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Re:iOS 11 reviewed by masklinn on Tuesday September 19, 2017 @09:59AM (#15284638)
> Practically speaking, do I need to be able to play phone games from 2009 on my 2017 iPhone? Not really.

The problem is not that you can't play phone games from 2009 on your 2017 iPhone, tying 32b deprecation to a hardware revision would actually have been nice (regardless of the hardware still being able to run in 32b mode).

But that's not what's happening, the problem is that you can't play phone games from 2009 on your 2013~2016 iPhone which had been able to run them right until you updated iOS.

> users (who get some free space back in iOS 11)

"Free space" which they could already have gained back by removing the applications in the first place.

Re:iOS 11 reviewed by pjc50 on Tuesday September 19, 2017 @11:04AM (#15285252)
Occasionally there are some apps which aren't games: https://www.f150forum.com/f118/ford-abandoning-remote-access...

"good luck unlocking your car with abandonware lol" https://twitter.com/SwiftOnSecurity/status/91013013057141964...

Sure, this is Ford's fault in this case, but it means that anything which has a tie-in iOS app needs to either budget for or bill for ongoing updates to make sure it keeps working.

Re:iOS 11 reviewed by huxley on Tuesday September 19, 2017 @12:23PM (#15286023)
It's going to be more than an annoyance in some case, but IMO, anything that has processor and access to the internet already needs to budget for ongoing updates to make sure it is secure.
Re:iOS 11 reviewed by 013a on Tuesday September 19, 2017 @10:47AM (#15285101)
I find it hilarious that every time Apple does anything like this, people complain and Apple still sets record sales. You're fundamentally wrong and Apple knows it. They can rip the headphone jack out. They can deprecate 32 bit apps. They can remove TouchID. They can block installing third party apps. Keep complaining; neither they nor their customers care.
Re:iOS 11 reviewed by ksk on Tuesday September 19, 2017 @03:33PM (#15288044)
> Keep complaining; neither they nor their customers care.

Apple has reversed several business decisions. Error 53, in app purchase gouging through developer fees, allowing apps instead of web apps (after realizing the iphone was pretty useless without apps), allowing bitcoin apps, etc etc.

>I find it hilarious that every time Apple does anything like this, people complain and Apple still sets record sales.

I hope you are not so naive to think that buying a product implies people like every single feature/change. Also, I don't quite see the hilariousness in a company ignoring valid complaints.

Re:iOS 11 reviewed by madeofpalk on Tuesday September 19, 2017 @04:53PM (#15288705)
> allowing apps instead of web apps

For what it's worth, people who worked on the original iPhone have said that internally Apple knew that 'web apps' were always a stopgap until they could get a native SDK out the door. Time constraints preventing them from shipping one in the first year.

I'm sure Don Melton and/or Nitin Ganatra discussed this on Debug podcast a few years back https://www.imore.com/60-melton-ganatra-episode-iii-shipping...

Re:iOS 11 reviewed by jonny_eh on Tuesday September 19, 2017 @04:27PM (#15288480)
Not mention allowing non-Xcode apps (e.g. Flash + JavaScript) in the app store. This reversal happened even after Jobs' open letter "Thoughts on Flash" [0]. IMO, it's their biggest reversal in the iPhone era [1].

[0] https://www.apple.com/hotnews/thoughts-on-flash/ (April 2010)

[1] https://www.wired.com/2010/09/apple-lifts-app-store-flash-ba... (September 2010)

Re:iOS 11 reviewed by sgift on Tuesday September 19, 2017 @11:03AM (#15285247)
Your comment reminds me of a time when the same was said about Microsoft. It will be interesting to see when/if Apple falls the same way MS did.
Re:iOS 11 reviewed by jernfrost on Tuesday September 19, 2017 @01:51PM (#15286972)
That is rubbish, Microsoft never acted like this. They allways favoured backwards compatibility. Apple OTOH has behaved this through their entire existence. Yet Apple still grew to a large company.

Quite the contrary it is this behaviour which has saved Apple. It made sure they could move forward with new technology quickly.

MS moves slowely because they accumulate so much cruft pulling them down. That is the flip side of always being backwards compatible and "nice" to the customers.

Re:iOS 11 reviewed by masklinn on Tuesday September 19, 2017 @02:03PM (#15287150)
> Apple OTOH has behaved this through their entire existence.

Rosetta, Carbon and the Mac 68k Emulator are examples of the exact opposite.

Apple does not hesitate moving forwards, but historically they provided large amounts of backwards compatibility, just not as cruft inside the existing system.

Re:iOS 11 reviewed by X-Istence on Tuesday September 19, 2017 @02:27PM (#15287417)
Rosetta was also removed after two or three releases. 32 bit support for applications in iOS was also supported for a couple of releases and is now gone.

How is that not similar? I can't still run Rosetta to this date...

Re:iOS 11 reviewed by masklinn on Tuesday September 19, 2017 @03:20PM (#15287959)
> Rosetta was also removed after two or three releases.

4 years.

> How is that not similar? I can't still run Rosetta to this date...

iOS 11 removed 32b support to hardware which supports it, Rosetta added PPC support to hardware which did not.

Something similar to Rosetta would be emulating Aarch32 after having removed hardware support for it, not removing software support for Aarch32 despite the hardware implementing it.

Re:iOS 11 reviewed by scarface74 on Wednesday September 20, 2017 @06:04PM (#15298745)
4 years

Apple's cadence of releasing Mac OS upgrades was a lot slower back then. x86 Macs were introduced with 10.4. Two releases later (10.7) they dropped support for PPC apps and 32 bit Macs.

