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	<title>Daring Fireball</title>
	<link>https://daringfireball.net/</link>
	<description>Mac and web curmudgeonry/nerdery. By John Gruber.</description>
	<language>en-us</language>
	<copyright>Copyright 2026 John Gruber</copyright>
	<ttl>60</ttl>
	<lastBuildDate>Fri, 04 Sep 2026 14:07:18 -0500</lastBuildDate>


<item>
<title>Writing With Unnatural Constraints</title>
<link>https://daringfireball.net/2026/09/writing_with_unnatural_constraints</link>
<guid isPermaLink="true">https://daringfireball.net/2026/09/writing_with_unnatural_constraints</guid>
<pubDate>Fri, 04 Sep 2026 14:07:18 -0500</pubDate>
<dc:creator>John Gruber</dc:creator>
<description><![CDATA[<p>Marcin Wichary, <a href="https://unsung.aresluna.org/i-just-chose-words-carefully/">writing at Unsung</a>, regarding <a href="https://gamefaqs.gamespot.com/snes/588741-super-metroid/faqs/10114">a rather subtly astonishing FAQ for the game Super Metroid</a>, written in the late 1990s by “rs1n”. It’s over 17,000 words long, and the whole thing is full-justified when viewed with a monospaced font, using no trickery with extra spaces or hyphenation to achieve the layout:</p>

<blockquote>
  <p>The author lightly covers in the FAQ at the bottom:</p>

<blockquote>
  <p>What program did you use to justify the text?</p>

<p>None. I just chose words carefully so that everything lined up on
the right hand side. Everything was done with an ASCII editor.</p>
</blockquote>

<p>I’m sharing this mostly as a curiosity; some rewrites for physical
books are par the course to avoid widows and orphans, but you
don’t see them as much in onscreen writing.</p>
</blockquote>

<p>The FAQ reads pretty well, but to my ear, there’s something obviously off about it. The justification gimmick is very fun and the fact that the prose reads as well as it does is quite the feather in rs1n’s cap. He tried something very difficult and pulled it off with aplomb. And I’m sure many people have read the FAQ without even noticing the accomplishment, or considering just how difficult it is to write with such an unyielding constraint. There were many FAQs and other documents from the plain-text era that were full-justified, using extra spaces between words and paragraphs and occasional hyphenation to achieve the effect. rs1n’s FAQ achieves the effect with no trickery, and the result looks so natural that it doesn’t call attention to itself. It just looks nice.</p>

<p>But it doesn’t <em>read</em> entirely naturally. It’s stilted, as though written by someone for whom English is their second language. Which, for all I know, is true for rs1n, but I doubt it — I think the ESL-like stiltedness is just the result of making word choices to fit the line length, not simply for meaning and tone.</p>

<p>The line-length constraint brings to mind <a href="https://en.wikipedia.org/wiki/Lipogram">lipograms</a>, “writing paragraphs or longer works in which a particular letter or group of letters is avoided”. Ernest Vincent Wright published an entire novel in 1939, <em><a href="https://en.wikipedia.org/wiki/Gadsby_(novel)">Gadsby</a></em>, without using the letter <em>e</em>. The Wikipedia page for lipograms lists more examples. That’s a hell of a trick, but there’s a reason why <em>Gadsby</em> is almost unheard-of, and Fitzgerald’s <em>The Great Gatsby</em> remains famous. <em>Gadsby</em> is <a href="https://www.gutenberg.org/ebooks/47342">miserable to read</a>. Wright was obviously a fine writer. <em>Gadsby</em>’s “Introduction” is written without the no-<em>e</em>’s constraint — and largely about the no-<em>e</em>’s constraint — and it reads just fine. But the text of the novel is a goddamn laborious slog. I couldn’t get through more than two paragraphs before deciding that my point was proven. It’s a fun challenge to compose lipograms but it’s no way to actually write. The gimmick necessarily becomes the highest priority of your word choices, not clarity or meaning.</p>

<p>So too, goes my thinking, regarding the “watermarking” of AI-generated text through word choices alone. Fitting words into the watermarking pattern surely results in prose <em>far</em> less stilted than omitting the letter <em>e</em>, and surely also less stilted than rs1n’s hard-wrapped-at-75-characters-per-line Super Metroid FAQ, but it’s necessarily stilted to some degree. It’s sophistry to argue that one can write within a constraint without the constraint affecting the quality of the writing.</p>

