[HN Gopher] My first attempt at iOS app development
       ___________________________________________________________________
        
       My first attempt at iOS app development
        
       Author : surprisetalk
       Score  : 219 points
       Date   : 2025-06-05 04:02 UTC (4 days ago)
        
 (HTM) web link (mgx.me)
 (TXT) w3m dump (mgx.me)
        
       | earthnail wrote:
       | The author will learn the hard way that their proposed, fair
       | pricing model won't even pay a solo dev.
       | 
       | Making reasonable money on iOS is hard, like, really hard, and
       | just having a good product is definitely not enough.
       | 
       | Sorry to sound so pessimistic; I just want to emphasise that
       | monetisation and marketing is at least as important on iOS as
       | product development.
        
         | Spivak wrote:
         | But it might buy you a nice vacation on top of your $dayjob for
         | an app that's probably very low maintenance.
         | 
         | Certainly not bad for three days work.
        
           | amelius wrote:
           | How do you know what they make? Maybe it's only $100? For
           | three days work, that's terrible.
        
             | vunderba wrote:
             | Made even worse by the fact that the apple developer
             | membership costs 99 USD per year...
        
               | jll29 wrote:
               | So Apple gets $99/year PLUS 30% app revenue share?
               | 
               | So at a $2.99 "fair" price point as mentioned in the
               | post, how many copies does he have to sell to break even
               | (assuming 4 days of development priced at $2,500/day
               | contractor rate)?                 (1     * .99) * .70 -
               | (4 * 2500 + 99) < 0       (10    * .99) * .70 - (4 * 2500
               | + 99) < 0       (100   * .99) * .70 - (4 * 2500 + 99) < 0
               | (1000  * .99) * .70 - (4 * 2500 + 99) < 0       (10000 *
               | .99) * .70 - (4 * 2500 + 99) < 0       (14574 * .99) *
               | .70 - (4 * 2500 + 99) = 0.78
               | 
               | The answer is => 14,574 downloads would give him $0.78
               | profit, before taxes. (In that time, he would have earned
               | more than $13,000 for Apple.)
        
               | sokoloff wrote:
               | I thought it was 15% for devs selling under $1M per year.
               | 
               | It also seems like a super-weird analysis angle to both
               | pay yourself a ( _very_ generous) full day rate _AND_
               | then expect upside on top of that and conclude that
               | making just the $10K for 4 days' work is somehow a loss
               | for the solo entrepreneur.
        
               | 4hg4ufxhy wrote:
               | I think he is implying that that is neutral, not a loss.
               | It is opportunity cost.
        
               | sokoloff wrote:
               | Is the opportunity cost of someone who has never
               | programmed an iOS app before $2500/day as an iOS dev?
               | 
               | Maybe in some analyses, but that's not where I'd estimate
               | it. If they're turning down other $300/hr work, sure, but
               | that's not how I read the account.
        
               | ricardobeat wrote:
               | On what planet do iOS contractors make $2500/day?
               | 
               | That aside, 1) the author is not an experienced iOS dev
               | 2) hourly rates != cost, and 3) you can certainly get the
               | same app built for under $1000 by a freelancer.
               | 
               | You also seem to have accidentally used a $0.99 price
               | instead of $2.99.
               | 
               | Real break-even would be closer to 1k-2k sales.
        
               | Spivak wrote:
               | We're talking about an app made as a weekend project to
               | solve a problem the developer themselves has. Most normal
               | humans would count their time as being free. I pity the
               | person who considers the economic value and tax
               | implications of their leisure time projects. So the
               | calculation is just how many downloads do they need to
               | make up for the $99 developer fee which breaks even at 47
               | downloads at 30% or 38 at 15%. Definitely not
               | unrealistic.
        
               | matwood wrote:
               | > I pity the person who considers the economic value and
               | tax implications of their leisure time projects.
               | 
               | Learning iOS development also has economic benefit beyond
               | the app created.
        
               | isoprophlex wrote:
               | $2500 a day?! I will do anything, including clubbing baby
               | seals to death, for half that rate. Is there any place
               | where you can make that kind of cash doing contracting
               | work?
        
               | loginatnine wrote:
               | You calculated based on a 0.99$ purchase price though, at
               | 2.99$ it's 4825 purchases to break even.
        
         | neepi wrote:
         | I had an idea years ago for an app but came to the same
         | conclusion after some market research and a risk assessment so
         | didn't bother. I do not regret that decision for a moment.
         | 
         | I either have to put enough time into the idea to do it full
         | time or do a shitty job. I can't win either way without
         | incurring massive risks so I will continue to part time two
         | jobs and invest the earnings from those wisely instead.
        
           | dylan604 wrote:
           | Did the idea really require being an app? Could it have been
           | a website/webapp instead?
        
             | adastra22 wrote:
             | How do you do photo deduplication on a website?
        
               | dylan604 wrote:
               | WASM
        
               | adastra22 wrote:
               | Photos are on device.
        
             | neepi wrote:
             | It could but I respect my potential userbase too much to
             | make it more convenient for me and less convenient for
             | them.
        
             | criddell wrote:
             | Do you think it's easier to make a living creating web
             | apps?
        
               | dylan604 wrote:
               | There's no code signing process or update review. There's
               | no $99/year registration fee for the privilege to have
               | your code signed. There's no up to -30% hit on your fees.
               | 
               | So yeah, there's an easier way of avoiding the Apple
               | specific pain points. If you think that I felt it would
               | be easier to program the actual app, then you're clearly
               | just trying to be a hostile commenter and insinuating
               | something about me.
        
               | criddell wrote:
               | I wasn't talking about any of that. I was talking about
               | the ease of earning a living as a solo developer on the
               | platform. On iOS, it's true that there are hoops you have
               | to jump through and you have to share 15% of your fees
               | (if you get to the point where you owe 30%, you are doing
               | well!), but in return you get access to a fairly large
               | audience of people willing to pay for apps and services.
               | 
               | The web is the Wild West and I don't really have much of
               | a feel for how difficult it is to find an audience that
               | will pay to use the software you build.
        
