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I understand the frustration of getting a rejection from Apple, it probably wouldn't sting as much if they had better bedside manner. When it happened to me, I was livid for about 5 minutes, thinking it was actually due to a bug on their end. Then I investigated it and discovered that it was actually my mistake, and didn't feel so bad. But a little less terseness and I wouldn't have had that initial anger because I would have correctly understood the reason for the rejection.

I appreciate greatly the long list of issues you just presented. Despite the tone of my previous post, I was on the fence about android.

I'm dismayed to hear that google doesnt' seem to be supporting the NDK as much going forward, as one of the alternative solutions I'd considered was using the Unity engine. Unity is a game engine, but it can be used to make just about anything you want, and you could concievably do a regular, say, business app in it, with the advantage that the same app can be produced for multiple platforms, including iOS and android.

It seems to me, the way to support android would be to do a web app. Presumably the browser, being based on webkit, works and is reasonably targetable. But that limits android as a platform to situations where a web app works as a business model.

Thanks again!

To be clear, the NDK will probably remain supported and first-class on mobile devices. Given that I have an NDA for the current Android device I'm targeting, I can't say anything really specific about it, only that the NDK is not designed to work with it (though it would appear that it does support JNI). So I wouldn't discount Unity necessarily.

I have half a mind to just write up a new UI framework in OpenGL or something, and use it as a vehicle to learn OpenGL better, but I don't have the time or the money to do so, and ultimately I can worth with the stuff that's already there, albeit with constant frustration and platform angst.

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