At the end of the day, it's a dispute over money, and specifically the platform commission rate: developers want a bigger cut of the retail app price on Google Play.
Contrary to popular belief, you can even install a non-safari browser:
https://chromium.googlesource.com/chromium/src/+/main/docs/i...
So not a realistic option, then.
But really side loading is not as difficult as you’re making it out to be. The biggest hurdle for most is access to Mac, but renting a cloud instance an option too.
BTW I forgot to mention that the "Chromium for iOS" that you linked to is not a "non-Safari browser". It is the same Safari-wrapper version of Chromium that you can already get from the App Store. The "popular belief" is correct. There is currently no port of any alternative browser engine for iOS. Why would anyone bother to maintain an iOS port for software that can't be practically distributed?
> Why would anyone bother to maintain an iOS port for software that can't be practically distributed?
There is very little difference between a Mac and iOS app these days, and could be practically none at all if engineered correctly.
You're not going to be able to do it in your spare time. You probably wouldn't even be able to get a crippled and buggy version to build at all by yourself. Google's not going to invest in it for no reason while Apple expressly prohibits distribution. The only way there will ever be an alternative browser engine ported to iOS is if the EU actually follows through with forcing Apple to allow alternative browser engines on their App Store and/or alternative app stores, and Apple subsequently loses all of their inevitable appeals in court. Only then would Google (or Mozilla) be able to justify the investment.
https://chromium.googlesource.com/chromium/src.git/+/refs/he...
>Please refer to the Apple documentation on how to get a code signing identity and certificates. You can check that you have a code signing identity correctly installed by running the following command.
It has a secure chain of trust in the sense that the machine is secured against user control. Face, meet boot.
fingerlocks: here, just run these two easy commands to ask apple for their ongoing permission!
To be honest, I doubt many of them care, given all they want is apps from a trusted source, and most people probably trust Samsung if they are buying Samsung phones with specialized Android builds made by Samsung, if they even know the difference.
The 'platform fee' shpiel is a distraction from the real problem: iOS must allow alternative storefronts if it wants to survive long-term antitrust scrutiny. There is no other logical outcome.
Solving the single app store antitrust issue doesn't solve the platform fee dispute.
Amazon tried selling phones with their own app store built in, but Fire Phones never took off for whatever reason.
In the current model, the barrier to entry is pretty low. $99 gets you xcode, plus you need done hardware.
Once you've made something you need to reach a market. A good market place (like a regular super market) brings together suppliers and customers. That market has costs.
One model for costs is to charge each app the same amount. Say, for example $5000 per app submission. Lots of successful suppliers would like this model because it raises the bar for completion, and means they pay less money.
Another model is free-to-enter, but takes a cut of the sales. Successful products end up paying much much more than stuff no-one wants.
Overall I think I prefer the second model. Wildly successful apps, and developers, are basically funding an equal-access marketplace.
Now, of course there are winners and losers. From published numbers its clear most apps make 0,for some definition of 0. Every developer thinks their app is special, but most are, well, not.
Good marketing helps, buzz in the tech-press, visibility on forums, shows and events, and do on. Some do nothing, waiting for their big apple-lottery break of being "promoted in the app-store".
Developers risen in a world of cost-free-everything believe that they are the sole value-add in the path from hardware to consumer. Apple should provide this appstore connection to the developer free of charge. Of course developers think this, and they're welcome to think this, but it doesn't mean Apple has to do it this way.
Developers have choices. They can choose to develop for Android instead. They can choose to use the Google store, or a different store, or make their own store.
If you develop for iOS you know the rules. If you see value in that market (and you like the low barrier to entry) then go for it. If you make money then pay your 30%. If you don't (and the odds are you wont) then delight in the money you saved by there not being an entrance fee.
But don't sign up for the competition, win the game, _then_ complain the prize money is too low.
