Does Mac App Store accept application written in Python/Java/Ruby? - macos

Does Mac App Store accept application written in Python/Java/Ruby?

The Good News
Yes, you can submit a Java app to the Mac App Store. Not true in the past, but it is true at least as of now in 2013.
One example is the successful MoneyDance personal finance app currently available for sale in the Mac App Store.
The Bad News
Preparing and submitting your app is neither simple nor easy. You have to jump through some hoops.
Your app cannot depend on Java being installed on the Mac. You must include a JRE (Java Runtime Environment) within your Mac app.
You must write a thin Objective-C wrapper around your Java app. The source code and examples/tutorials are available on the web.
Like any other app, you must go through all hassle of the complicated build and deployment rigmarole with security restrictions Apple requires of any Mac App Store app.
More Info
Two articles, Take your Java application to the Mac App Store and Forking the OpenJDK for fun and profit, by Marco Dinacci. These articles may provide other useful information, but fortunately their discussion of forking the JDK is now outmoded. He and others have provided the needed patches now incorporated in the official releases.
How to Create a Mac OS X Installer for a Java Application (Updated for Mac OS X 10.8 — Mountain Lion) by Dem Pilafian of Center Key Software.
Packaging a Java App for Distribution on a Mac (Oracle)
Submitting to the Mac App Store (Apple)
By the way, you can use both Swing and JavaFX in your app. JavaFX is now bundled with Java, at least as of Java 7 Update 40 according to these Release Notes.
Java 9
The newly released Java 9 should make this process of wrapping an app with a runtime even easier and better.
Modules
Java 9 brings “modularization”, Java Platform Module System (JPMS), where the approximately 5,000 classes bundled with a JVM are grouped into about a hundred chunks known as modules. You can include only the modules containing classes actually used by your particular app rather hauling along every library. If you don't use JSON or CORBA, then you need not include the JSON or CORBA related modules.
The new jlink tool does this work for you, to assemble and optimize a set of modules and their dependencies into a custom run-time image. As a bonus, some link-time optimization work is performed to make your app launch faster.
These features are supported on 64-bit macOS systems, along with other platforms.
Native compiling
Java 9 also brings new support for native compiling, to build an app optimized for specific hardware. But this ability is experimental, and not yet ready for production use.
Update, as of 2018
Oracle has announced the end of web deployment technology, including Java Web Start, the previously recommended avenue for desktop apps. So now, Oracle expects all Java apps to be delivered bundled with a JVM such as is done with the jlink tool mentioned above.
So, the process of wrapping an app with a Java runtime that was something of a rarity just for the Apple App Store is now mainstream. Oracle expects any Java-based desktop app to be installed this way.

Yes and no. Apple doesn't care what language your App is written in, but it cannot depend on or install anything outside of the binary you submit to Apple. The relevant guidelines are below:
2.14
Apps must be packaged and submitted using Apple's packaging technologies included in Xcode - no third party installers allowed
2.15
Apps must be self-contained, single application installation bundles, and cannot install code or resources in shared locations
2.16
Apps that download or install additional code or resources to add functionality or change their primary purpose will be rejected
So, while this means you can't depend on Ruby or Python, you could use a framework like MacRuby to build your app in Ruby and embed the Ruby interpreter. Speaking for MacRuby, apps have been successfully submitted to the Mac App Store this way.

Ruby ? Yes !
Apple already accepted one of my apps written in MacRuby.

AFAIK, Cocoa will allow you include code written in different languages (including Ruby and Python, but not Java I don't think).
Check the Apple SDK's for more info, but I believe (thanks to Cocoa) it's not a problem.

For Python apps, I wrote a comprehensive article explaining how to build and submit such apps to the Mac App Store. It includes source code and build scripts for a barebones example app that I have successfully submitted.
Submitting a Python App to the Mac App Store

Possibly Java, if you bundle the Java application into a mac application.

