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What's new in Xcode 7

developer.apple.com

71–80 of 179 posts

Re: What's new in Xcode 7

#71
post #61

Earlier quoted context omitted.

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…

I don't think there's any possible way to present the instructions such that people will read them, if those people are in a flow state. People only even read the instructions once their cached reflex of how to do the task doesn't work out for them and they "wake up" a bit.

Re: What's new in Xcode 7

#72
post #23
post #7

Earlier quoted context omitted.

No, you only need to pay if you want to distribute apps through the App Store.

Personally, that is a total game changer for me. I have an app idea, to build a custom house management app for my wife and I. I really don't care to put it on the app store and I don't want to pay $99 for a two person app. Now I can make an app that only my wife and I will use.

I don't know if it is still the case but last time I checked you had to go through the app store to deploy an iOS app even if it is for personal use.

Re: What's new in Xcode 7

#73
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…

And people used to write "microsoft" with dollar signs... No "s" in Apple...

Re: What's new in Xcode 7

#74
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 was the big news IMO. Many would-be developers reside in countries where $99/year is a huge amount of money that cannot be justified until they have a final, working product they are ready to distribute.

Re: What's new in Xcode 7

#75
post #15

"Advanced error handling model using try / catch / throw that feels natural in Swift." yeah try/catch is very advanced.

Incredibly disappointing. Should be a library provided Result type (or hell, even an anointed type like Optional, anything but exceptions).

Re: What's new in Xcode 7

#76
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 was the big news IMO. Many would-be developers reside in countries where $99/year is a huge amount of money that cannot be justified until they have a final, working product they are ready to distribute.

Yet those developers somehow can buy a computer for $1000+ and spend an additional $500-$800 on the tablet/phone? :)

Re: What's new in Xcode 7

#77
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 was the big news IMO. Many would-be developers reside in countries where $99/year is a huge amount of money that cannot be justified until they have a final, working product they are ready to distribute.

I think devs that can dump money on apple products but not on the $99/year are a pretty slim slice of the population.

Re: What's new in Xcode 7

#78

Earlier quoted context omitted.

This was the big news IMO. Many would-be developers reside in countries where $99/year is a huge amount of money that cannot be justified until they have a final, working product they are ready to distribute.

Yet those developers somehow can buy a computer for $1000+ and spend an additional $500-$800 on the tablet/phone? :)

No, they can't. You can run mac operating systems on any cheap intel hardware (and in vmware), and you can easily buy used phones/macs on eBay. Google the term Hackintosh or "vmware mac".

Re: What's new in Xcode 7

#79
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…

It is not just rent; it is a security feature. Whether this feature is being used wisely is another question...

A few months ago I sent Apple security an email about a fake Flash installer with a valid Developer ID certificate. It turned out that someone else had written an article about the same malware five days ago, and reported it to Apple, yet the certificate was not revoked yet - so it doesn't seem that Apple has a 'rapid response' system in place currently (or then, anyway), perhaps because incidents are still relatively uncommon. But they did promptly thank me for my report, and I bet they ended up doing something about it (I ought to check) - and thanks to Developer ID, they at least had some kind of payment trail as well as a name, likely making it harder for the same person to get additional certificates.

Of course, this trail could be achieved with a lower price. But you do get a number of benefits with the subscription, and since the Mac and iOS developer programs merged into one today, at the same $99 as each previously was individually, if you develop for both the price just halved. It's a start, at any rate.

Re: What's new in Xcode 7

#80
post #48
post #42

Earlier quoted context omitted.

Not sure why this is downvoted. I find it totally appropriate to criticize marketing speak that is masked as technical description. Regarding Apple, I find it inappropriate (and dishonest) to use the word "advanced", when it is just catching up with a commodity feature. Exceptions are provided by almost every other modern programming language in the world.

exactly my point. It's marketing mumbo jumbo.

The /etc/bus: http://thedailywtf.com/articles/The__0x2f_etc_0x2f_bus
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