Which Platform You Should Target For Your First App: Android Or iPhone?
theappentrepreneur.com
theappentrepreneur.com
That's a pretty absurd claim. Xcode has a fine debugger, comes with Instruments for various kinds of profiling, and can simulate multiple versions of iOS as well as multiple types of hardware (including various screen sizes).
I haven't done much Android development, but I have a hard time believing Android debugging is somehow magically significantly better than iOS debugging.
Also, hasn't the new emulator been out for nearly or over a year now? I tire of people whining because they refuse to upgrade their tools. Also, good luck with that simulator...
Oh, the irony. I don't know X, but I sure know Y is better than X. Keep up the good work, Einstein.
Keep up the good work, Einstein.
Might also help to consider where you're developing for. Different countries each have VASTLY different usage numbers for the different platforms. Big statistics that cover the whole globe aren't altogether that useful.
As a last point, I highly doubt that Android fragmentation is going to be the major reason why development is going to cost 20% more. That just seems wrong and arbitrary, especially with all the measures Google has taken to patch it (a la ICS). I could just as well say that the Apple app submission process is a hellish procedure that will cause massive delays and increased cost. It's really hard to say which is more costly to develop for due to all the variables.
Last throw in, just on an intuition, I'd develop for Android first, simply due to the significant reach in my country, greater experience with it and the type of app I'm considering. All in all, with so many variables, it's really hard to explicitly say.
HTML is fast to develop relative to native apps therefore if the app is ideally used infrequently, a native experience isn't worthwhile. There are exceptions, of course.
The last option is just a default last option.
This is why this article is BS, because most of the data used in it is extremely irrelevant for the Android ecosystem right now. This article should've been written in 2011. Not at the end of 2012. The Android ecosystem has grown and improved a lot since then.
Here's an article from a few weeks ago supporting my claim: http://m.guardiannews.com/technology/appsblog/2012/dec/04/io...
Edit: to clarify, Android is doing better, but it is still no match for iOS.
I know how to write HTML as well as Android XML or Dalvik (Java) code. I do not see where pounding out HTML code is faster than say pounding out Android XML code.
The only thing fast about it is theoretically you can use it on both Android and iOS. Most companies go native. Facebook tried doing this before running into massive problems and going native.
I also do not see what the frequency of app usage has to do with anything. I might have two app ideas - one used once a month by 60 million people, another used daily by 2 million people. If they are ad based, they will both probably bring in the same amount of money. Why should I go native on the 2 million app but not the 60 million app?
Platform independence was the point.
If people use the app daily, it's worth going native for the better performance.
Your example about 60m vs 2m is intentionally engineered to be an exception and I said there are exceptions.
My response depends somewhat on the application and the market, but it's pretty clear at this point that these are two completely separate efforts. It's not quite as bad as developing for Mac vs. Windows, but close (and getting closer all the time.)
So I recommend two separate development efforts. I almost always recommend leading with iOS, but not syncing up the functionality perfectly so that some of the design experiments as you iterate happen on Android.
Tight communication between two separate teams is key. If you only have one dev working on the whole thing, just choose one - and - in most cases, this should be iOS
You can simply resign an IPA as your own. There's a bunch of websites offering their signing certificates a service specifically for pirates.
Also what a poorly written article - using data from 2011. Android has grown at least 2x since then, and it has somewhere between 30-40 billion downloads by now.
There have been cases where a product receives critical acclaim, is widely pirated and failed commercially.
XBOX 360 had the ability to pirate games since 2007-ish, and PS3 was much harder in this department. You didn't see abandonment of the X360 platform from the developers.