Related

How to run xcode or playground on Windows? [duplicate]

Want to improve this post? Provide detailed answers to this question, including citations and an explanation of why your answer is correct. Answers without enough detail may be edited or deleted.
Is there any way to tinker with the iPhone SDK on a Windows machine? Are there plans for an iPhone SDK version for Windows?
The only other way I can think of doing this is to run a Mac VM image on a VMWare server running on Windows, although I'm not too sure how legal this is.
It's certainly possible to develop on a Windows machine, in fact, my first application was exclusively developed on the old Dell Precision I had at the time :)
There are three routes;
Install OSx86 (aka iATKOS / Kalyway) on a second partition/disk and dual boot.
Run Mac OS X Server under VMWare (Mac OS X 10.7 (Lion) onwards, read the update below).
Use a framework and/or toolset, which allows developing on Windows, like Delphi XE4 with the mac-in-cloud service, which can build without MacOS device need. This is a commercial toolset, but the component and lib support is growing.
Other honorable mentions are Flutter, Xamarin and similar; which may at end need actual MacOS device for final build (but you can test on Android till then, as they're cross-platform).
The first route requires modifying (or using a pre-modified) image of Leopard that can be installed on a regular PC. This is not as hard as you would think, although your success/effort ratio will depend upon how closely the hardware in your PC matches that in Mac hardware - e.g. if you're running a Core 2 Duo on an Intel Motherboard, with an NVidia graphics card you are laughing. If you're running an AMD machine or something without SSE3 it gets a little more involved.
If you purchase (or already own) a version of Leopard then this is a gray area since the Leopard EULA states you may only run it on an "Apple Labeled" machine. As many point out if you stick an Apple sticker on your PC you're probably covered.
The second option is more costly. The EULA for the workstation version of Leopard prevents it from being run under emulation and as a result, there's no support in VMWare for this. Leopard server, however, CAN be run under emulation and can be used for desktop purposes. Leopard server and VMWare are expensive, however.
If you're interested in option 1) I would suggest starting at Insanelymac and reading the OSx86 sections.
I do think you should consider whether the time you will invest is going to be worth the money you will save though. It was for me because I enjoy tinkering with this type of stuff and I started during the early iPhone betas, months before their App Store became available.
Alternatively, you could pick up a low-spec Mac Mini from eBay. You don't need much horsepower to run the SDK and you can always sell it on later if you decide to stop development or buy a better Mac.
Update: You cannot create a Mac OS X Client virtual machine for OS X 10.6 and earlier. Apple does not allow these Client OSes to be virtualized. With Mac OS X 10.7 (Lion) onwards, Apple has changed its licensing agreement in regards to virtualization. Source: VMWare KnowledgeBase
Xamarin is a solid choice. It was purchased by Microsoft and is now built directly into Visual Studio. You code in C#. With all the updates and features they are adding, you can do everything but submit to the App Store from Windows, even compile, build and deploy to an iOS device.
For games, Unity 3D is a great option. The editor is free to use for development, and even for distribution (if you have less than 100K USD in annual revenue). Unity supports iOS, Android and most other platforms. It may be possible to use Unity's "Cloud Build" feature to avoid having to use a Mac for deployment, although by default Unity actually spits out an Xcode project when building for iOS.
Other options:
PhoneGap (html/javascript) also works. It isn't quite as nice for gaming, but it's pretty decent for regular GUI applications.
Flutter (dart) is a free cross platform mobile app development framework from Google. Write your code in Dart.
React Native (javascript) is another popular cross-platform framework created by Facebook.
Note that: for all of these options, all or most of the development can be done on Windows, but a MacOS device is still required to build a binary for submission to the App Store. One option is to get a cheap MAC Mini to do your final build.
If you have a jailbroken iPhone, you can install the iphone-gcc toolchain onto the iPhone through Cydia and that way you can just compilie the apps on the iPhone. Apps that are developed this way can still be submitted to the App Store.
And although Mr Valdez said it is a grey area (which it is), jailbreaking is incredibly easy and pretty much risk free. Yes, it voids your warrenty but you can just do a restore and they will never know.
Most of "so called Windows solutions for iOS development without Mac" require Mac at the end just to sign and send to app store. I checked a few, not all though (who has the time?)
