I also think the same. However I also hope that CN1 can do more than just
"eat". They have a fantastic product. The basic tier pricing is very
reasonable. Even if you don't need it, it's a way of supporting a project
like this

If you take the price of similar app development costs into account (ios
dev fees, hosting of a server, etc), CN1's basic price tag is close to
where you'd expect it to be. More professional devs/companies would fall in
a different category (pro/enterprise)

I get that you think that you don't "need" a basic subscription. But if you
need CN1 at all, you might also consider what CN1 needs from you. Expecting
things to be free is an illusion. Someone somewhere is always paying

Before Microsoft bought Xamarin, it used to cost $2000 to just get started
with it. CN1 isn't backed by the likes of MS



On Thu, 11 Mar 2021, 19:34 Dave Dyer, <[email protected]> wrote:

> I agree with you that the free level of codename1 is basically useless
> (except as a proof that codename1 works) ,
> but the guys gotta eat somehow.  The "advanced feature" that you do need
> is the ability to do lots of builds.
>
>
> On Wednesday, March 10, 2021 at 10:55:31 PM UTC-8 P5music wrote:
>
>> Why I would want to be able to test on the simulator is clearly stated in
>> my previous post.
>>
>> It is also blatant that you are offering that on the Android side.
>> It depends on the fact that the Android apk can be run both on physical
>> devices and the emulator.
>> This helps developers to try for different form factors and OS versions.
>>
>> On the iOS side the XCode development encompasses two different kind of
>> compilations.
>> You implemented just one of them on your server. The most common is not
>> implemented.
>>
>> XCode developers can do both on their Macs, so it is not difficult for
>> you to provide that possibility, maybe changing just a line of a script.
>>
>> Builds have different costs in terms of "credits" in your system, so each
>> iOS simulator build would be 8 credit like the iOS build.
>> I think you would even have a boost in iOS builds with that option.
>>
>> If you want to charge more you could include that in the "basic"
>> subscription.
>>
>> I have a free account because I did not need any of your advanced
>> functions,
>> but I think that would be a reason I could subscribe, at least for a
>> month.
>>
>> It would be interesting to hear from other developers here.
>>
>> Regards
>>
>> Il giorno giovedì 11 marzo 2021 alle 04:31:10 UTC+1 Shai Almog ha scritto:
>>
>>> You can test remotely on physical devices. There's several companies
>>> that offer that service. Why would you want a simulator?
>>>
>>> On Wednesday, March 10, 2021 at 11:16:53 AM UTC+2 P5music wrote:
>>>
>>>> This is also about a related thread:
>>>> About iOS Emulators (not Simulators) (google.com)
>>>> <https://groups.google.com/g/codenameone-discussions/c/gOK2zf9x5Lc>
>>>> The Microsoft iOS simulator is just a remoted simulator that still uses
>>>> a Mac in the network.
>>>> Noetheless some users could found this useful and viable too.
>>>>
>>>> Now, in general, having the possibility to test the build on iOS
>>>> simulator, is very important because although a physical device is
>>>> preferable, one cannot test on all devices of the iOS family, not to
>>>> mention testing on different iOS versions.
>>>> Said that, many companies let the developers test iOS apps on their
>>>> servers in a remoted way, and on scale.
>>>> This is not possible with CodenameOne, although you provided a solution
>>>> for doing that with a service that uses the executable build on remoted
>>>> emulators.
>>>>
>>>> I think it is technically feasible to add an option to build for the
>>>> iOS simulator.
>>>> It would be useful at least in 3 scenarios, I sum up here:
>>>> 1 - using iOS simulator on Mac for various devices and iOS versions
>>>> 2 - using the remoted Windows iOS simulator
>>>> 3 - using a remote service
>>>> [4 - using a VM (although this is not adviseable)]
>>>>
>>>> Regards
>>>>
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