<h2>Bonus Quibble</h2>

<p>Wichary opens his post with the following:</p>

<blockquote>
  <p>I don’t think anyone particularly enjoys typesetting in monospace.</p>
</blockquote>

<p>I disagree! I think typesetting in monospace is fun — or at least <em>satisfying</em>. I think it’s part of the appeal of Markdown that you can make a document look <em>just right</em>. <a href="https://daringfireball.net/2026/09/writing_with_unnatural_constraints.text">What you see reading Markdown</a> is what I saw writing it. And just look at the fun people still have printing “large type” banners <a href="https://www.figlet.org/">using ASCII punctuation characters</a> or <a href="https://www.macstories.net/news/notesctl-a-club-macstories-preview-of-federicos-advanced-apple-notes-cli-tool/">fancier box-drawing Unicode glyphs</a>. When you format something in plain text, you know exactly how it’s going to look everywhere.</p>
]]></description>
</item>

<item>
<title>Thoughts and Observations on Apple’s First Immersive MLB Broadcast, a Yankees 1-0 Win Over the Red Sox</title>
<link>https://daringfireball.net/2026/08/thoughts_and_observations_apple_immersive_mlb_broadcast</link>
<guid isPermaLink="true">https://daringfireball.net/2026/08/thoughts_and_observations_apple_immersive_mlb_broadcast</guid>
<pubDate>Sat, 29 Aug 2026 13:53:34 -0500</pubDate>
<dc:creator>John Gruber</dc:creator>
<description><![CDATA[<p>Jason Snell, writing at Six Colors, <a href="https://sixcolors.com/post/2026/08/apple-takes-first-immersive-baseball-swings-from-the-on-deck-circle/">has an exemplary review of the experience</a>:</p>

<blockquote>
  <p>I didn’t mind the reduced pace of the NBA broadcast, which toggled
between cameras under each basket, but Stratechery’s Ben Thompson
<a href="https://stratechery.com/2026/apple-you-still-dont-understand-the-vision-pro/">felt strongly</a> that the best option would’ve been a single
camera at mid-court, to completely eliminate the disorienting cuts
and replicate being at the game in person.</p>

<p>Apple’s approach with baseball, at least based on Friday’s game,
seems to lean toward Thompson’s preferred approach — and it does
benefit from it. Each half inning was shown from a single camera
on the dugout rail next to the on-deck circle, giving a great view
of pitcher and hitter and the infield, as well as the goings on
right in front of the dugout in foul territory. The camera
switched between innings, so you were always viewing from the
perspective of the at-bat team’s dugout.</p>

<p>Making it all work better was Apple’s addition of a “virtual
jumbotron” floating in the sky, a scoreboard with graphics and a
video feed of the standard 16:9 telecast on Apple TV. It was easy
to look up and catch a replay or even get a better view of
something happening in the far-off outfield, without getting in
the way of my view of the game itself.</p>
</blockquote>

<p>I concur with Snell’s review. The camera placement was terrific. You watched each team bat from the perspective of its own dugout. Perfect. A few other thoughts:</p>

