Why I use a Mac computer, but an Android phone

I've used SwiftKey many times before, but I'm a lefty. I've thrown out the predictive text before, whereas Google Keyboard does a better job of recognising what I'm trying to type. I always switch back once or twice a year to see how SwiftKey might have improved. I'm also going to try out the Blackberry keyboard to see how that does.



1) No, you're right, they don't do that. However, a significant number of Android devices, over a billion of them in fact, will never get patched against the Blueborne vulnerability, will never see Spectre patches, and are vulnerable to a smorgasbord of security flaws that get exploited daily. By contrast, every iPhone from the 5s to the X was patched against vulnerabilities and continues to receive security updates. And the 5s was a September 2013 release. My Xperia Z1 Compact, one of Sony's flagships, only saw one Android version upgrade, and remains vulnerable to Blueborne. My Galaxy S7 is still on Android 7.0, has not been patched against Blueborne, and will likely not see the new Spectre updates on time.
Problem is our operators, patch for it was released ~8 months ago: https://www.sammobile.com/2017/09/25/samsung-rolls-security-patches-fix-blueborne-vulnerability/
There have been ~3/4 updates since then that have also been rolled out. My LG K10 2017, a budget phone, even received a patch for it a while ago, latest security patch being Feb 2018 (Telkom Mobile).
You can't really complain about 1 billion devices, Android is from low end to high end with a multitude of devices, iOS is a handful where's it's possible to have a dev team for each one within reasonable costs. My iPad 2 won't get a Specter patch, neither will my 4 year old LG G3 S. :(
3) Integrating QuickSync into Premiere Pro gives it a big speed boost for laptops which don't have discrete graphics, and it's coming closer to the speed of Final Cut's export times. Final Cut is a big pain in the neck for Adobe.
This also annoys me with Premiere Pro, besides the lack of VP9 support and the only plug-in is not compatible with CC. :(
I usually export in H.265 and convert to relevant formats with Handbrake.
4) I won't debate the Visual Studio argument with you, because while you have a good point, you're not understanding the point that I'm trying to make here. "Literally no point in having an Apple computer unless you are actually developing for that environment" is further proof that you're not getting it. If you develop a program and start on MacOS, you can easily test your software for MacOS, iOS, and Android, and then testing it on Windows and Linux through virtual machines is dead easy and simple to set up. Now try going in the opposite direction on the other two platforms. The workarounds are clunky, the integration is less elegant, and MacOS doesn't really like being in a virtual machine instance.
Haven't really had a problem running MacOS in a VM?
And on the Autodesk thing, maybe you should ask Microsoft why Autodesk had to drop support for 3DS Max on Windows 10 through Parallels, because they're the reason why support is now broken.
You mean the feature that never worked on MacOS?
Why is 3Ds max not supported in Mac OS? Is this an issue from Microsoft, Apple or Autodesk?
It is most probably Autodesk’s decision not to build a version for the Mac. If you ask why, apart from having acquired Maya which already runs on the Mac, Autodesk is actually having hard time fixing the vast number of bugs in 3DS Max software. Even if they ever intend to create such a version, I don’t think it will be before they turn 3ds Max software into a more reliable package, and yet they’re far from it.
https://www.quora.com/Why-is-3Ds-ma...his-an-issue-from-Microsoft-Apple-or-Autodesk

There are probably iOS-only studios out there but why do you want to know who they are? There are definitely iOS-only games, but how does that prove your point?



Aside from the fact that I know GIMP works on MacOS and I've used it on OSX in the past, I see a conflict between "I could use a Mac alternative software to replace the Windows base app" and "Macs simply isn't practical in the close and protected environment it operates in", because that's total ***. You're literally pulling out some thumbsucked, bull**** excuses to make an inane point about why MacOS isn't suitable for YOUR workflow and needs. I'm pragmatic in my choice of platform, and I simply use what's best for my needs. For you, that's clearly Windows. For someone else, that might clearly be MacOS by a wide margin. By and large the platforms can do similar things and sometimes MacOS does something better than Windows.

