Roughly how many more (%) sales can
you expect by porting to Mac ?
That's hard to say; it depends entirely on your market.
There used to be a couple of rules of thumb back in the 90s:
- 50% of Windows software sales went to Microsoft
- Mac users spend twice as much money on software per machine as Windows users
So for consumer software, you could say, "The market is 90% Windows and 10% Mac, but those Mac users will buy 4x as much of my software, so the ratio is really 40 to 90. So if my Windows version sells $9000 a month, my Mac version will sell $4000 a month."
The numbers change radically depending on your target audience. For instance, if you're in a niche business market with a strong Mac following, the numbers could be far higher. Some recent numbers include:
So if your program sells to the $300 WalMart PC crowd, or the small-business accounting market, you may not see a lot of additional sales from a Mac port. But if you're selling to more well-heeled consumers or business travelers, or one of the areas in which Macs have a strong foothold, you can probably expect a lot of added sales.
And, of course, you have to factor in competition. If there's no competition on the Mac and people want what your program does, that's great - and if you're going into an arena with strong existing Mac players and you have no name recognition, that's not so good.
Would you say it's worth the
investment of a new Macbook Pro and
the time of learning and porting to
Objective-C ?
That's not a port, it's a complete rewrite. I've done many such "ports" of DOS/Windows programs to the Mac since 1989, and they're a big pain in the neck even if you're just going from C or C++ on Windows to the same language on the Mac and are already intimately familiar with both platforms.
So I wouldn't do that - at least, not have one program in C# on Windows and another in Objective C on the Mac.
If you're serious about a Mac version, you have a few options:
- As other people have suggested, Mono might be an option. However, the user interface will be entirely un-Mac-like. That will be a deal killer for most potential Mac users who don't absolutely need your program.
- Switch both the Mac and Windows programs to a different programming system that supports both platforms equally well. One good option is RealBasic, which is somewhat like Visual Basic. Another is Qt, which is C++ based.
- Port your program to C++ using something like MFC on Windows. Carefully separate out a cross-platform "engine" and Windows-specific user interface code. Then port the engine to the Mac, and rewrite the user interface in Objective C.
NumberOfUniqueRequests() * $35 > CostOfMachine + (($85*8h) * (LinesOfCode/100))– Loki Astari Feb 10 '11 at 22:47