<ul>
<li><p>The whole thing was legit <em>exciting</em>. Vision Pro continues to get a bad rap because Apple hasn’t sold many of them, and isn’t going to sell many of them until they come out with new models that are cheaper and lighter and less fussy. But there’s no denying that these immersive experiences are fucking cool. And an immersive <em>live</em> experience adds something else. It’s ineffable. Hard to say <em>why</em>, but feeling like you’re at another place watching something happen <em>live</em> is magic. Just a few years ago it would have required literal magic. It wasn’t possible. Now it is.</p></li>
<li><p>The immersive audio was terrific. It really sounded like being at Yankee Stadium, and truly added to the you-are-there feel of the experience. It seems corny to say this, but I really had the urge to stand during the national anthem, and it felt slightly wrong not to take the “hat” off my head (where the “hat” was the Vision Pro). It’s exciting to feel 43,000 fans roar <em>around</em> you. Baseball is a slow game but when the crowd roars, it erupts. That never comes across on regular TV broadcasts. It did here.</p></li>
<li><p>Like Snell though, I felt Apple’s commentators were too chatty. I’d love an option to toggle the commentary on and off, to just experience the natural audio of the ballpark.<sup id="fnr1-2026-08-29"><a href="#fn1-2026-08-29">1</a></sup> </p></li>
<li><p>The only thing missing was aroma. Cement, grass, dirt, sweat, beer, peanuts, hot dogs with the works. Ballparks smell like fun. (Even Fenway.) But the you-are-there experience was so visceral I swear I could <em>almost</em> smell it. It’s like my brain was filling in the missing sensation. It didn’t feel like watching a 3D TV broadcast. It didn’t feel like a better version of TV broadcasting. It felt like something new and different. Something at least as different from watching on TV as watching on TV is different from merely listening on radio. It’s profound. TVs are small — laptops, tablets, and phones are even smaller. Yankee Stadium is huge. Watching this game immersively felt huge. Awesome, in the literal sense.</p></li>
<li><p>I love how you could look around and see how filthy everything really is in baseball: the on-deck mats, the interior of the dugouts, the tiny bits of schmutz on the warning track. It’s a lot of dirt and quite a bit of spit. <a href="https://rotowear.com/products/thats-baseball-suzyn-mens-t-shirt">That’s baseball, Suzyn</a>.</p></li>
<li><p>There’s a resolution and/or depth of field limitation with the cameras, exacerbated by the fact that Vision Pro’s displays are, compared to reality, low resolution. They’re the highest-resolution VR displays on the market but I still couldn’t see the ball once it left the infield. When balls were hit to the outfield you just kind of had to judge what was happening by what the infielders and baserunners were doing. Ben Rice hit a double in the first inning and I thought the Sox outfielder caught it and I was confused why Rice was running to second base. Turns out the outfielder stopped running because Rice hit the ball over his head and he was waiting to play the carom off the left field wall. I was happy to be wrong. A few years from now, with better cameras and better Vision headset displays, these problems will be solved. But in the meantime, the outfield is fuzzy.</p></li>
<li><p>The best part about the immersive perspective compared to a traditional broadcast is watching how complex infield play really is. It’s fun to quickly look around the whole infield right before the pitch. You really see how much more stressful it is for the pitcher once there’s a runner on base — let alone more than one. It’s what I love about going to the ballpark — so much more complexity and intricacy is revealed — and watching this immersive broadcast enables the same thing. You can see the whole game, at all times, not just the pitcher, catcher, and batter.</p></li>
<li><p>The virtual “jumbotron” is a fine idea but I wish you could move it a bit higher, and it would be even better if you could configure it with the stats <em>you</em> want to see. But positioning it higher is my big request.</p></li>
<li><p>I have to admit I hadn’t used my Vision Pro in quite a few weeks before last night’s game. One thing that really struck me, almost certainly because baseball is a long game, is how heavy it is. My chin wants to droop and my face wants to look down when I’m wearing it. It’s the weight more than the isolation that makes it tiresome for anything other than short-form content, for me at least.</p></li>
</ul>

<p>The whole thing was a great success. I’m writing these notes on Saturday afternoon while watching the old flat broadcast of game 2 of this 4-game series, and it feels ... well, boring. And small. Bodes well for the future of sports.</p>

<div class="footnotes">
<hr />
<ol>
<li id="fn1-2026-08-29">
<p>Even better would be an option to swap in the local radio broadcasts, like bringing a portable radio to the ballpark. Go skeuomorphic with the UI and make it look like an old handheld <a href="https://www.amazon.com/Sony-ICF-P27-Portable-Radio-Speaker/dp/B09QBZSYTS/?tag=df-amzn-20">Sony</a> or <a href="https://www.amazon.com/Panasonic-RF-P50d-Pocket-Silver-RF-P50D/dp/B0756S4BM7/?tag=df-amzn-20">Panasonic</a> transistor radio, and make the toggle “click” on and off. Go skeuomorphic with the audio too — make it sound like it’s coming out of a little speaker or a little earpiece and have the tuner play static as you switch between home/away (and English/Spanish) stations. That’d be so fun. And the regular old flat Friday Night Baseball telecast <a href="https://www.apple.com/newsroom/2026/08/apple-mlb-announce-september-friday-night-baseball-schedule/#:~:text=local%20radio%20broadcasts">already supports</a> swapping in local radio broadcasts — they’ve already got the rights. Bring that to these immersive games!&nbsp;<a href="#fnr1-2026-08-29"  class="footnoteBackLink"  title="Jump back to footnote 1 in the text.">&#x21A9;&#xFE0E;</a></p>
</li>
</ol>
</div>
]]></description>
</item>

