Listeners found this review helpful

A major feature of the App Store are the user reviews about the software being offered. There’s just one problem: software is not music. I’ve never had an MP3 crash or lack features. Applications also evolve and improve; I’m pretty sure the Jimi Hendrix track I’m listening to right now is the same one he recorded in 1969.

The App Store in iTunes fails to address these fundamental differences between their latest offering and what has been offered previously (media.) There is so much potential here: iTunes could be a great way for developers to collect feedback and find problems. Instead, we get gems like these:

The icon to this App scares me so much… That I’m too afraid to install the App. That bird looks angry like it wants to peck my eyes out for even concidering [sic] to install the application.

If you are gullible enough to watch FOX “News,” then you are gullible enough to download this app and work for them for FOX for free– you already are in a way, just by watching. This would be a great app for those of you that like to monitor “ethnic” types when the nation goes to “Code Orange,” or, God forbid, “Code Red!” Make sure you have this app when you’re digging your bomb shelter or spying on your neighbors’ subversive activities.

What makes this worse is that flagging reviews as inappropriate content seems to have no effect. I have flagged reviews of my own products, and those of other developers, and nothing has changed. If Apple wants developers and users alike to take this system seriously, they must address this problem immediately. Yes, it’s tedious and costly to do this review, but with continued neglect this system will end up being like YouTube for software.

If you have doubts that this will happen, take a look at the most helpful review for Band. Users are already learning how to game the system.

Some have suggested that buying the app should be a requirement before leaving a review. I agree, but this will not completely mitigate the need to vet content. A large percentage of applications are free: the trolls will just download before going on their merry way.

If all of this wasn’t depressing enough for developers, I’ll leave you with my biggest disappointment: reviews are a one way street. I’m not one to feed the trolls, but many of the reviews I’m seeing would benefit from a “Just try this…” or “We’re working on that…” type of response. There’s not even a link to our support on the reviews page.

I remain hopeful that someone at Apple will see what’s going on and have the power to fix it. My only advice would be to act quickly: the longer you wait, the harder it will be to clean things up.

Bugging

It’s pretty clear that the App Store is a huge hit. We’re all loving the ability to customize our iPhones and iPod touches with cool new software!

But with any big new release, there are problems that didn’t pop up while beta testing. As iPhone developers, we’re finding ourselves in a position where we can’t help customers who are encountering these issues.

Let’s take a couple of examples with our app Twitterrific. My friend Jeffrey Zeldman reports a problem where the application would crash just after launching. Another developer friend, Alex King, is having a problem with an authentication alert appearing when it shouldn’t. As a conscientious developer, I want to help these people and fix these bugs. The problem is that I have no tools to do so.

Jeffrey’s problem appears to be something with data that is stored on the phone. Alex’s problem is likely to be an issue with how data is being loaded from the network (from Twitter.) Note that I say “appears” and “likely”; I don’t know for sure, and that’s what is bugging me.

The first problem is knowing where the crash is occurring. The iPhone generates a crash report that automatically gets synced with iTunes. The crash report is stored in ~/Library/Logs/CrashReporter/MobileDevice. Unfortunately, this crash report is “raw” and developers don’t have tools to make it easy to understand (e.g. “symbolicating” crash reports only happens when they are loaded through Xcode’s device organizer.)

And even if I could interpret these crash reports, I’d be faced with another problem. There’s no way to gather additional information about what’s happening on Jeffrey’s and Alex’s device. With a desktop application that’s acting up, developers will often add logging and other kinds of output that track what is occurring around the time of a crash or other misbehavior.

In Jeffrey’s case, I would want to dump out the internal database that’s in use at the time of the crash. For Alex’s bug, I’d want to track the network requests to Twitter and the corresponding response. It’s easy to add this logging to Twitterrific, but the only way to retrieve the results is if you are a registered developer. There is no way I’m going to ask Jeffrey and Alex to spend $99 and install Xcode just so I can collect some debug output.

