — it forced competitors to play catchup in public. Sure, many have the iPhone now to copy, but Apple has the momentum to keep innovating.

The question is, can incredibly rich companies like Microsoft, and amazingly innovative ones like Palm — or Google which is both — bridge that gap at the core functionality and user experience level?

[via Daring Fireball]

Apple Announces iPhone Tech Talk World Tour: Expert Advice Coming to a City Near You

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Apple has announced an iPhone Tech Talk World Tour, which is billed as expert advice, coming to a city near you.

Apple technology evangelists are coming to a city near you with expert advice on how you can maximize the innovative technologies of iPhone OS within your apps.

Advanced content for advanced developers

The iPhone Tech Talk World Tour features a range of sessions for advanced developers who want to enhance the capability, functionality, and usability of their iPhone apps. You’ll dive deep into coding and design techniques that will help you take your apps to the next level.

Don’t miss this unique opportunity available only to you as a member of the iPhone Developer Program. The event is free, but space is limited. Register for an iPhone Tech Talk today.

Cities include San Jose, Seattle, New York, Toronto, Paris, London, Hamburg, Bejing, and Tokyo (already full). Schedule, agenda, and registration information can be found online via developer.apple.com.

Anyone going?

Mozilla Working on iPhone App. Don’t Hold Your Breath for Firefox

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This weekend GigaOm brought word that Mozilla was working on an iPhone app. Of course, thoughts turn immediately towards their most famous product — Firefox. However, Apple doesn’t allow 3rd party code interpreters and that means no Gecko HTML renderer and no TraceMonkey Javascript engine. And again, I don’t think there’s any need for Mozilla to make a WebView wrapper…

So what else is there? Browser link sync? The iPhone will sync Safari links, or Internet explorer on Windows, but syncing links for Firefox users is thus far unsupported, and no doubt many would love to have that functionality:

Later, I sat around gabbing with Lilly and Jay Sullivan, Mozilla’s VP of Mobile, talking about Weave and the Awesome Bar, which is a way to get access to all your browsing history and bookmarks by just typing them in the URL bar on your browser. And while we were talking about Weave, I asked them if it was going to be part of this new, mysterious iPhone app. Lilly and Sullivan smiled and remained silent. Interestingly, they didn’t correct me.

Malik notes that Weave might be too competitive with MobileMe for Apple’s tastes, but that of course will depend on the exact implementation offered on the iPhone, and how flexible Apple is feeling (more so than ever, it seems of late). And if ever a Weave there was, bringing it to the iPhone certainly makes sense.


Gizmodo: App Store Economy a Road to Oblivion?

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Gizmodo has an interesting post up on Apple’s iPhone App Store, and how it might be headed straight down the road to oblivion. Their basic take is that downward price pressure, users conditioned by iTunes to expect $1 songs and $2 TV shows, Apple recommending (and wanting) cheaper prices, high development costs with low chances for visibility, all combine to put iPhone (and iPod touch) development on the endangered species list. Further, yesterday’s announcement of in-app purchase for free apps, they argue, makes things like the Top Lists nebulous going forward.

And it doesn’t just apply to the iPhone:

don’t forget, Palm and Android fans, this App Store Effect sends ripples well beyond the App Store. Customers expect to see functionally identical apps priced the same way across platforms, because to us, that’s what makes sense. Can devs really afford to port an app to the webOS to sell to the tens of thousands of Pre owners, when they’re expected to tag it with iPhone prices, calculated for a base of millions? Whether by Apple’s design or totally by accident, everyone who doesn’t own an iPhone will suffer for it.

See their chart, above, showing the pricing differences between platforms. Some would argue the market can correct for anything. If premium developers leave in frustration, users will tire of CrApps, a premium developer will sense the voice, fill it, make a killing, and other premium developers will flock back. Others believe Apple controls the market and so it’s their job to make it as good a market for developers — and ultimately users — as possible through proper policies and procedures (BlackBerry, for example, won’t allow paid apps under $2.99 into the App World).

We’ve all discussed this a lot in the past, and no doubt will continue to discuss it moving forward, but give Giz’s article a read and let us know what you think.