Re:iOS 11 reviewed by oneeyedpigeon on Tuesday September 19, 2017 @11:07AM (#15285274)
I think Apple has a far greater advantage than MS did (if not quite the marketshare, although the markets are different). MS was never seen as 'cool' or an aspirational status symbol like Apple products are.
Re:iOS 11 reviewed by pjmlp on Tuesday September 19, 2017 @02:09PM (#15287220)
> MS was never seen as 'cool' or an aspirational status symbol like Apple products are.

Sure it was.

In Portugal during the 90's, there were lots of CS students applying to work there.

Apple not so much, specially since they were about to close, and except for the Interlog shops in Lisbon, it was almost impossible to get an affordable device in a country where the average salary was about 400 euros on today's money.

Re:iOS 11 reviewed by sgift on Tuesday September 19, 2017 @12:19PM (#15285989)
Fair point. I always thought that was mainly due to Steve Jobs, but so far it looks like they're able to stay one without him.
Re:iOS 11 reviewed by fasquoika on Tuesday September 19, 2017 @12:27PM (#15286069)
>if Apple falls the same way MS did

Are we thinking of the same MS?

Re:iOS 11 reviewed by irrational on Tuesday September 19, 2017 @12:46PM (#15286277)
What MS are you thinking of? Back in the day (I'm thinking 20 years ago), anything MS said was law. They had the power to destroy all other browsers so we were left with just IE6 for so many years. MS no longer has that kind of power. They can no longer dictate the technological landscape like they used to be able to do. Now the landscape is dictated by standards and consensus set forth by Google, Facebook, Apple, MS, etc.
Re:iOS 11 reviewed by bernadus_edwin on Tuesday September 19, 2017 @01:29PM (#15286719)
Ms only fall on mobile platform. Desktop app has good backward compartibility. Because of politic inside microsoft, every version of mobile platform has different language. Wp6.5 wp7 wp 7.1 wp8 win10 . 5 times must change the source code make developer escape to android. Microsoft at that era was untrusted
Re:iOS 11 reviewed by scarface74 on Tuesday September 19, 2017 @10:45AM (#15285071)
The problem is not that you can't play phone games from 2009 on your 2017 iPhone, tying 32b deprecation to a hardware revision would actually have been nice (regardless of the hardware still being able to run in 32b mode).

The latest processor doesn't support 32 bit code. All 64 bit phones can support the latest OS. Why should Apple waste time, resources, and space on the device to support 32 bit code?

Re:iOS 11 reviewed by 0x0 on Tuesday September 19, 2017 @11:35AM (#15285558)
They could offer 32bit app support as an optional download, just like how 32bit Windows 10 still offers the 16bit NTVDM and MS-DOS support as an optional install on demand.

Really sucks to lose 32bit support for legacy apps that used to work, especially when it might be a companion app for hardware/equipment that cost much more than the iPhone X (like your car).

Re:iOS 11 reviewed by scarface74 on Tuesday September 19, 2017 @12:51PM (#15286342)
Do you realize how many security vulnerabilities have been found in Windows caused by supporting legacy apps?

I have some 32 bit apps that already don't work with newer versions of iOS.

Re:iOS 11 reviewed by romwell on Wednesday September 20, 2017 @01:24AM (#15291047)
Do you realize that "legacy apps" are much more important to people who use them than the hardware that it runs on?

Apple is a hardware company, and its need reason to push it. But what I do with hardware is run applications, and the applications matter more to me than the shiny (or not) box they run on, insofar as the box has the hardware to provide the UX that makes the software usable.

I am not talking in abstract; when Everyday Looper goes, iOS will lose about half its value to me.

(See https://www.youtube.com/watch?v=CzQLRPwZjIo for usage example).

Re:iOS 11 reviewed by scarface74 on Wednesday September 20, 2017 @06:10AM (#15292133)
Do you realize that "legacy apps" are much more important to people who use them than the hardware that it runs on

Seeing that Apple is the most valuable company in the world and they have a long history of abandoning legacy software (Apple //e, 68K, PPC, and soon 32 bit x86) and moving customers with them, that statement doesn't jibe with the reality on the ground.

What are the chances that people won't upgrade their iOS devices because they want to run an abandoned 32 bit app?

Re:iOS 11 reviewed by 0x0 on Wednesday September 20, 2017 @04:23PM (#15297866)
All the other transitions could be handled by virtualization and emulation, and the software and the corresponding data files could be copied between file systems and drives, so if you have built a workflow around a legacy app, you could still access it on new hardware.

But iOS being such a locked down and closed platform means there is currently no way to preserve legacy apps or the data stored within installations. This is why dropping 32bit legacy app support is such a big deal.

Re:iOS 11 reviewed by npunt on Wednesday September 20, 2017 @05:19AM (#15291904)
Looks like everyday looper added 64 bit support in an update last week, fyi.
Re:iOS 11 reviewed by romwell on Wednesday September 20, 2017 @08:54PM (#15299723)
Good news for me, thank you!
Re:iOS 11 reviewed by npunt on Wednesday September 20, 2017 @05:29AM (#15291946)
We're in a different era than before. Software is more likely to be internet connected and needs to be seen as an ongoing service to be maintained rather than a one-off program. This applies to simple things like recompiling for 64 bit support (a rather low bar), as well as more important things like security updates as new vulnerabilities are found. In addition, mobile UX has really evolved in the first decade of iPhones and mobile apps are in large part defined by their UX, as they're first and foremost consumer oriented (rather than more backend utilities). All these factors drive the need for mobile apps to stay relatively current, and those who can't cross that rather low bar tend to be a niche within a niche.

