Honestly I don't care if my software doesn't run on iOS because I used a copyleft license, since the only reason that's the case is that iOS is actively user hostile

@cwebber But then you're not helping people on those platforms improve their situation, and instead will go to more closed but readily available options πŸ€”

@espectalll OTOH, if you relax on that point specifically you're enabling people on those systems who want to use your software be complacent in using an OS that's so user hostile they can't even run copylefted code.

@cwebber I mean, iOS still lets you use, at the very least, LGPL, right?

@cwebber Pretty sure it did and so apps such as VLC were published

@cwebber Firefox for iOS is actually not using (much of?) the Firefox source code... but yeah, MPL 2.0 too github.com/mozilla-mobile/fire

@cwebber Please check your knowledge before spreading potential misinformation and just try to do your best :blobcheerbounce:

@espectalll Well, MPL != LGPL. And looks like maybe LGPL v2.1+ is feasible on iOS, though maybe not LGPLv3+ (because of anti-tivotization provisions)?

It seems that with LGPL2.1+ you can use it but maybe not for proprietary code linking to the LGPL2.1 ... iirc this is in dispute though.

@cwebber There's still Qt-based apps on the iOS store (such as Spotify!) and that's LGPLv3 so I don't think there's any problem there



So, this is where dual-licensing *might* come in: In principle, authors of software licensed under otherwise iOS-incompatible terms are perfectly entitled *also* to put it on Apple's store so long as that store will accept it. It's a separate, parallel deal.

They just can't do that with someone else's code.

Whether and how often the code belongs completely to whomever wants to put it on the store, I don't know.


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