You don't generally hear that you should develop for Android first, but even if you go iOS first, Android comes second. That's the traditional wisdom, anyways. According to Semil Shah on Haywire, though, "iOS first" is an understatement. It should be iOS first, and Android in the distant future, if at all. Shah is fairly direct with his point of view: The most common trap here is the early iOS app which gets some buzz. All of a sudden, the founders hear “When are you building for Android?” The natural, enthusiastic response to sincere requests of the Android chorus is to go ahead and build for Android and seek more downloads, more growth, more revenue. I have a different view though. The proper response is: “No. Buy an iPhone.” Shah's reasoning is presented in three central arguments: Android's fragmentation problem is too much for small teams iOS users have all the money (and their numbers are growing) Future Apple hardware (iPhone 5c, for example) may level the playing field And these are some interesting thoughts. The third point in particular is one you don't hear often - one of the big selling points of Android as a development platform is the massive reach, which is a product of the sheer number of phones in consumers' hands. After all, iOS traditionally has a higher barrier of entry when it comes to economics. On the other hand, we've already seen some counterarguments to some of these points. For example, if you ask Nick Bradbury, fragmentation is a completely overblown problem, and according to Danny Roa, there's not really that much point to supporting older devices in the first place. Similarly, Kevin Quach suggests that the common notions surrounding Android's monetization opportunities - that they're not there, basically, at least compared to iOS - are bunk as well. In other words, the "iOS first" vs. "Android first" argument may not be so clear in either direction. Check out Shah's full article for all the details.
If you're developing for iOS, you're probably particularly interested in how iOS handles HTML5. Even if you love Flash, you might want to think about redirecting some of that affection, given today's news from Adobe. Good news for iOS developers, though: iOS 5 handles HTML5 really, really well. In fact, after firing a battery of HTML5 tests at iOS 5, Sencha concluded in no uncertain terms: Mobile Safari continues to hold the crown as the best mobile browser, providing the best HTML5 developer platform. That's a pretty ringing endorsement. HTML5 Canvas is particularly impressive. Sencha's testers report: In iOS 5, Canvas is between 5x – 8x faster. We tried two examples to see this work. First, the IE HTML5 Speed Reading Test. In iOS 4.x, the draw durations last roughly ~850ms, versus iOS 5, where they are a constant 10ms. Blaze.io agrees, as this video vividly demonstrates: iOS 5 also added support for Web Workers, which run JavaScript threads in the background in order to keep the main thread free. Sencha tested Web Workers on iOS, and their results came back fine. WebGL works too -- officially for iAds only, although there is a workaround (but the resulting app can't be listed in the app store). For more on these upgrades, consider the quick tabular overview of mobile HTML5 support at mobilehtml5.org; read Sencha's discussion of their test results, which concentrate on HTML5; or check out Blaze.io's full performance report, which addresses non-HTML5 improvements too.
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