Business Insider created the above chart to show exactly how the revenue gap between iOS and Android apps shows up for developers.
While there’s no doubt the gap between the two platforms is narrowing, it’s also clear that in the metrics that count, iOS is still where you want to be. Ad revenue – read free apps – is where Android is making money for developers …
When it comes to hard cash from customers – paid downloads and in-app purchases combined – iOS generates more than twice as much. Split out in-app purchases, and iOS generates four times the revenue.
In-app revenue is a particularly important one: while some of it will be upgrading from a free app to the paid version, some of it will be be add-ons that allow developers to continue making money from an app even after being paid for the initial purchase.
Overall revenue per download – the bottom line measure – leaves no doubt that the gap between the two is still very much alive: iOS developers make fives times as much money per download than do Android ones.
Back in June, Asymco’s analyst Horace Dediu calculated that users now spend more on apps than they do on music.
The overall picture of iTunes is becoming clearer every day. We have more information about number of users (575 million), what they spend on media and software and services ($20 billion/yr.) and, increasingly what they spend on each media type (about $9/yr on Software, $2/yr on books, $16/yr on apps $12/yr on music and $4/yr on video.)
Tim Cook said at WWDC that Apple had paid more than $10B to developers.
Filed under: AAPL Company
, iOS Devices
, App revenue
, App sales
, App Store
, iOS vs Android
, Reiner Knizia
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HockeyApp has released the next major version of its SDK for Mac developers, HockeyApp 2.0. This update brings the Mac SDK up to parity with the iOS version, which received similar updates last month.
The new SDK can send precise backtrace reports to developers when the app crashes during testing. This enables developers to accurately pinpoint where their code is messing up and crucially reduces time spent in debugging. The company claims that is the only crash reporting solution that offers the most flexibility in supporting all three types of logging.
In addition, for convenience, the SDK is now code signed. This removes the hassle off of app developers of having to do this extra step; code-signing is often an annoying pain-point in the development process. In addition, HockeyApp have combined their crash reporting tool with the SDK to make creating production builds even easier. Code signing is a requirement for apps submitted to the Mac App Store, so any developer targeting this distribution method will benefit from this change.
Finally, the API has been modernised to match the iOS API. This should help developers share their testing codebases between platforms, a big productivity boon for developers who target both iOS and OS X.
All in all, these updates streamline the beta testing process for developers that use the HockeyApp service, which in turn results in better apps for end-users. Full details of the changes can be found on the company blog.
Filed under: AAPL Company
, Application programming interface
, Mac App Store
, Operating system
, Software testing
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The Gold Master version of OS X Mavericks is now available for developers. That means that OS X Mavericks has reached the final build and is ready to go to customers. What we see in this build will be exactly what everyone sees when they upgrade to Mavericks.
Apple’s current iOS-exclusive program
Apple has informed Mac developers that it is preparing to launch the ability for educational institutions and developers to purchase apps from the Mac App Store in volume for a discount. The upcoming feature was announced in an email:
We’re pleased to announce that Mac apps will soon be eligible to participate in the Volume Purchase Program for Business and Education. The Volume Purchase Program allows businesses or educational institutions to purchase multiple copies of your app at once.
You may also offer a discount to educational institutions for multiple purchases. If you choose to offer a volume discount for an app, institutions that purchase 20 or more copies of that app in a single order will receive a 50-percent discount.
Your existing Mac apps will not be automatically enrolled in the discount for educational institutions. If you would like to offer your existing Mac apps at a discount for the Educational Volume Purchase Program, check “Discount for Educational Institutions” in the Rights and Pricing section of the Manage Your Apps module on iTunes Connect.
For orders of 20 copies, a discount of 50% to the total order will be applied. This option will not be enabled for developers automatically, but the app sellers will need to enable the feature in iTunes Connect.
Apple launched volume purchase functionality for iOS applications in 2011.
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Ahead of the iPhone 5s’s launch later this week, Apple has put up a notice for developers to start submitting 64-bit compatible App Store apps. One of the iPhone 5s’s marquee features is a new 64-bit A7 processor that improves gaming and speed performance across the system and apps. Apple’s notice to developers:
You can submit 64-bit apps for iOS 7 today that take advantage of the power of iPhone 5s. Xcode can build your app with both 32-bit and 64-bit binaries included so it works across all devices running iOS 7. If you wish to continue to support iOS 6 then you will need to build for 32-bit only. Next month we will be making changes that will allow you create a single app binary that supports 32-bit on iOS 6, as well as 32-bit and 64-bit on iOS 7.
Notably, it appears that 64-bit apps will (currently) need to be separate applications from those that are 32-bit and iOS 6 compatible. However, Apple says that next month, changes will be made to allow for a universal apps that run on both iOS 6 and iOS 7, regardless of the supported (32 bit or 64 bit) architecture. We reported that Apple is already working on iOS 7.1, so perhaps the changes will appear in that update.
Last week, we noted that Apple had provided developers with a transition guide for porting apps over to the 64-bit architecture. At the September 10 iPhone event, Epic Games noted that it took them two hours to convert their 32-bit Infinity Blade game over to 64-bit.
Update: The message to developers has been pulled by Apple.
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