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The apps are not the problem. That's actually a great use of the platform. Rather, when/if your child becomes curious about creating something of his own, he's met with a $100 barrier to entry.



Back in the day that was a $4000+ barrier to entry to buy compiler, hardware, etc. Let's be real - what parent wouldn't spring for $100?


Seriously. I can't imagine the set of parents who buy an iPhone/iPad for their kid but won't spend the $100 to let their kid build with it is a large set--in fact, it's probably empty.


Yep, even if they have to buy a Mac ($600 for a Mac Mini), that's still cheap. I'm glad my parents spent money on my "software habit," which has given me a lifelong valuable skill. I'd do the same for my kids in an instant.


No; he's met with a $100 barrier if he wants to supply his software to others via Apple's App Store. Creating and developing for OS X and for iPhone OS on iPod/iTouch/iPad is entirely free. The XCode suite and the SDKs cost nothing to download.


No, he's met with a $100 barrier if he wants to load that app onto his iPhone/iPod touch/iPad, or submit it to the AppStore.


This does not hinder someone from developing software, which is what "op" was under the impression of.


I was merely addressing an inaccuracy in your post. And sure it does: there are tons of scenarios where the Simulator doesn't work like the real hardware or doesn't work at all: location-based apps, many audio and graphics scenarios, Youtube video playback, etc.


But you can't install on any devices (even your own) without the $100 fee.


The (yearly) $100 fee might not be negligible compared to the price of the device (it's still 50% of the price of the cheapest iPod Touch), but if your child already has (access to) a Mac and iPod Touch or iPhone, I don't think it will be that much of a problem.




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