"Apple does not have a good debugging solution compared to Android for testing your apps."
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.
Avjinder, your post smells like a " Java sucks lol" style comment about eclipse. Eclipse is one if those softwares that people love to abstractly complain about without specifics. Also, you're doing something massively wrong if you think android lacks a proper debugger.
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...
>I haven't done much Android development, but I have a hard time believing Android debugging is somehow magically significantly better than iOS debugging.
Oh, the irony. I don't know X, but I sure know Y is better than X. Keep up the good work, Einstein.
I think it helps significantly to qualify what kind of app we're talking about (because then the demographics wanting each will vary) and revenue models. Game apps in general seem to do significantly better on the Apple store. At the very least, there's significantly more games in the Apple App Store than the Play Store. That likely has to do with the demographics that hold Android vs iOS phones. It also doesn't account for the alternative revenue model that most Android games take, that is the ad-driven model. If you're in it for the revenue, Android's ad-driven allowances (as much as I dislike them) may be a valid approach. For most other types of apps (productivity, education etc it's a toss up in my opinion, and will likely come down again to pricing model.
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.
The most important thing to consider when starting an app is what the landscape will look like in one or two years, or more. I'd bet on Android over Apple and Windows, but a fork of Android could beat them all.
It's simple: if you intend to sell the app, build first for iOS. If the app isn't something users will use daily, just use HTML. If neither of those are true, build for Android and iOS with iOS first.
As an investor in companies building mobile apps, I get asked this question constantly.
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
Been in both situations and IMO I would recommend Android, especially for a startup. Remember, release fast, release often is today's mantra and this simply cannot be done with Apple.
I mean, you'll lose a whole month of Apple bureaucracy before having the least hintch that your app fails because of some bug in your live setup. Small details which you can't sand off when you have those LONG release cycles.
Because of this I've always seen Android apps evolve much more faster and provide meaningful feedback from day one after the first beta release.
With Apple you can't have a beta release, nothing can go wrong, everything has to be perfect the first time.
For example, right now we have in both stores the same app with version 1.1.1 for iOS and 4.3.2 for Android. The IOS one is using the first version of our backend API while the Android one has forced the API to change four times because of business needs which have made the app evolve.
So basically, we release an MVP for IOS which is there, idle. And we have an Android app which is evolving fast, is providing cohort data, feedback, business models and new ideas are being developed only for it. I would have waited after three or four android releases before going the IOS way.
If your app can be developed as a web app first that may be ideal. Building with a responsive design will allow it to work on both devices initially. Then you can watch your statistics to learn where is it more successful and build for that platform first.
I think that piracy should be a non-concern at all. The first barrier is getting a product out there that someone, anyone is actually using. With the massive over saturation of the app stores, and the "if it is not on the first page it does not exist" mentality visibility is much bigger problem. If you have the audience from somewhere else you may be able to make them install an app. But otherwise - with the current incarnation of the walled gardens this will be a tough one.
The article seems to be discussing the overall history, but it should focus on the present. Android has grown a lot in the past couple of years so how does it compare to iOS now?
For a non-game app, how hard it is to use cross-platform tools such as Sencha/PhoneGap to develop for both Android and iPhone (and maybe even for tablet) at the same time?
if you are relatively the nobody: Android (people try stuff only when it is free, though Iphone does have free aps, the notion around Iphone is the opposite, that all apps are paid ones. the reason being android is a free OS, IOS is not.
[+] [-] king_magic|13 years ago|reply
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.
[+] [-] drivebyacct2|13 years ago|reply
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...
[+] [-] avjinder|13 years ago|reply
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[+] [-] neya|13 years ago|reply
Oh, the irony. I don't know X, but I sure know Y is better than X. Keep up the good work, Einstein.
[+] [-] msohcw|13 years ago|reply
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.
[+] [-] gbog|13 years ago|reply
[+] [-] j2labs|13 years ago|reply
[+] [-] j2labs|13 years ago|reply
[+] [-] kashif|13 years ago|reply
[+] [-] bradfeld|13 years ago|reply
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
[+] [-] ubersoldat2k7|13 years ago|reply
[+] [-] Hawkee|13 years ago|reply
[+] [-] nwh|13 years ago|reply
[+] [-] venomsnake|13 years ago|reply
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[+] [-] DanBlake|13 years ago|reply
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[+] [-] patrickocoffeyo|13 years ago|reply
[+] [-] rikacomet|13 years ago|reply
[+] [-] drivebyacct2|13 years ago|reply
[+] [-] drivebyacct2|13 years ago|reply