That said, to your point I'm sure most people who have been on iOS for a while have that one app that seems to be abandoned that they love, myself included. I'm glad 32b is going away as it really does clean up the App Store and gains some efficiency, but I'm annoyed the developer has given up on the app I like.

Re:iOS 11 reviewed by valuearb on Tuesday September 19, 2017 @11:19PM (#15290529)
If the developer doesn’t care enough to recompile an app as 64 bit, why should Apple jump through hoops to keep it alive?
Re:iOS 11 reviewed by gigatexal on Tuesday September 19, 2017 @05:05PM (#15288801)
This is apple not microsoft. Move off of 32-bit, there's no reason to be on it. And corporations have the means (or there are third parties willing to help) to rewrite things to the new 64-bit mandate.
Re:iOS 11 reviewed by masklinn on Tuesday September 19, 2017 @11:11AM (#15285307)
> The latest processor doesn't support 32 bit code.

Don't they, though? I've seen a few people assert that, but no hard facts yet.

> Why should Apple waste time, resources, and space on the device to support 32 bit code?

Because users paid good money for 32b applications and phones which could run them at the time, and this is going to hold back users updating on iOS.

Re:iOS 11 reviewed by scarface74 on Tuesday September 19, 2017 @12:49PM (#15286308)
Yes and I also paid good money for my Apple // software, my 68K Mac software and my PPC Mac software. How far back should Apple go supporting older platforms?
Re:iOS 11 reviewed by masklinn on Tuesday September 19, 2017 @01:53PM (#15286996)
> my PPC Mac software

Rosetta was bundled with OSX for 4 years. That's for PPC mac software running on hardware which literally could not run it natively.

> my 68K Mac software

The Mac 68k emulator was only deprecated with the Intel transition, 68K mac software remained supported for about a decade.

> How far back should Apple go supporting older platforms?

Supporting software which runs natively on the hardware doesn't seem exactly reaching.

Re:iOS 11 reviewed by scarface74 on Tuesday September 19, 2017 @02:07PM (#15287191)
32 bit apps don't run natively on the new ARM chips. Heck many old apps don't run at all on iOS 10.

Apple was able to reduce the size of iOS by not having 32 bit support libraries in memory. Since iOS doesn't have paging, that saved memory benefits 64 bit apps.

Re:iOS 11 reviewed by masklinn on Tuesday September 19, 2017 @03:24PM (#15287982)
> 32 bit apps don't run natively on the new ARM chips.

Which is not my issue, have you considered reading my comments? Here, let me make it easy for you:

> the problem is that you can't play phone games from 2009 on your 2013~2016 iPhone which had been able to run them right until you updated iOS.

> Apple was able to reduce the size of iOS by not having 32 bit support libraries in memory.

Is that why capacity available went down 730MB on a 7?

> Since iOS doesn't have paging, that saved memory benefits 64 bit apps.

You could already save that memory by not using 32b software. Don't use the software, the libraries don't get loaded. Furthermore given iOS will kill background applications to reclaim memory, the "saved memory" is just about non-existant.

Re:iOS 11 reviewed by scarface74 on Tuesday September 19, 2017 @03:46PM (#15288145)
All of the 64 bit programs can share the same 64 bit libraries. Once you load one 32 bit app it going to take up memory causing the 64 bit programs to killed.

There is always a performance hit going from 32 bit to 64 bit processes. There is a hit to performance when running both 64 bit and 32 bit processes on Windows. Why take the hit to support some old 32 bit apps that probably haven't been updated to take advantage of even the 4" inch phones let alone the larger phones? Why take on the support and security concerns for a few old apps - many of which already don't work on iOS 10?

Re:iOS 11 reviewed by 0x0 on Tuesday September 19, 2017 @04:17PM (#15288415)
I think a slight "performance hit" to run essential 32bit apps is better than the "performance hit" of the apps not launching and the data inside them rendered inaccessible.

I guess knowing my RAM is unused helps me feel better while I'm wondering which files I've lost to the forever locked away 32bit app containers.

Re:iOS 11 reviewed by MBCook on Tuesday September 19, 2017 @04:56PM (#15288737)
Essential apps that the developer has decided not to update in two years. Not even a simple ‘recompile and submit’ that many apps would require.

The developers of the apps clearly don’t think of them as essential.

Re:iOS 11 reviewed by scarface74 on Tuesday September 19, 2017 @07:21PM (#15289587)
I first bought Infinity Blade in 2010. I had forgotten about it for years and then redownloaded it recently just to find out that it was never updated to be 64 bit and that it hadn't been updated in 5 years - February 2012.

I was going to play it for a little while before I updated to iOS 11. To my surprise, Epic decided to update it for the first time in 5 years and port it to 64 bit code. It couldn't be because it was still making much money, but I did appreciate it.

EDIT:

It was also updated to support the iPad Pro.

https://itunes.apple.com/us/app/infinity-blade/id387428400?m...

Re:iOS 11 reviewed by masklinn on Wednesday September 20, 2017 @04:14AM (#15291664)
> The developers of the apps clearly don’t think of them as essential.

Or, like the vast, vast majority of games, the developer was contracted for the initial development and the publisher who owns the right to the IP and specific software has no financial incentives to pay for additional work to update it and thus won't, regardless of the developer's wishes or whims let alone the users's

Re:iOS 11 reviewed by valuearb on Tuesday September 19, 2017 @11:24PM (#15290550)
Users paid most of that money to the apps developers, yet the developers won’t even recompile the apps to keep them on the store. Why should Apple punish all the other iOS users by sucking up memory to support abandoned apps they don’t use?
Re:iOS 11 reviewed by alien1993 on Tuesday September 19, 2017 @10:48AM (#15285104)
Backwards compatibility.
Re:iOS 11 reviewed by PopsiclePete on Tuesday September 19, 2017 @10:56AM (#15285184)
The bane of everyone's existence. No thanks. I'm glad one company at least isn't willing to do that. I've had it up to here with "Windows XP is good enough for me, make your software run on it" types.
Re:iOS 11 reviewed by bartread on Tuesday September 19, 2017 @11:13AM (#15285327)
On the one hand I agree with you: on the other I quite like the fact that relatively large bodies of code I wrote 12 years ago still run unmodified (albeit in Windows desktop apps that have received updates and enhancements since then).

