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Mobile Platform Survey from VisionMobile

VisionMobile has launched the most ambitious mobile platform survey to date, sponsored by O2 Litmus. This survey tracks the developer experience across all 8 major platforms (iPhone, Android, Symbian, Java ME, RIM, Windows Mobile, Flash Lite and mobile web). The results will be freely and widely published. As a mobile developer, this is the opportunity to make your voice heard!

Top apps people would like to see on SlideME?

We are asking the community what top apps that they would like to see on the SlideME Marketplace. We will contact those developers and see what we can do on getting those apps stocked.

Feel free to post suggestions here.

SlideME Revenue Share

At SlideME, we introduced the highest payouts for developers in the industry, with typical payouts of 95%. The remaining 5% went directly to the payment processor. Our position has always been not to make money on downloads. Sadly, those days are coming to an end.

We naively envisioned that developers and content would arrive in large numbers on SlideME due to our global billing support, which Google lacked. And with this content, we expected we would line up operator support and white-labeling of our solution. After 12 months, this has yet to happen.

Ramblings on Google's Android Market and Fragmentation

Mark Murphy wrote an interesting piece about fragmentation in Android. I didn't really agree with much of it but it did get me to thinking about how the space in Android is evolving compared to J2ME (Java ME).

I was the software architect for T-Mobile back a number of years ago, working on their J2ME platform launch. So I've got some inside perspective.

Speed Forge 3D is on SlideME

For those of you who haven't heard about Speed Forge 3D. Many are considering it the hottest game yet for Android. The video looks awesome. You can find it at SlideME: http://slideme.org/application/speed-forge-3d

SlideME: SAM 3.1 Release

This is a minor release that provides sorting options for main catalog entries. There are also a number of bug fixes including: storage locker appearing blank, needing to login twice to storage locker, a possible crash after watching app video, a crash if user scanned a QR code and the catalog info had not been previously stored in SAM's catalog.

SlideME: SAM 3.0 Release

This is a major 3.0 release of SAM. Features include an image gallery for up to three screenshots and the ability of the user to play youtube videos of the applications. There is also a new feature for viewing, sorting and installing applications directly from the SD Card.

SAM 3.0 supports it's own intent for launching on application links, allowing users to scan QR Codes or click links, taking them directly to the application within SAM.

This release also includes important fixes for improved application search and for encoding problems during login.

SlideME: Release of our first Android Market Application

For nearly the last two years, we've been focused on our core project SAM (SlideME Application Manager) but have never been able to release it into the Android Market due to Google's non-compete terms.

SlideME's SAM Marketplace Shows up on the HTC Hero

It's finally public: the SlideME Application Manager is on the HTC Hero devices released in Malaysia and Vietnam. So now I can discuss with the community a little of the background of what was happening with SlideME over the summer and what to expect in the coming months.

If you tracked SAM releases, you would have noticed that we did four releases from mid-to-late May, all containing localization support of various languages, including Vietnamese. This was to get a version of SAM into the hands of HTC.

SAM v2.8 (released on June 9, 2009) was a major re-write of much of the plumbing in SAM. We previously downloaded the entire catalog on startup and while this worked for 30-40 apps, it was killing the SAM client performance at 150+ apps; certain application entries were getting completely dropped. We needed to fix this if we wanted to scale with an HTC release.

On Why Google Doesn't Care About Paid Applications

Many developers, including myself, have wondered why Google doesn't put more emphasis on helping developers promote and sell their applications. At the launch of the Android Market, Google didn't launch with carrier-based-billing (they turned down this option, preferring to use their own Google Checkout at a later date). This decision forced many developers to give away their applications.

We all know Google would love to see more applications bought, driving in even more applications; but when it comes to backing this up with money and resources, Google seemingly falls short.

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