Most developers are coding for Google's Android instead of Apple's IOS
theinquirer.net
theinquirer.net
Also, the actual report is here:
http://www.visionmobile.com/rsc/researchreports/VisionMobile...
Other points from the (CC/BY) report:
Platform revenue potential. Not all platforms are born with equal revenue potential. Our research revealed large discrepancies across platforms in terms of the revenues applications are bringing to developers. iOS topped the chart, making 3.3x more money per app than Symbian developers followed by Java ME (2.7x) and BlackBerry (2.4x). Android (1.7x), mobile web (1.6x) were the weakest performing platforms in terms of revenue per app and only ahead of Symbian (1.0).
....
App store fragmentation is an under-hyped challenge for developers. Each of the fifty-plus app stores available has its own developer sign-up, app submission process, artwork and paperwork requirements, app certification and approval criteria, revenue model options, payment terms, taxation and settlement terms. The marginal cost of distributing an application through one more app store is significant, contrary to popular perception.
....
Platform priorities For companies going mobile, platform priorities are mixed, but the core challenge is common – market penetration and reach across the customer base. Organisations developing B2C apps (targeted at consumers) are extending their offering first Apple and then to Android, to mobile web, to BlackBerry and finally to Windows Phone 7. For B2B apps (applications paid by the corporate IT manager or CIO), HTML is already the platform of choice- not just for deployment on mobile web browsers, but also by converting HTML and JavaScript into native iPhone and Android apps using tools from companies such as Appcelerator, PhoneGap, RhoMobile and Sencha.
I started looking at Apple's policies and how apps would be rejected without any reason given. And that there was -no- other way to launch a product if Apple rejected it.
And then looked at Android and saw that even if Google rejected it, I could still get the app onto the device in other ways. (And then Amazon came out with their own Android market, making things even better in that regard.)
I developed an app with a partner, released it to App Store then took it down to upload it under a new account. Same app.
Apple rejected our app. They refused to explain by email why. They insisted on only dealing with me by phone. Over the phone they said the policies had changed in the last two weeks and my app would not be accepted. I asked which policy and they refused to say which one. I asked what I could do to get back in the app store and they said they couldn't tell me. I suggested some ideas and the Apple employee on the other end of the phone said that those would be "helpful" but they couldn't say that that would be enough to get my app listed again.
Time to cut and run. I cancelled both orders for customized versions of the app that I had taken from clients (and apologized profusely). I asked Apple for a refund on my developer account. They refused. I said that since the policies had changed then I was entitled to a refund because I bought the account under the old policies and if they'd like to change the terms and I don't agree then I'm entitled to have my money refunded. They said it was a "one time exception" but grudgingly refunded my developer account.
They need to offer:
1. Certified apps from the app store which are approved via this process. 2. Apps which you can just download and chuck on with no Apple or carrier approval.
Ironically just like the Mac App Store i.e. you don't have to go there.
Oh and like Windows for the last however many years it has been around.
The price of dealing with the restrictions is justified by the exposure you get to a market willing to pay for goods. The few apps I've had that were rejected were done so justifiably, and when they weren't, we worked it out with them.
Most of this is hearsay, not fact.
Also, remember we're talking GLOBALLY. What's affordable to you may not be to random Indian programmer 7
2 things that make me think cost is the issue:
>Developer-market balance. Android is the one and only platform that is trilaterally adopted by developers across all three major continents active in application development - Europe, North America and Asia. On all other platforms, there is an imbalance of developer supply and market demand across the globe. iOS is lagging in developer mindshare in Asia while BlackBerry developers are almost completely lacking in Europe. The traditional sweet spot for Java developers has moved out of Europe to emerging markets, with 42% more respondents coming from Asia, Africa and South America. Flash Lite has weak supply in South East Asia where the platform can deliver best-in-class experiences on mass-market phones
And the fact you're highly likely to make little more than 700 back:
> In the gold rush to the applications economy, not everyone is making money. About a third of respondents make less than $1,000 USD per application in total, which is loss-making given that an application often takes months to develop
Yes, I have been doing it on a four year old, Core Duo one for the whole three years since the iOS SDK became available and have had zero compilation performance issues. Keep in mind that the vast majority of iOS applications are laughably small compared to desktop apps.
I'm not disputing that a Mini is still too costly for many, but I think it is unfair to exclude it as development machine.
Mac OS 10.7 (Lion) is virtualizable. I'm sure someone will build a rack and offer cloud-based Lion accounts for developers that can be remoted into 24/7 so long as you have internet access.
2-screen iPhone apps with no media might compile quick enough, but development of the type of apps which make money that would be a huge productivity suck.
"I don't have the money to spend so making money is faster and easier" is not a problem unique to iOS development.
While I would agree with that to some degree, the fact that there is over 400k apps in the appstore tells me that the barrier is either non existent or a lot lower than people are making it out to be.
Furthermore, there are other costs besides the computer itself when developing for iOS. So if the developer isn't making enough money to cover all of those costs, the that developer needs to try something else to make money.
Which isn't to say "not to do iOS development" but to find out why their app isn't selling and adjust. The "build it and they will come" is a fallacy and many developers fall into that trap.
Barriers leading to higher numbers of hobby users trying android app dev than iOS, which is the title of the HN post.
There are more pros on iOS and Win7Phone from the survey (both numerically and percentage wise).