At the end it's just too much trouble to learn "their super special easy way to program iOS without Objective-C", they have lots of bugs. Really the goal they are setting is unachievable in my view.
Also a lot of time they make you use Objective-C equivalent statements simply in another language. They kind of look the same but there are always subtle differences that you have to learn on top of obj-c. Which also makes even less sense, because now instead of learning less you have to learn more. So where is the gain?
Also they cost a lot, because they are very hard to develop.
Many lack any debugging abilities whatsoever.
In my honest opinion, if you are a hard-core iOS developer then for sure buy the best Mac and learn objective-c. It's expensive and takes time, but if it's your path, it's worth it.
For an occasional use, it's just easier to rent a remote Mac service, like XCodeClub.com
The SDK is only available on OS X, forcing you to use a mac. If you don't want to purchase a mac you can either run OS X on a virtual machine on your windows box, or you can install OS X on your PC.
In my experience the virtual machine solution is unusably slow (on a core2 duo laptop with 2G ram). If you feel like trying it search for the torrent. It's probably not worthwhile.
The other option is to install OS X on your PC, commonly referred to as a hackintosh. Hackintoshes work quite well - my friend just sold his mac because his Dell quad core hackintosh was actually much faster than the apple hardware (and cost about 1/3).
Of course both of these options are likely counter to some licensing scheme, so proceed at your own risk.
You can use WinChain
Quoting the project page:
It's the easiest way to build the iPhone toolchain on a Windows XP/Vista computer, which in turn, can take Objective-C source code that you write using their UIKit Headers (included with winChain) and compile it into an application that you can use on your iPhone.
You don't need to own a Mac nor do you need to learn Objective-C. You can develop in different environments and compile into Objective-C later on.
developing for the iphone and ipad by runing osx 10.6(snow leopard)
This article one of our developers wrote gives a pretty comprehensive walk through on installing OS X Snow Leopard on Windows using iBoot, then installing Vmware (with instructions), then getting your iPhone dev environment going... and a few extra juicy things. Super helpful for me.
Hope that helps. It uses Phonegap so you can develop on multiple smart phone platforms at once.
You can use Tersus (free, open source).
A devkit that allows one to develop iPhone apps in Objective-C, C++ or just plain C with Visual Studio:
Check it out at iOS build env
You can build iPhone apps directly within Visual Studio (2008, 2010, Express).
Pretty neat, it even builds IPA files for your app after a successful compilation. The code works as is on jailbroken devices, for the rest of the planet I believe the final compilation & submission to the App Store has to be done on a Mac. But still, it enables you to develop using a well-known IDE.
Of course, you can write Objective-C code in notepad or other programs and then move it to a Mac to compile.
But seriously, it depends on whether you are developing official applications to put in App Store or developing applications for jailbroken iPhone. To write official applications, Apple iPhone SDK which requires an Intel Mac seems to be the only practical way. However, there is an unofficial toolchain to write applications for jailbroken iPhones. You can run it on Linux and Windows (using Cygwin).
Try macincloud.com It allows you to rent a mac and access it through RDP remote control. You can then use your PC to access a mac and then develop your apps.
You will soon be able to use Adobe Flash CS 5 to create Apps for the iPhone on Windows:
flashcs 5
flashcs5 apps for iphone
Hooray! You can now more easily accomplish this with the latest Xamarin.iOS, using a network-linked mac providing the build and deployment capabilities.
See here for more details:
introduction to xamarin ios for visual studio
If you want it to be legitimate, you have two options, cloud based Mac solutions or cross-platform development tools.
You may consider the hackintosh approach or virtual machines if you don't care about legal stuff. If you have a decent PC, running a virtual machine would be the easiest way to go. You may never know which hardware will have driver issues on a hackintosh.
I've tried all these approaches and they all have pros and cons, but for the second group, I feel kind of guilty. I develop apps to make a living and I wouldn't want to rip off someone else for it.
If you are making a small project, cloud based Macs may prove useful. Rent it for a short time, develop your project and off you go. Don't bother learning anything new.
