⇥ A little bit of Apple, a little bit of Adobe
There seems to be a distinct lack of perspective in the whole Apple vs. Adobe war—perhaps it was inevitable that something like the by now infamous Clause 3.3.1 of the iPhone OS SDK agreement would polarize people so much.
First of all, because I suspect that my readers will make a big deal out of it, I stand by my previous post on the whole Apple thing. Feel free to disagree, but even the introduction of the new clause, which limits “sanctioned” iPhone OS apps to those that are written in a handful of official Apple languages, doesn’t limit your ability to tinker with the OS. It does, of course, limit your ability to deploy, which, depending on what your ultimate goals are, may be a significant problem—but it doesn’t prevent you from writing apps for the platform, including those you develop using one of the “forbidden” tools.
A little bit of Apple
Some of the arguments that the Apple camp uses to justify the existence of the new clause seem a little specious to me. Gruber’s analysis on why the clause exists¹ is probably spot on, but his conclusions are a little disingenuous. Section 3.3.1 was clearly introduced to developer lock-in and protect Apple’s significant profit margins on the sale of iPhone OS devices—after all, cross-platform development tools like Flash or Titanium are about levelling the field by deploying across multiple devices with a single codebase; if apps look and behave the same way on multiple platforms, the argument in favour of spending your money on Apple devices loses much of its value.
What I haven’t seen mentioned is that §3.3.1 also ensures hardware lock-in, because now there truly is no way to develop software for iPhone OS unless you’re on a Mac. This was true before, as well, but only to a certain extent. Prior to the new agreement being introduced, if you chose a cross-platform development tool, you could conceivably run a team on Windows or Linux and then buy a single Mac—even an entry-level Mini would have done—for building, testing and deployment. Your only choice is now to be an all-Mac shop.
The leap that Gruber—and Jean-Louis Gassé, in a piece that just came out this morning—make from realizing the §3.3.1 is about lock-in to claiming that cross-developed applications are inferior, either in terms of performance or quality, is laughable. There are plenty of hideous apps in the App Store—most of which have been built with the native tools. Tools don’t make developers—they are just tools. Twenty years of experience in the IT industry tell me that poor programming skills will show no matter what platform software is written on.
Besides, if ensuring quality were really Apple’s ultimate goal, they have all the tools—legal and otherwise—to do so today, without the need for any new clauses. They could, for example, start enforcing their own human interface guideline policies; there are plenty of apps that blatantly violate them² in the store even though they have been built using sanctioned tools. Ditto for performance—Apple’s own mail client struggles, at times, when selecting multiple messages even on the iPad, which is probably the fastest of all iPhone OS devices. If these are the things that matter to Apple, §3.3.1 is not the answer to them.
As for the topic of this being Adobe’s comeuppance for snubbing the Mac when that platform was struggling, I have no comment to offer—mostly because I wasn’t either a Mac or Adobe user at that particular point in time. But it seems to me that Steve Jobs has shown himself to be a much-too-focused executive in the last ten years to embark on personal vendettas. Even his spate with Michael Eisner over Pixar was, in my opinion, much more about shrewd negotiations than personal antipathy³. Alas, the vengeance, if it exists, is only in Steve’s brain—a place I respectfully want to stay out of.
A little bit of Adobe
The bitterness on the Adobe side of things is a little disproportionate to the events, I think.
Claiming that Apple is out to damage the launch of CS5 is just plain silly. Sure, the iPhone OS 4 event might have been a little suspiciously timed, but Flash’s ability to cross-compile to iPhone OS is a relatively minor feature of CS5. As a developer, Flash does little for me—it’s a designer’s tool. My interest lies more with tools like Flash Builder or AIR2, which make a heck of a lot more sense to me than Flash itself. As far as CS5 goes, I’m much more fascinated (and not a little freaked out) by Photoshop’s new content-aware fill than what Flash does.
What’s more, I wouldn’t rule out Flash as an iPhone OS development platform altogether. True, you can’t sell the software you write with it on the App Store, but that ignores a huge segment of the market for which Flex and Flash are ideal platforms: internal-use applications. I have, in the past, mentioned that I believe this to be AIR’s best market: scenarios in which an IT department needs to deploy tools to a heterogeneous, but captive, environment. If I were building a management console for a company of any size, I would not hesitate to recommend that they use Flex and AIR for it, even for iPhone OS deployment. Bypassing the App Store in these cases is not just easy—Apple gives you all the sanctioned tools you need—but also desired, and the ability to build a single codebase could signify major savings for any company without necessarily compromising the unique per-device experience⁴.
By the same token, stating that Adobe should simply stop making products for Apple platforms is just plain stupid. Never mind that Mac users are likely a large source of revenue for the company—screwing customers over hardly seems to be the way to solve this issue. You’d think the whole Kindle-vs.-iBooks spate would have taught these people something.
Kevin Lynch, Adobe’s CTO, has offered a fairly measured response to the §3.3.1 issue—but I must admit that I, for one, was disappointed that he should be the company’s spokesperson on what seems to me like a business, rather than a technical, issue. He should have focused on the technology aspects of CS5 and leave the CEO to address Apple’s perceived shenanigans.
Some of the responses from the company’s evangelists were regrettable, but, in my opinion, understandable. It must be difficult to be so focused on a product launch only to see your thunder seemingly taken away by a company that has no immediate reason to. Still, I prefer Ryan Stewart’s approach of looking at this as what it is—an opportunity to improve the Flash tooling.
By way of disclosure, Adobe is a client of Blue Parabola. I also write iPhone OS software. Take your pick of biases.
¹ I am probably overreacting, but I can’t help thinking that Gruber’s analysis is a little too spot on. I absolutely don’t want to accuse him of anything, but the fact that he was able to hone in on that one clause of the agreement as the 4.0 beta had barely become available raises substantial questions.
² I don’t mean here that all apps need to look exactly the same, but that they should offer a consistent interface across the entire platform. Human interface guidelines are about user experience—not colour and pictures. They are what gives “good” OS X applications that distinctive “Mac” feel.
³ Say what you will about Eisner, but he was exactly the kind of person that Disney needed at a point in time when its management spent most of its day attempting to wonder what Walt would do. He was brash and abrasive—and managed to bring order to what had become a chaotic company. And, when he was finally done with what must have been one of history’s best turnarounds, he was shredded to pieces by the Disneys with little regard for his accomplishment. Luckily, he’s been replaced by Bob Iger, who seems to be just as capable without grating people the wrong way.
⁴ Of course, nothing prevents stupidity from making people write a single app that looks bad on all platforms—but that has, again, nothing to do with the tools and everything to do with incompetence.
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