Posts tagged with "developers"

From Conference to Festival: The Evolution of WWDC

WWDC never gets old. There’s the excitement surrounding Apple’s announcements, but it’s far more than that. At its heart, the value of WWDC is in the people you see.

Ten years ago, I attended my first WWDC ever as the parent of what is now called the Swift Student Challenge. At the time, I’d already begun dipping my toe into iOS development and arrived knowing nobody. By the end of the week, I’d met long-time indie developers like Daniel Jalkut, Craig Hockenberry, and Paul Kafasis, plus a couple of baby podcasters named Myke and Stephen.

WWDC 2013.

WWDC 2013.

WWDC was in San Francisco in those days, which had its pluses and minuses. There were great restaurants and a vibrant nightlife, but the city was also crowded and expensive. I’m glad Federico got to experience that version of WWDC in 2016, but I was happy about the switch to San Jose. The city is sleepier than San Francisco, but the big courtyard outside the convention center and the handful of hotels people stayed at made it easier to bump into people than you could in San Francisco.

When WWDC kicked off this year, I could have comfortably sat at home at my desk in my home office, taking in the keynote. If I’d done that, I certainly would have written more and gotten podcast episodes out faster. Still, I would have lost something far more valuable: the chance meetings with MacStories readers, podcast listeners, developers of the apps we cover, and the Apple engineers and other Apple folks who work hard to make WWDC something special every year.

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A Developer’s View of Vision Pro

Excellent developer-focused take on the Vision Pro by David Smith, who also tested one last week at Apple Park. I particularly liked his reasoning for why it’s important to begin understanding a new Apple platform sooner rather than later:

Another reason I want to develop for visionOS from the start is that it is the only way I know for developing what I’ll call “Platform Intuition”.

This year watchOS 10 introduced a variety of structural and design changes. What was fascinating (and quite satisfying) to see was how many of these changes were things that I was already doing in Pedometer++ (and had discussed their rationale in my Design Diary). This “simultaneous invention” was not really all that surprising, as it is the natural result of my spending years and years becoming intimately familiar with watchOS and thus having an intuition about what would work best for it.

That intuition is developed by following a platform’s development from its early stages. You have to have seen and experienced all the attempts and missteps along the way to know where the next logical step is. Waiting until a platform is mature and then starting to work on it then will let you skip all the messy parts in the middle, but also leave you with only answers to the “what” questions, not so much the “why” questions.

I want that “Platform Intuition” for visionOS and the only way I know how to attain it is to begin my journey with it from the start.

As Underscore concludes, Widgetsmith will be on visionOS from day one in 2024.

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Apollo To Shut Down June 30th, Leading Many of the Largest Subreddits to Stage a Blackout

By now, most MacStories readers are probably familiar with the story surrounding Reddit’s decision charge exorbitantly high fees for access to its API after years of offering it for free to third-party developers like Christian Selig, the creator of Apollo. Since then, the situation has gone from bad to worse, with Reddit making unsubstantiated allegations of blackmail against Christian. With Reddit unwilling to budge and Apollo facing astronomical costs, Christian made the decision last week to remove Apollo from the App Store on June 30th, eight years after its debut.

If I were in Christian’s shoes, I’m sure I’d make the same hard decision, but that doesn’t make the app’s demise any easier for its users. Apollo is a fantastic app that’s been a favorite of ours and our readers for years. Christian is a genuinely wonderful person too, which makes this even harder to witness. Federico and I had the pleasure of interviewing him on one of the earliest episodes of AppStories, and it was great to finally get to meet him at WWDC in 2022.

But the thing that sets Apollo apart from other apps is the community around it, which is a testament to both Christian and his app. Apollo is a fantastic Reddit client, but it also became a tool for helping others by raising over $80,000 for Christian’s local animal shelter. Apollo has also been a showcase for some of the best icon designers around, helping spread the word about their work through the app’s enormous alternate icon catalog. The upshot of Reddit’s short-sighted business decisions is a loss that transcends the shutdown of a single app, which has been made all the more apparent by the widespread and ongoing Reddit blackout that has seen some of the largest subreddits go dark or read-only, crashing the site earlier today.

The other reality of shutting down an app like Apollo is that it’s expensive because subscribers will be entitled to a pro-rated refund for the remainder of their subscriptions. Christian is working on an Apollo update to allow users to forego their refund, similar to what Tweetbot and Twitterrific did after Twitter cut off their access to its API. Christian has also re-enabled Apollo’s tip jar. If you’d like to help defray the cost of Apollo’s shutdown, you’ll find tip options of $0.99, $5, and $10 in the app’s settings.


Economist Group Concludes Apple’s App Store Ecosystem Is Responsible for Facilitating $1.1 Trillion in Commerce

Today, Apple released the results of an independent study of the App Store economy by the economists at Analysis Group. According to the report, it was supported by Apple, but the conclusions and opinions expressed in it are those of the Analysis Group alone.