That's no reason for you to go ****ting on a decent platform that you won't personally use. Your biases are pushing you to putting forth stupid arguments, and the dumb logic coming out of your brain right now is astonishing.
You do realize that he said it's for his specific workflow which is quite a normal one in the graphic design/animation/architecture/etc. industry? I have friends in it as well, very few are working on Macs. Funny thing is that a lot of software devs are moving to Macs, personally I don't like it but if the company would want me to use it I'll adjust my workflow, though they'll have to live with a hit to productivity for a bit as I find the MacOS way of doing the same thing, which could be faster or the same or slower than Windows. Same for the other way around.

I'd protest if I didn't get an external keyboard and second screen though. :p
 
Problem is our operators, patch for it was released ~8 months ago: https://www.sammobile.com/2017/09/25/samsung-rolls-security-patches-fix-blueborne-vulnerability/
There have been ~3/4 updates since then that have also been rolled out. My LG K10 2017, a budget phone, even received a patch for it a while ago, latest security patch being Feb 2018 (Telkom Mobile).

I take it back, I just installed the Armis scanner and I'm finally covered for Blueborne. I last checked this two months ago.

You can't really complain about 1 billion devices, Android is from low end to high end with a multitude of devices, iOS is a handful where's it's possible to have a dev team for each one within reasonable costs. My iPad 2 won't get a Specter patch, neither will my 4 year old LG G3 S. :(

It's not really the raft of device types and platforms that's the issue, it's the unwillingness of the vendors to patch their devices because they chose to only offer two years of support so that they can stay on the contract-driven upgrade cycle to make money (and they crib from Google's fixes, but can't bother to make their own patches for legacy devices). There is a solution to this, and it begins with the vendors supporting devices with updates past their two year shelf life, unlocking the boot loader, and removing restrictions that would allow the enthusiast community to continue to offer updates for their older devices.

Haven't really had a problem running MacOS in a VM?

To my knowledge, the only way to do this currently is to download a copy of a VM instance of MacOS (patched for either Intel or AMD systems), patch whatever software you're using to support enabling MacOS VM options, remove virtual hardware or set specific parameters to get the virtual machine booting, and hope that a future update to either the VM software or MacOS doesn't end up hosing the image further down the line.

You mean the feature that never worked on MacOS?

I wouldn't really trust responses from Quora about why Autodesk doesn't do it. Windows 10 1709 made some changes to driver interaction with the Windows kernel, and Apple has to be the one to make OpenGL hardware drivers for Parallels so that Windows can work properly on the system in a VM. Because Microsoft no longer properly supports what they're doing, it may still work but Autodesk will not guarantee support.

https://knowledge.autodesk.com/supp...e-Boot-Camp-Support-for-Autodesk-3ds-Max.html

Autodesk has been a Windows shop for so long that I don't think they can extricate themselves from their deep reliance on Direct3D. Maybe Vulkan helps them out there in the future, because the Khronos Group has been working on making Vulkan suitable for CAD work.

Or maybe Autodesk should figure out how to build against winelibs so that it works on Wine with proper Wine support? That might help Apple out there a bit.

https://appdb.winehq.org/objectManager.php?sClass=version&iId=10268

https://appdb.winehq.org/objectManager.php?sClass=application&iId=1489

https://appdb.winehq.org/objectManager.php?iId=8544&sClass=version

You do realize that he said it's for his specific workflow which is quite a normal one in the graphic design/animation/architecture/etc. industry?

Sure, but both eg2505 and wizardofid are railing against it seemingly because it isn't suitable for their needs. I don't **** on SUSE users because I'm used to Debian's apt-based repositories and yum/zypper's commands can be a bit confusing at times. Maybe it's a grudge they're carrying against MacOS because it didn't work for them this one time and they're personally offended?
 
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No, you're right, they don't do that. However, a significant number of Android devices, over a billion of them in fact, will never get patched against the Blueborne vulnerability, will never see Spectre patches, and are vulnerable to a smorgasbord of security flaws that get exploited daily. By contrast, every iPhone from the 5s to the X was patched against vulnerabilities and continues to receive security updates. And the 5s was a September 2013 release.

I don't know of anyone actively exploited and if you stick to the play store you'll be fine. The iPhone 4s also got slower with every update and the last one crippled it forcing people to downgrade.