         | heliographe wrote:
         | Yes, making money on iOS is an uphill climb, many times more so
         | if you're not playing the TikTok ads and subscription model.
         | 
         | I've been making iOS software independently for almost 2 years
         | now (https://heliographe.studio) and am about ramen profitable.
         | 
         | A few notes in case OP (or anyone interested in making some
         | money in the App Store) is reading:
         | 
         | - you have to make the app free to download, and quickly
         | demonstrate value then show a paywall if you want any
         | purchases. Paid upfront just does not work unless you're an
         | already recognized product.
         | 
         | I had some apps that were paid upfront, and would mostly get $0
         | days. Switching to free to download immediately brought me to a
         | slow but steady trickle of daily downloads, and from there you
         | just have to work on your conversion rate.
         | 
         | - but that's still going to be pretty low, if you want any
         | meaningful user acquisition, you're going to have to go look
         | for the kind of people who might be interested in your product.
         | The broader your potential audience is, the harder that's going
         | to be (but that's why TikTok ads can work so well). In my case,
         | choosing to focus on a somewhat niche area (tools for
         | photography) is helpful; there's a strong photography community
         | going on Threads and regularly posting on there yields good
         | results (for now...)
         | 
         | - $2.99 is dramatically underselling yourself, especially if
         | you offer a quality product that you put time to craft to your
         | standards and has no tracking, no subscription, no ads, etc.
         | You should play with pricing to see what the sweet spot in
         | terms of conversion is, but in my experience it's always worth
         | it to start at least at $4.99/$7.99 for these sort of utility
         | apps. Of course, the design of your funnel/paywall will make a
         | huge difference (ie you'll likely sell more of an app marked as
         | $4.99 at 50% off, than just $4.99)
         | 
         | - learn about what makes for good App Store screenshots,
         | descriptions, how keywords work, etc. Ariel from App Figures
         | has some good videos on YouTube about what they see and what
         | seems to work based on their data.
         | 
         | The days where you could make a little app, chuck it on the App
         | Store for $.99, and have it just blow up are well over. If you
         | want to make any money on the App Store (even if to just pay
         | back for your Apple Developer membership), you have to put as
         | much effort, if not more, in the marketing and promotion of
         | your product than you put in the design & development of it.
         | It's a grind for sure -- and don't count on Apple to help you
         | in any way (by and large they seemed more interested to promote
         | games and dating apps with $49.99/mo subscriptions than small
         | indies doing interesting things).
         | 
         | Good luck! Eager to try your app :)
        
           | vachina wrote:
           | Took a look at your app, and would like to say you're
           | competing in a very crowded space.
           | 
           | It's not immediately clear to the layman, what value your app
           | provides. Even to me, it got me asking what your app provides
           | over Adobe Lightroom.
        
           | nikolayasdf123 wrote:
           | +1 agree with above. looks very accurate to what I see so far
           | (1 month in App Store).
        
         | bredren wrote:
         | The author mentions code signing as a tricky ecosystem thing.
         | Well, wait until the app has to get new assets to be
         | resubmitted with bug fixes for new versions of iOS.
         | 
         | And if they don't keep updating it, it will stop working and
         | the buy it for life idea commits the dev to maintenance that
         | isn't paid for either upfront or through subscription.
         | 
         | There are folks who make and give away a lot but some learn
         | their lesson quickly and find ways to get people to put a
         | reasonable amount of recurring payment into the app to make it
         | even remotely sustainable beyond a hobby.
         | 
         | FWIW, AI may make this cost so much lower that this kind of
         | thing can make sense now. Something to consider, I suppose.
        
           | x0x0 wrote:
           | Or just developing in Apple's crappy ecosystem.
           | 
           | eg Apple publishes a new ios rev; debugging on it requires
           | upgrading xcode; and that _requires updating your OS._. Good
           | thing you don 't mind wasting a full day or more reinstalling
           | every other devtool you may happen to use. Or xcode just
           | doesn't connect to your ios device because reasons. (The
           | reason is apple writes shoddy slapdash software because
           | monopoly.)
           | 
           | So now you're spending another $1500+ on a studio so you can
           | do all this in VMs and see how bad the damage will be to
           | avoid blowing up your main devbox. etc etc.
        
             | F7F7F7 wrote:
             | This sounds like Python development....and React.....and
             | Svelte....and oh, remember Angular 2 to 3? Or people who
             | invest time in Clojure? Were you a fan of the MEAN stack a
             | decade ago? Build something on it? How's that app doing?
             | 
             | What you're describing is not unique to Apple. It's a
             | regular occurrence for anyone who's not writing for a
             | enterprise SAAS company with a largely legacy codebase and
             | a dozen DevOps guys mostly obscuring that stuff from you.
        
               | tonyhart7 wrote:
               | well atleast those react,angular apps still works
               | 
               | ios app on apple store??? not so much
        
               | ClumsyPilot wrote:
               | > This sounds like Python development....and
               | React.....and Svelte....and oh, remember Angular 2 to 3?
               | 
               | I can open a webpage written in Angular 1, or written in
               | year 1990. I can run a program written for windows 95 on
               | my new PC with windows 11. It's normal to keep
               | compatibility for compiled/finished ebd user software.
        
               | gofreddygo wrote:
               | but, can you run npm install on your angular 1 codebase
               | from 1990? or was it bower install ? remember grunt?
               | 
               | my 2012 mac hardware works perfectly fine, even the
               | battery is OG, apple stopped supporting it, chrome won't
               | give update on the last supported os.
               | 
               | software is fragile.
               | 
               | i constrain myself to html and plain vanilla js. if i
               | have to use deps, they are local or hosted .js lib files,
               | minified. d3 is a great example of this pattern.
        
               | aquariusDue wrote:
               | I miss gulp, things seemed so much simpler back then in
               | retrospect and the nature of JavaScript fatigue seemed to
               | be the FOMO kind instead of this abstraction over
               | abstraction that abstracts that other abstraction but you
               | still have to the understand what it abstracted away kind
               | we have going on today.
               | 
               | Will TypeScript go the way of CoffeeScript in the future?
               | Who knows.
        
               | monkeyelite wrote:
               | Yeah companies who care about this stuff use more mature
               | ecosystems that don't break api every year.
        
               | owebmaster wrote:
               | Wait what? Isn't App Store and Play Store mature
               | ecosystems yet?!
        
               | trinix912 wrote:
               | I can easily do those on my Late 2013 MBP running
               | Catalina, but not iOS development for the App Store,
               | because it has a minimum Xcode version requirement, which
               | in turn requires a newer OS, which requires buying a new
               | Mac.
        
               | x0x0 wrote:
               | Nonsense. Upgrading python using standard tools does not
               | regularly require OS upgrades. asdf, rbenv or various
               | other tools will happily pull in new releases from their
               | ecosystems.
               | 
               | Go requires macos from 2016 or kernel 3.2 which I think
               | is over a decade old. I can't find any limit for jvm 25,
               | though I'm sure there is one. No competently-built tool
               | requires OS upgrades like xcode.
        
           | gumby271 wrote:
           | I think a lot of what Apple has added to their App Store in
           | the name of security is really just to get developers to move
           | to recurring revenue models, which in turns makes Apple a lot
           | more money. An old app that hasn't been updated in a couple
           | years isn't inherently dangerous, but if Apple can convince
           | users that it is, then devs will have to rethink how they do
           | business. It's a shame to watch Google copy this move too on
           | the Play Store.
        