You may like Apple, you may not. But its your choice to join their game, or not. There's no bait-and-switch here, the rules are clear and well understood. You either accept their position of strength, their ability to crush you on a whim, their ability to arbtitarily create winners and losers, their ability to earn royalties on your code (on their platform) or you don't.
Hundreds of dollars in apple hardware and software compared to zero dollars for MSVC community, zero dollars for android developer studio, zero dollars for linux toolchain or whatever.
>Once you've made something you need to reach a market. A good market place (like a regular super market) brings together suppliers and customers. That market has costs.
The cost of hosting the app store is essentially the cost of hosting a web service that lets you download and buy programs. The developers could easily host their own app store as a web page if iOS just facilitated running programs downloaded from the internet or loaded externally. Apple has built themselves a dam upstream and is charging everyone downstream for water-rights-as-a-service.
>One model for costs is to charge each app the same amount. Say, for example $5000 per app submission. Lots of successful suppliers would like this model because it raises the bar for completion, and means they pay less money.
>Another model is free-to-enter, but takes a cut of the sales. Successful products end up paying much much more than stuff no-one wants.
The only fair model here is the one where 100% of apple's income comes from hardware sales alone. That is the only situation where you don't set up the user to be exploited by erecting these walls around what they can and cannot run on their own hardware.
> If you develop for iOS you know the rules.
They know the rules, and they know the rules are bullshit. What do you want them to do, throw their hands in the air and say "welp, them's the rules, I guess we can should never try to use our leverage or negotiate better rules cause that's just how it is I guess."
Apple’s software is free, and you need more than zero dollars for the hardware to run Android Developer Studio.
Also, on both platforms you may need a few (or more than a few) phones and tablets for testing (you may be able to test on a simulator, but that doesn’t guarantee things work on the real hardware, doesn’t give you a good idea about performance, and certainly is not a good option for apps that use on-board sensors such as accelerometers)
In the end, I think the difference in cost is between the cost of a PC and that of a Mac, so ballpark $500 in both cases, the phones to test on may cost more.
And that is what we call the slippery slope.
Apple has created a successful product, therefore developers want to make money from it, therefore apple cannot charge a fee for access, therefore apple cannot charge for developer tools, therefore apple cannot charge for hardware (lest it makes the developers market smaller than it could be if phones were free)
They can choose not to play. If Apple is not offering any value for their 30% then simply don't publish on IOS.
If all the developers stop developing for IOS then the rules would change.
Of course small developers have no power because individually they have no power, and they are not willing to pool that power collectively (ie unionize).
They're trying to get the govt to act as a collective bargainer on their behalf. Which is likely to fail,because Apple is better at govt than they are.
So yeah, I expect them to say "I can make more money elsewhere, so I'm leaving ios - the fact they don't suggests apple is adding plenty of value worthy of their 30%
Oh my sweet summer child.
You are saying flagrantly anti-competition without saying it directly.
Android platform has multiple sources of apps, and side-loading. Ruthless exploitation of a market has never been tolerated for long.
Remind me of how Apple is doing a better job here, again?
There is talk about the cost of designing and manufacturing the phone, which is irrelevant, especially in a world where users frequently buy new phones every two years. That cost should be borne by the purchaser of the phone.
Now, the ongoing costs of running payment systems and app stores are more significant, and I think it's reasonable to argue that they cannot be zero, but we should have a go at determining them in the market.
While true, paid-for apps from the MS store - the option that should be recommended to laypeople, instead of the dodgy websites that have download button styled ads - charge a registration fee [0] and Microsoft takes a cut of 5 - 30% [1]
[0] https://learn.microsoft.com/en-us/windows/uwp/publish/accoun... [1] "Microsoft takes 5–15% of the sale price for apps and 30% on Xbox games"; https://en.wikipedia.org/wiki/Microsoft_Store
Perhaps. On the other hand, Nintendo is a beloved company and the Switch is an incredibly successful system with fantastic games. So the walled garden seems to have worked out reasonably well.
