Secret iPad
thinkfractional.blog
thinkfractional.blog
What in the world happened?
Edit: Some people are mentioning the quality productivity apps available, particularly on the iPad Pro. I didn't mean to suggest there aren't quality apps, I meant to suggest there aren't interesting apps that turn these devices into wondrous multi-tools. Apps that use the sensors in novel ways to interface with the real world; that make your phone or tablet more of a device and less of a screen.
I also want to say I didn't mean to imply that there are no quality games on mobile; it's just hard for them to survive (Apple Arcade is an interesting workaround for this), and also games in general just usually don't have the kind of novelty I'm talking about here.
There is still tons of innovation in the App Store. It’s just on Skinner Box mechanics now.
There is a cohort of games that is 10x worse than anything you'd find on the web. Unskippable 30s blocks of ads every few minutes, that just promote more crappy games.
https://gameanalytics.com/blog/apple-arcade-mobile-game-deve...
In their latest report, Apple announced that they want to help developers get set up on their service by paying for some of their costs, which should take some pressure off when building your game. How much they’ll contribute is still yet to be revealed, so maybe don’t hold your breath.
I can't imagine making something as good as Procreate and then only charging $10 for it. If I had an idea for something complex on the iPad I would have serious reservations about developing it. You can't charge reasonable prices for software unless you do it in $0.99 chunks.
I don't have a solution for this problem. There has to be something in between a one-time $10 purchase and a $120 annual subscription, but Apple hasn't shown any interest in finding it.
I think it's too late now. Apple has taught an entire generation of users that mobile software is not worth paying real money for and effectively killed the ecosystem of apps they need to promote the iPad as a general purpose computing device.
It's more work for the developer but they did a great write up on how they built this capability: https://medium.com/@drewmccormack/a-cash-cow-is-on-the-agend...
Compare that to desktop programs like Adobe Creative Cloud, which costs more than $500 a year. Or console games, where the console costs about $300 (Switch Lite) and a single game costs almost $100.
(All priced CAD, rounded.)
On a similar note, I pay on average 5USD per (PC) game by tracking sales and would only consider paying more than 10USD for new games that I want to play really badly (e.g. DOOM Eternal). Console game pricing always seemed way too high to me, I'd spend what I saved on not building a PC in just a few AAA titles.
I've been busy the last two decades too. I've built websites, used CAD to design and machine dozens of physical objects, designed circuit boards, wrote and compiled software, made music, simulated chemical reactions, created and edited text documents, converted files from all sorts of formats to other formats, deployed databases with millions of rows, run two small businesses, and sent and received thousands of communications over myriad channels. All using free and open source software.
If there's something I want to do with a computer and I can't find a free solution that does it I write new code to accomplish my task (but honestly, this almost never happens these days).
Business incentives changed.
The early iPhone/iPad app ecosystem focused on showcasing creativity. The UI was new and unique, and apps were created to take advantage of the gyroscope for games, or the audio input for apps like the guitar tuner thing in this article.
But that doesn't put food on the table, especially if the land baron is taking a 30% cut for every sale.
Why bother creating complex apps that push device capabilities to their limits, when what the majority of the market wants to do with their phones is tap away at a Candy Crush/Clash of Clans clone, or scroll mindlessly through one of 3 social media apps?
It simply became more lucrative to create clones of products where market demand had been validated, and stuff it full of ads and in-app purchases.
Late-stage iPhoneOS was magical because of the constraints people were working with.
If you tell a developer, "Hey! Here's hardware with effectively no possible limits," they'll never write anything of value for it. A text editor and a way to do something you're already doing 5% faster.
If you tell a developer, "Hey! Here's hardware that's extremely slow and limited by today's standards, make something magical," they'll move the sun and stars to get you something that'll wow you.
Early-stage iOS was magical because of the new frontier offered; the constraints had mostly disappeared by then, but the ground was new and it presented what was effectively a new way to interface with the machine.
But in this particular case, they used the new strengths of the device that enabled things not possible before (removing constraints), yet thought their idea might be too much for it (hence the prototype), and their later idea was too much for it (needed a bigger screen). So their ideas didn't benefit from the constraints.
An upcoming test of your hypothesis is the PS5 100x SSD. Will it promote or stifle creativity?
The sense of the "magical" is the newness. Miracles, when commonplace, become commonplace. (Though I am still in awe at billion/sec pocket electro-computers... OTOH no one else is, it's just a cheap phone).
Arbitrary Javascript code written on the iPad can run, as evidenced by Play.js. Arbitrary Python code written on the iPad can run as evidenced by Pythonista. Arbitrary Swift code can run as evidenced by Swift Playgrounds. There's a Github app, there's a file explorer app, you can connect USB drives and keyboard and as of very recently, a mouse.
