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What's new in Xcode 7

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61–70 of 179 posts

Re: What's new in Xcode 7

#61
post #55

Earlier quoted context omitted.

Anybody can do it if they're of the right state of mind, but as somebody who used to do IT for a medium-sized office, all I can say is you're mistaken if you think most people are that way. The task is intimidating and involves 1) going through a context menu (something many Mac users will never even have done before), 2) dealing with a dialog (people get nervous the second a dialog shows up and often don't even read…

> (something many Mac users will never even have done before) This isn't the 90s. Two-button mice are the default now, and have been for many years. I'm pretty sure everybody has done it at least once, and probably even knows what the term "right-click" means. > ignoring the fact that they're doing something it's telling them not to do. They're not doing something it's telling them not to do. Have you even looked at…

The dialog that comes up from the context menu looks like that. The one they'll see the first time they try it, though, will look like this: http://www.maclife.com/files/u12635/gatekeeper_1.png

That looks like a "telling them not to" dialog if I ever saw one.

Re: What's new in Xcode 7

#62
post #40

Earlier quoted context omitted.

I mean, really, you're comparing paying rent with a $100/yr fee (which now allows you to sign apps across their platforms)? Really? I highly doubt most indie developers even have to make that choice. Finding the $100 a year is not the most impossible task in the world, even for a tiny indie developer. Plus, more than a few apps have added instructions on their download pages to show users how to get around Gatekeeper…

I could afford $100 a month. Affordability is not the point. The point is that Apple will block your app from opening by default unless you pay them a recurring fee, and if not, you must incur additional support burden to teach users how to get around the problem. Yes, lots of apps do post instructions on how to get around it, but lots of apps do all sorts of user-unfriendly things. We Apple users used to make fun of…

Apple isn't forcing you to pay if you want to run your apps, they're warning users and forcing them to take an extra step to run unsigned code. That doesn't completely prevent malicious code execution but it definitely helps which is a net win for users.

Complaining that they ask for $100/year to use their official distribution channel (which incurs ongoing costs for them) seems unreasonable considering the quality and quantity of tools they provide for free. Xcode is a pretty awesome IDE considering it's free to use.

Re: What's new in Xcode 7

#63
post #61

Earlier quoted context omitted.

> (something many Mac users will never even have done before) This isn't the 90s. Two-button mice are the default now, and have been for many years. I'm pretty sure everybody has done it at least once, and probably even knows what the term "right-click" means. > ignoring the fact that they're doing something it's telling them not to do. They're not doing something it's telling them not to do. Have you even looked at…

The dialog that comes up from the context menu looks like that. The one they'll see the first time they try it, though, will look like this: http://www.maclife.com/files/u12635/gatekeeper_1.png That looks like a "telling them not to" dialog if I ever saw one.

If they're following the developer's instructions, then presumably they wouldn't even see that screen. Remember, we're talking about the steps needed to open the app, not what would happen if they tried to open the app normally.

I mean, that said, most instincts would be to double click the app right away, ignoring any instructions, but that's a separate matter of how to best present those instructions for your users.

Re: What's new in Xcode 7

#64
post #60

Earlier quoted context omitted.

> I don't feel comfortable charging people for something they might not even be able to run. Honestly, if you're charging users, then there's absolutely no question about it, you get the membership. Your entire "expecting the user to do so" point completely goes out the window the second you said it's a paid app. If you have the revenue, then it's simply a cost of doing business in the Apple world. Plus, once again,…

> Honestly, if you're charging users, then there's absolutely no question about it, you get the membership. Your entire "expecting the user to do so" point completely goes out the window the second you said it's a paid app. If you have the revenue, then it's simply a cost of doing business in the Apple world. Yes, because Apple demands rent. They create a problem and then charge you to fix it. This is called rent-see…

> No, it isn't. It wasn't even this way just five years ago. I was one of the early adopters of OS X, and one of the things I loved about it was how open it was, so even some 17-year-old kid like me could easily make software. Apple has gotten worse and worse about this over the past decade.

I never said that was the way it's always been. I said that "playing by their rules or not at all" was the way it's always been. Which is true, Apple is very big on controlling every aspect of the user experience. It was a matter of time before their massive obsessiveness leaked from iOS to OSX, but it's always been Apple's rules or nothing. Their rules for OSX have historically been very lax, but that wasn't my point at all.

> Yes, because Apple demands rent. They create a problem and then charge you to fix it. This is called rent-seeking. I think that is a bad behavior.