             | bredren wrote:
             | There are changes that can be valuable to users. Like the
             | privacy attestations. I was not publishing at that time but
             | I presume that was part of the mandatory dev march.
        
           | m3kw9 wrote:
           | Apps will work if you don't update it I have apps that are 10
           | years old not updated and still work
        
             | bredren wrote:
             | Some last, some don't. I think it may depend on how the app
             | is implemented and what it depends on.
        
         | ensignavenger wrote:
         | At 3 days to develop, the author could make 100 of these apps a
         | year. Of course, they will probably spend additional time
         | developing and fixing bugs, _IF_ the app gets any traction. And
         | if it becomes something more substantial, they could up the
         | price or release a preium in app purchase to upgrade with new
         | features.
        
         | 9d wrote:
         | Pure iOS apps stopped being profitable in 2009 or so.
        
         | MBCook wrote:
         | It's not just that. Companies who are anywhere between
         | unethical and outright complete scams have discovered how
         | incredibly easy it is to get people to sign up for a free trial
         | for something that milks them of tons of money they don't
         | realize.
         | 
         | Despite the fact that Apple tells you when your subscription
         | will renew it doesn't seem to help enough people. So they buy a
         | scientific calculator app because they don't realize that it's
         | built into the one on the phone and then end up paying five
         | dollars a week for it. And even if they find out after the
         | first renewal that means the app developer got five dollars
         | (minus fees).
         | 
         | There's tons of subscriptions out there that are just
         | completely out of whack with their prices. And Apple just
         | doesn't seem to care.
        
         | dylan604 wrote:
         | Isn't this why most apps are a front end for a data hoovering
         | process so that they can monetize that as well as using ads?
        
         | fractallyte wrote:
         | I released my game for free on the App Store. 1.5 years of
         | effort - for free?
         | 
         | Well, it's a calling card that I can flaunt whenever needed. So
         | far, it's helped me land two jobs, and I can confidently
         | leverage it in future too.
         | 
         | I never bothered with rankings or marketing, since I can send
         | out the link to anyone.
         | 
         | So, that's how I get value out of the App Store.
        
         | nikolayasdf123 wrote:
         | true to that. App Store is flooded with junk. it is hard to get
         | to users even with legit free good app. and marketing is
         | unbelievably expensive. users trust into random apps on App
         | Store is very low too. getting iOS apps to work is very very
         | hard.
        
         | nikolayasdf123 wrote:
         | it should go without saying that development cost, and rest of
         | operational cost (design, legal, etc.) should be considered as
         | zero. meaning do yourself with no pay. with all money goes into
         | marketing. only then there is slight hope to break even.
        
         | criddell wrote:
         | > Making reasonable money on iOS is hard
         | 
         | It's also difficult to be a solo dev on Android, Linux, macOS,
         | Windows, the web, etc...
         | 
         | The safest way is to work as a developer for a company that
         | will pay you to do it.
        
       | kaptainscarlet wrote:
       | With the recent Expo SDK 53 update that introduced a slew of
       | breaking changes, I've been contemplating switching my app to
       | native. I could perhaps vibe code features on both android and
       | iOS and ship features as fast as crossplatform react native devs.
        
         | tcoff91 wrote:
         | Could you share which issues you had with the upgrade to 53? I
         | just recently migrated my employer's app to sdk 52. We are
         | still on legacy arch for now. I'd love to know more about what
         | I'm in for when it comes to upgrading to 53.
        
           | cyberax wrote:
           | The switch to the new rendering architecture is really
           | massive, a lot of libraries have subtle bugs that are not yet
           | fixed.
        
             | tcoff91 wrote:
             | Oh yeah for sure. Not going to adopt new architecture yet.
             | It's a little rough of a transition but once we get through
             | I do believe it will be a game changer for react native.
             | Until reanimated v4 is dialed in I'm staying away.
             | 
             | Have you tried turning off new arch for now?
        
               | cyberax wrote:
               | Yes, but we found plenty of bugs. Fixed some (e.g. in
               | TrueSheet). It is drastically faster, but I won't call it
               | a "game changer".
               | 
               | It's great for us because we have native code modules,
               | and seamless Turbo Modules are nice (you _can_ use them
               | with the old arch, but it requires some jumping through
               | hoops).
               | 
               | As for reanimated, I would just stay away from it
               | entirely. Way too many layering violations for my taste.
        
               | tcoff91 wrote:
               | It's not so much the performance that has me excited,
               | just the synchronous vs asynchronous communication with
               | the renderer.
        
               | cyberax wrote:
               | It has its own problems... Since the async round-trip is
               | gone, you can end up with rendering happening too
               | _early_.
               | 
               | The rendering is also not truly synchronous, you can't
               | resize graphical surfaces from the JS thread. You still
               | need to do a round-trip to the platform UI thread. So for
               | example, React Native WebGPU misrenders an image when you
               | rotate the screen because of that.
               | 
               | The rendering callback ends up running before the surface
               | has the chance to get resized. I've also seen that with
               | other libraries that mix native rendering. I'm pretty
               | sure reanimated is also susceptible to this.
        
         | rhodysurf wrote:
         | I doubt it. I maintain both RN apps and other ones with both
         | iOS and android versions and if you are not a company and your
         | app does anything more than a todo list your iteration velocity
         | grinds to an absolute halt. RN is just faster and that matters
        
       | RASBR89 wrote:
       | The Photos app has a delicates option - not that I want to piss
       | on your parade but the functionality is already present? Or am I
       | missing something?
        
         | tabarnacle wrote:
         | Didn't realize this existed, nice.
        
           | m3kw9 wrote:
           | This is how a lot of apps make money. People don't know
           | something free existed. It's a lot of marketing and is super
           | important
        
         | radicality wrote:
         | Except you don't seem to be able to filter by actual
         | duplicates, it shows you both exact dupes and visually similar
         | matches
        
       | sebasvisser wrote:
       | Funny how the same desire got both of us into building more or
       | less the same app:
       | 
       | https://apps.apple.com/nl/app/xyz-photo/id6602894199
       | 
       | Yours looks sleeker though. One thing I learned quickly after
       | having friends use it..other people want different things and
       | catering to more than just myself takes soooo much time.
       | 
       | So I stick to building what I want and releasing it for free.
        