However, if your project is getting big, cross-platform frameworks seem to be the only alternative. The critical thing is that you need to choose wisely. There are so many hybrid frameworks, but what they do can be summarized in one sentence as "diplaying web pages in an app wrapper" and developers' negative experience with hybrid frameworks also affects native frameworks.
I tried three of these (Titanium, Smartface and Xamarin) and they all claim to produce "real native output" and in my opinion their claims are correct. You need to test and see it yoursrlf, it's not easy to describe the native feeling. In a previous comment, it was indicated that it takes some effort to learn these platforms, but once you get to know them, you can develop not just iOS applications but Android applications as well, all with the common code base. And of course, they are much cheaper than a cloud Mac. Some of them are even free. You would need a Mac only for store submission.
If you know JavaScript, try Titanium and Smartface and if you know C#, try Xamarin. Just note that for the device simuator, Titanium is dependent on a Mac, but Smartface has a simulator app for Windows development and it works better than I expected. On the other hand, Xamarin requires a Mac in your network.
If you want to create iPhone apps but no Mac, then you should try http://www.pmbaty.com/iosbuildenv/
It allows you to easily develop native iOS apps, like with XCode, deployable on any iPhone, iPod or iPad (jailbroken or not).
Use your favourite IDE to code in Objective-C, C++, C or ARM assembly, like in XCode. ARC and blocks are supported.
Compile your iPhone apps directly inside Visual Studio
It works on Windows all versions (XP, 7, 8), FreeBSD and Linux
Now with iOS8 support.
Check out this:
Over view
It is a project that attempts to be able to cross-compile programs written in a variety of source languages to a variety of target languages. One of the initial test cases was to write programs in Java and run them on an iPhone. Watching the video on the site is worthwhile.
With that said, I haven't tried it. The project seems quite beta, and there isn't a lot of activity on their SourceForge site.
You can use Intel XDK with that you can develop and publish app for iOS without mac.
Click here for detail.
Interesting that no one has mentioned the cross-platform wxWidgets option.
It's less than an optimal solution, though.
IMHO, the business-wisest way to go is to invest the money in Apple's endorsed framework. That way, if you find yourself stuck with some mind-boggling problem, you have a much larger community of developers to consult with.
YOU CAN DEVELOP IPHONE APPS ON WINDOWS PC. I've done it, with complex apps. And it works perfectly. You can develop iphone apps without ever seeing a mac or iphone.
You can develop on windows an HTML (or better: HTML5) app, using tools like Sencha or JQTouch, or mobi1. (They used to all be free for a while)
Then you use openSSL to sign the app. And Adobe PhoneGAP Build service to build IPhone App.
But you need the iphone developer licence to install it on an iphone. But you don't need a mac or iphone at any minute to compile, build or test it - all that is done ON THE PC.
I've done it, and it works perfectly. (But with Android type responsiveness - not as fast as a native IPhone app)
You could also use a program from the the Babylonian era (circa 300 bc) running C and C++ called dragonfly. If your app has one or two screens with limited interactivity, and many calculations, go for it. It includes an emulator. You compile to the iphone at the press of a button. (Not sure, but I think you do need a developers license in any case)
And then there is Xamarin. You develop in C# with special calls to native code. You'll have to learn the environment.
Oracle VirtualBox allows users to install Mac OS X in a virtual machine. If you are comfortable with it, you could just use that way to use Xcode. This is legal if you "dual boot" your mac into windows, then install the VirtualBox within windows (or linux).
Other possibilities are cross-compilers such as Appcelerator Titanium (HTML, CSS and JavaScript) or MonoTouch (.NET).
You can use Sentenza for make applications for iPhone, on Windows.
Tested with success.
It's not a solution but a good alternative !
Two other options
Titanium Developer - free community edition - write in HTML/JavaScript - compile with Xcode (requires a Mac or VM)
OpenPlus ELIPS Studio - write in Flex, compile on Xcode (requires a Mac or VM) - they just started charging for their product however.
I think there may be 'toolchain' options for these and some of the others mentioned, which allow you to compile to binary on Windows, and I have seen that you can upload a zip file and have a toolchain style compile done for you online, but this goes against the Apple licensing.
If I am not mistaken, a product such as Titanium that outputs/works with Xcode and does not use any 3rd party / alternative / restricted libraries should be in compliance, because you are ultimately compiling in xcode - normal Objective-C code and libraries.
As has been pointed you can attempt to use the WinChain but if you are a newbie coder it won't be easy.
