After a tweet from Joe Belfiore
on BBC News
Microsoft gives up on Windows 10 Mobile
Microsoft appears to have abandoned its smartphone operating system ambitions.
The company’s Windows 10 chief has tweeted that developing new features and hardware for the Mobile version of the OS was no longer a “focus”.
Joe Belfiore added that he had also switched to Android himself.
Windows 10 Mobile tried to attract users by letting them run the same “universal apps” on both their PCs and handsets, but the concept failed to catch on.
The OS accounted for just 0.03% of the global market - based on smartphone shipments - between April and June, according to research company IDC.
The market intelligence provider said the news had been a long time coming.
“There wasn’t a wide range of devices running Windows 10 Mobile, so it wasn’t attractive to retailers or operators,” said IDC’s Francisco Jeronimo.
“And from a consumer perspective, the operating system didn’t provide as good an experience as Android or iOS.”
yadda yadda yadda … I told you so
in fact another tweet resume very well the situation
this “volume of users is too low” is also called market share, and each time I saw some AIR dev
complaining about “bouhou why Adobe no support Microsoft Mobile?” as if this is was a huge thing,
or even a deal breaker, or a reason to switch to haxe or whatever other tech like unity etc.
I always said that ~4% (and I’m very generous here) was not enough market share
here for ex AIR Multiple Targets
Windows phone ? we can’t target it with AIR and the 2% declining users is really not worth the effort.
here what I’m talking about
Does adobe AIR 13 support Windows mobile app?
Adobe AIR support for Universal Windows apps required
and some comments (randomly taken)
Last year when we were reviewing various cross platform environments to use for our mobile project, ActionScript + Starling framework came out as the best environment for our use case. However, we decided to go with Unity because of the lack of support for Windows Phone. I came back today (new project, fresh start), hoping to see that Adobe had reconsidered their stance - but still there is no support for Windows Phone, and once again we have to go for another system - most likely Xamarin this time.
great dude you switched your whole tech stack for a platform that lived for about 3 years with a big maximum of 4% market share (yep clapping with both my hands)
AIR already covers iOS and Android, now it is time for Windows 10 mobile, Windows 10 is very good and kick ass.
And it does not matter, for the very same reason you will not be publishing SWF file in 2020 to publish your app online, you will also not want to publish on the Windows Phone … when the percentage of users is so low nobody cares how good the platform is, there is no users to publish to!!!
and I could quote so much more…
anyway Adobe answer at the time was
Thank you everyone for the comments and votes. Please keep the feedback coming.
Like you, our team is very excited about the upcoming Windows 10 release and we will continue to actively investigate support for Windows 10 universal/mobile applications.
We know that this is a popular request. However, there are substantial costs that need to be taken into account with both the initial development and reoccurring testing commitment. Hopefully we can get to a point in the future where it makes both technical and business sense to move forward.
Until that time, please keep in mind that we’re committed to supporting our existing platforms. You’ve seen this with our support for 64-bit for iOS. Of course, we will also support Windows 10 with desktop AIR applications and with full Flash Player browser support (Flash Player is already included as a core component in the Windows 10 technical preview available from Microsoft!)
And they were right.
Again, it is all about the market share or how much users use/install apps on a particular platform.
Supporting a specific platform cost time and money, for the vendor of tech (Adobe)
and for the developers using this tech (AIR dev), you can not just support any platform on a whim.
And while we are on this subject here a list of bullshit arguments
Cross-Platform does not mean you are supporting all platforms
it simply does not exists, there is no tech that will support all platform
yep even C/C++
you can write those and compile to most platform
but that does not mean all platforms will give you access to the same API
the C++ you write for Linux Server is very different than the C++ you write for
an xbox console with a devkit
in general the CPU architecture popularity will drive the support for a particular platform
an Intel CPU ? no problemo it’s highly popular
a PowerPC CPU at the time mac used PPC (mac OS X 10.6) you may have found some support, but PPC support nowadays ? almost completely dead
see for ex Debian version history Debian 9 (Stretch)
The Intel 586 (Pentium), Intel 586/686 hybrid (Pentium with MMX)
and PowerPC architectures are no longer supported as of Stretch.
Cross-Platform usually means you are supporting more than 1 platform with the same tech stack
the more platform supported by the tech does not necessarily make the tech better
here 2 examples
- “blah blah blah haxe is better because export to HTML5”
being able to cross-compile and export to HTML5 does not equals supporting the platform
see if whatever cross-compiler output smash potato to HTML5 when you encounter bugs
then you basically have to debug smash potato, also why people love TypeScript (because it does not export smash potato)
- supporting the platform usually means you are specifically testing for it
see How SQLite Is Tested for example, that’s pretty serious testing
and that means pretty serious support
- “blah blah blah haxe is better because export to HTML5”
the Cross-Platformability depends on what your app is doing and who is supposed to use it
a command-line tool mainly meant to be run on servers and used by long bearded sysadmins does not have the same cross-platform requirements than a desktop app with a nice GUI made for non-savvy users (seems logic right?)
For any questions you may have about which platform your cross-platform tech should support
the answer, in general, is tied up to the market share, eg. for whom are you building this app ?
And when you know that you just publish to the platform that has the most of those users.
So when your client tell you they want a Windows Phone app you kindly explain to them that their money would be better spent building an app on iOS and/or Android with both totalise 96% of the mobile users instead of Windows Phone which is an unsure platform with only 2 to 4% of market share.
Well… you say that in 2013/2014, now in 2017 you can simply answer the Windows Phone market is dead .