So where is VS Code for the iPad? Where is desktop-class software for the iPad? Why is this [1] article from 8 years ago still the best-in-class way to write code on an iPad? Is there still some kind of missing support I'm not seeing?
[1] https://yieldthought.com/post/12239282034/swapped-my-macbook...
Arbitrary Swift code which can only run because Apple grants themselves private entitlements that let it work.
As one example, the music ecosystem is really good. There's Garageband and several great 3rd party DAWs, and a ton of apps which provide audio units that you can plug into, such as Model D for synths, or Stark for guitar amp modeling.
For photo/video, there are a few really great options: Affinity Photo is comparable to Photoshop, and LumaFusion is comparable to Final Cut or Premiere.
LumaFusion is good but I really wish iOS supported more video codecs than two delivery codecs (h264 and h265). I mean, they own ProRes. Cmon just add support for it in iOS.
I don't swap keyboards, I always use that one.
If that market were larger it would be catered to.
The reason that VS Code is not on iPad is 100%, top to bottom that the framework and App Store restrictions prevent running arbitrary processes.
[0]: VS Code can run any binary on your system, iPad apps can only run binaries that they are compiled with. This distinction is why almost no existing development tools can be ported to iPad, almost all development tools are built on interacting with many binaries that the tool was not necessarily compiled with.
Hell, why aren’t there more desktop class video games on the iPad? Not because it can’t run them, that’s for sure. The hardware is more than powerful enough.
Yes, no good IDE because the target audience is wielding MBPs anyway.
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[1] https://en.wikipedia.org/wiki/Guitar_Hero
[2] https://en.wikipedia.org/wiki/Rock_Band
[3] Guitar Hero III was the first game to reach $1 billion in sales https://arstechnica.com/gaming/2009/01/guitar-hero-iii-first...
There are and were limitations preventing desktop class software on the iPad, some have lifted but it also takes quite a long time to take up on that, see also above.
- Keyboard support. For a lot of tasks, you need a keyboard. It took a long time until Apple sold keyboards for the iPad, and it still was quirky. There is a row of keys missing and even when coupling bluetooth keyboards, the extra keys didn't work. What Apple didn't really get was: a lot of people need an Esc key for their work, many would like funktion keys. It is still a struggle to run as simple as an ssh session on the iPad. Also, so far I haven't found a truely good SSH client on the iPad.
- Mouse support - really has been added only with 13.4, we will see how this develops.
Restrictions by Apple:
- For a long time, there was no real file exchange between apps, no joint file spaces. This has been partially fixed, still feels cumbersome and very much depends on the apps to get right.
- There is a ton of stuff that could be done on the iPad, but is banned outright. Termux is great on Android, not allowed on the iPad. The iPad would be great for development, if not mostly disallowed.
- And yes, for a lot of things, the screen is just too small :).
- The app store. Great and bad at the same time. The issues are probably best seen on macOS, because on macOS the app store is not mandatory. A lost of applications only exists outside the app store. While I liked the convenience of the app store and the fact that I don't have to deal with license keys and was free to use the app I bought across all my devices, the perpetual updates for free are condemning most longterm development. Paid upgrades were the life blood of the software industry for decades. They mean a regular revenue stream from power users like subscriptions, but didn't force the casual user to constantly pay, only when that user wanted the features of the newer versions. Subscriptions currently seem to be the only way, how a actively developed application can survive in that universe, but limits the user base.
- In app purchases. In principle a good idea, it lead to a reality where apps are flooding the app store which constantly try to extort money from the user. That games are allowed to charge in total more than lets say 2x what an AAA title would cost, is scandaleous. A model where an app could offer a free trial and then is purchased normally would be much more supportive of quality app development.
Many of this can be worked around, but unfortunately that is rather the exception. There are still great apps around which are a joy to use, but the whole ecosystem is drowned by all the bad stuff.
It might be worth checking out Prompt - supports some nice edge cases too, like SSH agent forwarding.
> - There is a ton of stuff that could be done on the iPad, but is banned outright. Termux is great on Android, not allowed on the iPad. The iPad would be great for development, if not mostly disallowed.
Check out iSH (free, available as a testflight, but also open source on GitHub) - https://github.com/tbodt/ish It's a full user mode x86 emulator, letting you run alpine Linux in a nice terminal, and install packages from it. I don't know to what extent iSH would address your desire for something like Termux.
I am aware of iSH, but as you say, its requires "using" the testflight system and while that might be ok for enthusiasts, it is nothing for the large audience. Obviously , as testflight is limited to 10k users.
Judging by what’s promoted on the App Store, there hasn’t been any new software written for iOS in years. They’ve just been republishing the same iOS Essentials article twice a day since 2015.
uh? Can you indicate what? How many other apps have similar penetration?
https://home.theodoregray.com/blog/2014/7/31/how-the-elements-came-to-be
Discussion: https://news.ycombinator.com/item?id=22775624