The iPhone SDK will work on Hackintoshes (a normal PC with OS X installed on it). I know as I have one and it does.
So after you go buy an OSX license you could TRY to install it on your PC on a different drive using Boot-132 or one of the other installers like iDeneb. The issue you will have to do a lot of tinkering and things still won't work quite right.
Using Xamarin now we can develop iPhone applications in Windows machine itself with the help of Xamarin Live Player.
Using this Xamarin live player dev/deploy/debug cycle can now be done without an Apple system.
But to sign and release the app Apple system is required.
Find the reference here
I checked the reference nothing dodgy
Yes and you don't need to learn Objective-C and buying Apple software and hardware.
Adobe have created compilator from ActionScript 3 to program for iOS. And later Apple approved this method of application creation.
This is best way to create Apple applications under Windows or Linux/BSD (and another one for MacOS-X)
If you want to develop an application on Windows environment then there is an option, you can install MAC OS in your windows Platform name is : "Niresh'MAC OS" , you can search that text on Google
then you can download the whole MAC OS Source and easily installed MAC OS in your Windows PC, Niresh is able to Hack the whole OS.
Hope this will help you.
You can install OSX on PC but experience wont be great and it needs lot of work. Alternate is to use a framework/SDK Codename one: which is based on JAVA and can be used to code in WP8, Android, iOS on Windows (eclipse) with all extensive features
Features Overview:
Full Android environment with super fast android simulator
An iPhone/iPad simulator with easy to take iPhone apps to large screen iPad in minutes.
Full support for standard java debugging, profiling for apps on any platform.
Easy themeing / styling – Only a click away
More at Develop Android, iOS iPhone, WP8 apps using Java
Disclaimer: This is my review for the product
Develop iOS Apps on Windows With Cross-Platform Tools
Cross-platform tools are awesome: you code your app once, and export it to iOS and Android. That could potentially cut your app development time and cost in half. Several cross-platform tools allow you to develop iOS apps on a Windows PC, or allow you to compile the app if there’s a Mac in your local network.
Well, not so fast…
The cross-platform tool ecosystem is very large. On the one side you have complete Integrated Development Environments (IDEs) like Xamarin, that allow you to build cross-platform apps with C#.
The middle ground is covered by tools like PhoneGap, Cordova, Ionic and Appcelerator, that let you build native apps with HTML5 components. The far end includes smaller platforms like React Native that allow you to write native apps with a JavaScript wrapper.
The one thing that stands out for all cross-platform tools is this: they’re not beginner friendly! It’s much easier to get access to a Mac, learn Swift, and build a simple app, than it is to get started with Xamarin.
Most of the cross-platform tools require you to have a basic understanding of programming, compilation options, and the iOS and Android ecosystems. That’s something you don’t really have as a beginner developer!
Having said that, let’s look at a couple of options:
If you’re familiar with Windows-based development tools and IDEs, and if you already know how to code, it’s worthwhile to check out Xamarin. With Xamarin you code apps in C#, for multiple platforms, using the Mono and MonoTouch frameworks.
If you’re familiar with web-based development, check out PhoneGap or Ionic. You’ll feel right at home with HTML 5, CSS and JavaScript. Don’t forget: a native app works different than a website…
If you’re familiar with JavaScript, or if you’d rather learn to code JavaScript than Swift, check out React Native. With React Native you can code native apps for iOS and Android using a “wrapper”.
Always deliberately choose for cross-platform tools because it’s a smart option, not because you think a native platform language is bad. The fact that one option isn’t right, doesn’t immediately make another option smarter!
If you don’t want to join the proprietary closed Apple universe, don’t forget that many cross-platform tools are operated by equally evil companies like Google, Facebook, Microsoft, Adobe and Amazon.
An often heard argument against cross-platform tools is that they offer limited access to and support for smartphone hardware, and are less “snappy” than their native counterparts. Keep in mind that any cross-platform tool will require you to write platform-specific code at one point, especially if you want to code custom features.
If you have ssh access to a Mac, then you can use a VNC (like Vine VNC, which allows multiple uses at once - thin thin client) to control XCode.
This could be useful if you wanted to access a Mac Mini from a laptop, or your S.O. is hogging your MacBook.
You may try to develop web apps for iPhone using HTML, JavaScript, CSS. Check the getting started info at Apple's site.

