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title: Put the knife down and take a green herb, dude. |
descrip: One feller's views on the state of everyday computer science & its application (and now, OTHER STUFF) who isn't rich enough to shell out for www.myfreakinfirst-andlast-name.com Using 89% of the same design the blog had in 2001. |
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FOR ENTERTAINMENT PURPOSES ONLY!!!
Back-up your data and, when you bike, always wear white. As an Amazon Associate, I earn from qualifying purchases. Affiliate links in green. |
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MarkUpDown is the best Markdown editor for professionals on Windows 10. It includes two-pane live preview, in-app uploads to imgur for image hosting, and MultiMarkdown table support. Features you won't find anywhere else include...
You've wasted more than $15 of your time looking for a great Markdown editor. Stop looking. MarkUpDown is the app you're looking for. Learn more or head over to the 'Store now! |
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| Wednesday, November 23, 2022 | |
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From MacRumors on Apple tracking you with first-party apps:
I was of two distinct minds when I read this:
Re: 1. -- here's a screencapture from a related YouTube video: That at first seems mostly like fair game info, doesn't it? But if you say "I don't want anyone tracking me," I can understand why you don't want and, what's more, wouldn't expect all of that pushed up into the pipe. As a developer, it'd be nice if Apple had to ask for that info the same as anyone else. I wonder how much of Apple not truly dogfooding is so they can claim they can't split the software and hardware sides of the house. Because otherwise they really, really should dogfood as if they were any other app maker. Leveling the app-building playfield would improve every user's experience, because Apple could no longer take shortcuts when determining iOS' priorities. "Oh, we can just grab that data from the OS," would no longer be a strategy, and, "Hey, we lose 90% of our conversion with this modal asking for full hardware info," would be enough for iOS to make those decisions move more smoothly, however that might be. Oh, in other news, I finally got a Framework laptop. They had the 11th gen i5 refurb come back in stock for $600, and that's about what I'd pay to play around in this world. If there's a 13th gen CPU update next year that I can use, I might "really" shell out then, depending on how quickly and completely I take to Ubuntu. So far, versus my last foray into Linux on the desktop (admittedly over 10 years ago, I believe), it's nice and fast. Labels: app dev, app store, apple, dogfooding, privacy posted by ruffin at 11/23/2022 08:33:00 AM |
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| Wednesday, June 12, 2019 | |
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One thing I haven’t seen anyone mention directly is why Project Catalyst only lets iPad apps run on macOS, not iPhone apps: It’s because there aren’t enough good iPad apps, and Apple still wants to see people take the iPad as a platform seriously. I mean, I understand. iPad apps should work much more cleanly on a Mac than apps designed for iPhones. That is, if your app is well-designed for the iPad, it’ll likely be a lot fewer tweaks away from being a good macOS citizen than an iPhone app. The resonance between “iPadOS”* and macOS is clear. If you’re Apple and wanted the most Mac apps, you’d let anything from iOS run there. But if you wanted more apps targeting Pad, you’d bribe folks by saying their iPad-specific port gets them a macOS app for free, too. Guess which Apple did? * The most recent Talk Show suggested that iPadOS was still just iOS by another, marketing-friendly name. I think that’s even better evidence this “iPad apps only” is a bribe, not a tech requirement. posted by ruffin at 6/12/2019 12:00:00 AM |
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| Friday, February 02, 2018 | |
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There's something in "massively multiplayer online games" called theorycrafting. It's when you take a game and play it with an eye to figure out the numbers beneath it. You've probably seen Dungeons & Dragons played in a movie or television show, where dice are rolled to see if a player, say, escapes from a monster's grasp. When you're playing with dice, you can see the numbers. "To escape, you need to roll greater than a fifteen on a twenty-sided die," your referee might tell you. When you play a game online, like World of Warcraft, the "dice" are hidden, the server is the referee, and some software is coming up with all of the percentages and values. But "theorycrafters" want to see the dice. They'll play in ways where they can take known situations and outcomes, change a single variable, and then see how the known values change. They'll record things in spreadsheets, or even use programs written specifically to watch and record values as they play. What theorycrafters are trying to do is, in effect, exactly like counting cards in blackjack. If you know what the system is doing... that there are, say, six decks in a shoe, and 13 kings have been played... your odds of winning, and what the odds are for winning what you want, go waaaaay up. With online games, it's sort of like playing blackjack without knowing which cards were removed from the deck. The servers could be running whatever numbers they want. Now, if you ask me, theorycrafting isn't fun. When I play, I want Blizzard (Warcraft's developers) to take my dice, please, and let me forget what I'm doing isn't much different from playing blackjack or slots. Unfortunately, this attitude keeps me from participating fully in the game. In "raids", where 30-40 people cooperatively1 fight the most powerful creatures in the game, everyone is supposed to be familiar with all sorts of theorcrafted knowledge...