<item>
<title>Memory and Storage Configurations and Pricing for the New Mac Minis (M6/M5 Pro) and Mac Studios (M5 Max/M5 Ultra)</title>
<link>https://daringfireball.net/2026/08/configurations_and_pricing_for_new_mac_minis_and_mac_studios</link>
<guid isPermaLink="true">https://daringfireball.net/2026/08/configurations_and_pricing_for_new_mac_minis_and_mac_studios</guid>
<pubDate>Tue, 25 Aug 2026 10:38:01 -0500</pubDate>
<dc:creator>John Gruber</dc:creator>
<description><![CDATA[<p>Apple today announced an all new lineup of Mac Mini (M6 and M5 Pro) and Mac Studio (M5 Max and M5 Ultra) desktops. The Apple Newsroom announcements for <a href="https://www.apple.com/newsroom/2026/08/apple-unveils-a-more-powerful-mac-mini-featuring-the-all-new-m6-and-m5-pro/">Mac Mini</a> and <a href="https://www.apple.com/newsroom/2026/08/apple-introduces-new-mac-studio-with-m5-max-and-m5-ultra/">Mac Studio</a> only note base model prices. Here’s my attempt to put all of the RAM/SSD configurations into condensed tables, so you can see which storage and memory options are available for each chip, and how much they cost.</p>

<h2>Mac Mini M6</h2>

<pre><code>12-core CPU, 12-core GPU: $900
  RAM:
       16 GB      $0
       24 GB    $200
       32 GB    $400
  SSD:
      256 GB      $0
      512 GB    $200
        1 TB    $500
        2 TB   $1000
</code></pre>

<h2>Mac Mini M5 Pro</h2>

<pre><code>15-core CPU, 16-core GPU: $1,700
18-core CPU, 20-core GPU: $1,900
  RAM:
       24 GB       $0
       48 GB     $600
       64 GB    $1000
  SSD:
      512 GB       $0
        1 TB     $300
        2 TB     $800
        4 TB    $1800
        8 TB    $3800
</code></pre>

<h2>Mac Studio M5 Max</h2>

<pre><code>18-core CPU, 32-core GPU: $2,500
  RAM:
       36 GB       $0
18-core CPU, 40-core GPU: $3,100
  RAM:
       48 GB       $0
       64 GB     $400
      128 GB    $2000
  SSD:
      512 GB       $0
        1 TB     $300
        2 TB     $800
        4 TB    $1800
        8 TB    $3800
</code></pre>

<h2>Mac Studio M5 Ultra</h2>

<pre><code>30-core CPU, 64-core GPU: $5,500
36-core CPU, 80-core GPU: $6,800
  RAM:
       96 GB       $0
      256 GB    $4000
      512 GB   “Coming late October”
  SSD:
        1 TB       $0
        2 TB     $500
        4 TB    $1500
        8 TB    $3500
       16 TB    $7500
</code></pre>

<h2>Notes</h2>

<ul>
<li><p>Ethernet: Across all Mac Mini models, upgrading from 2.5 gigabit to 10 gigabit is $100. On Mac Studio, 10 gigabit is standard on all models.</p></li>
<li><p>If you configure an M6 Mac Mini with 2 TB of storage, the SSD upgrade ($1,000) costs more than the entire base model computer ($900). So too with the 4 TB SSD upgrade for the M5 Pro Mini ($1,800 upgrade for a $1,700 computer).</p></li>
<li><p>Both Mac Mini and Mac Studio are available in a wide array of cool color choices, including silver.</p></li>
<li><p>It kind of stinks that there are no RAM options for the M5 Ultra Studio between the 96 GB base and the $4,000 256 GB upgrade. There “should be” a 128 GB tier, but if you squint <a href="https://mastodon.social/@ajfrompgh/117156994437443045">you can see why</a> they did it this way.</p></li>
<li><p>The best currently-available-to-order Mac Studio (36/80 cores, 256 GB RAM, 16 TB SSD) costs $18,300. But if you’re OK with the base 30/64-core chip and just 8 TB storage, you can cut the price to a smooth $13,000.</p></li>
<li><p>“Coming late October” = “Bend over”.</p></li>
</ul>
]]></description>
</item>

<item>
<title>What Is the Point of the DMA?</title>
<link>https://daringfireball.net/2026/08/what_is_the_point_of_the_dma</link>
<guid isPermaLink="true">https://daringfireball.net/2026/08/what_is_the_point_of_the_dma</guid>
<pubDate>Mon, 24 Aug 2026 18:47:20 -0500</pubDate>
<dc:creator>John Gruber</dc:creator>
<description><![CDATA[<p>Wesley Hilliard, <a href="https://appleinsider.com/articles/26/08/20/european-commission-approves-of-apples-new-app-store-terms-even-if-epic-doesnt">reporting for AppleInsider last week</a>:</p>