I'm not sure why you're responding to my parent comment though, as it was descriptive and not prescriptive.
How true. Well, except for:
- designing and manufacturing the hardware
- marketing and selling the hardware
- creating and promoting the Books app
- popularizing podcasts with the iPod
- creating and promoting the Podcasts app
etc.
> They don't deserve 30% of that.
This illustrates my point: the core dispute is over platform fees charged by the App Store.
- the hardware I already paid for
- this should be included in the price of the hardware (and certainly is in the case of Apple)
- I don't use the Books app, I use the Amazon Kindle app
- I never listened to a podcast on my iPod
- I don't use the Podcasts app, I use the Spotify app
So in the case of Amazon/Spotify, what value is Apple delivering beyond paying for download bandwidth in order for me to download the app (which is like, $0.000001 of bw costs)?
Amazon Kindle Direct Publishing offers 2 options: 35% royalty and 70% royalty.
https://kdp.amazon.com/en_US/help/topic/G200644210
You can choose between two royalty options for each of your eBooks: the 35% royalty option and the 70% royalty option.
-If you select the 35% royalty option, your royalty will be 35% of your list price without VAT for each unit sold.
-If you select the 70% royalty option, your royalty will be 70% of your list price without VAT, less delivery costs (average delivery costs are $0.06 per unit sold, and vary by file size), for each eligible book sold to customers in the 70% territories, and 35% of the list price without VAT for each unit sold to customers residing outside the 70% territories.
But it isn’t. One of the reasons Apple continues to support old hardware is they collect revenue from the App Store on older devices.
The platform ecosystem is more than just device hardware + server hardware + bandwidth.
I'm sure the store is a factor though!
Including, with help from fees charged to developers and the 30% revenue cut, funding development of all the tools and platforms that make it all possible.
Amazon and Spotify (and their customers) would not do as well without this ecosystem and its tools, devices, and platforms.
I think the value of the ecosystem including all the aspects mentioned is huge. Device sales alone would not ever come close to paying for it all, if you want devices to be in reach of normal people and you don’t want to build your business off of intrusive personalized advertising.
CoreML being a phone feature, then restricting it behind a paywall sounds like something customers would sue apple for. CoreML is already bundled in the price you pay when you purchase an iPhone. It will only work as a cloud service.
>then restricting it behind a paywall sounds like something customers would sue apple for
Slightly difference scenario here but I feel it's similar. In my last job my company bought a system from Oracle that did a bunch of number crunching for processing images to be printed. As I understood it, Oracle charged for utilizing more cores, even though it was an on premise system and everything was already in the box ready to go.
If Apple, or anyone, makes hardware and wants to charge a license to use said hardware, isn't that legal? This sounds like BMW charging a license for their heated seats. The hardware is already there and ready to go, but is behind a paywall.
Xcode is free, though. Apple 'takes their cut' when you pay $99/year to be a registered Apple developer. If that's not enough, then maybe they need to review the checkbook again. Whatever the case is, Apple made a mistake by attaching the success of their software platform to the success of their App Store. The future of the internet was never going to be proprietary, they should have known that back when Microsoft was sued over IE. It's not illegal, but they're certainly teeing themselves up for the most radical antitrust scrutiny witnessed to-date.
It's just a dick move. Consumer advocacy groups should have fixed this by now, but Apple's legendary PR and reality distortion field has fended off most attacks so far.
Unreal Engine is "free" too.
Except it isn't. Neither Unreal Engine nor Apple's developer frameworks (shipped alongside Xcode) are public domain or copyleft. They're both proprietary code available under a license that permits certain usages, disallows certain usages, is royalty free under some conditions, and requires payment under other conditions.
> Apple 'takes their cut' when
That's not for you to decide. Epic can decide when to take money from developers who use Unreal Engine, and how much they're entitled to. It's equally Apple's decision which payment represents compensation for the developer's use of their intellectual property, and how much they're entitled to.