       | ryandrake wrote:
       | Coming from embedded development, where it's mostly crappy SOC
       | vendors providing a barely-working SDK and toolchain they cobbled
       | together from an ancient version of gcc, moving to iOS
       | development / Xcode was in most aspects a breath of fresh air. It
       | does have its annoyances, though. Code signing, provisioning
       | profiles, entitlements, AppStore wizardry... And the developer
       | program fee is a bummer: It means you can't sustainably release
       | free apps unless you're willing to just ignore that you're
       | burning $100 a year forever.
       | 
       | Other frustrations: Apple makes it difficult to maintain support
       | for older devices. They insist you keep updating your tools, but
       | the updated tools tend to drop support for older SDKs and
       | devices. You have to kind of go out of your way to keep your app
       | targeting them. You can see how this plays out by getting a
       | second hand iPhone 7 today and go to the AppStore looking for
       | apps. It will be very difficult to find an app that will run on
       | it. This phone is _not that old_ , but the ecosystem abandons you
       | pretty quickly.
       | 
       | They also deprecate things like crazy, so every time you update
       | your tools, you get more warnings about APIs Apple would rather
       | you stop using. It's tough to just write an app once in 2016 and
       | keep it limping along forever. They clearly favor developers who
       | are 1. doing it for a living, 2. targeting latest and greatest
       | devices, 3. updating their app and their tools frequently, and 4.
       | don't mind doing surgery every year to move away from deprecated
       | stuff.
        
         | peterburkimsher wrote:
         | The solution for code signing is coming: through jailbreaks or
         | appdb.to, it's possible to sideload apps without the official
         | app store process. The EU even mandated that there should be
         | other app stores.
         | 
         | Building for older models is possible using a collection of
         | virtual machines, or even a multi-boot old laptop.
        
           | threeseed wrote:
           | a) You still need to code sign on alternative app stores.
           | 
           | b) All of your users are still going come through the Apple
           | one.
        
             | ensignavenger wrote:
             | Reg B... Will they? From what almost everyone I have heard
             | from says, most of their users come thru their own
             | marketing efforts, not Apples.
        
         | jkestner wrote:
         | Yeah, I hate the code rot that the push for the latest SDKs
         | brings. I've kept old Xcode versions around, and don't jump for
         | every OS update so _those_ don't rot. Kept an app (useful to
         | dedicate old devices to) running on iOS 9 until last year.
         | Probably could've gone longer with containers.
        
         | gyomu wrote:
         | > the updated tools tend to drop support for older SDKs and
         | devices. You have to kind of go out of your way to keep your
         | app targeting them. You can see how this plays out by getting a
         | second hand iPhone 7 today and go to the AppStore looking for
         | apps. It will be very difficult to find an app that will run on
         | it. This phone is not that old, but the ecosystem abandons you
         | pretty quickly.
         | 
         | Well, you're mixing 2 things here: Apple's tooling support for
         | older versions of iOS, and what developers choose to do.
         | 
         | Today, you can create a new app in Xcode, choose "iOS 15" as
         | the minimum deployment version for your project, and you'll
         | have an app that runs on devices going back to the iPhone
         | 6S/first generation iPhone SE.
         | 
         | Even supporting back to iOS versions prior to that is fairly
         | straightforward (you'll just have to edit a plist by hand
         | rather than use the UI picker if creating a new project) - I
         | have some older iOS 9 projects that still compile without any
         | issues (just tested for the sake of this comment).
         | 
         | But to your issue of most apps not working on an iPhone 7 -
         | that's because many developers will choose to only support iOS
         | 16/17 or later (and the iPhone 7, a 9 year old device, stops at
         | iOS 15). That's their choice though, not a failing of Apple's
         | tooling.
        
           | trinix912 wrote:
           | Apple requires developers to build the apps with at least
           | Xcode 16 targeting the SDK of least iOS 18 to submit new apps
           | / updates to the App Store [1]. This limits how far back you
           | can go with the iOS version, thus dropping older phones.
           | 
           | Yes, you can definitely download older SDKs and target older
           | iOS versions, but you cannot publish those apps on the App
           | Store anymore.
           | 
           | [1] https://developer.apple.com/news/upcoming-requirements/
        
             | gyomu wrote:
             | That phrasing is misleading.
             | 
             | You can absolutely publish apps that target versions of iOS
             | prior to iOS 18; eg all my apps are iOS 15+, I published
             | one as recently as last week.
             | 
             | You can build an app with the iOS 18 SDK that target
             | previous versions just fine (as long as your calls to APIs
             | posterior to the version you're targeting, if any, are
             | wrapped in the proper macros) and submit them to the App
             | Store.
             | 
             | So yes, you have to build your apps with the latest SDK to
             | publish them - but that doesn't restrict the target OS
             | version in any way (ie I can build apps that target iOS 9
             | with the iOS 18 SDK).
             | 
             | Where it starts to be a pain for new apps built in 2025 is
             | if you want to target pre iOS 13, as you'll have to use the
             | older AppDelegate mechanism, but still totally doable.
             | (That's getting deprecated with the next release, but
             | deprecated APIs still build just fine).
        
             | tidbeck wrote:
             | This is different from the Minimum Deployment, which I
             | current have set to iOS 12.0 in Xcode 16.2.
        
             | nicoburns wrote:
             | The "target SDK" and "minimum SDK" versions can be set
             | separately. It's mostly just a cultural norm in the Apple
             | ecosystem not to support older versions.
             | 
             | This is supported by 1. Apple being relatively good at
             | releasing new versions iOS for older hardware. 2. Users (at
             | least historically) typically being on a ~2 year upgrade
             | cycle. But it's also just the case that the Apple ecosystem
             | (including on macOS) tends not to value backwards
             | compatibility as much as other ecosystems.
        
           | seviu wrote:
           | I just submitted a bug to Apple because of an api that
           | crashes the simulator unless you target the latest version of
           | iOS. On device you can target any previous version of iOS
           | easily.
           | 
           | This is just one annoyance of many I encounter on regular
           | basis.
           | 
           | They do go to great extend to allow you to support older
           | versions, but they don't make it always easy.
           | 
           | Last versions of iOS have been specially rough because
           | SwiftUI has been constantly evolving, and keeping backward
           | support is just a nightmare.
        
           | Daedren wrote:
           | >and what developers choose to do.
           | 
           | I disagree. Developers are VERY strongly encouraged by Apple
           | to move their minimum deployment versions up.
           | 
           | New APIs and frameworks are never backported (Swift
           | Concurrency and the COVID tracking API were notable
           | exceptions), and additionally if you dipped your feet into
           | SwiftUI, you've essentially jumped into river rapids. Despite
           | its age at this point, SwiftUI is still very immature, and
           | all the new stuff to fix its holes requires you to jump up
           | versions or fall back to UIKit.
        
         | zeeeebo wrote:
         | There's also the frustration where an Xcode can target iOS
         | versions lower than the iPhone simulator's minimum. I was
         | targeting iOS 12 for a while but it was a pain having to get
         | UTM and an older version of Xcode just to debug/test it.
        