Due to these updates I don't know that they would still run on Windows XP but it's nice that the code hasn't needed to change.

Re:iOS 11 reviewed by MBCook on Tuesday September 19, 2017 @04:54PM (#15288712)
Much of the code needs nothing more than a recompile. It’s just no one is doing that.

To run 32 bit stuff you need copies of all the system libraries. You lose a lot of RAM to that. You have to continue to ensure they don’t have bugs. All for apps that are abandoned.

I totally understand what apple is doing. I bet you a ton of those apps were never updated for iPhone 6 screen shizes either.

Re:iOS 11 reviewed by 0x0 on Wednesday September 20, 2017 @04:26PM (#15297904)
You would only lose the RAM and the disk space if the 32bit support is actually needed and installed. What’s better - having unused RAM and your app refusing to launch, or using RAM to run your important legacy app?
Re:iOS 11 reviewed by bartread on Tuesday September 19, 2017 @05:51PM (#15289141)
Oh, for sure - iOS is a different world from Windows though, and it's annoying when apps are left to rot. Does make me think twice about which apps to invest in nowadays though.
Re:iOS 11 reviewed by scarface74 on Tuesday September 19, 2017 @11:06AM (#15285267)
Backwards compatibility doesn't come without trade offs in security, maintenance, resource usage, etc.

How far back should Apple go with backwards compatibility?

Do you also think that modern Macs should support 65C02 from the Apple II days? 68K Mac programs? PPC Mac programs?

Apple dropped 32 bit processor support in 2011. They will probably drop 32 app support in the next two years.

Re:iOS 11 reviewed by smitherfield on Tuesday September 19, 2017 @11:43AM (#15285632)
The arbitrary removal of 32-bit app support could be thought of as a heuristic to clear away abandonware. Which, for obvious reasons (security), Apple would like to have as little of in its App Store as possible. It also lets them aggressively deprecate and remove legacy APIs going forward.
Re:iOS 11 reviewed by ctdonath on Tuesday September 19, 2017 @02:21PM (#15287358)
Someone was/is tracking "zombie apps"; the percentage of iOS apps that aren't/can't be found is huge, like well over 70%.

It's a longstanding practice at Apple. At some point hardware & software are old enough that not only are they not supported, they're pointedly ignored when some appropriate new development "breaks" them.

Other platforms garner some favor by supporting ancient software, but I've long seen the subtly crippling consequences of preserving such backwards compatibility.

Re:iOS 11 reviewed by gigatexal on Tuesday September 19, 2017 @05:04PM (#15288790)
I for one think that that's great. It helps encourage people to upgrade but it also makes things a lot easier to support. It's not friendly to the poor though. If you bought an older all aluminium macbook say in college and due to it being built like a tank you use it for 5+ years and it goes out of support what then if you're not making enough free cash to dole out on a 3k macbook?
Re:iOS 11 reviewed by smitherfield on Tuesday September 19, 2017 @06:29PM (#15289366)
I am admittedly pretty solidly middle-class, but I've never had a non-Apple computer last anywhere near 5+ years, so I'd say they were still getting a pretty decent deal relatively speaking.

But in any case Macs and iDevices are different; Macs tend to stay backwards-compatible for quite a while longer. 32-bit apps still work fine and will as long as Macs are on Intel processors. Even Carbon[1] apps still work (compiled as x86 binaries) on the latest MacOS, and those will also run (compiled as PPC binaries) on MacOS 8.1, from 1998.

[1] https://en.wikipedia.org/wiki/Carbon_(API)

Re:iOS 11 reviewed by gigatexal on Wednesday September 20, 2017 @10:50AM (#15294352)
Next year my mid 2013 MacBook Pro will be 5 years old and the thing still smokes most lesser PC laptops. The battery still has more than 50% of the charging cycles left and it all runs really well. I figure I’d keep it until it died which could be another 5 years.
Re:iOS 11 reviewed by joshuas on Tuesday September 19, 2017 @12:05PM (#15285835)
You know. It just occurred due to me, due to your post, how convenient it must be to have every app using your APIs in one place like the app store.
Re:iOS 11 reviewed by greglindahl on Tuesday September 19, 2017 @03:29PM (#15288018)
It's great for asking "who uses this function" and "how do they use it"?

CPAN is used by the perl community to make lists of modules broken by new perl releases. They use this to find how intrusive proposed intentional changes are, as well as to find accidental breakage.