CataclysmZA said:
My Xperia Z1 Compact, one of Sony's flagships, only saw one Android version upgrade, and remains vulnerable to Blueborne.
Strange. It's part of Sony AOSP dev project https://developer.sony.com/develop/...es-and-functionality/supported-devices-legacy taking it from 4.3 to 7.1.

CataclysmZA said:
My Galaxy S7 is still on Android 7.0, has not been patched against Blueborne, and will likely not see the new Spectre updates on time.
Blame our local SP's for that. Oreo on the Galaxy S7 is already rolling out elsewhere.
 
I don't know of anyone actively exploited and if you stick to the play store you'll be fine. The iPhone 4s also got slower with every update and the last one crippled it forcing people to downgrade.

Strange. It's part of Sony AOSP dev project https://developer.sony.com/develop/...es-and-functionality/supported-devices-legacy taking it from 4.3 to 7.1.

Blame our local SP's for that. Oreo on the Galaxy S7 is already rolling out elsewhere.

simple, cheap, basic and does what you need it to do, if it weren't for our local operators being D*** and wanting you to buy another phone.
as thats exactly what they are many times.


can anybody explain to me whats apples business model is?

seems to me its make the most expensive phones from the outside,
make the most expensive computers, and make the most expensive software,

force upgrades down peoples wallets, and build their devices with no expansible or replaceable easily parts,

I know android isnt perfect, but apples way of throwing money and forcing people to pay extra for EVERYTHING, isnt that much better.

best way, is to buy something like this, I hate eco warriors things, but it does make logical sense. shame nobody supplies it locally.
would be awesome getting a phone like this,

https://shop.fairphone.com/en/
 
Strange. It's part of Sony AOSP dev project https://developer.sony.com/develop/...es-and-functionality/supported-devices-legacy taking it from 4.3 to 7.1.

Interesting. The documentation seems to imply that it'll move the version from 5.0, which is on it currently, to 7.0.1. I'm not keen on the 20GB download and compile times though. I might do this as a project one day for a column. Even though it's part of AOSP though, Sony didn't issue a Blueborne or Spectre patch for it through their regular channels. I'd have to unlock the bootloader and do the AOSP upgrade to patch for it.
 
Issue is it's being peddled here by apple fanboi's like every 3D artist, movie producer, graphics designer, draftsmen, or any artistic, design person or development enviroment is it professional or semi is using end all mac, it's far removed from reality, windows is predominately used and those that do is far more limited.

Yes there are some braindead fanboys on all sides, can't avoid that I guess. And yes by default as a whole you can't say one or the other is better for 3D/Movies/Design/Art/Dev because it completely depends on what environment you are in.

We build Linux applications here so for use it's an awesome environment. The guys across the road build .Net applications so it's a complete crock of **** to them.

For me personally where I support these applications it's kind of ubiquitous but from a purely functional perspective I can work faster/better in a MacOS environment for simply gelling with it better and with less third party tools required.

Lets set you an example.
I have content that needs to be converted, native conversion isn't possible on a mac, software needs to run a script, so I spend the next couple of hours finding out that I need to write a script as well as I need to learn about the content format, ect ect, 10 hours later the content is converted.

Is this a hypothetical? Or can you flesh it out more maybe? Because I don't see many things that would have native Windows support but no OSX support.

And then even if so I would argue for MacOS having native *nix support there is a LOT more stuff I can do natively that I can't do in Windows without making it happen first.

If we are going as advanced as scripting then I would assume we are talking command line friendly.

Also your argument sounds suspiciously like "I don't know how to do this on Mac therefore needed to spend time to figure it out, while I already knew how on Windows. One could then make the same argument for anyone who is more familiar with a given system.

Windows user need content converted, no native support by software, download 3rd party application convert and move or, or take the above route and write a script to convert to the format.

So how is it different? Why can't you download a 3rd party tool for MacOS?

With productivity in mind windows can be by far more productive, with singular tasks in mind within the confines of the software, sure macs are great, multitasking multi app workflows.....yeah no since when can an APPLE user multitask :D jk

This sound like the "Macs can't right-click" argument. Windows can be more productive for SPECIFIC tasks. The same can be applied to OSX.
 
