May 16th, 2012
The theme today seems to be mobile stats and different ways to view them. First take a look at Gartner’s Q1/2012 stats released today. The interesting part for mobile developers is the breakdown by operating system…
Posted in Symbian, Windows Mobile, Mobile, Android, iPhone, Bada, iPad, WindowsPhone, BlackBerry
May 8th, 2012
App Promo have a useful infographic based on their first annual developer survey last month. It shows how 59% of apps don’t generate enough revenue to break even on development costs.
The infographic also gives lots more information on the truth behind the success of mobile apps. While the 59% of apps losing money might seem high, I think you also have to consider…
- Many apps are free to promote something else and won’t create a profit in themselves.
- An app can have a very long lifetime and might come into profit over a longer period.
- Many apps end up being re-purposed or code re-used in other apps. It can be as much a learning experience and source of pivot for many people.
- You can’t expect all apps to be successful and 41% successful could be viewed by some as being encouraging.
Posted in Mobile
May 3rd, 2012
There’s an interesting article at Wired on Football Manager Handheld and its 9:1 piracy rate. Piracy isn’t new. All platforms I have worked on, right back to Windows CE in the 90’s, suffered from severe piracy. Somehow, games always seem the worst affected. There’s some correlation between the kind of people who like games and the mindset of people who think it’s acceptable to a) crack and b) download cracked games. Android doesn’t help in that it’s one of the easiest platforms to pirate.
However, the developers of Android paid apps can do better. There’s seems to be a general lazyness of developers at the moment. Whether it’s blind porting or iOS apps, incorrect use of synchronous calls, safe coding or anti-piracy, the attitude seems to be to do as little as possible. People employing developers are also at fault for not putting enough effort into choosing Android developers.
To combat piracy, the first line of defence is to use the License Verification Library (LVL). Make sure you implement the DeviceLimiter policy to limit the number of devices that can use a single license. Also read the Google’s tips on how to make your app and the LVL more tamper resistant.
If you want to go further (or distribute outside Google play where the LVL isn’t available), then think about how you might tie essential functionality for that user (e.g. top scores, multi-player, download new levels) to your server such that they only get these if they have paid. How do you know, server side, that the user has paid? This depends on which app store you are using. For Google Play, you can send the initial LVL response to the server. If a hacker has bypassed your LVL code then the app won’t have a LVL response and the user won’t get the server side supported app features.
Posted in Mobile, Android
April 26th, 2012
AnandTech have a thorough review of the Lava Xolo X900, the first Intel smartphone based on Android. The phone is capable in all areas, including battery life and we can expect to see many more devices based on Intel’s Medfield Platform that packs a lot more into one chip (SoC).
However, the main innovation for software developers is Intel’s binary translator. The problem with non-arm devices is that any existing apps that use the NDK to run c native code (Intel previously estimated about 25% of them) won’t work. Intel have created a binary translator that converts ARM to x86.

Intel isn’t just entering the smartphone market. They have recently announced a rugged Studybook that will be running Android. 2go also have an Intel based rugged studybook that looks remarkably similar. There’s no mention whether these studybook’s will also include the binary translator. However, even if they don’t, it’s expected educational apps would be written specially for the studybook in which case it’s possible to specifically target x86 in the Android NDK.
Posted in Mobile
April 24th, 2012
People underestimate the effort required to create a great web app. They tend to get blinded by the write-once promise but in practice it can quickly turn into a nightmare. Brian Leroux takes a deep look at in his presentation on how the mobile web is a mess. I have previously written a lot about this (see the related articles below).
However, there are still some types of project, particularly self-promoted information-heavy apps, where web apps can make sense. Think very very carefully if you really need a web app or whether a normal ‘desktop’ web site will suffice. Keeping with the latter will save a lot of pain. If you do decide to create an app using web technologies, here are some high level tips to get you started…
- Decide what devices you are going to support. No, you can’t support them all. Plan to fully test the devices you choose to support.
- Think about the implications of different screen sizes and orientations. More specifically, think about families of different graphics sizes. Consider using common layouts to simpify moving between horizontal and vertical orientations.
- Don’t make it look like iOS. It’s like asking Ford car owners to use a Mercedes steering wheel in their car. Try to give the app a generic web theme that uses touch gestures when available on the device.
- Consider what’s necessary to make the app secure. Motorola MOTODEV has a new article on Designing HTML5 Apps that includes tips on the security of offline storage, cross-origin resource sharing and web sockets.
Related Articles:
Posted in WAP, Mobile, html5