Re:iOS 11 reviewed by madeofpalk on Tuesday September 19, 2017 @04:48PM (#15288669)
Take it further - they can look at all the apps in their App Store and make decisions like "Okay, lets improve this instruction set in the next ARM processor we make".
Re:iOS 11 reviewed by softawre on Tuesday September 19, 2017 @12:28PM (#15286082)
Yeah lockin has huge advantages for the company.
Re:iOS 11 reviewed by ohfouroneone on Tuesday September 19, 2017 @10:31AM (#15284919)
It's not that games from 2009 don't run, only games that haven't been updated since 2009 don't run. All a developer needs to do is recompile and push an update.
Re:iOS 11 reviewed by 0x0 on Tuesday September 19, 2017 @11:42AM (#15285622)
I think you have no experience with updating legacy iOS applications to modern SDKs. It is not just a matter of "recompile and push", it is:

* Ensuring your code still works now that CGFloat and ints change size (can easily trip up code, I've seen things fail subtly and then grow into huge errors with combinations of NSInteger and "-1" etc)

* Updating all UI to handle new behavior (yes, just linking with a new compiler will automatically opt-in to new behavior that might totally break interactions and taps)

* If your app is really old, rewrite all UI to not assume a 320px wide screen (this can be brutal)

* Handling new restrictions and requirements such as supporting IPv6-only network (fun if your app is used to configure an IoT device over IPv4 LAN), and Transport Security (fun if your app allows users to connect to random servers around the world)

* Handling new permission models for camera/gps/contacts/photo library/audio library access, including refactoring your code to deal with asynchronous results

* Updating all your graphic assets for @2x and @3x resolution as well as new app icon sizes (hope you still have those .PSD files, and hope your designer wasn't doing pixel-perfect painting for your bitmaps!)

* The original developer must still be in business, still pay the $100/year developer fee, and still have the source code and the talent to fix it.

Re:iOS 11 reviewed by cjf101 on Tuesday September 19, 2017 @12:03PM (#15285823)
And this is the relatively easy case of an app built using Apple technologies.

It can be much more difficult if you built a game using a cross platform game engine filled with binary 32bit libraries. If the engine is still around, you might be able to pay for a license for a newer version of the engine, but then you likely also need to deal with the SDK and format changes in the new engine as well as any iOS specific things you have.

Still, if software is your business and this software in particular makes you money, it's really not _that_ expensive to do.

Re:iOS 11 reviewed by arrty88 on Tuesday September 19, 2017 @11:55AM (#15285735)
On top of all the technical details, you also have to abide by all the new AppStore policies to even get approved.
Re:iOS 11 reviewed by valuearb on Tuesday September 19, 2017 @11:33PM (#15290591)
As someone who has been developing iOS apps for 8 years, it’s preetty easy. If you wrote code that depended upon sizes of fundamental types, you didn’t write good code. if you weren’t using resources to lay out UI, you didn’t think ahead. 2x and 3x graphics can be created from your originals with OSX preview.

It’s far easier to rewrite old apps today than ever. The tools are far better. The APIs are far better. Asynchronous code is trivial to implement with GCD nowadays.

The real truth is you won’t pay the developer for their time, so they won’t give it to you. It has nothing to do with Apple.

Re:iOS 11 reviewed by 0x0 on Wednesday September 20, 2017 @03:23AM (#15291486)
I didn’t say it was impossible, I was just argung that updating legacy apps is a lot more work than clicking a recompile button and uploading the result. The loser here is the end-user, who can’t access their files inside legacy apps or control devices that depend on legacy apps or even just enjoy a paid-for game. And that’s all on Apple, who surely could have offered 32bit support for several more years, even if they froze the api level on 32bit uikit/corefoundation to iOS10, and as an optional on-first-use download, for existing app-owners only (so obviously they get to hold their app store storefront clean).
Re:iOS 11 reviewed by valuearb on Wednesday September 20, 2017 @11:58AM (#15295214)
No the winner is the user who doesn't have to host hundreds of megabytes of 32 bit libraries in memory on their device.
Re:iOS 11 reviewed by 0x0 on Wednesday September 20, 2017 @04:13PM (#15297782)
That could easily be solved by offering 32bit support as an optional download, just like how 32bit windows10 prompts to install the 16bit ntvdm support libraries on first use. Or just like how iOS itself mounts a developer disk image provided on-demand by xcode during the first debug session, adding more items to the general ios settings menu in the process

A few hundred megabytes is certainly a small price to pay for users who need those legacy apps to unlock files/documents stored inside or the features the app might to provide to interface with legacy IoT devices or even a car.

Re:iOS 11 reviewed by valuearb on Wednesday September 20, 2017 @11:59PM (#15300497)
It's a huge price to pay for a user who doesn't understand that their decrepit app is the reason the rest of their phone doesn't work as well as it used to.

The simple solution is for developers to recompile the apps. The developers of any apps that are truly still needed by customers, can easily convince those customers to pay for the update.

Re:iOS 11 reviewed by 0x0 on Thursday September 21, 2017 @09:07AM (#15302924)
But the phone worked "as well as it used to" on iOS10 with support for 32bit apps. So why would it not work as well as that? I think what will happen is the user don't understand why their precious legacy app doesn't launch at all.

Also, they could just continue to pop up an alert saying "this app may slow down your phone" like they already did in iOS10.

Also, I doubt there is much of a performance hit anyways. For example, the current facebook app is 64bit and it is a slouch to start.

Re:iOS 11 reviewed by H1Supreme on Tuesday September 19, 2017 @02:36PM (#15287512)
Exactly. I had a legacy app like this that was generating next to nothing in revenue. I lol'd at all the work I would have had to do to bring it up two versions of iOS, and left it alone.
Re:iOS 11 reviewed by CJefferson on Tuesday September 19, 2017 @11:34AM (#15285532)
I made a game in 2009, it was quite popular, got a bunch of positive reviews, I gave it away for free.

I had to keep giving Apple £100/year just to let people keep downloading the game for free. At some point I tried recompiling it for a newer iOS, and I get hundreds of message about depricated APIs that I had to change to get it accepted by Apple. Instead I let it drop.

I can't even put a copy online for people to download, the game is just dead and gone thanks to Apple. I can still run Windows games from 20 year ago and with DOSbox, DOS games from 30 years ago. My own iOS game on the other hand is dead, never to be revived.