<blockquote>
  <p><a href="https://www.independent.ie/business/apple-will-change-its-app-store-rules-to-end-its-dispute-with-the-eu/a/160196535.html">A report</a> from Irish Independent detailed the European Commission’s
response to Apple’s new business terms for the EU. They share that
they welcome the changes and will monitor Apple’s implementation
of the terms.</p>

<p>Here is the EC’s full statement:</p>

<blockquote>
  <p>“The Commission welcomes Apple’s changes to their business terms,
which follow a close dialogue between the Commission and Apple
after the Commission issued a non-compliance decision related to
Apple’s steering terms as well as preliminary findings related to
alternative app distribution, both in April 2025,” the
spokesperson said.</p>

<p>“Following today’s announcement, the Commission will monitor
Apple’s effective implementation of the new terms. Under the DMA,
users in the EU have a right to full and effective choice of
alternative app distribution channels.”</p>
</blockquote>

<p>The point <a href="https://appleinsider.com/articles/25/10/21/apple-goes-on-the-legal-offensive-against-eu-digital-markets-act">of the DMA</a> was to open up competition and choice for
developers, which the EC seems to believe Apple’s terms have
accomplished.</p>
</blockquote>

<p>I don’t think that was ever the point of the DMA. It’s what a lot of developers who themselves wanted more competition and choice — and freedom — on iOS <em>presumed</em> to be the point of the DMA. The European Commission paid lip service to these ideals, which encouraged people to think these ideals were the point of the DMA. But what I’ve consistently argued is that the only actual point of the DMA is for the European Commission to impose unnecessary bureaucracy and inconvenience on major markets where it previously had no footprint. They had no noble goal. They just wanted to erect a bureaucratic structure that clearly shows “<em>The European Commission was here and did something.</em>” Impose copious fines on Apple, Google, Microsoft, and Meta; inconvenience those companies <em>and their users in the EU</em>; all to show that something has been done. (And to cash the checks from <a href="https://daringfireball.net/linked/2026/07/25/eu-fines-google-1b">the fines</a> they <a href="https://daringfireball.net/linked/2026/07/17/google-eu-fine">eventually</a> collect.)</p>

<p>That’s why the <a href="https://eur-lex.europa.eu/eli/reg/2022/1925/oj/eng">text of the DMA itself</a> is so hard to read and understand. There is no clear intent of “opening up competition and choice” hidden in the murky, impenetrable prose of the DMA. The murky impenetrableness of the law is a reflection of its actual intent: murky impenetrable bureaucracy.<sup id="fnr1-2026-08-24"><a href="#fn1-2026-08-24">1</a></sup></p>

<p><a href="https://news.ycombinator.com/item?id=49348358">Here’s a commenter on Hacker News</a> (via <a href="https://mjtsai.com/blog/2026/08/18/new-eu-app-store-terms-to-comply-with-dma/">Michael Tsai’s roundup</a>) who can’t believe it:</p>

<blockquote>
  <p>This is bonkers, I can’t believe the EU Commission agreed to it.
The main issue that the DMA was about still remains: Apple retains
ultimate control over app developers’ dealings with users.</p>

<p>The status quo that the EU should have pushed for, and which
Article 6(7) of the DMA requires, is one where a developer can
distribute iOS apps to users without ever entering into any
contractual relationship with Apple. The OS APIs that most apps
use are already paid-for by the user when they buy the device.
Apple wants to double-dip and charge developers for the value that
the users already have by virtue of owning their iDevices with all
the necessary iOS paraphernalia in them.</p>
</blockquote>

<p>If you believed that the point of the DMA was to open up competition, choice, and freedom for developers, yeah, I bet it does seem bonkers that the European Commission has signed off on compliance where Apple charges 15 percent commissions on links to the web from apps distributed on the App Store, and that Apple will collect a 5 percent Core Technology Commission even for apps distributed on third-party app marketplaces, using third-party payment processing. But if you believe, as I do, that the point of the DMA is to impose obvious regulatory burdens and bureaucracy upon Apple (and Google, and Microsoft) — and upon the EU citizens who use those companies’ “gatekeeping” platforms — then it is completely unsurprising that the European Commission “welcomed” these changes. The Commission has gotten everything it wanted from Apple:</p>

<ul>
<li>Third-party app marketplaces (no matter if almost no one uses them).</li>
<li>A growing list of features withheld from the EU, like iPhone Mirroring and Siri AI (this shows that the DMA “works” and they’ve done something).</li>
<li>A bunch of fines.</li>
</ul>

