[android-developers] Re: Dealing with 1000's of different devices, each one with its own bugs

2013-07-28 Thread Thomas Jakway
Does anyone have a workaround for one of the bigger problems of this mess: 
users will blame your app and write bad reviews?
That sounds like a joke, but really, has anyone had success just telling 
users sorry, Samsung's fault :(?
Would be a shame to lose sales because of the vendor's problems.

On Thursday, July 25, 2013 3:39:14 PM UTC-7, Omer Gilad wrote:

 .I am wondering how developers here are dealing with the fact that there 
 are 1000's of devices out there, some of them running your applications in 
 very broken ways
 .I keep running into these kind of issues again and again for the past 3 
 years, and to be honest, I'm fed up with it
 .I've decided to move to iOS development, and the only way to convince me 
 otherwise is to give me a decent, reliable way of dealing with fragmentation

 So what do you do when you develop a game, for example, and try to create 
 a high-quality user experience on Google Play?
 Do you do your QA on 50 different devices? 100? 1000?
 Or do you just shoot blindly and hope that it works, or wait for users to 
 send you bug reports?

 To make it clear, I'm not talking about official fragmentation.
 I don't talk about different screen sizes, densities, features, OS 
 versions and so on.
 I talk about the unofficial fragmentation. The fact that most devices, 
 even the popular ones from the big companies like Samsung, HTC, Motorola, 
 LG and so on, contain tons of implementation bugs that prevent apps from 
 working correctly.
 I'm talking about the fact that you can call a certain simple API, test it 
 on a stock Android ROM (like on Nexus 4), and then have your application 
 crash on some Samsung, that decided to break the implementation because of 
 some customization.

 How can people stand that?
 How is it possible to write code, when the machine that executes it is 
 completely broken in unexpected ways?

 I'm really fed up with it.
 About 50% of my Android development time is wasted on babysitting broken 
 devices.
 I'm waiting for an official Google response about this, and what have you 
 been doing in all those years to fix that.
 I've heard about things like conformance tests for devices and so on, 
 but the reality is far from acceptable in this area.

 ,Looking forward for helpful responses
 Omer


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Re: [android-developers] Re: ALL DEVELOPERS PIRATED APPLICATION ALL OVER!

2013-02-09 Thread Thomas Jakway
I think the point is that there's no way to stop pirates (0% piracy of apps 
will never happen in this universe)- it's all about finding a balance 
between user frustration and developer protection.
100% developer protection = forcing users to submit to total background 
checks  showing up at their house before having them buy an app
0% developer protection = $0

Obviously we need to find a balance, but it's unclear where that 
equilibrium point is right now.
Someone should do a study on that.

On Saturday, February 9, 2013 10:44:42 AM UTC-8, Kristopher Micinski wrote:

 don't have a paid version of your app in the market is a non 
 solution: ad supported apps don't make real money for the mid range 
 developers (with the top 1-2% of app developers perhaps being able 
 make a modest profit). 

 I know of at least one study to show users actually end up paying a 
 good amount for apps if you factor in other costs: battery life, data 
 connectivity, the possible cost of your private information being 
 sold, etc... 

 This is not to say ads are bad, but it's unrealistic to think that 
 you're actually going to make a real profit from a solely ad supported 
 app.  Generally you will make a free version with ads, and an upgraded 
 pro version with more features.  What happens when someone cracks 
 this version and puts it on the market?  For the real developer 
 (someone who cares about their profits, and isn't just making an app 
 for run, collecting a little bit of ad revenue for giggles) app 
 cracking is a concern. Educating yourself on the different ways it can 
 be done would be good knowledge to have.  (FYI, there are automated 
 tools today that crack apps doing all sorts of crazy things like 
 disassembling and rewriting your bytecode to remove licensing checks, 
 etc...) 

 kris 


 On Sat, Feb 9, 2013 at 11:38 AM, Anton Kaiser 
 in...@anton-kaiser.dejavascript: 
 wrote: 
  Just for the fun of it, I've read all the answers here. And Rob H. is 
 the 
  one deserving my +1 ;) 
  Still, the idea of your solution is good, but it is even easier to 
 pirate 
  your app. This is because the in-app purchase system is flawed an has 
  already been broken. It is enough for any user to have a well-known app 
  installed (not going to tell you it's name here though), which emulates 
 the 
  Google Play Store. When a user touches to purchase more levels, he will 
 pay 
  $0.00 in the emulated store, and the store will report back success in 
 your 
  app, which will start downloading from your server. 
  Now to counter this, your server will have to check with Google Play if 
  there really has been a purchase from that user before you provide the 
  downloadable content. This is one extra step, but really an essential 
 one. 
  If your app gets really successful, somebody will write an emulator of 
 your 
  server, and again it was all for nothing. 
  
  So, basic point taken here for anybody who reads this: Don't waste your 
 time 
  on copy-protection. Have a free, ad-supported version in the store so 
 user's 
  won't have to start looking for pirated versions. And be happy if people 
  start pirating and distributing your app, as this will get your app even 
  more popular. 
  And don't sue the pirates. Microsoft did that with Windows XP. Made many 
  poor people pay a lot of money and resulted in bad PR for MS, so they 
  stopped that. MS is successful because so many people want to use their 
  stuff, not because they are so successful in conquering pirates. 
  
  Am Donnerstag, 7. Februar 2013 18:55:42 UTC+1 schrieb Rob H: 
  
  I think if you're interested in protecting your app from piracy the 
 best 
  way to do it is via the in-app purchase system.  If you're making a 
 game, 
  put it up there with level 1 for free.  Thousands of people will check 
 it 
  out.  If they want to continue on to the other levels, well here's an 
 in-app 
  store where you can decide how much you want to pay for the app (the 
 more 
  you pay the more content you get).  Then you make your content 
 DOWNLOADED 
  from your server, not from unlocking something in your existing APK 
 file. 
  This combined with a system that communicates with your server similar 
 to 
  the iOS receipt auditing system means that a user is only going to get 
 the 
  downloaded content if they go through the purchase process.  Yes, 
 pirates 
  could buy everything on one device, then bundle all that content up and 
  modify your APK to say that all the content is unlocked, however the 
 work 
  involved makes this highly impractical.  They're only going to do it if 
 your 
  game is so popular that everyone wants it badly, and in that case 
 you'll be 
  making enough money where piracy almost becomes a positive thing for 
 you 
  because it helps get the game in people's hands and at this point your 
 game 
  is so good more people seeing it means more people buying it. 
  
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[android-developers] Re: OpenGL regular

2013-01-08 Thread Thomas Jakway
I don't think so.  OpenGL ES isn't so much training wheels as it is a 
design paradigm- its about maximizing speed over extra features.  Even 
major, highpowered platforms (like the Playstation 3) still use OpenGL ES 
despite, to the best of my knowledge, having the computing power to run 
OpenGL.
I also haven't heard any indication from Google devs that they're going to 
bring it back.

That being said, you could look through OpenGL implementation source code 
to just port the extras straight to the device.  See how other platforms 
implement the accum buffer and then run that source code in your program.

On Wednesday, December 26, 2012 9:21:42 AM UTC-8, bob wrote:

 When mobile devices get more powerful, will it ever make sense for Android 
 to simply support OpenGL instead of just OpenGL ES?


 I wouldn't mind being able to use the accum buffer and other regular 
 OpenGL features.




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