Thursday, June 18, 2009

iPhone vs. Android: Initial Developer Experience

When the G1 came out, I tore into the Android SDK. I noted at the time that, compared to the iPhone, it appeared much easier and cheaper to get an application from the drawing board onto users' phones. Well, now that I've done some development for both, I can confirm that my suspicions were correct. There's just less hoopla with Android.

  1. The Android SDK, including beta versions, is available to everybody. You don't need to pay a fee to be a "special" developer with early access to the tools.
  2. Every Android phone out there, whether a retail phone or a developer phone, is ready for development. There is no provisioning, no additional fees, no nothing. You check a little checkbox in the phone's settings and you can deploy code to your device.
  3. You don't need to be on T-Mobile to develop for Android. Google will sell you a developer phone, T-Mobile will unlock their devices if you ask, and people are porting Android to various devices at an alarming rate. Another of The Gents would actually like to acquire a separate iPhone for development purposes (his sole iPhone doubles as his primary communication wedge), but he can't see any easy way to acquire one without signing yet another pact with AT&T.
  4. Testing on hardware isn't quite as necessary with Android. The Android SDK doesn't include a simulator, it includes an emulator. It runs a full Android system image on emulated hardware. This means that the binary you deploy to the emulator is the same binary that you deploy to an actual phone. The iPhone simulator, on the other hand, just runs x86 applications in a little window that looks like a phone. This is surprising since the iPhone itself has an ARM chip. This is particularly important when you run into strange, simulator-only problems.
  5. The Android Market is cheaper than the App Store for developers. With Android, it doesn't cost anything to deploy to devices. To sell apps in the Market, Google charges a one-time fee of $25. Apple charges $99 per year. That might not be bad for commercial software, but it must be murder for people who give their apps away for free.
  6. You don't need to go through Google. If you get rejected from the Android Market or just want to avoid it, you can distribute your app on your own. Users will be able to install it. While Google is the gatekeeper for the Market, they are not the gatekeeper for your phone. Apple, as everybody knows, has a seemingly broken application approval process. As a developer, you just need to pray that the approval die is cast in your favor. If not, you just wasted weeks of time. Though, I suppose you could just re-submit it and hope that you get luckier the second time around.

Of course, iPhone development isn't all bad. It's just so much harder and more expensive to get your first app running on your phone.

Wednesday, June 17, 2009

OpenAL in the iPhone Simulator

As somebody without an iPhone, I knew off the bat that there would be a barrier to developing iPhone apps. Fortunately, the SDK and simulator are free, so I figured I had a pretty good shot at getting started and, when it became necessary, I could invest in some hardware. It turns out that day was much closer than I thought.

In the app that The Gents have started to write, we knew we would want to use OpenAL. Apple has an OpenAL sample app that you can download and try. When I tried running it in the simulator, though, I got nothing. No audio. No app. It got as far as displaying default.png before giving up the ghost and crashing back to the home screen. I was left with some cryptic messages in the run log:

AQMEIOBase::DoStartIO: timeout
AQMEDevice::StartIO: AudioOutputUnitStart returned -66681
AUIOClient_StartIO failed (-66681)

Interestingly enough, the other two bearded ones had no problems with the simulator at all.

After much Googling, I was left with speculation but no real information. Some people believed that it was a bug that Apple was fixing. Others just asserted that sound doesn't work reliably in the simulator and that you need to test on hardware, period. One person had the exact same problem as me. I decided that day to bite the bullet and buy an iPod Touch. I got mine at Sam's club, went back to The Lab, and then remembered that I had to pay my $99 Apple tax to provision it for development. That process was not exactly instantaneous. With my spare time, I decided to refresh my aging Leopard install as well.

Long story short: re-installing from scratch worked. I didn't do an "Archive and Install" - I wiped the disk and restored files from a backup by hand. It was slow, laborious, but it worked. My theory is that some sound software that I had installed long ago did something nasty to my system configuration that never manifested until I stuck the iPhone Simulator on it.

In the end, I didn't need the iPod Touch, though I think I'm glad to have bought it. It gives us another platform to develop for and test on, which is pretty awesome. I can start to see what it's like to be an iPhone user, and I get to complain about Apple's treatment of the iPod touch as a second-class citizen. Everybody wins!

Introduction

With my first blog post, I thought it would be good to introduce myself. I've been developing software for... quite a while now. Recently, I've done a lot with Java and C#. I dabbled a little in Objective-C a few years back (in the 10.3 days), but never really finished anything. Recently, though, most of my hobbyist time has been going toward Android development. My primary phone is a G1, and I have no plans to switch to an iPhone. So I find myself feeling a bit like a spy deep in enemy territory. I'm going to take some pictures, draw some maps, and then sprint back across the border to friendlier turf... or something like that. More likely, I'll spend time comparing iPhone development to Android development.

