I've been in googling to find out my solution for our business model since last 3 days but i'm still not finalised, Let me explain we're selling solution our product which include server, web, mobile apps(iOS and Android), we're in process to release different versions of our product Some of our clients don't to want upgrade, lets say we released version 3.0, some clients upgraded but some don't want they want to stick to version 2.0, but on both mobile apps stores apps are updated to 3.0 and if someone deleted their old apps from their device then they only have option to app 3.0.
As you know we can dealt with Android apps as we can generate .apk file which can download to every device, so to dealt with above problem we send them older version of apps downloadable link (lets say we use diawi), so they can use android app 2.0 with server 2.0
But when we come to iOS we've three options
Developer Account (Appstore or restricted to 100 devices)
Enterprise Account (can go more than 100 devices but only for inhouse, not for clients)
Apple Business Manager (B2B solution), it fit into our requirement but how to download older version of apps ? is there any versioning control on their platform as I've no idea about this.
Forgive me if I explained little much but I'm still looking for solution to which will fit into our requirement.
Looking for suggestion and help.
Thanks
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As far as I can see, the requirements to develop for any iOS device are:
1. Own a Mac computer that runs the latest version operating system.
2. Register with Apple to be an iOS developer for $99.00 + tax, annually.
3. Own an iOS device that runs the latest iOS operating system your application will support. For a professional iOS developer, that means the latest operating system out.
Am I wrong?
If so, where? I've just bought a brand new iMac and I'm looking for a used iPhone. I want to make sure I buy one that will allow me to develop iOS in the latest version.
Yes, I worked at a company doing iOS development and I had to do those three things (They handled the registration), and nothing more. You don't need a physical phone either though, XCode comes with a pretty good simulator. When working I almost always used the simulator, occasionally pulling the real device for touch/UI testing. It's still important to check functionality in real life if you have a nontrivial UI, since it's hard to know how the UI "feels".
You need the latest version of Xcode (requirements for Xcode 10 can be found in this post). Having a relatively up to date Mac usually does the trick.
You need an Apple Developer account - $99 / year for personal account or $299 / year for enterprise account.
You do not technically need any iOS devices to do iOS development and releases; however, the simulator does not have all the functionality a real device has. So depending on your features, it may be required. Also, some bugs only show up on certain devices, so it’s always good to test on as many real world devices as possible. For more details on the capabilities of the iOS Simulator, check here.
We have a fairly simple mobile application, completed for iPhone and Android that does the following:
queries a web service to verify the user's account information
display an animation to show that the user, in fact, has a valid account
We got the application working very quickly on a PlayBook by using the Android version.
Now the customer has asked us to explore getting it to work on other BlackBerry devices.
None of us know that much about BlackBerry, and the main source for our question returned from google searches (http://us.blackberry.com/developers/choosingtargetos.jsp) comes up as 404 page.
According to this chart there is still a wide variety of devices in use. Which ones does it make sense to target?
Thanks
I had posted an answer last year about this here on stackoverflow, but as you noted, that link has recently broken.
The only thing I've found that's similar is this BlackBerry developer page. It shows, for example, that paid apps are being purchased by devices that are about 97% on OS 5.0 and above.
From what you've told me, I don't know that your app is going to be that different on different devices, aside from maybe the obvious smartphone vs. Playbook difference. Different devices certainly have different screen sizes, so you'll need to make sure your UI is coded to handle that gracefully.
If you guys are new to BlackBerry, you might want to stay away from OS < 5.0. There are some things in prior OS versions (e.g. location services / maps, browser, and networking) that are a little tough to work with, and with such a small percentage of paying customers still on OS < 5.0, it probably isn't worth it to you.
So, I guess I'm recommending that you target specific OS levels (e.g. 5.0+). That will be a bigger driver for how you build your app, than a specific set of devices. This is because each OS version adds more and better APIs to use.
Once you've decided which OS to target, then you should download the SDK for each major OS. For example, if you use the Eclipse BlackBerry plug-in, you can install the 5.0 SDK (aka component pack), the 6.0 SDK, the 7.0 and 7.1 SDK.
Once you have those SDKs installed, you'll then have a bunch of simulators (each SDK has a simulator folder). Run your app on all those simulators, and that'll probably be a good start.
Of course, there's no substitute for running on real hardware, too, but if your app does mostly standard things (not interacting with hardware sensors, just displaying web pages, and making HTTP requests), the simulators should give you a pretty good test environment. They certainly will give you all the screen size configurations.