Re:iOS 11 reviewed by amatecha on Tuesday September 19, 2017 @01:49PM (#15286949)
This is a pretty fascinating anecdote to me, as I preserve software as long as I possibly can (still having boxes of games like Marathon, Myst, Spectre, SimCity for example). I had a strong feeling that the ultra-closed App Store would result in extremely ephemeral software. It's very difficult to preserve software that is so "encumbered" and reliant on the continued distribution by a 3rd party who sets all the rules.
Re:iOS 11 reviewed by r0ze-at-hn on Tuesday September 19, 2017 @12:48PM (#15286297)
If your interested seeing it continue to run and are up for selling it message me. I buy old ios apps that still trickle in a small amount of sales and keep them running.
Re:iOS 11 reviewed by coldtea on Tuesday September 19, 2017 @02:40PM (#15287560)
>I can't even put a copy online for people to download, the game is just dead and gone thanks to Apple. I can still run Windows games from 20 year ago and with DOSbox, DOS games from 30 years ago.

On the other hand, thanks to this kind of "burning bridges" users are not tied to 20 year old compatibility kludges and legacy BS in the OS and libs.

>My own iOS game on the other hand is dead, never to be revived.

Which, App Store or not is the fate of tons of games -- most 8bit/16bit era games we have, we just have thanks to emulators.

Re:iOS 11 reviewed by lnanek2 on Tuesday September 19, 2017 @01:35PM (#15286780)
I don't mind fixing it up if you still want to publish it. Put it on github and post a link to the thread? Or you can email me at lnanek at gmail. I need an app store account for my own apps anyway.
Re:iOS 11 reviewed by wingerlang on Tuesday September 19, 2017 @11:44AM (#15285640)
Open source it? Or try to sell it.
Re:iOS 11 reviewed by irrational on Tuesday September 19, 2017 @12:33PM (#15286138)
Those probably are the only valid options. But let's face it. Unless the game was extremely popular, or has a cult following, it is rather unlikely that anyone will want to pick it up and run with it.

I play board games and there are games nowadays that require an app to play (see for example Alchemists). I've argued that this is a bad idea since at some point the apps will probably stop working as we see happening in iOS 11. But people always argue back that someone will be sure to create a version of the app to keep it going. I may be a cynic, but I think that is incredibly naive to believe that will happen.

Re:iOS 11 reviewed by freehunter on Tuesday September 19, 2017 @03:42PM (#15288122)
I used to have a board game or two that required a VHS tape. Sure, VCRs exist and can be found, but it’s such an outdated technology that people aren’t going to search them out. I know there are some games that require LaserDisc too, same thing but even worse. It’s not necessarily a new development.
Re:iOS 11 reviewed by wingerlang on Tuesday September 19, 2017 @11:12PM (#15290494)
Probably won't happen if he just throws it out on github, but if he can show and prove that it "was quite popular, got a bunch of positive reviews" somehow AND gave some brief overview of the project and effort required to update it then the chance is higher.
Re:iOS 11 reviewed by valuearb on Tuesday September 19, 2017 @11:35PM (#15290604)
Yea, your refusal to keep it up to date is Apples fault.
Re:iOS 11 reviewed by madeofpalk on Tuesday September 19, 2017 @04:57PM (#15288744)
> I can't even put a copy online for people to download

Sure you can.

Put the source code up on Github and anyone can download and sideload it on their device. Don't even need a developer account to do that these days.

Re:iOS 11 reviewed by romwell on Wednesday September 20, 2017 @01:27AM (#15291060)
I think you stopped reading before you reached this part:

>At some point I tried recompiling it for a newer iOS, and I get hundreds of message about depricated APIs that I had to change to get it accepted by Apple.

Re:iOS 11 reviewed by masklinn on Tuesday September 19, 2017 @11:09AM (#15285295)
You seem to have no understanding whatsoever of the funding system and life cycle of games.

Games are generally funded by a publisher who retains all rights to the game, the developer is contracted for some time, then goes on to work on something else. A publisher is not going to pay for the update of a paid-upfront game from 5+ years ago, there's no ROI in that. Without a continuous revenue stream, publishers don't keep updating games.

Furthermore, both publisher and original developer can fold, leaving the game orphaned.

Re:iOS 11 reviewed by _ph_ on Tuesday September 19, 2017 @10:35AM (#15284968)
I have a ton of apps no longer supported on iOS 11. They come in 2 main groups:

- apps which were abandoned

- apps which were replaced by a successor. In the absence of update fees, this is the easiest way to generate new revenue for continuous updates. I am happy to pay for app maintenance, but this scheme means, that there is no automatic data migration from the old to the new apps.

Re:iOS 11 reviewed by misnome on Tuesday September 19, 2017 @11:44AM (#15285648)
> apps which were replaced by a successor

Hello, Omnigraffle. I bought this on iPad, used this something like, three times before having a need to use it over a year later and "Sorry! There is a new version to buy and your version is no longer supported, or runs!". It wasn't cheap, as apps go.

Never, ever buying anything from Omni, ever again.

Edit: To add details, I bought this for £35 on iOS 7. When iOS 8 came around, it was discontinued, left to crash on open, and you had the "opportunity" to buy version 2 all over again.