If you're not well-versed, and your character is wearing or doing the wrong things, especially in the toughest parts of the game, you're liable to get kicked out of the raid.2 And those links I've included, above, were for just one "specialization" of the thirty-six in the game! Phew. You get the picture. It's insane the amount of studying that needs to go on to simply know the results of theorycrafting, much less to do the theorycrafting yourself. And it kills some of the fun. Ultimately, there are other games I could be playing. Which brings us to the lesson I'm trying to push here: Theorycrafters might be playing the same game as me, but being a theorycrafter is work, hard work. Targeted advertisements are like theorycrafting. Discuss.How does this connect with being an indie app developer? Well, MarkUpDown, my Markdown editor for Windows 10, is getting reasonably mature, and over the last year or so, I've had my ears open to other indie developers that talk about advertising. There's a decent amount of advice about how to market, but I noticed that I bristled when I heard about one kind of marketing in particular. It took me a while to figure out why: It's because there's a particular type of marketing that reminds me of theorycrafting, and I'm not convinced the juice is worth the squeeze. I'm going to lump the advertising methods I've heard discussed into two categories: Broadcast and microcast. (Dare you to figure out which one I like more.) Broadcast advertisementsYou're used to broadcast advertisements. Television, radio, and newspapers are the conventional examples. In a figurative since, there's always a lot of "bycatch" in broadcast. You're casting the net out broadly, knowing a good percentage of the people who are exposed to your ad aren't in your market. (Source: Wikimedia commons) You certainly want to cast the nets where you think you'll maximize the market you're after, but you're not being that careful. Fill it up! Here's one example of a "new media" broadcast from John Saddington's blog, where he's talking about spending $9000 to advertise his Desk app on Daring Fireball:
News flash: It did.
That's expensive, and risky, but fun. An aside on advertising dollarsI can hear folks saying to themselves, "Nine grand?!! Are you OUT OF YOUR MIND?!!!" One thing I feel I should point out: If you've written a detailed app, you've already invested lots more than nine grand in your endeavor. I don't want to think about it too much, but I probably have $30-40k of time in MarkUpDown. That's insane. It's a great Markdown editor -- the best on Windows, I don't mind believing -- and that's probably about what it'd cost to get someone with my experience to write it. But that's a ton of cash -- or, to be kinder, a huge investment. If you won't drop $10k to get the word out on something that ran you $35k to write, well, your don't value your time enough. I know, I know. As an indie, getting to write what you want is a huge part of the gig, and by "part", I mean "reward". And I know the feeling of wishing you could give some cash back to your employer to work on what you wanted to, even if it was constrainted to something in their app! I often feel that way about tech debt. Gosh, I'd work for half-price now to make my future work so much easier. Regardless, the advice here is don't be penny wise with advertising and pound foolish with your time. $5-10k is not a lot to spend on effective advertising. The question I keep asking myself is, "What advertising is going to be effective?" And with that, we're back to our consideration of... "Microcast" advertisementsFacebook and Twitter, even Google AdWords to a degree, offer a different sort of advertisement than traditional broadcast. Targeted advertisements allow you to cast your net more precisely, reducing the bycatch significantly. Now, instead of broadcasting to everyone at a website (can you imagine if Google search had static banner ads?), you get to wait until the user has performed some action that hugely improves the chances they're interested in what you're selling.
