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Why is mobile development so difficult?

Not a rant, legit question

         

explorador

2:29 pm on Dec 10, 2022 (gmt 0)

WebmasterWorld Senior Member 10+ Year Member Top Contributors Of The Month



Hi webmasters, I would appreciate opinions on this, and no it's not a rant because by "difficult", I don't mean the opposite of "easy". The main reason I posted the question on this forum is because: here people actually read, I'm confident on this, and years of interactions have proved this is the case most of the times.

There used to be a forum area for mobile development but it's gone, the amount of posts was minimal, it really didn't take off and it's probably because: this didn't get enough traction, most people here are absolutely ok with their websites/products/services already, most actually value their time, or mobile apps are plain "difficult", and also, because (I think) this is not a place where serious content creators engage on creating the next trendy game in the hopes of making crazy money overnight, or... just displaying content on a webview (a simple browser turned into an "app").

Years gone by and I still feel curious about it (about why this is difficult), and why webmasters here didn't show any interest, or at least any active interest. Today, things aren't too different as the way it used to be in order to create a mobile app:

1. Select a flavor/system, like WCC "Widget-Cross-Creator"
2. Download and install ARROW, because no, you can't install WCC directly, you have to first download an installer for that installer
3. Now download and install WCC
4. Download and install AWCC doctor to see if things actually worked, because yes, carefully following the steps doesn't always work
5. Ok is not running, go and download some obscure dependencies
6. Let's try again, don't forget to configure the ABC and SPEC or WTC compiler, yes the instructions won't make sense but try anyway

Did you check for enough space available? this will need about 5 gigabytes and will make your machine crawl, don't forget choosing the right profile when starting your project, and no, the profile names don't make much sense. Ok, now you just got WCC ready to create Android apps, oh you wanted cross mobile? iOS requires additional instructions, and you might surprise yourself that the whole thing doesn't with certain Windows specific versions, or unless you install certain frameworks in an very specific order. If what I posted sounds like a rant: trust me, it's not, I was just trying to create some realistic context for my favorite event:
    Finished already? yes? guess what? the WCC has been abandoned, it's not the "next best thing" anymore, it doesn't work, it became open source and now maintained by some users who still had projects in process, and pretty sure there is a fork, so if you need help good luck figuring out where to go. Now the next best thing is something else.


During my first attempts many years ago I took a lot of time selecting the best rational option, downloaded tons of stuff, tried things out and finally made my selections, only to find out in about a year (sometimes less), those options were gone, bankrupt or bought by someone else and the software doesn't even work and then got abandoned. Even made a bet selecting INTEL mobile suite because they are serious, right? and should stay around, but in about 2 years IIRC it was also gone, so everything goes back, mostly to Android Studio and Xcode. Some other options exist (created by Google) but as usual: you don't own anything and things can (and will) change eventually breaking your projects.

The difference on posting this here vs another forum is, instead of focusing on why this is happening, people will jump right away to say "oh, it's WCC, that sucks, you should have used APC-Astrum" or some other stuff that anyway won't be around next year, the mobile community is very similar to the Linux community: most responses aren't actually (seriously) helpful.

I'm really curious, did any of you developed mobile apps? why yes or no? what do you think of this whole thing? I can download things like MS Visual Studio and create desktop apps without the wind or some single digit on the app store breaking my ecosystem, but mobile? that's something else. Ok, if we consider the trendy big players we might talk about Flutter, but regardless of working or not, just the instructions (install) page is quite long, boring long. I'm not complaining because it's intimidating (no), it just sounds as more of the same, something that regardless of following instructions you have to run some utility to check if it worked. What?

Sgt_Kickaxe

7:41 pm on Dec 10, 2022 (gmt 0)



Mobile development can be challenging for a number of reasons. One of the biggest challenges is the sheer number of different devices and operating systems that developers need to account for. This means that they need to design and test their apps on a wide range of different hardware and software platforms, which can be time-consuming and complex. Additionally, the limited size of mobile devices can make it difficult to create user-friendly interfaces and graphics, and the need to conserve battery life and data usage can add additional constraints to the development process.

explorador

8:21 pm on Dec 10, 2022 (gmt 0)

WebmasterWorld Senior Member 10+ Year Member Top Contributors Of The Month



True, but it's a lot more unstable than that. One obvious answer could be, that things would be less unstable as long as you stick to 100% native stuff, meaning Xcode and A.Studio, yet you can build a project (like it happened to me and others), got it working, runs just fine, and then Xcode brings an update, it's not 10.0 to 11.0, no, it's something like 10.0 to 10.1 and suddenly your project just won't build. Suddenly an app displaying today's weather (compare it to a simple hello world) is still the same months or a year later, but the spiderweb in the background is ever changing; few things in software seem to show this trend of "oh, another update, you must update... or else, we won't accept your project".

I do remember how the responsive web really meant changes regarding diff screen sizes and resolutions, and I do remember how the same factors affected our mobile UX design stages in the past (for apps), even clients had a difficult time understanding what they had on their hands didn't represent that the rest of the world would see unless they had exactly the same device, screen size and resolution (and OS version).

The variety of operative systems gets reduced to iOS and Android (it was more difficult years ago when we had Windows mobile), and the variety of hardware could be compared to the tons of diverse PC computers (mostly Macs are the same along the way), so it seems the comparison it's valid, but not entirely unless we consider the mobile ecosystem as constantly changing, less... less... stable in many ways and probably less mature.

I might fail at using the best words to explain what I have in mind, but I know Windows is Windows, MacOS is MacOS and that's it, while on mobile people are still pushing too hard trying to define what iOS should be (is it a tablet? a portable device? is it a laptop? a desktop computer? how long would this be a mobile OS until it becomes another "oh it started like a tablet but guess what? what we all want is a screen with a keyboard so it's a laptop...". And the companies are also pushing too hard to make everyone happy.

- - - - - - -

Now this post does sound more like a rant, it's not my intention (honestly!) sometimes when I read posts like this people often jump to conclusions "oh, the guy couldn't adapt!" and that's not it, because many of those comments come from developers who are months (if not a year) about dropping the job, but they just don't know it yet. Besides, it's an honest attempt to get people posting and sharing opinions around the topic.

explorador

9:08 pm on Jan 14, 2023 (gmt 0)

WebmasterWorld Senior Member 10+ Year Member Top Contributors Of The Month



I've been researching around this a bit intensively. It's easy to find comments like "oh this is easy, you are doing it wrong" whatever, but I'm separating comments by how much time people have been doing this job (mobile development), and most positive comments come from people just starting, no actual experience, and still unable to say "I've been working on this for more than a year", in fact most don't even work in the field (they are learning and testing how to build stuff like calculators), so there is a lot of lack of honesty there.

At the same time I'm finding mobile developers who work in that field everyday, been there for 2, 3 years or more, and they complain exactly about what I've been describing, SPECIALLY around iOS development and dealing with Xcode. There is one guy who featured on his channel random hours of work and how sometimes things just fail because "that's life", and people doing live tutorials and suddenly something stops working. I'm not kidding when I say the ecosystem is still not mature enough, it's getting better, but not quite there yet.

It's amazing how Apple pushes people to buy new computers only to remain on the train to develop iOS apps, because suddenly your Xcode requires a diff version of MacOS, then you reached the limit on your hardware, then you can update because your hardware is no longer supported, so guess what? buy a new mac.

tangor

12:05 am on Jan 15, 2023 (gmt 0)

WebmasterWorld Senior Member 10+ Year Member Top Contributors Of The Month



Exactly. Follow the (more) money. :)



Brilliant excuse to keep on the upgrade path!