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Re:The future of my games on Apple and what this means for a... by athirnuaimi on Monday November 11, 2019 @12:02PM (#21506437)
I hope we can all agree that notarization is pretty valuable to users. Macs are a mass market product and most users are not technical. Also to create software for Apple devises you need... an Apple device. Isn’t the cost of the device a bigger burden than the $100/yr dev program license?
Re:The future of my games on Apple and what this means for a... by heavyset_go on Monday November 11, 2019 @12:20PM (#21506620)
> I hope we can all agree that notarization is pretty valuable to users.

I don't. As a user, I don't need Apple arbitrarily allowing big players' apps through their approval process while they hold smaller developers to a stricter standard. That will stifle innovation.

If security is the touted excuse, macOS already has sandboxd[1] which can be used with arbitrary apps that aren't in the App Store.

Linux solved the security problem with Snaps, Flatpaks and AppImages, which all use various layers of containers, kernel namespaces and isolation to provide a sandboxed environment for apps.

[1] https://developer.apple.com/library/archive/documentation/Se...

Re:The future of my games on Apple and what this means for a... by mrpippy on Monday November 11, 2019 @01:03PM (#21507075)
Can you point to evidence that Apple is rejecting anything from being notarized? I haven't seen any.

And sandboxing is completely orthogonal to the fine-grained revocation that notarization allows for. A sandboxed app could still be malicious: say, a weather app that asks for access to your Contacts ostensibly to show weather at your friends' location, but also uploads all the Contacts info to a malicious tracking service. With notarization, this app could have its notarization revoked once it's discovered.

Re:The future of my games on Apple and what this means for a... by heavyset_go on Monday November 11, 2019 @01:27PM (#21507333)
> Can you point to evidence that Apple is rejecting anything from being notarized? I haven't seen any.

Apple is rejecting anything by developers that don't pay them $100 a year, stifling competition in the process.

Apple has a history of conveniently rejecting apps if the rejection is in their financial interest[1].

[1] https://www.theverge.com/2019/5/31/18647249/wwdc-apple-paren...

Re:The future of my games on Apple and what this means for a... by Doingmything123 on Monday November 11, 2019 @12:51PM (#21506939)
As a user, I don't need Apple arbitrarily allowing big players' apps through their approval process while they hold smaller developers to a stricter standard.

I think by "user" it was meant the average user which by my estimation is not super technical and mostly sticks to larger apps anyways. Are smaller developers being held to a stricter standard though than larger developers on notarization?

Re:The future of my games on Apple and what this means for a... by heavyset_go on Monday November 11, 2019 @12:55PM (#21506988)
Less competition is bad for the entire market, not just power users.
Re:The future of my games on Apple and what this means for a... by stefano on Monday November 11, 2019 @12:20PM (#21506627)
Don't overgeneralize. I don't agree, for instance. I want to run whatever I want in the computer I bought.
Re:The future of my games on Apple and what this means for a... by mrpippy on Monday November 11, 2019 @12:49PM (#21506919)
And Apple has stated that they're fine with that: you can disable SIP and Gatekeeper. But for 95+% of Mac users, who only want to run software from reputable sources, these are good steps.
Re:The future of my games on Apple and what this means for a... by buboard on Monday November 11, 2019 @04:04PM (#21508887)
> Macs are a mass market product

PCs and the WWW are massively bigger mass markets , not walled, and it's not like PC users are geniuses. Unless you mean that apple specifically caters to even less technical people.

Re:The future of my games on Apple and what this means for a... by pier25 on Monday November 11, 2019 @01:38PM (#21507450)
> I hope we can all agree that notarization is pretty valuable to users

Nope.

I've never had any issue with macOS software acquired outside the MAS and I've never heard of any non-technical user with a problem either.

Notarization is not about security, it's about the iOSification of the Mac.

Re:The future of my games on Apple and what this means for a... by robocat on Monday November 11, 2019 @04:34PM (#21509151)
> I've never heard of any non-technical user with a problem either.

Do Trojans not exist at all on Mac? Honesty question (I have certainly seen them on PCs; on Linux I worry more about packages).

Re:The future of my games on Apple and what this means for a... by dwaite on Monday November 11, 2019 @04:50PM (#21509261)
They do exist, and this Gatekeeper system is what is responsible for preventing malware.

When Zoom was found to have a serious security issue, Apple stepped in and blocked execution of the older versions of Zoom.

This would not be possible if malware just mutated to avoid detection. For this reason they want to attach a verified developer identity to applications, something backed by an individual's physical address or business records. You pay for this verification, and get a certificate to sign your applications.

New this year, they added a notarization service. This fixes some issues with signatures expiring, but is also built where Apple scans the application for malware before signing.

The scanning is new, but the developer id requirements have been in place since 2012.

If you distribute an unsigned app, the user will by default not be able to open it. You can set an exception as easily as selecting 'open' from the context menu and then saying you will allow the app to run.