<p>I’m sure some of you think I’m all wet in my argument that the point of the DMA was merely to impose ongoing bureaucratic complexity. But my view jibes with the reality of how it’s worked out. Compare and contrast <a href="https://daringfireball.net/2025/12/apple_japan_msca_compliance">with the Mobile Software Competition Act in Japan</a>. Apple complied with the clearly stated requirements of the MSCA with no drama, Japanese users aren’t missing out on features like iPhone Mirroring, and the only delay for Siri AI in Japan <a href="https://www.apple.com/apple-intelligence/#footnote-1">is language support</a>. Japanese iOS users get all the “good parts” of Apple’s regulatory compliance that EU users do, with <em>none</em> of the rather severe hindrances.</p>

<div class="footnotes">
<hr />
<ol>
<li id="fn1-2026-08-24">
<p>This also explains the European Commission’s obvious satisfaction with <a href="https://gdpr.eu/cookies/">the GDPR’s “cookie” regulations</a> for the web. Defenders of this aspect of the GDPR always retort with the same argument, correctly pointing out that the GDPR does not <em>require</em> annoying cookie-permission <a href="https://daringfireball.net/2026/05/what_is_a_dickover">dickovers</a> and dickbars. The GDPR presents websites with a choice: don’t track users with cookies, or, get their permission before you do. And it just turned out that the overwhelming majority of the commercial web has chosen the latter option. Like, the intention might have been for most websites to face this choice and decide, “<em>Oh, jeez, we don’t want to badger our visitors with endless annoying dickovers, so we better scrap all our tracking cookies.</em>” But of course that’s not what these websites did. The result we now face — especially within the EU, where the web experience is positively lousy with cookie-permission prompts — was entirely predictable given the options presented by the GDPR. Defenders of the GDPR defend it on the grounds that it presents a good intention — reducing the practice of unnecessary tracking on the web. And those defenders pin the blame for the infestation of cookie-permission banners on the websites that choose to present them. Critics of the GDPR (and you know which side I’m on) simply point to the actual practical effects of the law. Before the GDPR, there were no cookie-permission dickovers; after, they’re everywhere, especially in the EU, but they’re also quite prevalent outside the EU. And, the practice of unnecessary tracking on the web is completely unchanged. If anything it’s probably more widespread now than before the GDPR. The best way to handle unnecessary tracking is to encourage users to use better web browsers with effective content-blocking extensions installed.</p>

<p>The GDPR is a wide-ranging set of regulations and some of them are truly excellent, giving EU citizens rights to control their own data. But the “cookie permission” nonsense has, in practice, done nothing for the web except make it worse. It hasn’t done a thing to improve personal privacy, and has resulted in a veritable deluge of annoying cookie-permission prompts. The main result of those ubiquitous prompts has been to encourage more people to spend their time using native mobile apps in lieu of the web. But the European Commission looks at this situation and pats itself on the back. If they saw the deluge of cookie-permission prompts as a problem, an unintended consequence worth fixing, they would fix it. The GDPR went into effect 10 years ago. By their inaction, they obviously think it’s working just fine. I think they look at the situation and realize, with satisfaction, that every time any website presents a cookie-permission dickover, that dickover effectively has a “Brought to you by the European Commission” badge on it. They were here, they did something, and everyone around the world sees the fruits of the GDPR cookie regulations every time they open their web browser. Job well done.&nbsp;<a href="#fnr1-2026-08-24"  class="footnoteBackLink"  title="Jump back to footnote 1 in the text.">&#x21A9;&#xFE0E;</a></p>
</li>
</ol>
</div>
]]></description>
</item>

<item>
<title>When New DF Posts Drop in a Forest and No One Is There to Read Them</title>
<link>https://daringfireball.net/2026/08/df_posts_drop_in_a_forest</link>
<guid isPermaLink="true">https://daringfireball.net/2026/08/df_posts_drop_in_a_forest</guid>
<pubDate>Fri, 21 Aug 2026 12:09:11 -0500</pubDate>
<dc:creator>John Gruber</dc:creator>
<description><![CDATA[<p>It occurred to me last night that I’d gotten less feedback regarding recent posts than usual. There were a <a href="https://daringfireball.net/2026/08/apple_testflight_list_sort_order">few</a> <a href="https://daringfireball.net/linked/2026/08/20/bluesky-threads-sneak-logo-into-screenshots">items</a> I’d posted in recent days that I felt sure to hear from readers about, both yea and nay. But: nothing. Crickets chirping. I almost always hear from squeaky wheels in the EU when I write about Apple and the DMA, for example, but I heard nothing about <a href="https://daringfireball.net/2026/08/apple_eu_business_terms_conceding_little">my take yesterday that Apple has effectively pantsed the European Commission</a> regarding App Store commissions.</p>

