Skip to content

Blog

Android fragmentation is bad for everybody

Android fragmentation will kill Android eventually. Some call this fragmentation a “wider consumer choice”, “differentiation” and other names. In reality it only creates headaches for software developers, hinders software upgrades and slows down innovation.

It has become increasingly hard and expensive to develop quality apps for Android. The problem is not the device choice but that the same code does not work consistently across devices. Single developers and small development shops do not have the resources to buy multiple Android devices. For bigger companies Android apps cost more and take longer to develop.

All that leads to low quality apps or apps that work on just a few device models. Something has to be done.Google should do what Amazon did with Kindle Fire. Google should take complete control over the software platform and maybe they should start making their own hardware too.

Why is it faster and cheaper to develop for Mac?

At Swift Software Group, which is our consulting business, we are seeing now more and more projects that have the requirement to run on Mac and Windows. What we found out is that making a Mac version of a software product almost always takes less effort than making the corresponding Windows version. That is a surprise for everybody, as we have been what some people call “PCs” for a long time. So naturally I started thinking why the Mac development turns out to be more efficient. It is definitely not the tools – Visual Studio is still a better IDE than XCode – it is not the OS either, Mac OS and Windows 7 are both nice and modern operating systems and both are centered around better usability and increased productivity.

So why is it faster and cheaper to develop for Mac?

The first thing about Mac is the stability of the underlying platform. By that I mean that you rarely worry about things like drivers, other software messing up with your software, devices not working as expected and so on problems that are common on Windows . Once something works on the developers’ Macs it works flawlesslyon any Mac worldwide. It just works. With Windows the OS/Hardware combo is never guaranteed to work in a consistent way. It is important to say here that the problem is not Windows by itself, but Windows in combination with the infinite number of hardware, devices and drivers out there.

The second thing that makes your Mac developer life easier is the fact that Mac owners upgrade the system software often. As a result most of your customers run the latest version of Mac OS shortly after Apple releases it. With Windows you have Windows XP, Windows Vista, Windows 7, server versions, 32Bit and 64Bit, so at the end you must spend a lot of time (and money) to make sure your product works on every kind of Windows.

Zune will be no more

According to a report by Bloomberg, Microsoft will stop making any new Zune models and shift its focus to developing software for mobile phones and video-game consoles.

That’s unfortunate as Zune seemed to be the only device on the market that offered any alternative to iPod. Particularly the latest Zune HD is not a bad device at all. It has been rated second after iPod Touch by sites like CNet. I think Zune HD might have had a chance in the long run. Let’s hope the Bloomberg’s report turns out just a rumor.

Android Honeycomb emulator is completely useless

I decided to test drive the new Android 3.0 and tools today.

I updated my Eclipse environment to the latest Helios revision and then downloaded and installed the latest Android SDK and tools.

I created a basic photo slideshow application to test with. However, the Android 3.0 Honeycomb emulator is so slow, it is actually useless for any kind of development or testing. It takes forever for the application to load and start and then it runs extremely slow. The machine I test on is Intel Core i7, 2.67 GHz, quad-core with 12GB RAM, so that is a pretty good machine. I cannot imagine what else the Android emulator might need to run faster.

XNA Game Framework for iOS and Android

I recently came across MonoGame / (formerly XNATouch) – a cool open source project that implements XNA on top of OpenGL. MonoGame currently runs on MonoTouch, Mac OS X and Windows, and MonoDroid will be supported as well. So now we have a portable .NET game platform for all major mobile platforms.