As a mobile app developer on all platforms, I am interested to know if it is worth it to write BlackBerry apps for the older OS now that BBX is coming out. I heard the new OS will have an Android player that will supposedly run Android apps on it. It seems that any apps written for the older OS won't be compatible with the BBX OS. Also, is using WebWorks a viable option? What do you guys think?
The road map ahead for developing for BBX announced at DevCon is:
HTML5, WebWorks, Adobe products (Air)
Native C/C++
Android Applications repackaged to run on the Android Player
BlackBerry OS is deprecated after OS 7. That said however, there are currently 70 million (according to RIM) BlackBerry smartphones in use, none of which will likely ever support BBX. RIM will continue to support those devices and the development environments for them. If you only want to work in one environment, and want to support the greatest number of devices, both BlackBerry OS and BBX, then WebWorks is the way to go. If you only want to support the PlayBook and BBX devices then you can use any of the approaches listed above. If you can't do what you want in WebWorks, or want to support devices prior to the introduction of WebWorks support then you will have to use the BlackBerry Java Environment.
At some point in every product line you will come to the end of useful life of a product and, as a developer, have to face moving on into the future. It is going to be worth while developing for BlackBerry OS as long as doing so helps you achieve your goals, what ever they are. So you have to look at your target market and decide if it includes those users who will be carrying BB OS devices, for probably at least the next 3 years, or not.
That's correct, legacy BlackBerry code will be useless:
DevCon update: BB-Java is dead, no java support for QNX.
By the way, the Android player will have several limitations too. Your best bet is C++ for BBX. Luckily, BlackBerry market share is declining and there's not a single BBX device out there yet.
Update: New BlackBerry 10 (as BBX is called now) phones have just been released. Here are the final dev options:
Native C++ API (optional libraries are available)
Android API, partial support
Adobe AIR API, partial support
HTML5 API, partial support
I am deciding between which library to use for development: jQuery Mobile or Sencha Touch. The application I am building will specifically target enterprise (Fortune 500) BlackBerries. The application will not require any hardware features, but the user experience/UI rendering should be as good as possible.
I am not familiar with BlackBerry OS adoption/upgrade statistics so I don't know what platform is my lowest common denominator. Are most enterprise users on BlackBerry 6+ or 5+ or 4+? I just don't know and I don't know where to find those statistics. What is your recommendation?
In my opinion the first step should be studying the audience of your future application.
What model do they use, do they use the most recent models, or they tend to keep working with old models.
The main point is that RIM stops releasing device software for old BlackBerry models.
For instance for BlackBerry 8800 the most recent available device OS version is 4.5
But your customer may have a lot of empolyees who use this device.
Devices with device OS version 4+, but before 5.0, do not work properly with complex html/javascript pages.
In version 5.0 there was implemented better support for complex html/javascript functionality in your applications.
Conclusion: If your potential customers are not using old devices, then start supporting device OS versions 5+, otherwise use SDK version 4.x according to the target devices.
As best practice, I would jump into learning and developing for the latest Operating System, which would be 6. I know all of our customers are working on Bolds a Torches, which means they'd be using 6.
http://en.wikipedia.org/wiki/BlackBerry#Operating_system
Additionally, I would look into creating Adobe AIR applications. They work for Application 6 and Playbooks as well.
http://us.blackberry.com/developers/started/bbdevapproach.jsp
You will likely found RIM's own "Choosing a target OS" page helpful. It has stats on current active devices as well as narrowing down to those devices that use the AppWorld.
I am enrolled in the Apple Developer Program ($99/year) and I have the trial (free) version of MonoTouch. Am I able to submit MonoTouch apps to the App Store with what I have now or do I need to get one of the paid versions of MonoTouch first? I know that one of the differences between the free version of MonoTouch vs. the paid versions is the ability to run your apps on your iOS hardware during development but doesn't the Apple Developer Program get you some kind of ability to do this as well? Just a bit confused.
Note: If this belongs in another StackExchange site, please let me know and I will move it.
I think you're getting confused...
MonoDevelop is free, its MonoTouch that has the trail/paid versions. Basically you'll need to purchase either MonoTouch Professional or MonoTouch Enterprise in order to get your iPhone app into the App store as the trail version only allows to run the app in the simulator.
http://monotouch.net/Store - see first paragraph
EDIT: Being part of the Apple Dev Program provides you with a Developer Certificate which allows you to upload applications to the App Store (generally, be it obj-c based or other) whereas the paid versions of MonoTouch provides you with the mechanism to get your application in a state where it can be deployed to a device and the app store - and also a cunning way of generating money. Because whose going to develop iPhone apps without a desire to distribute them ;)
without a license, you can only run MonoTouch apps in the simulator. You cannot deploy them to a device or the App Store.