Proper way to distribute Bonjour enabled Windows application

I am quite confused as to the proper way of distributing Bonjour as a part of a Windows application that would publish a service for a client iOS app.
No matter how much I google around, I cannot find a clear how-to guide. It would be great if someone could provide guidelines.
The main reasons of my confusion are:
Is it mandatory to distribute the entire bonjour Win SDK as a part of my Win application?
Since Apple provides source code to build mDNSResponder.exe, is it sufficient to only distribute such file along with dns-sd.dll?
What is the intended purpose of providing sources for mDNSResponder.exe otherwise?
What is the recommended way to handle the possibility of having Bonjour already installed on the system?
Also, where can I find the latest Bonjour SDK (3.x I guess?), I can only find 2.0.4. Is it only accessible if I am enrolled in the OSX developer program? (I am enrolled in iOS developer program for now.)
Many thanks.
This is information I gathered from various sources, including communications with official Apple support. I report it in the way I believe to be accurate, I hope it can be useful (no liability assumed!).
For Bonjour-enabled Windows application you have basically two main options:
Bundle the Bonjour Installer with your application (which is not the Bonjour SDK, the SDK if for your own developer use only).
If you choose to do so, the Bonjour installer must be called from your own installer during the installation process. The possibility of Bonjour being already installed in the system is totally handled by the Bonjour installer.
And here come some bad news: you must include de Bonjour Logo on your physical distribution medium (like a DVD cover sleeve) according to the Apple guidelines specified in the Windows Bundling Agreement, and you need Apple approval before distributing your product.
Do not bundle. I.e., do not distribute Bonjour with your application but simply use it if already present in the system. If you do not distribute Bonjour in any form the whole Windows Bundling Agreement simply does not apply. You application should search for the dnssd.dll and load it dynamically if found.
Consider that most of Windows users would have Bonjour already installed due to the fact that some popular apps use it (for example iTunes and Skype).
While the source code of Bonjour is released under an open-source library (Apache License, Version 2.0) this does not require Apple to do anything. In particular, they do not need to document how you'd use this license.
The license allows you to use and adapt Apple's source code, including its copyright, but not including its trademark "Bonjour(TM)". Since this is the standard Apache license, you don't have the requirement either to show the trademark.
So, to answer your questions:
No, you can build your own version of Bonjour from source and use that under the Apache license. You can't call it Bonjour, but why do you need a name in the first place? "mDNS" would be a reasonable choice, possibly prefixed with your trademark.
It seems sufficient to distribute the DLL and EXE. Arranging how they find each other might benefit from some tailoring, so your own build of Bonjour doesn't clash with Apple's.
(I won't speculate on Apple's motives)
The design problem here is that Bonjour acts as a system service, and services are inherently singletons. If you install it unmodified, Apple wouldn't be able to install its own build. That's not a legal problem, probably, but it is a bad customer experience. Installing your own build as a distinct service would avoid the clash, allowing both versions to co-exist.
(Resource request, off-topic)

