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> ... and frankly most indie developers can't shell out potentially several thousand dollars on OSX/iOS devices and licenses just to do some testing ... Sounds
by bobwaycott 7y ago
> ... and frankly most indie developers can't shell out potentially several thousand dollars on OSX/iOS devices and licenses just to do some testing ...
Sounds like these so-called “indie devs” who cannot afford to build for iOS devices should not tackle projects/clients that require building for iOS. Or, if a client is in the mix, bill the client a large enough fee to cover the cost of testing on real devices. That’s not a problem Apple is responsible for solving.
I would never rely on developing, testing, and releasing an Android app on a simulator alone. I don’t want to buy a bunch of Android devices. So I don’t take on work that is meant for Android, or I hire people who can properly test on devices. Pretty simple—and it’s both my choice and a matter of professional responsibility and accountability to ship work I can stand behind.
Apple isn’t going to change any time soon. I’m so tired of the disingenuous moaning from “indie devs” who want to take on projects for and make money from iOS, but can’t be bothered to get over their own personal anti-Apple feelings to buy a device.
The ecosystem of Apple devices are hardware and software. The simulators and build tools are never enough. You wouldn’t ship an app for Apple Watch without testing it on a watch, would you? Or would you ship it relying only on having one friend with an Apple Watch test it? Sounds lazy and unprofessional—and if an indie dev can’t do the job right, they shouldn’t take on the job.