If you’re thinking, ‘Wait, I thought Apple just issued a press release about the app economy,’ you’re mostly right. That was the same group of economists reporting specifically on the success of small app developers, whereas this report extends beyond apps to other transactions facilitated by apps.

What the report shows is that the App Store economy is far larger than just apps. Along with app sales and subscriptions, the Analysis Group looked at the sale of physical goods, services, and advertising through apps downloaded from the App Store. What the results of the study show is that this more broadly-defined market accounted for about $1.1 trillion in sales in 2022, an enormous number by any measure.

The study includes some interesting insights into the App Store and the economy surrounding it:

  • The broader App Store ecosystem grew 29%, but digital goods and services, which is a category that includes more than just App Store sales, only grew 2% in 2022
  • Over 90% of billings connected to the App Store occurred outside of it
  • Ride-sharing and travel sales accounted for a big part of the App Store ecosystem’s growth in 2022
  • Other categories that saw big increases are grocery sales, food delivery and pickup services, and general retail sales

It’s worth considering the broader purpose of this study and the results that Apple has highlighted. The message of the report is that the impact of the App Store extends beyond apps, which is accurate. From that broader perspective the fees paid to Apple as a percentage of overall sales are lower, which is an argument the company will surely make to regulators and in antitrust disputes. Whether that perspective is relevant or persuasive in those contexts remains to be seen.

In any event, the App Store drives a remarkably large engine of commerce, the likes of which are reminiscent of the Internet itself. That’s an enormous accomplishment, of which Apple is understandably proud. However, it’s also important to remember that it’s an engine to which just one company holds the keys.


TestFlight’s Inability to Handle Large Beta Collections Needs to Be Fixed

I’ve been thinking about app scalability a lot lately – most recently in the context of TestFlight, which I find is incredibly frustrating to use, at best, and, on the Mac, often unusable. This isn’t a new problem for me, but I haven’t mentioned it much in the past because I’ve suspected that my experience is colored by the fact that I’m an outlier. But, outlier or not, the app deserves more attention than it’s been given.

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Apple Introduces New Peer Group Benchmarks for Developers

Source: Apple.

Source: Apple.

Today, Apple introduced new analytics for app developers designed to reveal how their apps are performing compared to peer apps. The developer site says that:

With data from the entire catalog of apps on the App Store, peer group benchmarks provide accurate, relevant, and privacy-preserving comparisons for apps across categories, business models, and download volumes. Learn how to take advantage of these insights to improve your app’s performance.

Apple defines an app’s peer group by its App Store category, business model, and download volume, providing metrics that shows where a developer’s app falls within the range of similar apps. Data is aggregated and uses differential privacy to ensure that the analytics do not reveal the identity of the apps against which a developer’s app is compared. The developer site also offers suggested actions that developers can take to improve their performance, including product page optimization tests, app events, pricing strategies, and more.

From the examples shared, the new tools look as though they will fit in nicely with existing analytics and other analytics available to developers. Providing insights into how an app is performing compared to its peers should help point developers in the direction of areas where adjustments can have the greatest impact on the success of their apps, saving them time and guesswork.

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Twitter Intentionally Ends Third-Party App Developer Access to Its APIs

Late yesterday, The Information reported that it had seen internal Twitter Slack communications confirming that the company had intentionally cut off third-party Twitter app access to its APIs. The shut-down, which happened Thursday night US time, hasn’t affected all apps and services that use the API but instead appears targeted at the most popular third-party Twitter clients, including Tweetbot by Tapbots and Twitterrific by The Iconfactory. More than two days later, there’s still no official explanation from Twitter about why it chose to cut off access to its APIs with no warning whatsoever.

To say that Twitter’s actions are disgraceful is an understatement. Whether or not they comply with Twitter’s API terms of service, the lack of any advanced notice or explanation to developers is unprofessional and an unrecoverable breach of trust between it and its developers and users.

Twitter’s actions also show a total lack of respect for the role that third-party apps have played in the development and success of the service from its earliest days. Twitter was founded in 2006, but it wasn’t until the iPhone launched about a year later that it really took off, thanks to the developers who built the first mobile apps for the service.

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Resident Evil Village, Featuring Metal 3, Debuts on the Mac App Store

Apple spent a considerable amount of time during June’s WWDC talking about Metal 3, the latest iteration of the company’s graphics frameworks for videogames. The suite of technologies offers numerous technologies and tools for developers, including hardware-accelerated graphics, MetalFX Upscaling, which render scenes faster by taking advantage of upscaling and anti-aliasing, fast resource loading that uses asynchronous I/O techniques to speed up the delivery of data to Metal textures, and more. With the release of macOS Ventura, Metal 3 gaming is now available to all Mac users.

Resident Evil Village at WWDC.

Resident Evil Village at WWDC.

