Ah, you use Qt, that explains why you might like developing apps for it.
That came after I gave up on Symbian, so my dislike is partly based on the mess of UI-framework that was before it.
After it became open source, I kind of lost track of it, also my professional focus shifted, and the experience over the last years had me dislike symbian development so much I said I never wanted to do it anymore.
Its not an easy decision to drop a platform, there was silly amounts of man-years poured into symbian. Though change was reeeaaally slow in that organization, it had a lot to do with that the company symbian in one way was its own, but also was owned and controlled by _competing_ manufacturers, and those manufacturers of course couldn't talk to each other. Symbian didn't drive any development really, only reacting to change requests. And lots of features poured in pretty uncontrolled, making the system unstable. It was hell to get even a bug free working phone out in the end (before I left the industry).
I think symbian got too expensive to maintain after a while.
Going open source, I saw as its last death throes, they hoped it would magically fix everything, but it didn't... the problem with that is that you still do not get any internal drive. Only ones contributing is the phone projects, and they still don't want to or have time to talk to each other enough. And they fix their own little problem without consideration to the whole. Change to Qt was a great thing though, but that wasn't enough either. You also needed to throw out most of the system services and rewrite them if the system would ever become sane... I don't know how much they did of that.
Android is very different in how its organized. Google has their own clear vision of what android should be, and they drive this. Everyone can use it, but they stay in control. That makes change a lot faster and more directed, and they have indeed delivered a complete and very competent system in just a few years.
iOS too obviously, and even more so, and its this focus that makes it possible to deliver the product as fast as they actually did, and with this feeling of being "whole".
I think this lack of drive was the thing that most of all made me realize they wouldn't make it in the race.
The S3 alone outsold iphone 4S in Q3 2012. Of course, on top of Apple's totals, we'd have to add the iphone 4 and 5. But to Android totals, we're adding the Note, Note 2, S2, as well as the flagship phones from all the other Android manufacturers like HTC. So it's not proof, but I'd be very surprised. (Plus, does say an old iphone 3GS that's still being sold today really count as a high end device? It seems unfair to count that, but exclude mid-range phones today that completely outdo it.)
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Q3 is a bit unfair measure point for iphone, but that is impressive sales for the S3...
I'm all for freedom of choice too, but it makes my life as a developer easier if the software systems are kept to a minimum and standardized, so I don't morn symbian. Because I think we still need to talk about symbian in the past sense, they were big, and admittedly, bigger then I thought in recent time, but from now on, it's safe to assume its "Android", "iPhone" and "Windows Phone" that will compete.
Android snatch a chunk from both the low end and the high end cookie, but the others will likely stay in the high end, so its probably safe to say that android will continue to outsell the others for quite some time. The market is growing so much that there likely will be room for all three of them to be profitable, so the choice will be there
I just wish it was nicer to develop native code for
And maybe also that people would like to pay me for my work, its a bit too easy to pirate android apps, and Google seems to not care. They think everyone can live off ads like they do or something. I'd like the freedom of choice of business model too...
You know, some of that software that cost money is not just thrown together, there are loads of apps with great production value, that is well worth the few bucks you spend on it. Also with software, its generally true that you "get what you pay for". Of course there are gold diggers, but a quick read on the reviews should give you second thoughts. The days when you could write a fart app and become a millionaire are long gone. Mobile software is really ridiculously cheap for the end user if you look at what else you get for $2-$3. Some people spend twice that on their coffee!
I don't claim my considerations to be universal in any way, I guess I just felt like declaring some of my/our own.
For us, its still hard to justify android development, even with the sales numbers of devices.
App sales need to improve too.
I think we can agree that there are many considerations to do at least, I respect your choices of course.
Those iphone resolutions are actually really simple to handle, since they have kept to their x2 retina standard. Only the iphone 5 is the odd man with its different aspect ratio. When I last counted different resolutions and aspect ratios on android, I stopped when I reached 20. And its not only screen size differences, also hardware differences which vary a lot more, and a lot more unpredictably then on iphone. I guess that is mostly relevant for high performance games though.
Samsung actually has a remote testing lab for their android phones too. Unfortunately its quite unstable, but I wish all manufacturers had that! Really helps the small developer. You don't have to test on every device (that would be impossible) but it felt like the pile of devices was ever increasing on my desk... and then you need to start reflashing versions on them, because it doesn't work in some specific os version and phone model combination you can't ignore. And there are still some models our game does not work on for unknown reasons...