Yes there are some braindead fanboys on all sides, can't avoid that I guess. And yes by default as a whole you can't say one or the other is better for 3D/Movies/Design/Art/Dev because it completely depends on what environment you are in.

We build Linux applications here so for use it's an awesome environment. The guys across the road build .Net applications so it's a complete crock of **** to them.

For me personally where I support these applications it's kind of ubiquitous but from a purely functional perspective I can work faster/better in a MacOS environment for simply gelling with it better and with less third party tools required.



Is this a hypothetical? Or can you flesh it out more maybe? Because I don't see many things that would have native Windows support but no OSX support.

And then even if so I would argue for MacOS having native *nix support there is a LOT more stuff I can do natively that I can't do in Windows without making it happen first.

If we are going as advanced as scripting then I would assume we are talking command line friendly.

Also your argument sounds suspiciously like "I don't know how to do this on Mac therefore needed to spend time to figure it out, while I already knew how on Windows. One could then make the same argument for anyone who is more familiar with a given system.



So how is it different? Why can't you download a 3rd party tool for MacOS?



This sound like the "Macs can't right-click" argument. Windows can be more productive for SPECIFIC tasks. The same can be applied to OSX.

You have maya for Mac, about this closest to 3D max, maya supports various formats if it doesn't you basically needs to create a new script or plugin for exporting purposes, while mac os support for maya is pretty decent from the community, but considering the smaller community in general you have some issue for obscure formats, or older version needed of plugins, Animation files can be quite a hassle especially between formats.

Separating animation and bone information, it's often easier to import to some thing like frag motion which can then copy frame and export that information, after which it is easier to edit content and then import/export reapply animation information ect, more then often you find your self on mac having to do work around's to issue encountered with the software, there isn't all those little great side tools that things faster and easier.Yes I can mess about spend 10 hours creating and testing scripts to do the work, compared to the 10- 15 minutes it would take generally under windows.

Under windows, for example

Create content with softimage, export content, in obj format with various texture resources load that into photoshop and quixel, texture and then before reimporting to softimage, need the textures assigned, load lithunwrap assign textures, export/import to softimage continue editing. often the biggest problem with mac is the lack of the middleware.

While you can do it on a mac, with some hassle, why would you want to spend 4 to 6 hours on content, then spend 10 hours just to get it working correctly...
 
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You have maya for Mac, about this closest to 3D max, maya supports various formats if it doesn't you basically needs to create a new script or plugin for exporting purposes, while mac os support for maya is pretty decent from the community, but considering the smaller community in general you have some issue for obscure formats, or older version needed of plugins, Animation files can be quite a hassle especially between formats.

Separating animation and bone information, it's often easier to import to some thing like frag motion which can then copy frame and export that information, after which it is easier to edit content and then import/export reapply animation information ect, more then often you find your self on mac having to do work around's to issue encountered with the software, there isn't all those little great side tools that things faster and easier.Yes I can mess about spend 10 hours creating and testing scripts to do the work, compared to the 10- 15 minutes it would take generally under windows.

Under windows, for example

Create content with softimage, export content, in obj format with various texture resources load that into photoshop and quixel, texture and then before reimporting to softimage, need the textures assigned, load lithunwrap assign textures, export/import to softimage continue editing. often the biggest problem with mac is the lack of the middleware.

While you can do it on a mac, with some hassle, why would you want to spend 4 to 6 hours on content, then spend 10 hours just to get it working correctly...

Okay so a specific context not a universal one so that makes sense.

Surely you'd only do it once to get it setup and then it's smooth sailing?

There is always Automator that makes a lot of stuff very simple and straight forward without any real scripting required.
 
Okay so a specific context not a universal one so that makes sense.

Surely you'd only do it once to get it setup and then it's smooth sailing?

There is always Automator that makes a lot of stuff very simple and straight forward without any real scripting required.

You still lose out on a bucket load of little side apps, having spend over 10 years on a workflow and apps, and bucket load of money getting the apps, it makes even less sense to go the mac route.Artistically this example isn't exclusive to 3D, there are other development areas which suffer as well.

