![]() ![]() The major limitation of choosing native technologies is that we limit ourselves to the Apple ecosystem. Did you encounter any problems or disadvantages connected to those technologies? And by the way, while migrating to Swift, we were forced to migrate to ARC memory management too, which solved a lot of the memory management issues in our legacy non-ARC Objective-C codebase. Optionals are also amazing, making the UI logic of our app much more consistent and avoiding issues that were common in our Objective-C codebase. What’s more, crashes that were common with Objective-C are non-existent in Swift. Pixelmator Classic was created using Objective-C and, comparing that to our Swift-based Pixelmator Pro, we can see that our pace of development is way faster. We depend on pretty much every available framework on the macOS platform. ![]() ![]() If we need excellent GPU-based gaussian blur – it’s easy thanks to Core Image. If we need optimized, power-efficient, and precise color management – we can use the Accelerate framework. We depend on Apple frameworks to provide solutions to really tough problems in graphics processing, too. It’s so much easier to build a consumer product using relevant and accessible UI frameworks on Apple platforms. The biggest thing is that apps like Pixelmator Pro simply would not be possible without a lot of the foundational technologies provided by Apple frameworks. Tell us about the good parts: what’s great about those technologies? For developers who focus on being 100 % platform-native, choosing native technologies is pretty much a no-brainer. Why did you choose those particular technologies?īeing platform-native is key for us at the Pixelmator Team – our identity and products are built on bringing the best native experience and it’s something that we invest a lot in. Our main programming language is Swift - we were early adopters of Swift back with version 1.0 and, even though we’ve experienced all the growing pains of transitioning through major versions of it, we learned a lot and we got to work with and meet the amazing Swift team at Apple. For Pixelmator Pro on macOS, we use a ton of Apple frameworks, everything from basics like AppKit, to performance-oriented, hardware-accelerated frameworks like Metal, Core ML, Core Image, and Accelerate. Technologies Being Used What technologies are you using to develop it?Īll our apps are created using native technologies. All of our apps are designed to make powerful image and photo editing tools accessible to everyone. We also have a photo editing app called Pixelmator Photo, which is currently available on iPad, and Pixelmator for iOS, a layer-based image editor for iPad and iPhone. That app is still available from the Mac App Store, though it has been superseded by the newer Pixelmator Pro, which was released in 2017. The first app we created was Pixelmator, which is a fully Mac-native layer-based image editor released in 2007. It’s a bad business practice and it has hurt my goodwill towards the company in the future I will look elsewhere or return to adobe, because I am not giving them another $60 because of app store deception.About the App Tell us a little bit about your app: what does it do and when did you start working on it? It’s obviously not where the focus is, though if you look at the app store you would have to specifically make sure to check other software by Pixelmator to see they had Pro out on discount. Great, they’ll keep it updated so it doesn’t break for a few months to years. Now, since it’s app store only, I can’t even get a upgrade discount to get Pro, I have to pay for twice the price of Pixelmator all over again if I want Pro - which I would have just bought in the first place if the makers tried to inform new purchasers-to-be about Pro taking up the mantle. However, I bought it right after Pro had come out (or right before) and from that point until today they have not made a significant effort to make it clear to people that this is the old app being phased out. ![]()
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