You're confusing free with libre. Apple's software and Unreal are free as in "free beer".
I'm not confusing them. The fact that they are not libre is precisely the point I was making. They are both proprietary intellectual property and encumber the person using them with financial obligations under some conditions.
> Apple's software and Unreal are free as in "free beer".
No, they are not. They're free as in "free beer when consumed on our premises, max five per customer, and if you sell our free beer to someone else we'll take some of that revenue thank you very much".
Right, and my point is that it's not free as in beer.
But it is. Being free as in "free beer" has nothing to do with being or not being public domain or copyleft.
Public domain or copyleft refer to free as in "free speech".
Tell that to Epic Games' department of license revenue.
Edit:
In Epic's case the tools remain free as in beer. There's no additional cost to using them.
Epic applies a fee to what you produce with them, and even then:
> A 5% royalty is due only if you are distributing an off-the-shelf product that incorporates Unreal Engine code (such as a game) and the lifetime gross revenue from that product exceeds $1 million USD; in this case, the first $1 million remains royalty-exempt.
If you were to distribute your product for free (as you want), you wouldn't pay Epic a single cent.
If you want to lump that in with free as in beer because Epic isn't taking money from people who haven't made something particularly profitable, okay, but I don’t think many people would agree with you.
(It's also free-as-in-you're-part-of-their-marketing-strategy. Widespread "free" use of Unreal Engine helps build developer experience with Unreal Engine, increasing the availability of relevant skills in the job market, and making its use more attractive when it comes time to start a big, highly profitable project.)
Your attempt to somehow conflate it with someone's business models are laughable at best. All software comes with strings attached. And the biggest one is: even people who distribute software for free still have a business to run and mouths to feed.
Or indeed that post's parent, where a different opinion was offered about when a license for CoreML libraries was paid. https://news.ycombinator.com/item?id=32905596
Or its parent, the one which initially defined the scope of the discussion, which was "...Apple charging a license for the frameworks and tooling they provide..." https://news.ycombinator.com/item?id=32905555
Not about the Xcode IDE itself which I agree is free-as-in-beer. (Though others might disagree — an argument could be made that it was paid for the purchase of a relevant Apple hardware product; the fact that it wasn't pre-installed being a mere technicality.)
That's strange people think as it's providing some kind of "value" which needs to be paid, in reality it's the opposite, it's a problematic byproduct of the monopoly which I would get rid of given the choice.
Under the hood it uses clang, which was developed with Apple support and which I guess has some value…
Clang was a community project, same as LLVM. Apple came along and threw money at it because of FOMO (very similar to CUPS) and eventually a XNU toolchain followed. Apple didn't really provide any value beyond support that already existed for FOSS operating systems.
https://news.ycombinator.com/item?id=32170848
Many walled gardens, growing different plants, landscaped in different styles, with different admission fees, but ultimately conforming to basic principles and paying their dues to the Apple botanical society.
Apple Authorized App Merchants.
In an ideal world? Nothing. Apple builds these APIs because they want people to use them, not because they expect a return on their investment. We established that precedent when Google litigated Oracle so many years back.
Of course, Apple will claim they need whatever they can get. Their lack of candid conversation with the community is exactly why we need to respond by taking away their taxman hat.
The cut is a platform fee, and collecting it via the in-app payment system is mechanism, not policy.
The core issue is Apple's rate: although it is usually comparable to rates on other game platforms (eShop, Google Play, Steam...), (some) game and app developers want it reduced so that they receive a higher percentage of an app's retail price.
The largely unfounded expectation that some developers seem to have is that changing IAP payment methods will cause Apple's platform fee to drop to zero, rather than causing Apple to simply collect it by other means.
Edit: for some reason people are responding to me with complaints about Apple's policies and downvoting me because they don't like Apple's platform fees. I'm trying to shed some light on what is actually going on: a dispute over platform fee rates. This is something that much of the media coverage doesn't seem to be getting right.