Mac App Store Bundle Downloads

After reading through the extensive App Store guidelines (mac app store specifically), I've noticed a contradiction....
On one hand, under functionality, it clearly states:
2.7 Apps that download code in any way or form will be rejected
2.8 Apps that install or launch other executable code will be rejected
Yet when you read up further about purchase types, it often refers to in App Purchase 'downloads' and I'm pretty sure I remember reading in the bundle development guide (specifically plugin development) that these could be considered as in app purchases?
in 2.7 and 2.8 above, do they refer to code that they haven't checked i.e myAppPurchase.bundle which wasn't submitted at the app submission time, or is this concrete that absolutely NO bundles checked or unchecked by apple can be downloaded at all?
So in short, should an app be created in it's entirety i.e. with all the 'in app purchase extras' or can it be done modular i.e. an in app purchase downloads an approved bundle from the app store?
Cheers,
A
Although you can download content for in-app purchase, you aren't allowed to download code for later incorporation into the application. There are some theoretical edge cases, as you might have your own interpreter and might be able to download some amount of interpretable code in that case, you cannot download native code which will be executed either as part of the application (plugin) or an externally launched application.
As for the question of why Apple would cover this in the docs, it's likely because its the way that OS X and iOS apps are stored in the file system. Until Apple decides to allow downloadable binary executables, we're stuck using Plugin bundles in OS X only, ditto for non-OS framework bundles, which would arguably be even more useful. In particular, we have some bundles that are iOS/OSX cross-platform that we have to statically link under iOS, which is a shame.
Apple's apparent take is that if we can load code dynamically, then it is an opportunity to circumvent their review process by downloading an offending code module after the initial (or subsequent) program load. Imagine, for example, an application that talks to a server to download code which violates one of Apple's guidelines. If the version that is making the request has not yet been "released" by the malicious developer, no code is returned, and it just looks like it's checking in for an informative message of some kind. However, once Apple approves the App, the developer tells the server to start sending back a dynamic library, framework, or plugin which is then executed at the appropriate time by the now-malicious code.
The difficulty is that to prevent this from happening (through dyld or similar), you need to either whitelist everything that can be loaded, or you need to just prevent its use by application code altogether.
There's certainly the possibility that some kind of approved code whitelist could be used in the future, but until then, Apple has apparently chosen the route of just preventing the use of dynamic linking of non-system frameworks.

What are some other comparable products to RealBasic?

I'm looking to get something that can create apps for Mac and Windows. It also seems that RealBasic can also create applications that have some sort of SQLLite DB built in. This is nice for standalone apps that need to save state/data.
I have Flash, which can create executables for Mac and Windows, but it doesn't have the easy database packaging or integration.
What are some other comparable products like RealBasic?
You can check out LiveCode
I do not have any experience using it but it also claims to support cross platform application development across Mac / Windows / Linux etc
Also, i think this product is what used to be called "Revolution" so it has been around atleast for a few years now - Revolution has been around since before 2001 to the best of my knowledge
The main problem with using Java is that the UI won't have the native look and feel of the platform it's running on. Sometimes that won't matter. But I've found that for most endusers the UI is a big deal.
Contrary to the above answer, RealBasic has never used an "interpreted runtime". It's compiled to machine code and linked to the runtime. These days it's compiled into LLVM instructions first before being compiled into machine code. So it's definitely faster than Java. It's main weakness seems to be the stigma attached to any language based on Basic.
I was using RealBasic for many years, due to its cross-platform capabilities. RealBasic was very long the only product that really managed both worlds.
With OS X 10.4 JAVA became a real alternative for RealBasic. On Windows JAVA was running well for several years, and with 10.4 it was also running well on OS X now.
The only thing with JAVA is: You need to have a JRE on the target system (OS X always has, Windows usually has but not always) - that is the only bad thing about JAVA. RealBasic is also "only an Interpreted runtime" - but it brings it's runtime in the binary, what on the other hand makes RealBasic .exe really huge if you compare them to a VB-project.
With 10.4 I decided to change to JAVA for Crossplatform-Development and from my point of view today, it was the best decission I could make.
You can try with Adobe Flex (now Apache Flex)
Flex for Web Apps (RIA apps) using web services (php, coldfusion, java, asp.net, etc)
AIR for Desktop (Windows, Mac)
AIR for mobile (Android, iOS, BlackBerry)
if you use AIR, then you need install AIR runtime
sorry for my bad english

IntelliJ OS X Services

I am using IntellJ IDEA 9.0.2 CE on OS X Snow Leopard. The Services menu never seems to contain any entries, even though I have installed several text services (which do show up in other applications). Is there a way to use these?
I am relatively new to the Mac.
Thanks.
You need to hack IntelliJ and contribute the code back to the community.
The Service menu, to be usable, needs a bit of support code in the app. If the app is built using Cocoa, the support is built in, but for a Java app it's not automatic.
To call Objective-C methods required to support the service menu from Java, you need to use Rococoa. The Objective-C API concerning the service menu is described in this Apple document.

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