Assuming that I could get some debugging output, the next step in resolving these problems would be to create a special build with a proposed fix. After having Jeffrey and Alex verify the fix, I’d distribute that same build to a larger group of testers so that we could test for regressions (e.g. we don’t break some functionality in the process of fixing something else.)

The big problem here is that the only way to install software on an iPhone or iPod touch is with the App Store. There are also no provisions for beta testing. Without the ability to sign code, there is no way for a user to get code onto a device: most users fall into this category.

The only way to “test” a fix is to release the changes to tens of thousands of users. It’s the developer equivalent of playing Russian roulette.

(Note: there may be workarounds to some or all of these problems, but with the NDA in place, it’s difficult for developers to share their experiences and solutions.)

Apple has done an fantastic job with the tools that let us develop iPhone software. That’s clearly evident from the fantastic work we’ve seen displayed in the App Store. Unfortunately, the tools that developers use to analyze and debug problems are sorely missing at this point in time.

It’s our hope that this essay will do two things:

  • As a user, please be extra patient when developers tell you that they are working on a problem—it’s hard work at the moment and the time it takes to resolve an issue will be longer than with a desktop application.
  • We hope that bringing these shortcomings to Apple’s attention will help them address the issues and improve the iPhone SDK.

Until then, these problems will be bugging us all.

Updated July 15th, 2008: If you’re a developer, please feel free to submit a duplicate (“me too”) bug on the following Radars:

Updated July 16th, 2008: After fixing bugs for customers, Brent Simmons notes that there are frustrations with the final part of the development cycle: making public releases.

Updated July 23rd, 2008: Brandon Sneed has discovered some techniques for doing remote debugging of iPhone applications.

Updated August 6th, 2008: We don’t have to play Russian roulette anymore.

Updated August 8th, 2008: I discovered how to “symbolicate” crash logs.

Updated November 10th, 2008: Getting preferences and data from customers who are having problems just got a lot easier.

Plug-ins the Cocoa way

For many graphics applications, plug-ins are a way of life. This essay presents a method that minimizes the amount of work required to support different host applications, or even different versions of the same host. I used these techniques in our IconBuilder plug-in for Photoshop. These instructions have already helped one fellow developer; with the help of Google, hopefully there will be more.

My goal was to use Cocoa and NIB files produced by Interface Builder for driving the plug-in user interface. As I began to work on this project, I also realized that it was possible make the user interface independent of the underlying binary file formats: a CFM shim can load a Mach-O bundle.

Here are the steps to accomplish the task:

  1. Photoshop loads the plug-in which is built with Carbon.
  2. The Carbon plug-in searches for a Cocoa bundle in the plug-in’s resources with CFBundleGetBundleWithIdentifier and then loads it with CFBundleCreate.
  3. Once the bundle is loaded, I get a function pointer to the Cocoa code to execute using CFBundleGetFunctionPointerForName.
  4. After I’m in the Cocoa code, I create my own NSAutoreleasePool and then call NSApplicationLoad(). At this point, you can work with controller objects to get things setup and call [NSApp run] to get a run loop going.
  5. From this point on, I can use all the Cocoa and Foundation frameworks. Interface Builder NIB files work fine, too.

I use the Carbon code base with both Codewarrior and Xcode to produce both the CFM and Mach-O versions of the shim.

The biggest advantage to this approach is that your user interface and processing code is independent of the glue code that passes data back and forth to the host application. You could, for example, easily adapt the “plug-in” part to work with Aperture’s new plug-in architecture and not have to worry about 99% of the rest of the code. We take this approach with our IconBuilder product: PS7 and CS3 have slightly different plug-in specifications, so we offer two plug-ins that use the same UI/processing bundle.

Another advantage to this approach is that you can do testing without having to run under the host application. I use a small test harness that loads the UI/processing bundle and feeds it data. This makes it much simpler to work in a debugger without the host application getting in the way. You could also use a similar technique to build a standalone application.

