> On 17 Jul 2015, at 16:48, Gary L. Wade <garyw...@desisoftsystems.com> wrote: > > As mentioned before, the app I referred to that Apple flagged was for the Mac > App Store not the iOS App Store. If what you say is true, the current team > will probably want to try again even after a recent rejection (far more > recent than 2010; we even talked with an evangelist a few months ago); I've > forwarded it on. It looks like submitting to the Mac App store is a flyer: http://developer.xamarin.com/guides/mac/deployment,_testing,_and_metrics/publishing_to_the_app_store/#Upload_to_Mac_App_Store > > My personal opinion, borne on a long history of going both ways on many > products (cross platform Mac code on Windows and Windows code on Mac) has > shown a product is far better when someone makes the effort to target the > target platform not take shortcuts like this. Personally I would agree with you here. For smaller projects sure. But I wouldn’t want to devote years of effort along this channel.
J > -- > Gary L. Wade (Sent from my iPhone) > http://www.garywade.com/ > >> On Jul 17, 2015, at 8:26 AM, Jens Alfke <j...@mooseyard.com> wrote: >> >> >>> On 16 Jul 2015, at 21:26, Gary L. Wade <garyw...@desisoftsystems.com >>> <mailto:garyw...@desisoftsystems.com>> wrote: >>> >>> Just keep in mind that according to Apple's App Store rules, this qualifies >>> as interpreted code. I worked on a really well known app that used a C# >>> component for a fairly important piece of functionality, and that part >>> could not be in our App Store version (the non-App Store could keep it), >>> and our company and Apple were criticized royally in the press. >> >> >> This isn’t the case anymore. >> >> There was a period in 2010 or so where Apple decided on a whim that iOS apps >> couldn’t contain _any_ interpreted code (other than JavaScript in a >> UIWebView.) That’s probably when the above happened. This policy was >> complete bollocks, and Apple rescinded it about six months later … probably >> after a number of big game developers showed them that nearly all game >> engines use interpreters (mostly Lua or Python, and Unity uses C#) for >> in-game logic, and it would be a shame if they had to withdraw all the >> top-selling games from the App Store, wouldn’t it? >> >> The policy is back to forbidding _downloaded_ executable/interpretable code >> (again except for JS executed in a WebView), which is sort of annoying but >> generally makes sense from a security perspective. I was just reading >> yesterday about some Android malware by Hacking Team that made it through >> Google Play review because the nasty code wasn’t packaged in the app but >> downloaded afterwards. >> >> —Jens _______________________________________________ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com