These are increasingly specific demographics. You're no longer broadcasting to a group that you hope largely overlaps with your market. You're lasering in on people you already know are your market, and hoping your net works. Of course, this service is going to cost you more per impression too. Theorycraft and MicrocastsThe thing that bugs me is how theorycrafty app developers sound when they're working on their targeted microcasts. Like theorycrafting a game, finding the right target for your advertisements is hard work. I understand the appeal that if you get everything dialed in perfectly, you could theoretically take your hands off of that perfect combination, step away, ramp up your advertising budget, and hit Phase 3. Profit. But it always sounds like there are too many dials. Here's a quick introduction to how it feels to use Facebook ads from Charles Perry and Joe Ciplinski on the Release Notes podcast, episode Sorta Cool, Sorta Creepy, from back in December 2015 (link is cued up to 8:33 - transcriptions and any errors therein are mine!):
And from the same episode a few minutes later on...
Man, that's a lot of dials. And each one could be the barrier to hitting your target market. Who is more likely to use Bombing Brain's Setlists app? What if it's, strangely, drummers, even though there's a huge emphasis on chords in the app? You might never think to add them to a targeted ad, though a broadcast ad on The Garage Band podcast (made up name) would've hit them all. That is to say, microcasts seem to operate as opt-in operations. Or here's Curtis Herbert's blog post, That Dirty M[arketing] Word:
That sounds like theorycrafting. Or on the Under the Radar podcast, episode #49, App Store Search Ads:
Theorycraft or carpet bomb?Look at the emphasis on cost per acquisition in the last two microcast quotes. That's the right metric, but I'd suggest "per user" is the wrong unit. Maybe it's just mentality, but I think it's also largely medium. There are places your potential users live. If you can blanket one of those places that overlaps with your potential users closely enough, it seems worth it to me to broadcast there. Now I figure part of the lure of microcast is microspending. You can spend $20 (or less) a month on these media if you want. If you target too broadly, your cash will be spent quickly, and you'll hit folks who weren't in your market. But if you start with the pico instead of the micro, you can work your way up, minimizing the cash you've wasted on bycatch. But I also worry the time it takes to "pico-theorycraft"3 an advertisement... oh, the time. What features did you not add because of the time you spent theorycrafting advertisements? I think Curtis is happy with his results, but every time I have a process that complicated (including writing blog posts), I look up at the clock and say, "Where did today's time go?!" And if the ads don't scale, even if our theorycrafted dials were working great, what time we've wasted! If I had to tune all those knobs over days or weeks, then cranked my spending from $20 to $2000, and didn't get 100x results, well, man. What a waste. If you have a broad enough market, and the market congregates in a few specific places that are marketable, I think the lesson is that you go advertise on those media first. The broadest exposure is the best exposure, and has the best follow-on benefits. I also wonder how much of, say, Daring Fireball readers also would be the ones hit by a well-theorycrafted advertisement. If I had a marketing department with people who really knew how to do this, I would expect them to make these experiments. When it's just me, well, easier is better. Time is money and all that.