<p>I noticed this morning that the bot that auto-posts new articles to the <a href="https://mastodon.social/@daringfireball">DF Mastodon account</a> hadn’t posted since Tuesday night. But it wasn’t the Mastodon posting bot that was broken. It was a different automated task that updates the RSS and JSON feeds. That’s what broke sometime between Tuesday night and Wednesday morning. The Mastodon posting bot reads the RSS feed, and if there’s nothing new in the RSS feed, there’s nothing for the bot to post. Still though, I thought it was weird that no one who <a href="https://daringfireball.net/feeds/">follows DF from the feeds</a> had emailed, texted, or @replied to me to complain that new articles on the website had stopped appearing in the feeds. No one.</p>

<p>Then, I remembered that the DF website home page is generated from ... the RSS feed.<sup id="fnr1-2026-08-21"><a href="#fn1-2026-08-21">1</a></sup></p>

<p>So, yeah, pretty much no one but me realized that I’d written seven new posts after the last update Tuesday night. Oops. Needless to say, it no longer seems surprising at all that I haven’t heard anything from readers in a few days. My apologies for delivering most of this week’s output all at once. We can pretend today that DF is a weekly newsletter.</p>

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<p>The system that conked out that in turn prevented the feed generation script from seeing new content has conked out once before in recent memory — last October. But when it conked out in October I noticed within a few hours, because readers kept complaining about the same typo that I had fixed, in my CMS, but which was still visible on the home page, because the home page only gets updated from the feed content. I never previously considered adding some sort of alert to check on this, because I always presumed I’d notice if new items I published weren’t appearing on the home page or in the feeds.&nbsp;<a href="#fnr1-2026-08-21"  class="footnoteBackLink"  title="Jump back to footnote 1 in the text.">&#x21A9;&#xFE0E;</a></p>
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<title>Apple and European Commission Reach Agreement on App Payment Terms Under DMA, With Apple Conceding Very Little</title>
<link>https://daringfireball.net/2026/08/apple_eu_business_terms_conceding_little</link>
<guid isPermaLink="true">https://daringfireball.net/2026/08/apple_eu_business_terms_conceding_little</guid>
<pubDate>Thu, 20 Aug 2026 11:12:16 -0500</pubDate>
<dc:creator>John Gruber</dc:creator>
<description><![CDATA[<p><a href="https://www.apple.com/newsroom/2026/08/apple-announces-changes-for-apps-in-the-european-union/">Apple Newsroom, on Tuesday</a>:</p>

<blockquote>
  <p>Apple today announced changes to its business terms for apps in
the European Union, following close collaboration with the
European Commission. These changes resolve Apple’s disagreements
with the Commission over business terms and alternative
distribution. They also reduce complexity by moving every
developer that distributes apps in the EU to a single set of
business terms. Developers can sign the new terms today, and
changes will go into effect on October 1. [...]
Under the new terms:</p>

<ul>
<li><p><b>For App Store apps using Apple In-App Purchase</b>, the
commission will be 26 percent. For the vast majority of
developers, including those in the App Store Small Business
Program, Mini Apps Partner Program, or Video Partner Program,
and for auto-renewing subscriptions after their first year, it
will be 15 percent.</p></li>
<li><p><b>For App Store apps using alternative payment processing</b>, the
commission will be 20 percent. Developers in the programs
mentioned above will pay a reduced rate of 10 percent.</p></li>
<li><p><b>For App Store apps that link out of the app to complete
purchases</b>, the commission will be 15 percent. Developers in
the programs mentioned above will pay a reduced rate of 10
percent.</p></li>
<li><p><b>For apps distributed via alternative app marketplaces or the
web</b>, Apple will charge a 5 percent Core Technology Commission.</p></li>
</ul>
</blockquote>

<p>This is a near-total victory for Apple. The only real concession is that for apps in the App Store using Apple’s own payment system (the default), the main commission drops from 30 percent to 26 percent in the EU. That’s the deal the EU squeezed out of Apple for EU developers: going from 30 to 26 percent for purchases and the first year of subscriptions.</p>