         | xnyan wrote:
         | I had to respond, not because I think you are wrong, but
         | because I have had almost exactly the opposite experience and
         | conclusions from you apparently.
         | 
         | > iPhone 7
         | 
         | I still have one as a TV device for me and my son to watch paw
         | patrol. I can only speak for the set of apps I use on it, but
         | as of a few hours ago they all still work (streaming, email,
         | browser. no banking or other apps in that class). I am looking
         | to replace it as it's no longer getting updates as of this
         | march.
         | 
         | >This phone is not that old
         | 
         | Kind of very confused by this. It's 9 years old, it just
         | stopped getting security updates three months ago. Is there
         | anything even close to that outside of the iphone world? I do
         | own android devices, I don't have anything android and nine
         | years old that can turn on much less run an application.
        
           | ryandrake wrote:
           | I think it's weird how confused people get when you suggest a
           | 9 year old electronic device should work. Every computer in
           | my house is over 10 years old. My A/V receiver and home
           | theater speakers are 15 years old. My TV is 18 years old. My
           | electronic thermostat is 11 years old. While they no longer
           | receive firmware updates, they all continue to work as well
           | as they worked on the day I bought them.
           | 
           | For some reason, nobody expects this of phones and tablets.
           | The manufacturer cuts you off from updates and now somehow
           | you're obsolete! The 3rd party developer ecosystem pulls
           | their old-device-supporting apps, and suddenly the device is
           | useless. I don't know why we accept this!
           | 
           | What is so special about phones where we allow them to be
           | considered obsolete so quickly?
        
             | abtinf wrote:
             | > My TV is 18 years old ... they all continue to work as
             | well as they worked on the day I bought them.
             | 
             | This is unlikely to be true. The process is slow so you may
             | not have noticed it, but the tv is probably much dimmer
             | than when it was brand new.
             | 
             | You may have a reasonable point about device longevity, but
             | comparing full blown, internet connected, general purpose
             | computing devices to an A/V receiver is obviously
             | intentionally obtuse.
        
               | ryandrake wrote:
               | It's a Hitachi 42 inch plasma and it still looks
               | absolutely beautiful. Not a single problem with it in
               | almost two decades.
               | 
               | Want to know what failed first? The goddamn Mac Mini I
               | have attached to it as a HTPC, where, after "upgrading"
               | to Big Sur or Monterrey, suddenly Apple just _up and
               | decided_ to drop 1080i resolution support (the TV only
               | supports 1080i, not 1080p).
               | 
               | The weakest link, in terms of longevity, is _always_ the
               | software developer.
        
               | pasc1878 wrote:
               | You have undercut your case here.
               | 
               | The TV works and had not been upgraded. The mac mini
               | works if you did not upgrade it.
               | 
               | The weakest link is doing an upgrade, it does not matter
               | which hardware.
        
               | ndiddy wrote:
               | I think it's unreasonable that Apple sold a device that
               | is capable of displaying 1080i and then disabled it in a
               | software update. Doing stuff like that encourages users
               | to not update and leave themselves vulnerable to security
               | threats.
        
             | dcow wrote:
             | It may be an unfortunate relic of the carrier upgrade
             | economics. Most people, in the US at least, on a
             | subscription phone plan get essentially a new phone for
             | free every 2 years. Things are changing a little lately and
             | now it's not quite a free phone but a heavily discounted
             | one, but it's still pretty reasonable to expect most of
             | your uses won't have phone much more than a few years old.
             | 
             | I guess that means if we want to see this change we need to
             | stop trading up every other year. Which would mean carriers
             | need to stop charging $70/mo for a phone line. Etc. I don't
             | upgrade my thermostat yearly, the economics are different,
             | and so the product approach is too. My thermostat also
             | doesn't come everywhere I go on a daily basis and doesn't
             | run apps (it's not a general purpose computing platform
             | that needs to grow more powerful as software becomes more
             | demanding.
             | 
             | Also I have to add: phones are a fashion statement. Old
             | phones _do work_ , they're just not cool. Nobody cares
             | about the AV receiver sitting in your tv console as long as
             | it's amplifying audio. The tech hasn't changed in years.
             | Well unless your receiver does video, in which case I am
             | certain your 15 year old audio receiver is not capable of
             | 4k 120 HDMI handling. Update that TV to a 4k panel and your
             | receiver will need a bump too.
        
               | matwood wrote:
               | The one thing in phones that was pulling people along to
               | upgrade was the camera, but even that is leveling off
               | now.
        
               | testing22321 wrote:
               | > _get essentially a new phone for free every 2 years_
               | 
               | What you mean to say is the payments for the phone (and
               | the interest for the loan) are just bundled into the
               | monthly plan.
               | 
               | The phone is categorically not free, the payment is just
               | obfuscated to the point that many people don't
               | understand.
        
               | dcow wrote:
               | Of course. Either way you're getting what you pay for and
               | there's no way to select "I don't want a free phone every
               | two years take $15 off my monthly payment please". It
               | kinda _is_ moving that way now, though. The monthly cost
               | for new hardware is increasingly more optional and better
               | delineated from the phone service. But thats's new stuff
               | --it will take awhile for things to percolate down.
        
               | testing22321 wrote:
               | Of course there is!
               | 
               | Show up with your own phone and the plan options are
               | entirely different and cheaper.
               | 
               | I've never had a plan where phone payments are rolled in.
        
             | socalgal2 wrote:
             | I am sympathetic to the argument/feeling that somethings
             | last a long time therefore all things should last a long
             | time.
             | 
             | > What is so special about phones where we allow them to be
             | considered obsolete so quickly?
             | 
             | The phone / computer works exactly as it did when you
             | bought it. What changed is everything around it. That's not
             | true of those other things. New video codex, new services,
             | new sites, new apps. Let's pick ChatGPT. They have app.
             | It's about 2 years old? It strictly costs them more money
             | to cover older hardware than just not supporting it. And,
             | going forward, each year they want to support the newest
             | phones/OS but keeping support for both strictly increases
             | costs. I work on a project that run on nearly every device
             | (Windows/Mac/Linux/iOS/Android) and we are always
             | evaluating which devices we can stop supporting and what
             | new devices we need to add to our testing infra going
             | forward.
             | 
             | Your 18yr old TV is great. It works exactly as it did when
             | you bought it. But for example, let say your TV was 25
             | years old. It wouldn't have HDMI and there for, without
             | expensive adapters, would not work with an XBox, PS5,
             | Switch (afaik).
             | 
             | The point is, your TV does exactly what it did when you
             | bought it. No changes. For a smartphone to keep working
             | requires constant changes. As a simple example, HEIF images
             | didn't exist before. JPEG's with gain maps didn't exist.
             | Zoom didn't exist. Etc... Your phone needs constant
             | updating. Your TV, A/V receiver, speakers, thermostat do
             | not. It costs money to keep the phone up to date. It costs
             | nothing to keep the TV, A/V receiver, speakers and
             | termostat up to date because there is nothing to update
        
               | chii wrote:
               | But apple explicitly tries to make the environment around
               | the old phone obsolete. They have an incentive to do so.
               | 
               | Your old TV still works even with an adaptor - but
               | there's no such a method for the phone.
               | 
               | I want my phone to work until the hardware fails, not
               | when apple decides they want to push people to buy a new
               | one next quarter.
        