Mac simply isn't up there with development enviroment of windows, even Linux enviroment is lacking, and majority of the time content needs testing which means you need a windows enviroment in any ways.So rather just stick with windows and get it over and done with far easier, less expensive....
 
Well it is the best version of Linux (for desktop use) out there.

Also the money spent is often recouped in the fact that they last longer.

And for the rest of it there is something to be said for paying extra just for that amazing track pad. Why does everyone else still get that so wrong?

Like I tried to illustrate before...not everyone is a developer of a given kind or a 3D artist.

If you invested lots of bucks in a given platform then yes obviously it’s a bad idea to switch. That’s not Apple’s fault. That’s a choice you made.

Why is the fact that I say for my needs a Mac is better than Windows discarded but yours is valid?
 
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Well it is the best version of Linux (for desktop use) out there.

Also the money spent is often recouped in the fact that they last longer.

And for the rest of it there is something to be said for paying extra just for that amazing track pad. Why does everyone else still get that so wrong?

Like I tried to illustrate before...not everyone is a developer of a given kind or a 3D artist.

If you invested lots of bucks in a given platform then yes obviously it’s a bad idea to switch. That’s not Apple’s fault. That’s a choice you made.

Why is the fact that I say for my needs a Mac is better than Windows discarded but yours is valid?

What I am saying is that there are still people out there who insist mac's can do it better, or insist it's on a equal footing, it's not.I am also saying that even if all the apps were available for mac, I still wouldn't use a mac, apps constantly get updated new version new hardware requirements ect and having spend a bucket load on the hardware, that can't be upgraded, pending of course which mac you get which means the mac will be pretty outdated 3 years down the line.

PC on the other hand get a decent i7 which will be good for at least 5 years, add more ram and a new GPU you could get another 3 years out of the system.

As graphics and speed update and improve so does the detail and requirements around it.As I said before for development enviroment it's not worth it for the price, for general tasks and such sure, the cons far out weight the positive aspects.As a fully fledge development enviroment not a chance you definitely cutting your self short, some may not even be aware of it.

Simply question, photoshop is essentially the same across both environments with differences here and there, but essentially get the exact same image with the exact same tools and method, why on earth do you specifically want to use the mac enviroment for photoshop, with every thing being pretty much the same, why do you want to use the iOS over windows version, neither operating systems is directly responsible for the way the software operates in the general sense.

If you take the operating systems out of the equation and ask why do want a MAC or PC, sensibly will also go out the door there.There are far too many cons to remotely even consider, another unintended action of getting a mac is I will likely end up losing friends..... :p

As a development enviroment for you personally, outside of hardware and OS why do you use a mac ?
 
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Simply question, photoshop is essentially the same across both environments with differences here and there, but essentially get the exact same image with the exact same tools and method, why on earth do you specifically want to use the mac enviroment for photoshop, with every thing being pretty much the same, why do you want to use the iOS over windows version, neither operating systems is directly responsible for the way the software operates in the general sense.

Individually on a single instance of Photoshop I completely agree with you.

As a collective for the very reasons you mentioned where companies have spent hundreds of thousands of rands on external systems and workflow tools and where it goes via those channels from the photographer to reproduction to the print house switching to Windows will break many things and actually cost them money.

These applications never stand alone outside of maybe the free lancer external party who works in nothing else.

Not to mention support staff.

I’ve actually been through exactly this logic where the clever head of department decided their new magazine will switch to PC’s inside an all Mac environment to save money because they looked no further than the individual cost of machines.

The magazine failed and all the hardware was replaced with Macs down the line.


As a development enviroment for you personally, outside of hardware and OS why do you use a mac ?


I’m not a developer as I illustrated. And sadly I don’t use a Mac at present as I’m forced to use Windows.

But I spent the previous 10+ years on Mac and would switch in a heart beat as so many work flow and day to day tasks just work better faster for me.

My entire point was that individuals and their needs differ. There is no one size fits all solution and even Windows isn’t always the correct answer, just because it’s cheaper or whatever.

It’s not all about money.
 
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