<p>All apps have to pay at least the 5 percent Core Technology Commission, even if they’re distributed outside the App Store. I could collect a lot of claim chowder from people who told me that Apple’s CTC was never going to pass muster. Maybe it wouldn’t have under the old EC regime of the <a href="https://daringfireball.net/2024/03/more_on_the_eus_market_might#:~:text=Margrethe%20Vestager%20herself">crusading hypocrite Margrethe Vestager</a> and the <a href="https://daringfireball.net/linked/2024/09/16/breton-resigns">buffoonish Thierry Breton</a>, but the European Commission is under <a href="https://daringfireball.net/linked/2026/05/12/teresa-ribera-visited-the-us-and-no-one-noticed">new</a>, <a href="https://daringfireball.net/linked/2026/05/12/new-dma-compliance-features-for-eu-users-in-ios-265">more temperate leadership</a>.</p>

<p>Ben Thompson, <a href="https://stratechery.com/2026/apple-settles-with-e-u-u-s-app-store-fees-att-rules-in-germany/">in a subscriber-only Stratechery update</a>, works out the implied values from these fees:</p>

<blockquote>
  <ul>
<li>The implied value of Apple’s APIs is 5% of an app’s revenue</li>
<li>The implied value of App Store distribution is 10% of an app’s
revenue</li>
<li>The implied value of in-app payment APIs is 5% of an app’s
revenue</li>
<li>The implied value of in-app purchase using Apple’s payment
processing is 6% of an app’s revenue</li>
</ul>

<p>Now take these numbers with a grain of salt — given the fact the
European Commission appears to have blessed these figures, they
were almost certainly a matter of negotiation — but they do seem
directionally correct: being in the App Store is the most valuable
(thus 10%), and then 5% was ascribed to Apple’s APIs in their
various forms; of these, the “Core Technology Commission” is
obviously more valuable than the APIs used for in-app payment
processing by third parties, but you can see how they landed at
the same spot.</p>

<p>The interesting number is the implied 6% for Apple’s payment
processing. The fully loaded cost for credit card fees — which
have both a swipe fee and a percentage fee — refunds, disputes,
etc. is pretty close to 6%; in other words, it appears that the
European Commission has decided that Apple shouldn’t make anything
for actually charging money. And again, I can see how they got
there: anyone can charge money, but Apple did actually make the
various APIs developers use, along with the App Store.</p>
</blockquote>

<p>The 6 percent no-profit fee for payment processing is where the difference between the global 30% and the new EU 26% falls. Given its druthers, it seems clear Apple would charge 10%, not 6%, for payment processing, to give itself some margin on payment processing.</p>

<p>Don’t take my word that this agreement is a sweeping victory for Apple — with the company conceding only the reduction from 30 to 26 percent for App Store payments — and a capitulation by the EC. <a href="https://x.com/EpicNewsroom/status/2089787577062559951">Here’s Epic Games, posting on Twitter/X</a>:</p>

<blockquote>
  <p>Apple announced new junk fees in the EU that do nothing to open up
the mobile app ecosystem to competition, as required by Digital
Market Act. [<em>sic</em>] [...]</p>

<p>The law makes it clear that Apple must allow developers to offer
link outs to the web for purchases “free of charge” and has to
allow “effective use” of competing stores. Apple’s terms
deliberately violate the Digital Markets Act. If the Commission
accepts the terms and drops their ongoing enforcement actions, the
law will become meaningless and consumers and developers will not
experience the benefits it was designed to provide.</p>
</blockquote>

<p>I don’t think Epic understands that <a href="https://www.independent.ie/business/apple-will-change-its-app-store-rules-to-end-its-dispute-with-the-eu/a/160196535.html">the Commission <em>has</em> accepted these terms</a>, and they’re a result of negotiations. It’s over.</p>

<p>Another way to see how clearly this is a win for Apple is to go back and imagine an entirely different DMA. Consider if the DMA had simply stated that 30 percent is too high a commission for app stores on “gatekeeping” platforms, and the one and only purpose of the DMA was to set a new, more reasonable maximum commission rate. If that had been the case, there’s no way the rate would have been 26 percent. It almost certainly would have been 20 percent at the most, perhaps something more like 15 percent. Thanks to the DMA’s sprawling scope, complexity, and overreach, Apple came out of this conceding only 4 percent of the App Store’s 30 percent commission, and no reduction at all to the 15 percent for subscriptions after the first year.</p>

<p>The very funniest thing Apple could do now would be to drop the baseline commission everywhere else in the world from 30 to 25 percent.</p>
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