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Sorry macOS users, but Apple has gone too far for some of us devs

gridsagegames.com

11–20 of 118 posts

Re: Sorry macOS users, but Apple has gone too far for some of us devs

#12
post #6
post #4

So the major points are dropping 32bit support and Apple forcing you to sign your executable? The author claims that you need to pay Apple for the signing. as far as I know this is not true. You just need to pay for being on the application stores ...

You have to pay the $99/yr to be in the developer program, to access to the notarization service.

Also I heard that you need fairly new Mac hardware to actually use the notarization service.

Now try to integrate it with your CI, because the feedback that the notarization is complete is sent via email.

(FWIW: I don’t have first-hand experience, though I still have an Apple developer license. Probably won’t renew.)

Re: Sorry macOS users, but Apple has gone too far for some of us devs

#14
post #8
post #4

So the major points are dropping 32bit support and Apple forcing you to sign your executable? The author claims that you need to pay Apple for the signing. as far as I know this is not true. You just need to pay for being on the application stores ...

If it's anything like iOS dev, you need Apple hardware to access the tools to sign your builds. You can't just run osx in a VM.

You could potentially outsource the signing to a CI service that has the requisite Apple hardware though.

Re: Sorry macOS users, but Apple has gone too far for some of us devs

#15
post #2

why is dropping 32-bit support even a consideration?

People will mention new libraries requiring 64-bit or to reduce the installed size of macOS but I think both of those explanations are (mostly) BS.

Microsoft has an unhealthy obsession with backwards-compatibility due to their enterprise market base. Apple has the opposite problem, where they consistently remove legacy features (in many cases, features that are not even "legacy" in nature but required for normal usage scenarios) without giving users a chance to catch-up. Sometimes this is warranted, as it is with removing optical drives, other times, it is not -- such as dropping 32-bit support when neither Windows nor Linux have any intention of doing so in the near future.

This philosophy been accelerating in absurd fashion lately, whether it's dropping the headphone jack from the iPad Pro, the "butterfly keyboard," or leaving the MacBook Pro with no USB-A ports or SD card slot -- two extremely well-adopted technologies that are still ubiquitous nearly half a decade from the release of the all USB-C MacBook Pro.

Re: Sorry macOS users, but Apple has gone too far for some of us devs

#16
post #4

So the major points are dropping 32bit support and Apple forcing you to sign your executable? The author claims that you need to pay Apple for the signing. as far as I know this is not true. You just need to pay for being on the application stores ...

You have to pay for the signing. You also have to wait several minutes for the notarization process to finish, and submit every program to Apple.

All malware checkers must read the app binary to be effective. Apple forces the app to be scanned once, not one million times on one million desktops.

Re: Sorry macOS users, but Apple has gone too far for some of us devs

#17
post #4

So the major points are dropping 32bit support and Apple forcing you to sign your executable? The author claims that you need to pay Apple for the signing. as far as I know this is not true. You just need to pay for being on the application stores ...

I assume this refers to having an Apple Developer account, which is USD99 a year. Some of the points may be valid - support costs versus expected revenue, etc, but mostly these points seem really weak.

The headlines feels like it should be “Sorry macOS users, it doesn’t make sense for me to support macOS”. The rest seems like a bit of clickbaity hyperbole and throwing in a bunch of semi-related arguments.

Re: Sorry macOS users, but Apple has gone too far for some of us devs

#19
Notarization and needing a paid developer account doesn't change the requirement for running software on OSX relative to the previous version.

Before, you needed to sign with a "developer ID distribution" certificate if you wanted to avoid having to tell users to "ctrl-click DMG then click open" to bypass gatekeeper. This certificate required a paid developer account.

Now you can still distribute un-signed, un-notarized software and tell users to ctrl-click open to bypass gatekeeper. All this does is require notarization (Apple running malware analysis) to have it run without a ctrl-click.

Re: Sorry macOS users, but Apple has gone too far for some of us devs

#20
post #3

Does Apple have to sign games distributed through Steam? I thought that only applied to their own app store.

“Starting October 14th, 2019 Steam will require all new macOS Applications to be 64-bit and notarized by Apple.” (https://partner.steamgames.com/doc/store/application/platfor...)
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