Finally, there’s much better documentation than when I figured all this stuff out. Here’s something at ADC that will help get you started.

Thank you

Wow.

There’s no denying the physical beauty of the award or the cool prizes that accompany it. But in this “day after” the thing that I’m finding most rewarding is the outpouring of support and congratulations. The six weeks of eating, sleeping, and breathing [REDACTED] preceded by months of digging through class-dump and respondsToSelector output was far from easy: but it’s all worth it.

From everyone here at the Iconfactory, all we can say is thank you. It means so much.

Unfortunately, we’re still under NDA and have been advised by Apple not to share screenshots. We’re all anxious to show off our work, but we need to respect the wishes of our new partner.

If you’re here at WWDC, you can get a look at the UI on the panels on the third floor. There are also some photos from last night’s event that hint at what’s about to come. For those of you wondering about the photo I took before going on stage last night: my big fat finger was over the lens on my iPhone—a great example of why ergonomics in your application is important.

Vote for virtualization

In this election year, there is an issue facing Macintosh developers. Ask yourself the following:

How can you develop new products for Leopard when you need to have Tiger installed for supporting your legacy applications? How easy is it to test a new feature on Mac OS X 10.4.11 when you’re running 10.5? How quickly can you reproduce a bug on 10.4.10 if you’re running 10.4.11? Can you run Xcode versions 3.0 and 3.1 at the same time from /Developer?

We all know the way to get Apple’s attention regarding our issues is to submit bugs. So now is the time to vote for virtualization. If you agree with the following, please copy and paste this bug report and submit it so that it becomes a duplicate of Bug ID# 5812840.

Summary:

A Macintosh developer’s ability to produce world-class products is inhibited by the lack of desktop virtualization.

Steps to Reproduce:

  1. Create a virtual machine using VMware or Parallels on your desktop.
  2. Try to install Mac OS X on this virtual machine.

Expected Results:

You should be able to install and run any version of Mac OS X on this virtual machine as long as the host is a Macintosh.

Actual Results:

The installation does not work.

Regression:

This ability has never existed, but ever since the arrival of virtual machines in Mac OS X, developers have dreamt of being able to do this.

Notes:

The ability to run multiple versions of Mac OS X has many benefits for a Macintosh developer and for Apple:

  • Being able to run any version of Mac OS X in a virtual machine makes it much easier for a developer to create features for both older and newer versions of the operating system. Many developers need to support their existing applications on the current platform, while at the same time developing new applications for an upcoming version of Mac OS X. For example, developers would like to have virtual machines that would allow Tiger and Leopard to run at the same time. The benefit to Apple is that there will be many more applications available at each new OS launch because the barriers to developing on that new OS are much lower.
  • Developers constantly need to test their products on various versions of Mac OS X. If a customer reports a problem on 10.4.11 and the developer is running 10.5.2, there is a significant amount of effort required to bring up a system that allows investigation. The result is that many problems are ignored or deferred. With virtualization these barriers are removed and fixing bugs becomes much easier. The benefit to Apple is higher quality software for the Macintosh platform.
  • Apple often releases beta versions of development tools that are not compatible with older versions. One such example is the current Xcode 3.1 release—it cannot be run simultaneously with the 3.0 release. This creates a situation where a developer working on iPhone applications cannot work on their current Macintosh applications at the same time. Again, developer productivity suffers and the availability of products for both of Apple’s platforms is affected.

Virtualization is currently being made available for the Mac OS X Server product. We respectfully ask that Apple make the same features available in the desktop version of the operating system.

Update: Several people have written to inform me that you can run Xcode 3.0 and 3.1 side-by-side. While this is true, I have heard that there are some problems. We all appreciate the excellent job the developers at Apple do with Xcode and the other fine tools we work with, but there will always be growing pains as these tools advance. Virtualization would lessen the impact of change on our development environments.