But for a niche app like MarkUpDown, even though there was, a few years ago, at least one decent Markdown editor on Windows making enough money it got rewritten, I have to consider just how big my total potential market is. If I could reach everyone who would spend $23 on not just a Markdown editor, but my Markdown editor, how many would that be? If I could find Desk App's Daring Fireball equivalent, could I pull down 550 purchases? Or should I just consider this app a labor of love? If the market is thousands, and I can find the right source, broadcast makes sense. If I want to maximize the return on a labor of love, then I should keep up the hobbyist mentality and microcast. (And then I think there's probably a middle-ground, where big companies carpet bomb with "targeted ads", but the ads really aren't all that targeted at all, since the markets are so large. "People who watch the NFL," doesn't really require theorycraft-level consideration, and if you're already advertising on TV during games, why not Twitter and Facebook too? Honestly, that's probably the best answer. If Saddington didn't market on Daring Fireball and then to Daring Fireball readers on Facebook and Twitter, he missed a great opportunity. If you buy into the whole saturation thing.) In any event, there are my current thoughts on advertising, as I try to determine where to sink my hard-earned dollars so that they'll best make friends and bring more dollars home. 1 No joke! From [wikia.com](http://wowwiki.wikia.com/wiki/Raid): Raid groups are a way to have parties of more than 5 and up to 30 (40 for some old raids) people, divided into up to 8 groups of up to 5 players. 2 Interestingly, as I've argued before, this means the game developers expect and effectively require you to play outside of the game to fully experience it. I'd argue that, additionally, Blizzard's level of financial success demands and depends on theorycrafters as well. 3 I realize I'm misusing "theorycraft" here. There are no hard numbers behind the scenes when you're talking about people. Oh sure, we can play amateur economist, or pretend our experiments in Facebook targeted ads are representative, or apply sampling statistics until we're blue, but we could be wrong too. See the major new networks from our last presidential election. That said, the methods between targeted ads and theorycrafters are similar, and the results could be too. Let's pretend the comparison works.
Labels: advertising, app dev, business, indie, markupdown posted by ruffin at 2/02/2018 02:20:00 PM |
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| Saturday, December 24, 2016 | |
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That text about Russia VAT changes I talked about yesterday is from an email I viewed in Win10 Mail. I cut and paste the content, and figured it was HTML format. It was, and MarkUpDown handled it... interestingly. Here's the raw HTML:
The problem comes when we put that into Markdown block format.
Bonus for anyone who can figure out the issue. See how that leaves us with an HTML tag that's split over multiple lines?
The Markdown parser handles that quite well, but the So four hours later, I have a fix checked in that seems to be working integrated with MarkUpDown's code (please don't get me started about indie devs' attitudes about (against?) Test Driven Development -- I get that Marco would argue he understands what TDD is, but my guess is he's never actually tried it. That said, I'm not doing it here). Sure, I also ate and interviewed a programmer in that time, but still... that's a rabbit hole of almost certainly over two hours for a problem only I was likely experiencing. That's the benefit and danger of being an independent developer. Nobody's going to tell you not to scratch your itch. You're less itchy personally, but that's not always the "best win" for your users. Labels: app dev, indie, priorities posted by ruffin at 12/24/2016 02:20:00 PM |
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| Friday, December 23, 2016 | |
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From a Windows Developer email:
You know, when you give an app store (iOS, macOS, Windows) 30% of your take, you actually tend to get a lot.
That's not bad. The question's not even, "Is that worth 30% of my revenue?" for many (most?) developers. The question is, "Is 30% too much to give up to release my app before I could have all of this other stuff ready?" If you could release at Day 0 instead of Day 250, and 70% of the lost sales from 0-250 would make up more than 30% of all sales, then you're an idiot not to release with in an app store as quickly as you can. What the store buys you is a reduction in time to market. Use that. What it also buys you is more markets. There's no way I could keep track of VATs and taxes for every country, especially when these countries don't make up much of my user base. Microsoft is big enough that it's worth it to them, as part of the 30% they take from us, to make changes like this VAT charge. Course it stinks. I'm now getting 70% * 82% = 57.4% of my list price in Russia. Ouch. I could make the price higher to cover the VAT, but for the sales I have there, I probably won't bother. As Joel says, it's all about barriers to entry. Such a protective tariff should make foreign software more expensive in Russia. I wonder to what extent it does. Labels: app dev, app store, app store econ, indie, taxes, windows store posted by ruffin at 12/23/2016 02:14:00 PM |
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| Tuesday, August 23, 2016 | |
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From Vesper's own release notes:
From Brent Simmon's blog here:
... and here...
... and from the same post as above, describing what comes next for Simmons...
What happened?
These quotes aren't helpful.
This might be useful. Sounds like the app wasn't making much money. If it's a client-side only app, that's no big deal. It costs you very little (your Apple developer account cost) to keep something on the app store. There are two problems with Vesper, however.