               | Terretta wrote:
               | > _" I want my phone to work until the hardware fails...
               | But apple explicitly tries to make the environment around
               | the old phone obsolete."_
               | 
               | As of December 31, 2022, U.S. telcos* decommed the 3G
               | tech phones of the mid-2000s used.
               | 
               | As long as your iPhone can still use the telco network,
               | it still does the functions it shipped with just fine.
               | 
               | A phone's environment depends on a lot more than its
               | hardware maker.
               | 
               | (FWIW, thanks to its different incentives than other
               | handset makers, Apple continues to offer the longest
               | average OS support of the hardware and OS giants.
               | Google's Pixel 8 is the first to bump Google's 3 years to
               | match Apple's 7, and Samsung's S24 also finally matches 7
               | years. So on current devices, they stepped up, but on
               | devices before 2023, Apple's support is more than double
               | theirs. Arguably, these two finally stepping up were in
               | response to the "environment" of Apple's incentives and
               | EU regs.)
               | 
               | * Verizon was the last. AT&T turned off its 3G network on
               | February 22, 2022. T-Mobile dismantled Sprint's 3G CDMA
               | network on March 31, 2022, and its own 3G UMTS network on
               | July 1, 2022.
        
               | Angostura wrote:
               | I have an iPhone 3GS from 2009. It still makes and
               | receive phone calls and will pick up email. Some web
               | pages will still render
        
               | butlike wrote:
               | I miss my 3GS. Jumped in a pool back in high school and
               | fried it instantly. No water-resistance back then!
        
               | ryandrake wrote:
               | > The phone / computer works exactly as it did when you
               | bought it. What changed is everything around it.
               | 
               | I consider that "everything around it" (The Ecosystem, as
               | they say) to be part of the product I bought. When I
               | bought my OldPhone N years ago, I could go to the app
               | store and download versions X, Y, and Z of apps A, B, and
               | C, and they worked. I expect today that if I factory
               | reset that OldPhone back to fresh, I'd still be able to
               | re-download those compatible versions of those apps, and
               | that those apps continued to work as they did N years ago
               | (barring some obvious, but still unfortunate cases like
               | companies going out of business or turning down online
               | services). That's my bar for "working."
               | 
               | If the world moves on, and people are sharing image
               | formats that my phone was never able to read in the first
               | place, or writing web pages my browser was never able to
               | render correctly, then I have to accept that. But what I
               | don't accept is the device manufacturer, or (usually the
               | case) 3rd party apps telling me "your phone is too old,
               | and we're no longer going to let you use it as you have
               | for the last N years anymore!"
        
               | adamwk wrote:
               | I'm confused, that is how it works. If a developer
               | increases their target version to say iOS 18, a user
               | running iOS 16 would be able to download the last app
               | version that supported it, even after factory resets. If
               | the third party developer dropped support for APIs or
               | whatever to break that version, it'd be broken regardless
               | to whether or not you had the app downloaded already.
        
               | ryandrake wrote:
               | I'm pretty sure what I've seen is: If you backup and
               | restore your apps, the version you previously had gets
               | copied back over. But, if you wipe and try to re-
               | download, only the versions that the developer has up on
               | the AppStore are available to you, and if none of them
               | support your OS, you're hosed. This is definitely true if
               | you set up the device with a new account.
        
             | kristianp wrote:
             | I agree. Phones aren't increasing in performance all that
             | fast any more and the use cases haven't really changed. OS
             | and sdk makers should start to consider their tools
             | "mature" and stop breaking compatibility with each and
             | every update.
             | 
             | Something like the Go 1.0 compatibility promise.
        
           | eviks wrote:
           | > It's 9 years old, it just stopped getting security updates
           | three months ago. Is there anything even close to that
           | outside of the iphone world?
           | 
           | Of course there is, just take a look at any computer/laptop.
        
         | deadbabe wrote:
         | > _It means you can 't sustainably release free apps unless
         | you're willing to just ignore that you're burning $100 a year
         | forever._
         | 
         | The fact that this $100 _yearly_ fee has never been adjusted
         | for inflation, in a time when developers are easily shelling
         | out $200 a _month_ to use LLMs, makes this gripe all the more
         | petty. Especially when software developers are still among some
         | of the highest paid jobs on the market.
        
           | TheDong wrote:
           | Back in the days of newgrounds, a bunch of kids learned to
           | program by picking up flash, making games, and sharing them
           | with their friends. That would not have happened if you had
           | to pay even $1/year to publish a .swf file.
           | 
           | Now, their friends all have iphones, and if a kid could hack
           | out an app for their friend group and share it around, it
           | would give them great motivation to learn and hack in that
           | ecosystem.
           | 
           | It's kids, idealistic OSS hackers, and people in the global
           | south who see the $100/year and give up.
           | 
           | It's also just plain dumb rent-seeking that no other OS does.
           | I can make an APK for a friend for free, I can make an exe
           | for a friend, an elf for a friend, etc.
           | 
           | Yet, even if I live in the EU and thus can distribute apps to
           | my friends to sideload directly, even then I'm required to
           | pay $100/year or my app stops working.
        
             | deadbabe wrote:
             | The AppStore is not the internet. There is no reason for it
             | to be polluted with everyone's throwaway side projects.
        
               | tebbers wrote:
               | Even more of an argument for free sideloading then. Ping
               | your friends a URL, they click it and can install your
               | app. All without the need for an App Store.
        
               | TheDong wrote:
               | The $100 isn't just required for the things published to
               | the AppStore.
               | 
               | It's required for a sideload app in the EU. It's required
               | to make a testflight app that isn't discoverable on the
               | app store, but people can opt-in to running (though apple
               | still heavily restricts what apps you can publish via
               | testflight, it's not a substitute for sideloading).
               | 
               | > There is no reason for it to be polluted with
               | everyone's throwaway side projects.
               | 
               | Too late for that, the app store already has a huge
               | amount of trash on it.
               | 
               | If apple insists that the appstore is the only way to get
               | software on a computer in my pocket which I paid for and
               | own, then yes, they are obligated to let me put trash on
               | it.
               | 
               | If apple won't let people put anything on it (as they
               | don't), then they should be obligated to let me install
               | devices in another way.
               | 
               | It's already incredibly silly that if I want to just have
               | my own simple app (like idk, a native app that lets me
               | upload a photo to my personal archive over a custom
               | protocol I use), I have to jump through hoops as if I
               | want the whole world to use it, even if I never intend
               | for anyone outside literally just me to touch it.
        