You can also disable both the malware list and gatekeeper in general.

Note this is all separate from distributing in the Mac App Store, where you may run into additional policies around requirements for sandboxing, branding, use of private functions and frameworks, etc.

On linux, package signing is typically direct trust. You can manually choose to trust a packager who isn't trusted by your distribution, which is trusted by default.

I don't think linux distributions have anything to deal with malware after-the-fact, however.

Re:The future of my games on Apple and what this means for a... by pier25 on Monday November 11, 2019 @05:25PM (#21509568)
They probably exist, but in my 12 years using macOS I've never had a virus problem nor heard anyone having one. Most people around me use macOS (coworkers, friends, and family).

I know it's anecdotal, but I doubt there is any objective data out there.

Re:The future of my games on Apple and what this means for a... by boudewijnrempt on Monday November 11, 2019 @12:43PM (#21506856)
No, it isn't. It's pretty valuable for Apple as a precursor to forbidding things like non-webkit html renderers even for applications outside the app store, though.
Re:The future of my games on Apple and what this means for a... by dwaite on Monday November 11, 2019 @04:58PM (#21509326)
Apple has no such restriction even for iOS (HTML renderers).

However, you cannot technically implement a JavaScript JIT since they will not give you a security entitlement to create and execute arbitrary code. You would need to either leverage JavaScriptCore, or use a (drastically slower) interpreted mode for JavaScript.

Re:The future of my games on Apple and what this means for a... by ddingus on Monday November 11, 2019 @12:05PM (#21506479)
The fee isn't the issue. It is the on going treadmill of endless updates just to exist. That's a big deal.

I don't use app stores. Never have. And it's for this reason. I do not favor the control coming. If my computer will not run an executable on command, it really is not my computer. Useless and definitely not something I trust.

Actually I do grab free things off Google play, but I side load as often as I do that.

I think we're gonna see fairly modern systems added to the category of retro computing. It will be a system that just runs programs developed by others. Imagine that!

Re:The future of my games on Apple and what this means for a... by kuschku on Monday November 11, 2019 @12:07PM (#21506490)
> Also to create software for Apple devises you need... an Apple device.

You don't really - you can use Electron and other frameworks to build it on a different OS, and just package it for macOS.

Re:The future of my games on Apple and what this means for a... by unlinked_dll on Monday November 11, 2019 @12:09PM (#21506515)
how do you package an Electron app for MacOS for free?
Re:The future of my games on Apple and what this means for a... by opencl on Monday November 11, 2019 @12:29PM (#21506701)
I don't know about the specifics of Electron but there are some tools to create MacOS installer packages on Linux[1]. I've done this to distribute a game written in the Renpy engine, it's a bit convoluted but it works. I'm not sure if app notarization is possible though (probably not), it's been a while since I dealt with this stuff and notarization wasn't required at the time.

[1] https://gist.github.com/SchizoDuckie/2a1a1cc71284e6463b9a

Re:The future of my games on Apple and what this means for a... by maxaf on Monday November 11, 2019 @12:11PM (#21506531)
Are you saying that you’re ready to put your name on an app you’ve shipped but never tested yourself? This is the ultimate Fuck You to users: to show that the developer simply doesn’t care about quality.
Re:The future of my games on Apple and what this means for a... by ekidd on Monday November 11, 2019 @12:20PM (#21506628)
> Are you saying that you’re ready to put your name on an app you’ve shipped but never tested yourself?

At work, I do this for in-house command-line tools. I have automated unit tests and integration tests, and all the compilation is done on a CI server. And if a problem slips through automated testing, well, then somebody will ping me on Slack and I'll fix it.

I only need to take out my MacBook Air to debug something once every year or two.

We may actually need to start a conversation at work about whether we want to continue supporting Macs internally. We could notarize our own CLI tools, but we also rely on lots of open source CLI tools, and I understand that all of those will eventually need to be notarized, too.

Re:The future of my games on Apple and what this means for a... by pergadad on Monday November 11, 2019 @12:15PM (#21506571)
In poorer countries many Devs might not be able to afford the newest $800 iPhone for their potential career start.
Re:The future of my games on Apple and what this means for a... by kuschku on Wednesday November 13, 2019 @01:47PM (#21527813)
I’ve had users who requested a mac version of a tool I develop and provided testing for it.

I can’t test on a mac, as I don’t have the money for one, so I build the binaries with Travis CI automatically, and never test them myself — I also can’t notarize them, obviously.

Re:The future of my games on Apple and what this means for a... by black_puppydog on Monday November 11, 2019 @12:20PM (#21506621)
let's say you're an open source app, and develop on linux using electron. there are some people that would like to run your app on a mac, but you don't have one. you can set up github CI so that your app gets built into an appimage, that's a little work, but not much. should you now also be required to pay for the luxury of sending one or two people an app? should they pay for it?

this is not hypothetical; I literally just received a GH issue update asking if we can use community funds for the $100 ransom^Wfee.