Apple relaxes development tools rules, publishes App Store Guidelines (finally)
Adobe and Apple will probably never be BFFs, but perhaps they can mend fences. Apple on Thursday, and completely out of the blue, mind you, announced that it had "relaxed restrictions on the development tools used to create iOS apps." Even more surprising, it said it would be "publishing app review guidelines."
The development tools changes come months after Apple tools such as the one that would allow developers to cross-compile code written for Adobe's Flash into native iOS apps. As Apple will not otherwise allow Flash on iOS, it would be the only way for any such apps to appear there. Admitteldy, it is a hacky solution, but it is something, at least. In effect, it's not like the iPhone now embraces Flash, as Android does, but it at least allows it.
The original change to the SDK license said that, if developers wanted to publish software for iOS, they must use Apple's Objective-C-based tools, and nothing else. This, of course, really set off developers. The new rules are embodied in these two paragraphs which are from a press release Apple issued:
More startling, however is the fact that Apple has finally chosen to release the App Store review guidelines. Many have criticized Apple over lack of transparency in this area. On the other hand, it's not necessarily the guidelines themselves that are the issue, but their interpretation. For example, the banning of a (later added) app from a Pulitzer Prize winning cartoonist was probably not a good idea. Here are some bullet points from the intro page of the document:
Although this is the first time Apple has published these guidelines, many of the rules were already known. Still, it's nice to see them in one place.
Another thing struck off the iPhone wish list. Now, how about a Verizon iPhone and sideloading?
You can read the App Store Guidelines, as of Sept. 9, 2010, embedded below. They will, of course, change in the future. Current copies can be found at the App Store Resource Center, which requires a developer account to access.
App Store Guidelines, as of Sept. 9, 2010
The development tools changes come months after Apple tools such as the one that would allow developers to cross-compile code written for Adobe's Flash into native iOS apps. As Apple will not otherwise allow Flash on iOS, it would be the only way for any such apps to appear there. Admitteldy, it is a hacky solution, but it is something, at least. In effect, it's not like the iPhone now embraces Flash, as Android does, but it at least allows it.
We are continually trying to make the App Store even better. We have listened to our developers and taken much of their feedback to heart. Based on their input, today we are making some important changes to our iOS Developer Program license in sections 3.3.1, 3.3.2 and 3.3.9 to relax some restrictions we put in place earlier this year.This is probably less about iPhone Flash, and more about Game Center. After all, many of these games will use cross-platform 3D game engine, such as the Unreal Engine used in the Epic Citadel demo. Before this change, they would have been technically banned by the old policies.
In particular, we are relaxing all restrictions on the development tools used to create iOS apps, as long as the resulting apps do not download any code. This should give developers the flexibility they want, while preserving the security we need.
More startling, however is the fact that Apple has finally chosen to release the App Store review guidelines. Many have criticized Apple over lack of transparency in this area. On the other hand, it's not necessarily the guidelines themselves that are the issue, but their interpretation. For example, the banning of a (later added) app from a Pulitzer Prize winning cartoonist was probably not a good idea. Here are some bullet points from the intro page of the document:
- We have lots of kids downloading lots of apps, and parental controls don't work unless the parents set them up (many don't). So know that we're keeping an eye out for the kids (this is the clause that Apple points to when saying Android is for porn).
- We have over 250,000 apps in the App Store. We don't need any more Fart apps. If your app doesn't do something useful or provide some form of lasting entertainment, it may not be accepted.
- If your App looks like it was cobbled together in a few days, or you're trying to get your first practice App into the store to impress your friends, please brace yourself for rejection. We have lots of serious developers who don't want their quality Apps to be surrounded by amateur hour.
- We will reject Apps for any content or behavior that we believe is over the line. What line, you ask? Well, as a Supreme Court Justice once said, "I'll know it when I see it". And we think that you will also know it when you cross it.
- If your app is rejected, we have a Review Board that you can appeal to. If you run to the press and trash us, it never helps.
- This is a living document, and new apps presenting new questions may result in new rules at any time. Perhaps your app will trigger this.
Although this is the first time Apple has published these guidelines, many of the rules were already known. Still, it's nice to see them in one place.
Another thing struck off the iPhone wish list. Now, how about a Verizon iPhone and sideloading?
You can read the App Store Guidelines, as of Sept. 9, 2010, embedded below. They will, of course, change in the future. Current copies can be found at the App Store Resource Center, which requires a developer account to access.





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