It's amazing how much that updates compile speeds.
Buying a mac mini to do iOS development is buying pain and a computer you're just going to have to replace.
I don't know of anyone putting that forth as the low cost solution (nor is that sort of change out easy for someone who's really terrified to break their $700 computer and not used to fiddling with that stuff).
ifixit.com seems to indicate otherwise: http://www.ifixit.com/Guide/Repair/Installing-Mac-mini-Model...
I do it on a 6 year old Macbook and have no problems.
Take the class of devs who, in their spare time, want to learn mobile programming. If they don't have a Mac, their choices tonight after work are to 1) sit down on their own familiar computer right now and start Android dev, or 2) go buy a Mac and a dev account and get familiar with that and start iOS dev. Paying $800+ for option 2 doesn't exactly sweeten the deal.
A modest app in the store will pay back the costs of the hardware, even though it probably won't pay for your time. Doing iOS work for hire will pay for your time, however.
So people should do what they want, but it's easy to see why Android would be the favorite of new casual mobile devs, many (or most?) of whom don't have Macs.
Many years ago, I was in this exact situation. I planned accordingly and saved until I could buy a cheaply made desktop and taught myself how to code.
I know I did and I wrote a very niche app and did no promotion what so ever. I have not made much on my app but it has paid for a couple of gadgets so far and I am still making a (very) little bit every month.
On experience of developers:
We can also quantify the signs of Apple’s allure towards experienced PC and Internet developers, since the iOS platform attracts significantly more developers with sevenplus years PC/Internet experience, compared to other platforms. This confirms that experienced software developers are moving into mobile, using iOS as an entry platform, in what we believe is driven by the sudden rise in demand for developer talent, especially in North America. Since launching in late 2010, Windows Phone 7 has done pretty well in attracting seasoned developers. We see experienced mobile developers coming to Windows Phone, with a significant bias of current Windows Phone developers having between three and six years of mobile experience - an indication that Microsoft’s strategy to tap into PC and Xbox developer segments is paying of
I mean, does anyone doubt that Open vs. Proprietary can be just as political as Democrat vs Republican in tech circles?
Reasons: Unfamiliarity and leaving the comfort zone.
iOS development is comfortable. When you do Android dev, you give up a lot of comfort for raw, unfettered access. It is a rule of thumb when you develop for Android that when you release you will get ANR (Application Not Responding) simply because of the fact that you can't test on more than a few actual devices. I get crash reports from the market site that I can't fathom how they even can happen (stuff like libraries that are statically linked not being found)
And, as an primarily Android dev now, can you imagine giving up Core Data (for all its faults, the latest iOS 5 [redacted] makes it better), Interface Builder (ADT 11 is getting closer but still not close) and even stuff like Objective-C Categories?
We were able to quantify that indeed Apple’s iOS is the platform with the least fragmentation (on average four versions per app), as has been widely noted from empirical evidence in the past. Apple manages fragmentation through two primary means: first, it has standardised the screen size and resolution for its handsets and tablets; and second, as an OEM and platform vendor, it has commercially streamlined the means by which most iPhone or iPad users are upgraded to the latest OS version.
In contrast, our research indicates that Android developers must create six versions of their apps on average, which is on par with mobile web apps. The stark difference in fragmentation across Apple and Android devices is also evident amongst the different platform versions in the installed base of devices. According to Google data released on May 2011, 25% of active Android handsets run on platform versions more than 18 months out of date. Meanwhile, according to app analytics firm Localytics, only 20% of existing Apple 3GS devices had not yet been upgraded, just two months after the introduction of iOS4. In other words, Apple devices have the youngest runtime age in the mobile industry
That part makes no sense to me. I've never seen a single app in the Android Market that has 6 different versions. And it would probably be obvious. The Market will hide apps that aren't compatible with your device, but each app still has to have a separate, unique name.
The most versions of a single app I've been able to find is TouchDown, which has 3 versions: 1 for Android 1.x devices, 1 for Android 2.x devices, and 1 for MobileIron customers. The third version arguably would still exist even if there were only a single Android handset. http://www.appbrain.com/browse/dev/NitroDesk%2C+Inc.
Anyone have a concrete example of an Android app with 6 versions in the Market?
FYI for those on mobile/capped access, it comes in at 15 MB.
Last time I checked 67% + 59% != 100%
Android has been beating the bejeezus out of iOS on unit sales for a while now, both in the U.S. and globally. Even more importantly, Android's growing at a faster rate.
Developers will gravitate towards the platform with the most users. Period. This has happened time and time again over the past 30 years. IBM, Microsoft, Oracle, Adobe, Google...
There's a lot of nuance underneath the headline numbers, and certain communities (like HN) will be friendlier to iOS. However, in general I would expect Android to capture the bulk of developer attention going forward.
Now that Android has exploded in that market, I expect most of those developers to migrate away from Symbian to Android if they haven't already.
One thing to remember is that we're talking about the entire population of software developers. Certain demographics (like HN readers) will show up more heavily on certain platforms (like iOS). However, the general trends will always mirror marketshare.
When someone finds your app and sees there's an iPhone version but no Android version, their normal reaction is: "That's understandable, Android is coming next, right?". If you have an Android version but no iPhone, their reaction will probably be "Hmm.. wait, that makes little sense...". It's just a side effect of iPhone being the first one to come up with app store.