[1] https://www.apple.com/hotnews/thoughts-on-flash/
Quoting from [1]:
> We know from painful experience that letting a third party layer of software come between the platform and the developer ultimately results in sub-standard apps and hinders the enhancement and progress of the platform. If developers grow dependent on third party development libraries and tools, they can only take advantage of platform enhancements if and when the third party chooses to adopt the new features. We cannot be at the mercy of a third party deciding if and when they will make our enhancements available to our developers.
So many of the casual games in iOS kept being Flash, before Unity and Cocos got enough uptake.
The message in Thoughts On Flash wasn't about third party libraries wholesale; it was refuting the expectation that Apple should special-case Flash, a technology that never ran acceptably on Android and was quickly deprecated, never mind on iOS.
Would you please describe what exactly is shady in the licensing for someone looking at Qt?
My bigger issue is that they are inflexible with their licenses for small businesses. Either you use LGPL, which requires copyleft on bundled mobile apps (I believe) or you pay based on the total revenue of your business, no matter how small the app is, as told by Michael Dominick on the Coder Radio podcast. Can be quick expensive if you want to launch a new product line, as Mike did. He decided to rewrite his app in C# and AvaloniaUI for Windows/Linux cross platform support.
https://github.com/AvaloniaUI/Avalonia
> that they have a clear history to do major breaking changes at each major release
This is a major issue for me.
LGPL never enforced any copyleft to something linked on it. This is a wrong, unfortunately common misconception.
Please read my comment carefully. I never said 'linked'.