"The problem is that all of these different devices require testing for each and every app. They all create a different Android experiences — some in subtle ways, some in big ways. Some run certain Android apps, others don’t. Some apps work fine on one device then are buggy as hell on another one. Sometimes this gets fixed, sometimes it doesn’t. It depends on the popularity of that device and the resources the development team has."
[source] http://parislemon.com/post/29497373610/im-not-sure-fred-wils...
The real issue for fragmentation comes from manufacturers and carriers changing the OS for their purposes in a way that breaks some API functionality in some or all cases. Apps that have to do tricky things with streaming data, multimedia playback, and hardware sensor interaction have this the worst, but just how bad it will be really depends on what you are doing. It should be noted that most devs will never have a major fragmentation problem and that the platform is improving with each major release to make these problems less apparent.
Particularly prescient nearly two years ago: http://news.ycombinator.com/item?id=1675574 (and parent discussion)
> It's really unfortunate that a writer like him gets a voice in an influential
> blog like Techcrunch. I hope he just post things like these on his personal blog.
Edit: Android fragmentation affects different types of apps to different degrees; games have the toughest time from what I understand.So how do you get your first 1,000? Do you spend money on some mobile incentivized downloads, or ads, or what?
The main drawback is that all of them (at least the main ones - Scala, JRuby, Groovy, Clojure) all have their own runtime libraries, which bloats the size of the app considerably. I believe most people who go down this route use ProGuard to mitigate this problem.
I don't think it's too unreasonable to assume that if you hit product/market fit on Android, you probably hit it for iOS. Launch MVP on Android -> get first 1k guinea pigs -> pivot, iterate, pivot, iterate -> achieve product / market fit -> spend 3 months creating a beautiful iOS app.