               | deadbabe wrote:
               | It's a phone, not a computer. It's not sold as a platform
               | for developers to tinker around doing whatever they want.
               | It's primarily a lifestyle device and businesses can
               | produce apps for it. That's it. You don't get to put your
               | own software on everything that has a computer in it:
               | cars, consoles, appliances, etc.
        
             | bboygravity wrote:
             | You're speaking of kids.
             | 
             | What kids? We don't really make much kids anymore in the
             | developed world :p
        
               | 1718627440 wrote:
               | Just wait 30 years and the problem will be fixed.
        
             | chii wrote:
             | > a bunch of kids learned to program by picking up flash
             | 
             | flash does not have a free version (and i recall a trial
             | version is locked after some days of usage). Guess where
             | they got their flash development/program from?
        
             | kalleboo wrote:
             | > _Now, their friends all have iphones, and if a kid could
             | hack out an app for their friend group and share it around,
             | it would give them great motivation to learn and hack in
             | that ecosystem._
             | 
             | You can create apps on the iPad and share the source
             | bundles with friends without a paid account
             | https://developer.apple.com/swift-playground/
             | 
             | edit: To be clear, I'm not defending Apple here, I'm still
             | 200% in favor of "let people run the code they want on the
             | device they own", what I'm trying to say is just if you're
             | a kid who wants to do this, you already can!
        
             | basisword wrote:
             | I get your point but if they can't afford the $100 for the
             | dev account they probably also can't afford the Mac to
             | build the apps.
        
           | josephcsible wrote:
           | The difference is that LLMs are optional, but the Apple tax
           | is mandatory.
        
         | anta40 wrote:
         | For me, the some of biggest annoying about mobile app
         | development is how the dev environment is space/RAM hungry:
         | 
         | - gradle folder easily reach 7 or 8 gigs per project (more
         | external dependencies = bigger) - Android/iOS emulator also
         | need something like 7 GB (per device). Imagine if you have 3
         | emulators: Pixel 3 running Android 13, Pixel 4 running Android
         | 14, etc etc
         | 
         | Also agree code deprecation is something often happen. Most of
         | my experience is Android, and yes I've seen emails from Google
         | saying something like "if you don't need this feature, don't
         | call API X and use Y instead. Failure to comply to this within
         | 1 month will result your app is taken down." Oh well..
        
         | bboygravity wrote:
         | I'm in embedded development right now (switched from EE,
         | because higher pay, easier to find clients and more
         | flexibility).
         | 
         | Would you recommend the switch from embedded to app writing?
         | 
         | What I'm looking for: more location independence (no on-site
         | work) and more clients/work/jobs.
        
           | zerr wrote:
           | What about switching from app dev to embedded? Is an EE
           | knowledge required?
        
         | monegator wrote:
         | yeah, no. I do both (and to the user asking for an opinion
         | wether to switch from embedded to app.. don't!) and i loathe
         | making apps. Sure, the dev tools are supposedly better, more
         | modern.. but they are also an evermoving target. You can never
         | declare a project done.
         | 
         | This is because every new OS update breaks compatibility in
         | subtle ways, or new requirements or behaviour changes remove
         | capabilities you were using before and were essential for your
         | app, or simply: the new major update breaks BLE / Wifi /
         | Background operation and you waste three weeks of your life
         | trying to make it work again, only to find that an OS update
         | restored things. This happens every single year, at least once.
         | 
         | Then you have the store policy (Play store for example) that
         | changes the Target SDK so you MUST recompile the app with the
         | new SDK or else, and the iOS certificate expiring every year so
         | you have to pay for the privilege, then you have to recompile /
         | resign... which means that the project must be compilable at
         | all times, and every year the SDK version changes, the
         | toolchain changes.
         | 
         | In the embedded world i can effectively freeze the development
         | environment, with my ancient GCC version, and it will work
         | forever. Well, that's not really true anymore if you use
         | Zephir, IDF or other framework monters :(
        
         | jhatemyjob wrote:
         | $100 a year is nothing
        
           | DrammBA wrote:
           | > $100 a year is nothing to me
           | 
           | Added missing context.
        
           | homebrewer wrote:
           | It's a week's salary for a typical junior developer in my
           | neck of the woods.
        
             | jhatemyjob wrote:
             | Is your junior developer ChatGPT pro? It's either that, or
             | you live in Zimbabwe
        
         | basisword wrote:
         | >> Code signing, provisioning profiles, entitlements, AppStore
         | wizardry
         | 
         | Maybe it's because I've been doing iOS development since the
         | original SDK, but this stuff is now super automated. I can't
         | remember the last time I thought about any of it other than
         | enabling some entitlements (and that's done in Xcode with a
         | checkbox now).
         | 
         | >> Apple makes it difficult to maintain support for older
         | devices.
         | 
         | I'm not sure I agree with this either. I work with a range of
         | large iOS devs and they're all still supporting iOS 12 and 13
         | without much difficulty. Sure, you can't use the latest and
         | greatest API's but there's nothing blocking you from using the
         | API's supported by the older OS versions.
         | 
         | Regarding the iPhone 7 - it's very old. Nearly a decade old.
         | And even at that it still supports iOS 15 which is only a
         | couple of years old.
         | 
         | Generally I find indie shops will force you to use the most
         | recent couple of OS versions because they want to use the new
         | API's and don't want the overhead of maintaining support for
         | older ones. Any app that's relying on having lots of users is
         | supporting as far back as possible (particularly when it comes
         | to iPad because those users keep their devices far longer).
        
       | jll29 wrote:
       | The Apple ecosystem is polished, but controlling and unforgiving.
       | 
       | Tool upgrades are enforced and so are regular hardware upgrades,
       | whether you like it or not. That's hardware that is still
       | working, which Appled decides you will no longer be able to use
       | some software on, just because.
       | 
       | And after Apple sells you a computer and developer subscription,
       | it makes you work for them on their share of any app sale.
       | 
       | I like some aspects of Apple's hardware, and I liked their older
       | OS and software (when it became preemtive, but UX was more simple
       | and systematic than now), but overall, I prefer open ecosystems.
        
       | deverman wrote:
       | Congrats on building with Swift!
        
       | mvkel wrote:
       | A great article that stops right where iOS development becomes a
       | hassle: actually getting it published in the App Store.
        
       | rcarmo wrote:
       | The author hasn't yet realized that will need to re-download
       | their app to the phone once a week even if they don't make any
       | changes, which is the main reason I just don't bother with iOS
       | development.
       | 
       | Not being able to easily maintain apps on hardware I own and
       | having to check in with Apple every few days is insane, and the
       | workarounds are ridiculous and unwieldy. It's the principle of
       | the thing that gets to me.
        
