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To clarify, my comment was only related to the didactic aspect of the program with respect to software development. Regarding everything else, the business sid
by akurilin 14y ago
To clarify, my comment was only related to the didactic aspect of the program with respect to software development.
Regarding everything else, the business side in particular, I completely agree that you cannot do much better in mobile than with iOS today. Perhaps there are some esoteric options with 3rd world cell-phones and selling services through SMS, but let's overlook those for now. That of iOS is a demographic of people who are willing to spend money, and thus it's a good match for your need. As you mentioned, assuming iPhone games, only having to support 1 OS version and 1 resolution with 2 easily bridgeable screen sizes is a big boon.
On a sidenote, I still don't agree that iOS memory management is at all a good entry level paradigm. Reference counting, choosing between strong, weak, copy, assign, unsafe_unretained etc., retain cycles, transferring memory ownership from CoreFoundation libraries are all not trivial concepts for the average 16 year old. I'd be curious to read a blog post from you guys to see what your experience with this will have been.
- brianchu 14y agoUsing industry-standard game libraries (cocos2d/kobold2d) with ARC, a 16 year old would never need to touch reference counting or the CoreFoundation (the exception is using Box2D physics). It is also not necessary to understand copy, assign, and unsafe_unretained, though it certainly might help in some edge-case situations, with which we would be glad to assist any student developers. And while it is more helpful to know the difference between strong and weak references, that is IMO a very accessible concept.