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Sadly this rings true. Of all the apps and games we've ported to Android the cost has never been worth it. The games were pirated more than purchased and across both apps and games our support tickets went way up.

It's the Tesco app we're talking about, so none of that even applies.

Saying that half the population somehow doesn't matter for one of the country's largest supermarket chains is completely mental on every level and is not a serious viewpoint.

It's also just harder to support because of the sheer fragmentation.

I give my engineers different Android phones as their primary development devices and yet the weird Android issues that keep cropping up are near constant.

This is difficult, because the mess that is mobile(?) (Android?) development could be better in general, but that also sounds like your software just is poorly designed...

When it's a "works for me" on one platform but falls over with different hardware, that usually points to some serious issues (e.g. threading, contention, false assumptions) in your code/app.

Not to say that there probably aren't buggy areas in Android itself, however with an appropriate test budget you could determine which are likely hardware (different phones) vs OS (common across devices, with simple repro apps) vs your software (you have bugzorz).

In our case, the weird Android issues we encountered a lot lately has been due to the Jetpack Compose’s bugs. It’s amazing how buggy that framework is.

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