The first means it's costing them money today (EDIT: Gruber adds that they were also paying licensing fees for the font. He's removed that portion from his post, but it was originally there). The second means it's going to cost them a disproportionate amount of time to improve the app tomorrow. If today and tomorrow are overly expensive, it might be foldin' time. Post Mortem Results?Here's my guess at what happened.
It's amazing to think that folks with the name recognition, at least in Apple circles, of Wiskus, Simmons, and Gruber could fail, but they did. To Gruber's credit, he didn't pimp Vesper much at all on The Talk Show or, iirc, Daring Fireball a few months after release. But he didn't do the app any favors with that restraint either. Wear your own shirt. I heard that Gruber was using Vesper on his Mac in the iOS emulator. I think that tells you something pretty important right there. I think you can also piece together from Simmons' final statements that he wasn't interested in writing a notes app for the Mac, and I'd guess that this provides the three a good escape narrative. "If we'd only made a Mac app..." I'd counter with, "If that's a good market, why not do it now?" And if the syncing code works well, it's done, man. You're 50% of the way to a notes app already (sync and much of your design is done)! Again, I don't think Simmons is interested in writing a notes app for the Mac. But I think the real answer is that a great Mac notes app wouldn't have saved them, even if the coding time was zero. Good, but not greatVesper was good, but not great. It was, unfortunately, buggy. There were a number of times that I couldn't see and/or add images in one screen orientation. Sometimes cursors would jump around. Sometimes I couldn't enter text. It's a notes app. That's bad. The idea -- the design -- of Vesper was great. It wasn't a great app. Mediocre apps, regardless of design, tend to fail if they're not maintained and improved. Vesper's had how many updates since 2013? Revisiting The Marco EffectI think the most important take home here is that The Marco Effect is greatly overestimated. That is, if Marco's apps were no good, he probably wouldn't stay in business. Heck, if Marco's stuff was decent, even solid, it might not be worth making. If Marco had the same reach as The Talk Show and Daring Fireball, picked the wrong app, and that app was only "okay", they wouldn't be worth his time. Vesper shows me we don't give Marco enough credit. It also tells me app dev is a very tough gig. A cynic might say that Wiskus-Gruber-Simmons simply didn't want to "stick it out" (certainly they could cover even server-side losses for a while), or that 33% of the cash from decent is much less than 100%, or that Overcast is a labor of love & doesn't make tons of cash either (actually, Overcast does quite well), but I still see Marco being undervalued here. His apps do better because of both (business speak alert!) product-market fit and quality. Nice of them to let us dump our stuff before it disappears, natch. ;^) Edit: Tell me what you really thinkOuch. The reviews have turned pretty nasty.
Edit #2: Gruber weighs in, a littleMust've missed it yesterday, or it came in later than I catch up on RSS, but Gruber says he's going to do his own postmortem in a bit:
Will be interesting to see how candid he is. I'd like Jared Sinclair, Marco Arment-level candidness, but I'll guess we'll take what we get. Labels: app dev, app store econ, business, indie, ios, vesper posted by ruffin at 8/23/2016 11:18:00 AM |
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| Saturday, April 09, 2016 | |
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Chris Adamson on the App economy [via Dan Counsell's weekly email]:
Much wrong. Many fix. First, if you read earlier this week, I think Pieter Omvlee was right. The Apple App Store is a dollar store.. Many indie developers don't want to sell there. Stop saying it's broken. If you don't have a dollar app, forget the App Store storefront.What I added to Omvlee's talk is that even those who don't want to sell in App Store storefront still want to be in the warehouse. You have to be if you want to sell inventory. That is, here are the things the Apple App Warehouse does not do for you, if you don't have a dollar store app:
Here's what the Apple App Warehouse does do for you:
etc etc. You're really asking for Apple to open another app store
That's really all anyone's asking for when they say, "The App Store's broken." What they mean is that, "The current store is broken for me," which is to say, "The current store isn't where I want to sell." For now, that means you have to make your own store on the web. That stinks, but would you really pay 7% of your gross to Apple to create a better store? Maybe. Maybe. If you knew you'd be featured, sure, but just because they make "Apple App Store Pro" or "Apple App Store Curated" doesn't mean you'll be in the window. Take that extra 7%, put it aside for marketing, and sell like mad. That said, Adamson has some interesting points. First, on why the Store is sufficient for Apple now:
I'd stopped listening to the Accidental Tech Podcast (ATP) after they took on Cards Against Humanity as a sponsor -- that game really is evil. It's, as I've said elsewhere, the I Ching (which is not evil) of hate speech (which is) -- but this was interesting too:
I've been realistically bearish on indies in the App Store for a while:
(That last is a little clickbaity, sure, but only in its simplisticness. It could be a lot less.) At the same time, I'd want to reframe the conversation a little, like I did when talking about attacks Jared Sinclair got for his Unread numbers. Stop thinking about working as an independent app developer as something that should pay you something comporable to a 9-to-5er cubicle coder. You could make a lot more as a banker than as tax return dude with a shingle, but you chose the latter. It's a different field. Stop seeing $20k for one app over a year (really $25k, apparently) as failure. See it as Curtis Herbert does...
Apps are investments. You sell these investments from the Apple Dollar Store or from your own storefront, your choice. They're delivered from Apple's App Warehouse. You create and maintain enough investments, and you might rival a consultant for salary. That's the profession you choose. Enjoy your time. That's its best perk of all. Labels: app dev, app store, app store econ, apple, business, indie posted by ruffin at 4/09/2016 11:00:00 AM |
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| Wednesday, March 30, 2016 | |
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Interesting quote from the appbot blog:
I keep hearing that the ability to respond to reviews is one of the pieces that needs to be fixed in the iTunes App Store (for iOS), and I still buy that the ability to reply would be wonderful, but that's a heck of a number. Why might it be so low?
It's that last one that I wonder most about. Even the most adamant iOS indie developers probably aren't going to reply nearly as often as they believe they would. They might reply when they see something they feel is insanely unfair -- replying could be an effective way to vent, and, if composed carefully, the vent could be productive -- but I doubt it'll be used as often as folks believe. I still think it's important to be able to reply, however. When I'm eyeballing a three star app, and am about to tank the purchase, my mind could be easily swayed by a developer that's engaged and can explain why, eg, what appeared to be a bug wasn't. Simple engagement, a "proof of life", almost, would go a long ways, if the replies are carefully written. Still, 97%? Ouch. Abandonware. Speaking of abandonware... I think I started an abandonware post mortem for BlogGo a while back. Will probably do one for WorkBurst too. It seems like these two folks did everything right, yet their well-marketed apps seem to have tanked. Why? I mean, anything showing an "introductory price" nearly two years after its last update, and with only five reviews of that version, is probably D-E-D dead. The fate of these apps is both kind of sad -- and scary -- to possible app developers. I'll talk more later with abandonware post mortems, but, to tie it into today, I'm not sure either app producer would spend a lot of time replying to negative reviews today, even if they could. Still, 97%? Wow. Labels: abandonware, app dev, app store, indie posted by ruffin at 3/30/2016 10:51:00 AM |
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| Saturday, October 17, 2015 | |
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Caught this from the Supertop (makers of Unread and Castro) blog: Castro and Unread provide variable height rows for episodes and article summaries respectively. This approach feels true to what Apple intends for iOS. Twitter clients like Tweetbot and Twitterrific do a great job here but unfortunately it's rare to see podcast or reader apps take this approach. This is exactly the benefit of having an older app. They're arguing stuff like... Have you ever noticed how many apps show their content in fixed-height rows? In these apps, text and images are cut off at the exact same interval, regardless of their intrinsic sizes. [sic on the lack o' question mark] That's what having a good foundation for your app already in placebuys you. There's no way I do that on my first cut a podcast app. ;^) Labels: app dev, design, indie, podcast app posted by ruffin at 10/17/2015 02:49:00 PM |
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