At WWDC, Apple announced three games that would be coming to the Mac later in the year that will take advantage of Metal 3:

The first of the games to be released publicly is Resident Evil Village, which is available in the Mac App Store now. I’ve had a chance to test the game in advance of its release for a few days, and from what I’ve seen in my limited time with the game, what Metal 3 enables is impressive.

For those unfamiliar, Resident Evil Village from Capcom was first released in mid-2021 and is available on every major platform. The eighth game in the Resident Evil horror series, Village follows the story of Ethan, whose wife has been assassinated and child abducted. Ethan is abducted, too, but escapes from his captors after their vehicle crashes. In short order, Ethan finds himself in a European village terrorized by zombie-like creatures.

I don’t have a lot to say about the game itself because I’ve only been playing it for a few days and horror games generally aren’t one of my favorite genres. Instead, I spent my time testing the game at various settings to get a sense of what Metal 3 can do, repeating the same section of the game multiple times at different resolutions and with other settings enabled.

I started the game on my M1 Max Mac Studio and Studio Display at 2560 x 1440 with the game’s Prioritize Graphics preset enabled. At those settings, Village generally maintained 60-70 fps with a rare dip into the 50s during one particularly intense scene. Next, I enabled MetalFX Upscaling, which helped hold the frames above 60 and allowed me to increase other settings, like mesh quality, while maintaining 60fps.

At higher resolutions, the frame rates took a hit. For example, 2880 x 1620 dropped the frame rate to around 50 fps. However, once I enabled MetalFX Upscaling, I was right back up to 60 fps. I was even able to maintain a steady 60 fps when I bumped the resolution to 3840 x 2160 and switched the MetalFX Upscaling from the Quality to Performance setting. Bumping up other settings like the shadow and mesh quality didn’t significantly degrade performance either.

I also ran some tests with the game running on my M1 MacBook Air, where I was able to use the same sort of settings tweaks to maintain around 30 fps. The experience wasn’t bad, but Village definitely looked nicer, running on more powerful hardware paired with a Studio Display.

Overall, my first impressions of Metal 3’s enhancements to gaming on the Mac are positive. The results aren’t in the same league as a gaming PC with a dedicated graphics card. For example, I’ve seen benchmarks for Resident Evil Village running with an NVIDIA 3080 card that can run the game at over 120 fps. That’s double what I saw with my Mac Studio, but it’s still better than I’ve experienced in the past with games as recent as Village.

Metal 3 is promising. With just one big-name game taking advantage of it at the moment, it’s too early to judge its impact on Mac gaming, but it’s a step in the right direction. Hopefully, more game publishers will adopt the technology and bring their games to the Mac soon.

Resident Evil Village is available on the Mac App Store for $39.99.


Steve Troughton-Smith on Mac Catalyst’s Shortcomings

Steve Troughton-Smith has spent a lot of time with Mac Catalyst, developing Mac versions of Broadcasts and Pastel, as well as an extensive library of sample code for other developers. As Troughton-Smith explains in a post on his website, Mac Catalyst has come a long way since it first appeared as part of macOS Mojave. However, there remains plenty of room for improvement to allow a wider range of apps to feel at home on the Mac.

Troughton-Smith’s detailed list of problem areas include:

  • Extensive problems with the document-based apps are supported
  • Limitations in the way Preference windows are supported
  • The lack of support for menu bar extras and apps
  • The difficulty of working with Mac-style Table and Collection Views
  • Issues with the extent and way toolbars, window controls, inspector panels, window dragging, scaling primitives, upgrade cycles, and backward compatibility are handled

As I read through Troughton-Smith’s detailed explanation of the issues, I immediately thought of many of the Mac apps I’ve tried in the past couple of years that would benefit if Apple implemented his suggestions.

Based on Troughton-Smith’s extensive list, you might expect that he’s pessimistic about Mac Catalyst’s future, which isn’t the case:

Mac Catalyst is in a great place; it has improved substantially every year since its introduction, and for most developers it is by far the best way to build great Mac-like Universal apps that run across iPhone, iPad and Mac. Its hybrid nature allows a developer to pick and choose which elements of UIKit, SwiftUI, and AppKit they need to achieve the experience they’re looking for, or combine them all for the best of both worlds. It clearly has a lot of traction inside Apple’s product teams, as it’s become the enabling technology for Messages, Maps, Podcasts, Find My, Playgrounds, Books, Voice Memos, Stocks, Home, and News. Paired with SwiftUI, it’s rapidly becoming the defacto standard for new Mac apps on the App Store, for better or for worse — all the more reason that the remaining rough edges be given priority.

I wholeheartedly agree with this assessment. Mac Catalyst has come a long way in a short time and has already become the default starting point for many developers, judging from the large number of Mac Catalyst apps developers have shared with me in the last year or so. However, as Troughton-Smith makes clear, there are still trouble spots that are preventing or slowing down Mac Catalyst’s adoption in important app categories, which is why a focus on Mac Catalyst is on my macOS wish list for WWDC again this year.

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