         | bowsamic wrote:
         | Yes I don't mind the App Store fee but the fact I can't write
         | my own apps for my own phone is insanity. I'd write little apps
         | for myself otherwise. Apple do not care about such things of
         | course. There is no modern HyperCard
        
       | Gisbitus wrote:
       | This post was a wake up call. Last year I spent a week learning
       | Swift the "old fashioned way" following Apple's tutorials, with
       | not much to show for it when I was done. Even though I use AI for
       | coding daily, since XCode doesn't natively support it, I just
       | decided to not use it.
       | 
       | Seeing how far you went in just a couple of days, I realize now
       | how much I missed out.
       | 
       | Congrats on the app!
        
       | nottorp wrote:
       | > I'm about 90% done, I think.
       | 
       | ... and the rest will take the other 90% of the time :)
        
       | monodot wrote:
       | Fascinated to read this post as I'm doing almost exactly the same
       | thing. Just started using Xcode for the first time, a month ago.
       | I'm not inexperienced with software development, but having to
       | rely mostly on Xcode, Apple's Developer documentation,
       | information embedded inside WWDC videos, and random forum posts,
       | has been a pretty rough experience.
       | 
       | So Claude has been a massive help, to get to a working app
       | quickly. I am using it in a similar style to the author. Discuss
       | in the UI, try really hard to cherry-pick from the code it
       | generates, while trying to understand what it's doing. Claude is
       | not clever enough to realise it's selling you out-of-date APIs,
       | so i feel I need to be super vigilant, which chimes with what
       | folk are saying here about the iOS upgrade treadmill. I've
       | supplemented with a couple of technical ebooks as backup.
       | 
       | But the feeling of having your own app, that does something which
       | improves your own life, running on that computer you've been
       | carrying in your pocket for years, is extremely rewarding! (In my
       | use case it needs to be an app not a PWA because it needs to
       | integrate with device APIs.)
        
         | dirkc wrote:
         | > But the feeling of having your own app, that does something
         | which improves your own life, running on that computer you've
         | been carrying in your pocket for years, is extremely rewarding!
         | 
         | It's great that you did this, kudos to you!
         | 
         | At the same time it is a little sad to read a statement like
         | this. It used to be so natural for anyone doing software
         | development to write things that improves their lives running
         | on their own devices. Mobile has made this so much more tedious
         | and then you need to ask for permission if you want to share
         | the app.
         | 
         | Last year I also launched my own app on the app store [1], and
         | briefly reflected on the experience [2].
         | 
         | [1] - https://dingdongdoorbell.com/ [2] -
         | https://www.thebacklog.net/2024/10/22/building-and-releasing...
        
       | jacobp100 wrote:
       | I do iOS dev as a side-hobby too (https://jacobdoescode.com/)
       | 
       | People are right it isn't anywhere near a salary, but I have fun
       | and it has opened job opportunities too
       | 
       | For marketing, I found /r/Apple very receptive to self promotion
       | posts - just make sure you meet the criteria. You can also do a
       | discount period and advertise on /r/AppHookup. Last Black Friday
       | I reduced a $2 to 29c (lowest allowed price) and made just shy of
       | $500, and it boosted my place in the store search
       | 
       | Best of luck!
        
         | cAtte_ wrote:
         | what a beautiful website
        
       | w10-1 wrote:
       | The OP makes a surprising amount of progress.
       | 
       | As other comments note, it's easy to get caught in the weeds of
       | Apple API's and tooling, but AFAICT they generally do as good as
       | possible at the hard problem of compatibility.
       | 
       | The worse problem is that you will get blocked after significant
       | investment.
       | 
       | It's because of Apple's scale and focus. They have millions of
       | developers, but only about a thousand really significant ones
       | driving the latest APIs. To avoid delay and noise, Apple ships
       | and demos the happy path, but fails to warn about all the
       | surrounding pitfalls.
       | 
       | You will hit one, sooner or later.
       | 
       | And any pitfall can be a complete blocker. Unlike web,
       | enterprise, or back-end work, where Java, python, and
       | javascript/typescript libraries and apps are readily available in
       | open-source, bugs present as inscrutable binary blobs that are
       | mostly ignored in the black hole of feedback assistant unless you
       | have some real pull.
       | 
       | It's easy to get started as a solo, but to manage the infinite
       | space of mine fields, you'd need to be in a large organization
       | where people have learned where not to step.
        
       | sltr wrote:
       | > haven't paid for the Apple Developer Program yet
       | 
       | Then you aren't even half done. You still have to undergo the
       | memorable experience of code sign and app store review.
       | 
       | First wrote iOS apps in 2010. Loathed it then, loathed it now.
       | 
       | I shun these devices for which I can't write my own software
       | without permission.
        
         | st3fan wrote:
         | Code signing has been a non issue for years now. It was a
         | complete horror show when we started 15 years ago but in
         | today's Xcode it all just works out of the box.
        
           | gregoriol wrote:
           | Oh while a single simple setup is easier, it's still a horror
           | show as soon as you need entitlements, more build
           | environments, more devices (wtf does Apple makes us wait 72
           | hours to add one?!), ... Apple caters to kids starting
           | development these days, not enterprise developers.
        
         | nkotov wrote:
         | Even getting in the program takes time. I signed up on
         | Thursday, had to send a ton of documents, and for
         | organizations, you need a DUNS number. Whole process kind of
         | sucks currently.
        
       | bob1029 wrote:
       | For B2B scenarios, I was able to wiggle my way out of learning
       | the iOS ecosystem by using PWAs in Safari.
       | 
       | If you have access to a mobile device management system, it's
       | trivial to push "apps" to the Home Screen of each device using
       | this technique.
       | 
       | For B2C, I don't have any good alternative. You're going to need
       | to be in the App Store.
        
       | andrewmcwatters wrote:
       | The App Store does great business, but its customers aren't the
       | people downloading the apps, their real customers are the
       | developers.
       | 
       | It's incidental that the largest businesses in the world have
       | apps on the Apple App Store, but it's not because the App Store
       | is a great platform.
       | 
       | If no one is selling annual $100/yr apps, but Apple is charging
       | you that much, you're the customer.
       | 
       | There is absolutely no world where polished software that you can
       | own is $2.99, sorry folks. Coffee costs more.
        
       | thenthenthen wrote:
       | Back in the day, 2017? I made a silly app, not wanting to pay the
       | premium, I tried to release it on the Bigboss jailbreak repo
       | (cydia). Their checks where more ruthless than the Appstore. That
       | was my first and final attempt.
        
       | QuelqueChose wrote:
       | Is there a repo link to checkout and explore how this all came
       | together? Since using Cursor, been dabbling about getting back
       | into coding areas I've always had some interest in in the past
       | but never developed into a hobby project; Swift is at the top of
       | list.
        
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