Quote:
Originally Posted by
dasein 
I have a simple question: As a developer, why would I want to use anything other than the development kit that Apple itself has developed?
Apple's SDK is built from the point of view of allowing you to build data-driven apps. Games are media driven apps, which benefit more from visual tools like shader network tools and real-time scripting languages.
Quote:
Originally Posted by Sue Denim
The higher you can ride on abstractions, the more you can spend on other parts of the software to make it better: features, testing, tuning, etc.
Exactly right. Some programs are written in scripting languages entirely and then ported to a lower-level language for performance. That's pretty much what Unity does.
Quote:
Originally Posted by sexualintellectual
Besides, Objective C can be used on Windows because GCC is portable, so Apple is not locking developers into just their platform.
Objective-C on the Mac is only used because of the frameworks, which aren't available on Windows. Without the frameworks, nobody would bother with Objective-C because it's an alien language to most devs who use C, C++, PHP, Java, Javascript, Actionscript (pretty much every language that's not Objective-C).
Quote:
Originally Posted by amitofu
it's hard when your future is in jeopardy and everyone thinks that the only people being hurt are lazy Flash developers.
One big issue Apple has to deal with is communication. They are great at generating hype and interest but also concern when something seems to be wrong and there's no information.
Quote:
Originally Posted by sexualintellectual
When things don't work well, the average user is going to complain about the phone and not necessarily the app.
I don't think that's the case with the iPhone same as it is on the Mac. When Photoshop crashes, people don't blame the Mac but Photoshop.
Quote:
Originally Posted by anonymouse
Also, there seems to be this idea that Apple should "create exceptions" for this or that development tool, "because it's really good." Yes, Flash sucks and it's OK to ban it, but not platform X, which really rocks! This argument basically translates into: Apple should adopt an entirely arbitrary and capricious standard for approving development tools.
Apple is hardly the poster-child for consistency. Look at their decisions in the App Store.
Everything you want, just no interpreted languages
No wait, scratch that, no apps that upset the carriers too
Oh yeah and no politically inflammatory apps
Oh and no apps that do the same thing as apps we make
Also, no apps that monitor P2P transfers, we think they're illegal
And anything that gives you access to words like boob, say a dictionary gets an 18 rating
No explicit apps either, except Playboy, Penthouse - the smut peddlers we trust
The problem is the world isn't clear cut and rules need exceptions. Apple can reject or accept code translations based on whether or not the platform has proven itself useful and the difficulty involved in porting it otherwise.
Rather than block everyone under the same rules, what's the harm in coming clean? Just tell Adobe their Flash platform sucks and just block it. This problem has all been caused by Flash.
Steve: no Flash on the iPhone
Adobe: m'kay well we'll try making Flash properly for the iPhone
Steve: nope, still sucks
Adobe: Screw you, we'll do native translation from Flash.
Steve: No deal, blocked
Adobe: Okay well we added a copy/paste feature to convert Flash to HTML 5
Steve: Hmm, nope you wear shoes. All developers from now on to be approved must have worn sneakers during the development process.
Quote:
Originally Posted by jragosta
How do you know there are no quality problems? Just because you can view a demo video?
It's a moot point, anyway. Unity's spokesperson says that they believe that the rule does not exclude Unity as a resource.
It's a downloadable app that you can play and see the quality of the software. High quality graphics, smooth gameplay and stable. The developers at the company have no such belief their IDE is safe, they just hope it's the case, all the while knowing that their tools do not comply with the rule as they do exactly what Adobe's does.
Quote:
Originally Posted by jragosta
But even if it were an accurate cost, that would be a GROSS MARING of $209 - not a profit of $250. it would also be a 40% gross margin, not a 100% profit margin. (Hint - to have a 100% profit margin, you need to have something with zero cost).
100% markup, 50% Gross profit, whatever. The semantics are irrelevant, given that the figures are there you can figure out the meaning. You don't amass $40 billion in cash reserves without being profit-driven. The iPad is an example of Apple trying to reduce their margins but still expensive in its class. Apple takes the highest revenue of any company in mobile devices and computers.
Quote:
Originally Posted by jragosta
Flash is bad enough in its native form on mobile devices. Adding another layer between it and the hardware can not possibly help.
Adobe's translation to assembler isn't adding another layer of abstraction at run-time though, just compile-time and it's not quite right to call the conversion another layer just as it isn't right to say that about any compile-time process. This process can actually make it more stable as they don't have to allow for variations in the interpreter. They even use Apple's tools to do it - the LLVM:
"We created a new compiler front end that allowed LLVM [Low Level Virtual Machine] to understand ActionScript 3 and used its existing ARM back end to output native ARM assembly code," explains Adobe senior product manager Aditya Bansod in a blog post. "...When you build your application for the iPhone, there is no interpreted code and no runtime in your final binary. Your application is truly a native iPhone app.""
The choice to reject this has nothing to do with quality control as it uses the LLVM that Apple built themselves to optimize code in the best way.