Re:iOS 11 reviewed by kbenson on Tuesday September 19, 2017 @12:29PM (#15286100)
That seems wrong. I wonder if you could petition apple for a refund in the case where developers purposefully sunset an app purposefully but for no technical reason (which I understand isn't really what this thread about, nor may not match your situation entirely).
Re:iOS 11 reviewed by JohnTHaller on Tuesday September 19, 2017 @02:33PM (#15287488)
I don't think the dev went in and broke the old version. I think it didn't run on the new OS and they built a new version that did. This happens in the desktop space as well where there are apps that worked on Windows 7 but don't on Windows 10. You can buy a newer version that does work on Windows 10. This is generally for much more involved apps that are quite expensive to build and to buy.
Re:iOS 11 reviewed by amatecha on Tuesday September 19, 2017 @01:52PM (#15286992)
Similar with Tweetbot, which seems to release a new version as a separate app every couple years or so? The version I reluctantly bought (knowing they do this) is no longer updated but had long-standing bugs even when it was being actively developed. The experience makes me reluctant to buy any apps at all on App Store, tbh.
Re:iOS 11 reviewed by jeffbax on Tuesday September 19, 2017 @02:30PM (#15287452)
You pay $5 for Tweetbot, and they work delivering updates for years before asking for another (usually b/c of many new features or hard work updating the UI for modern iOS)

It's one of the most polished apps around. You don't owe the Developer's time indefinitely from one $5 purchase, and you're free to move to an alternative. I'm happy to continue to support the apps I love -- they generally aren't asking a whole lot.

Additionally, in the case of Twitter clients, they also can't add a lot of new customers b/c Twitter has capped their allowed clients. If they didn't charge customers again, they wouldn't be able to sustain the work with new ones.

Re:iOS 11 reviewed by mullingitover on Tuesday September 19, 2017 @04:19PM (#15288428)
Same thing with WeightBot, which I have been using for years and now doesn't work with iOS 11, and I'm losing years of data. I would pay for an update to the app, but it's completely abandoned.
Re:iOS 11 reviewed by misnome on Tuesday September 19, 2017 @05:58PM (#15289185)
I also loved weightbot, but gave up on it long ago. You might be able to pull the data off with one of the filesystem, readers, if that's worth anything to you at all.
Re:iOS 11 reviewed by irrational on Tuesday September 19, 2017 @12:39PM (#15286206)
Same with the American History Dictionary of the English Language. The app costs about $30 and they release a new version every year or two and kill the old version. After the second time this happened I stopped playing that game, which is a shame since this is my favorite dictionary.
Re:iOS 11 reviewed by module0000 on Tuesday September 19, 2017 @02:31PM (#15287467)
This is par for the course with Omni software - a lesson I've learned as well.
Re:iOS 11 reviewed by jasonmp85 on Tuesday September 19, 2017 @12:04PM (#15285830)
They rightly don't want your "business".
Re:iOS 11 reviewed by EpicEng on Tuesday September 19, 2017 @12:44PM (#15286260)
What do you mean by that? Of course a developer doesn't have to support version X forever, but the damn thing no longer runs at all? This was paid software. I guess OP was renting it for some undisclosed period of time, and you think that's acceptable?
Re:iOS 11 reviewed by cocoviper on Tuesday September 19, 2017 @12:32PM (#15286130)
Unfortunately a lot of developpers will not be able to update their app with the new Apple Guideline released this Year. They are currently blocking any app that look alike or have the same features. The guideline is so vague that a huge amount of Developpers including my company are forced to remove their apps or wait until apple removes them with no ability to update the app or communicate to the users that the app is being removed.
Re:iOS 11 reviewed by saagarjha on Tuesday September 19, 2017 @04:03PM (#15288303)
> Unfortunately a lot of developpers will not be able to update their app with the new Apple Guideline released this Year.

Which part of the guidelines, specifically?

Re:iOS 11 reviewed by valuearb on Tuesday September 19, 2017 @11:37PM (#15290620)
So you wrote clones of better selling apps?
Re:iOS 11 reviewed by oneeyedpigeon on Tuesday September 19, 2017 @11:06AM (#15285266)
> the problem is that you can't play phone games from 2009 on your 2013~2016 iPhone

Devil's advocate: you don't have to install iOS 11 on your four-year-old iPhone.

Re:iOS 11 reviewed by BinaryIdiot on Tuesday September 19, 2017 @11:24AM (#15285439)
This, unfortunately, means no more security updates. So if someone finds a new exploit you are vulnerable. Plus the software update will keep nagging with its damn badge on the settings icon (that alone would drive me crazy enough to just do it).
Re:iOS 11 reviewed by lloeki on Tuesday September 19, 2017 @11:48AM (#15285683)
If your phone can't upgrade to 11 you may very well get security updates, this has been the case in the past. I don't know what's the situation is like when you can but won't update to a new major version.
Re:iOS 11 reviewed by masklinn on Tuesday September 19, 2017 @11:10AM (#15285299)
> Devil's advocate: you don't have to install iOS 11 on your four-year-old iPhone.

That is in fact my plan, but is nonetheless frustrating.

Re:iOS 11 reviewed by amelius on Tuesday September 19, 2017 @11:26AM (#15285466)
It only takes one "This app requires iOS11 to run" and there you go.
Re:iOS 11 reviewed by scarface74 on Wednesday September 20, 2017 @06:20PM (#15298847)
There are very few apps that require the latest OS to run unless they are 64 bit only. Even then, if there is an older version on the app store that was supported by your OS, you will be given the option to download an older version most of the time.

I can still download older versions of apps on my first gen iPad that hasn't been supported by iOS since 9/2012.

Re:iOS 11 reviewed by oneeyedpigeon on Tuesday September 19, 2017 @12:17PM (#15285954)
The typical lifetime of an iPhone is so short, I can imagine that Apple will one day save themselves a lot of pain and cost and just limit each iOS release to a single phone / ipad release.
Re:iOS 11 reviewed by swift on Tuesday September 19, 2017 @12:57PM (#15286401)
That's not accurate. I keep my iPhones for two years, and when I upgrade I give them to family members who have always gotten another 2-3 years of use out of them. (And Apple has continued to support them during that time with software updates.)