Well, they're providing a service for $99 that extends beyond the signing to be able to run in OSX. They include the ability to list in the various app stores, to have beta programs, access to early APIs, access to developer forums, and more. All that costs them money. They have to get that from somewhere.

> I have to wonder if you have had to do a lot of support work, because I think you're trusting users way too much.

I trust my users just fine. Just because there's one or two crazy stories (I mean, everyone has a few stories of horribly stupid users) does not mean the majority of users are that bad. If you're targeting all 100% of possible users, then sure, those instructions would be useless. However, I'd be confident enough to say that 90-95% (honestly probably leaning towards 95, but still) of users will be able to follow those incredibly simple instructions. So at that point, you have to ask yourself if the $99 (plus all the other perks like early access to APIs) is worth having those 5-10% of users who can't follow them. Because that's what it really comes down to.

Re: What's new in Xcode 7

#65
post #58

Not even a mention of refactoring tools for Swift? Right now you can't even do a Rename. This was one of the biggest reasons I bought Appcode, actually. And I'm still waiting for either IDE to implement Extract Method. It boggles my mind how little I hear people complain about this. Aren't these basic tools by now?

Wait, you can't auto-rename stuff? I noticed in an older version of XCode (when I still bothered), that there were really basic refactoring tools missing for C++, but I assumed that was just because Apple hates C++. Apple obviously doesn't hate Swift.

I guess Apple just hates refactoring. Why though?

Re: What's new in Xcode 7

#66
post #51

Earlier quoted context omitted.

Along those lines, John S. just tweeted " ARM Macs… " [1], which is interesting, as he also got the Open Sourcing of Swift right a couple of days ago. [1] https://twitter.com/siracusa/status/608029277963972608

Interesting, although the open sourcing of swift feels more obvious than arm macs. Bitcode and app thinning are currently ios+watchos only. I think it sounds more likely for ios and especially the watch changing architectures in the future rather than a non-x86/64 osx. But I'm probably wrong. What would be the selling points for an ARM MAC? Access to the iOS app store software library? (unlikely) Better battery usage…

You're giving up a lot of performance for that battery life, however, and I think it's probably premature to even think about ARM Macintosh for three years at the least, if ever.

Re: What's new in Xcode 7

#67
post #34

"Xcode 7 has a ENABLE_BITCODE option to embed bitcode in apps, app extensions, and frameworks. The option is turned on by default for iOS and is mandatory for watchOS projects submitted to the store. When bitcode is enabled for a target, all the objects, static libraries and user frameworks used when linking that target must contain bitcode. Otherwise, an error or a warning will be issued by the linker. (Note: missin…

Agreed, this is an insane requirement. Our app uses commercial libraries from closed source vendors, some of which are no longer distributing newer versions of their libraries. If this becomes a requirement, we will not be able to ship our app because we can't deliver the entire thing in bitcode.

That's not so much of a bitcode problem as a vendor problem. You'd have the same issue when 64bit builds became mandatory, or when uidevice.uniqueIdentifier was banned.

Re: What's new in Xcode 7

#68
post #2

Unexpected: "Xcode 7 and Swift now make it easier for everyone to build apps and run them directly on their Apple devices. Simply sign in with your Apple ID, and turn your idea into an app that you can touch on your iPad, iPhone, or Apple Watch. Download Xcode 7 beta and try it yourself today. Program membership is not required."

This is awesome. I might get back into iOS app development. I didn't feel like paying money for prototyping just so I could run it on my own device. Emulator wasn't doing it for me. Time to pickup Swift.

Re: What's new in Xcode 7

#69
post #35

Earlier quoted context omitted.

You can try to create a new Apple ID while they fixing the bug.

Thanks, but I managed to re-enroll via iTunes Connect instead. Though why a $99 developer program costs £79 in the UK I have no idea, I guess it's VAT. Hopefully I'll finally get an app out to justify it this year!

VAT pretty much covers it completely, sans vat its £66.

Re: What's new in Xcode 7

#70
post #2

Unexpected: "Xcode 7 and Swift now make it easier for everyone to build apps and run them directly on their Apple devices. Simply sign in with your Apple ID, and turn your idea into an app that you can touch on your iPad, iPhone, or Apple Watch. Download Xcode 7 beta and try it yourself today. Program membership is not required."

Color me interested. With this, and https://github.com/rakyll/go2xcode, I might actually try making some apps to run on my iOS device now.
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