Incidentally, I already have an established blog that you may want to check out. I'm going to try putting Apple/iPhone stuff here and other stuff there. There may be some cross-posting. People may be inconvenienced.

Wednesday, June 10, 2009

WWDC Keynote Thoughts

For immediate release:

First let me say that I really love a pseudo-press release. Don't hold back New York Times! You may include my words in your paper. What are the alternatives to "For immediate release"? Do you give people some kind of rules for when they can write about your press release if it isn't "immediate"? Can you rely a media organization to hold off on printing things by including magic words at the top of a document that YOU SENT TO THEM?

Yesterday was the keynote for Apple's World Wide Developer Conference. This has traditionally been Steve Job's duty, but fell to one of his droogs this time around.

While we at Gentlemen With Beards are Mac users and developers, I hope that we don't ever drift into the realm of fanboyism. While we may enjoy the occasional sip of Apple's Koolaide, we try taking big gulps. Another caveat worth mentioning is that Gentlemen With Beards are Mac/iPhone developers, so our bar for purchasing new Macs/iPhones is a lower than normal people.

This years WWDC keynote seemed to contain the typical amount of announcements. The executive summary: A new version of Mac OS/X coming soon, the Macbook laptops have been upgraded, the new version of the iPhone O/S is coming in June and there is a new version of the iPhone also coming out in June. The upgrades seem like steps in the right direction, but there isn't really anything that makes me want to throw my current Macbook/iPhone in the trash and run to the Apple store.

The first announcement regarded the next iteration of the Macbook laptops. As usual, the processors and ram have been upgraded. Apple is really touting their new laptop screen as having 60% more color gamut than the current screen. This sounds good, but I'll have to see it before I can let that influence a purchasing decision. They've added firewire back to the 13" Macbook (which is now called the 13" Macbook pro). Not having firewire on the current generation of Macbooks seemed like a tactical mistake (even though I don't use it myself), and Apple seems to agree. They've also added an SD card slot, which seems like a useful addon. Backlit keyboards are now standard on all Macbooks(shrug). If you have a unibody Macbook already, I can't imagine trading it in for the new models unless you can find someone willing to pay almost full price for your used laptop. People with older Macbooks or older Macbook Pros may see this as a good time to upgrade.

Apple also demoed the new version of the Mac OS/X, Snow Leopard. Snow Leopard seems to be largely a bug-fixing release, but many of the built-in apps have been reworked. What makes me excited about this new relase is that they've dropped the price from the old standard $129 (ouch), to a very palatable $29. At that price, I can't think of any reason to not upgrade to Snow Leopard in September when it's released.

Current iPhone owners will find the OS 3.0 update hitting their phones around June 17th. Apple has touted over 1000 new APIs in the new version. I don't want to be a downer or anything, but I have to mention that even big geeks like myself don't think of upgrades in terms of number of new APIs. Anyway, many of the painful missing features in the iPhone are going to appear in this update. Features like cut and paste, MMS (well, in late summer for us AT&T users), and push notification capability are all present in 3.0. Apple has also reworked mobile safari to improve its performance. Having tried out he release candidate, I can say that I have really appreciated the "whole phone" search capability.

The final big announcement was the new iPhone 3G S. That they've added an S to the end of the iPhone instead of calling it the iPhone 2 gives you a quick idea of the level of change to the iPhone. The 3G S has a faster processor than the current iPhone, a video/autofocus still camera, and voice control capability. They've also doubled the amount of storage on both models, while keeping the prices at the same point: $199 for 16GB and $299 for 32GB. The current 8GB iPhone 3G will have its price lowered to $99. Is it worth an upgrade? I don't know.

If you don't have an iPhone, $99 is a pretty good deal if your current cellphone contract is expired. Likewise, new features for the same price is good, but I don't think they're $400-500 good if you're in the midst of your current cellphone contract. Most iPhone 3G customers have at least 6-7 months before they hit AT&Ts 18month upgrade eligibility point. Unless you've got money to burn or someone else is paying for it, I would recommend waiting at least until you can upgrade your phone for $200.

There you have it. All of the upgraded lines have moved forward, but the only people who need to move quickly are people who bought their Macbooks or iPhones a few days ago.



Welcome to Gents with Beards

Well well well. Eric claimed he would be making a post here shortly, but let's just see if I can't claim the honor spot of first post.

Welcome to Gents with Beards! Purveyors of fine software, tonics, elixirs, and embedded applications! Witness opinionated gentry down on their luck gathering together to explore what the iPhone is capable of and perhaps find a way to earn a jitney while we're at it, but most of all, to have a grand time learning a new technology.