It's actually one of the main things that keeps me in the iPhone ecosystem.

Re:iOS 11 reviewed by jclardy on Tuesday September 19, 2017 @03:19PM (#15287953)
That's strange, I still see iPhone 4s/5/5s on the regular. The lifetime of my iPhone is typically a year, yes, but my used phones live on for many more years through other people after I sell them.
Re:iOS 11 reviewed by valuearb on Tuesday September 19, 2017 @11:41PM (#15290634)
Yes, 5 years of constant updates for every phone is so short, especially compared to Androids zero years.
Re:iOS 11 reviewed by mikeash on Tuesday September 19, 2017 @10:18AM (#15284802)
And not only does the upgrade semi-arbitrarily make old apps stop working, it's impossible to go back.
Re:iOS 11 reviewed by RKearney on Tuesday September 19, 2017 @10:33AM (#15284941)
Apple is still signing 10.3.3, so it's not impossible to go back (yet).
Re:iOS 11 reviewed by mikeash on Tuesday September 19, 2017 @10:45AM (#15285078)
True, but that will only last some days or weeks.
Re:iOS 11 reviewed by js2 on Tuesday September 19, 2017 @10:54AM (#15285160)
The iPhone 5C won't update past iOS 10 so Apple will keep the signed version of that around and you can find 5C's for cheap. I mean if you really want to keep using 2009 apps. (I am not claiming that this is at all a reasonable work-around, just that there is a work-around.)
Re:iOS 11 reviewed by mikeash on Tuesday September 19, 2017 @11:21AM (#15285406)
That's a good point. They can be stupid and inconvenient about it, but it's not making this stuff completely inaccessible.
Re:iOS 11 reviewed by scarface74 on Wednesday September 20, 2017 @06:22PM (#15298870)
You can still download iOS 5 for the original iPad and restore it.

The newest version of iTunes still supports the first generation iPod as far as I know. I know it still supports the first generation iPod Touch.

Re:iOS 11 reviewed by marban on Tuesday September 19, 2017 @10:48AM (#15285106)
Speaking of games, are there any archival initiatives for a future retro apps scene? Not that I can think of any games that would be worth it — but just for the sake of it.
Re:iOS 11 reviewed by wlesieutre on Tuesday September 19, 2017 @10:36AM (#15284992)
>"Free space" which they could already have gained back by removing the applications in the first place.

Were apps previously installed as fat binaries with 64 and 32-bit architectures included, and the 32-bit chunk has now been removed?

Or was that already taken care of with the "app thinning" stuff a couple of years ago?

Re:iOS 11 reviewed by kccqzy on Tuesday September 19, 2017 @10:51AM (#15285137)
The free space here mostly refers to 32-bit system libraries.
Re:iOS 11 reviewed by masklinn on Tuesday September 19, 2017 @11:13AM (#15285330)
> Or was that already taken care of with the "app thinning" stuff a couple of years ago?

It should have been. And the update only removes 32b applications, not 32/64, if they were not doing so before I doubt they're going to thin fat binaries now.

Re:iOS 11 reviewed by scarface74 on Wednesday September 20, 2017 @05:57PM (#15298708)
"Free space" which they could already have gained back by removing the applications in the first place.

It's not the free storage space that is a big deal, it's the freed memory from not having to keep 32 bit and 64 bit dll's in memory.

* iPhone which had been able to run them right until you updated iOS.*

Every OS update whether they had deprecated 32bit apps or not breaks abandoned apps. Apple also removed support from the Mac years ago for PPC apps that could run on x86 apps up to 10.6.

Re:iOS 11 reviewed by clarky07 on Friday September 22, 2017 @12:21PM (#15313526)
Considering the fix is simply re-compiling, I don't think this is the end of the world. There aren't THAT many apps that are both still very good, and haven't been updated in YEARS. Yes there are some, but not that many.
Re:iOS 11 reviewed by acqq on Tuesday September 19, 2017 @02:20PM (#15287340)
It's not just the games. I've paid some 45 USD for a dictionary which won't work on iOS 11 on the same phone where it worked three years.

The developer however wasn't able to renew the license, so he can't make a new version even if he would like to do it.

Re:iOS 11 reviewed by MBCook on Tuesday September 19, 2017 @05:01PM (#15288770)
Is t only 32 bit? Three years ago we’d already had 64 bit phones for a year.

Or is it some kind of API incompatibility?

Re:iOS 11 reviewed by acqq on Friday September 22, 2017 @05:14PM (#15315862)
I've bought the dictionary in 2013 and used on my previous model of iPhone too. My point is that the same phone which run the program for 3 years will stop running it as soon I allow the "upgrade" of the same phone to iOS 11. So I'm motivated to keep running iOS 10 and sacrifice security. Which is bad.
Re:iOS 11 reviewed by EpicEng on Tuesday September 19, 2017 @12:41PM (#15286226)
Agreed. On a sort-of-but-not-really-related note, I assume Android specifically because I can run an emulator (SNES, OSX, etc.) on it. If I could do that on iOS I'd jump back over.
Re:iOS 11 reviewed by timbo1642 on Tuesday September 19, 2017 @08:05PM (#15289767)
There are TONS of apps that aren't game that haven't been updated or are never going to be updated, but are good or very useful.
Re:iOS 11 reviewed by valuearb on Tuesday September 19, 2017 @11:43PM (#15290643)
And they have been replaced by better, compatible apps.
Re:iOS 11 reviewed by cm2187 on Tuesday September 19, 2017 @10:39AM (#15285023)
If I have to choose between my beloved Tetris app and iOS 11, I stick to my Tetris app.