One of the worst things about Apple is how much time and effort they spend trying to lock you into their platform if you want to support it. There's no excuse for it. Even once they have you on their system, they're doing everything in their power to lock you in to their workflows and development environments. It's actually insane how shamelessly hostile OSX is.
The Apple developer experience is an abject horror because they believe everyone who is capable of developing high value applications for Apple devices works at Apple, or will work at Apple. 3P devs are a nuisance they tolerate rather than a core value-add for their services and devices. I assume it's less bad within Apple, but I really have no idea.
Apple explicitly disallows cross compilation in their Terms of Service. Even if you managed to get clang compiling for Mac on another Unix, even if you figure out how to get your app bundles signed outside of OSX, they'll revoke your developer license and invalidate your certs because you're in violation of their ToS. You're right they don't care about third party devs, but the amount of hoops you have to jump through for devops on Mac is almost certainly designed as a gluetrap.
I think Apple is actually one of the few companies that you should anthropomorphize because they have shown a long history of making decisions based on long term strategy rather than short term profits. They also react emotionally sometimes. Best example coming to mind is Steve Jobs on Accessibilty, "I don't care about the bloody ROI." I of course cheered that attitude, and still do for a11y, but that is a very human-like thing to do. Also lets not forget his hatred toward Android and vengeful attempt to kill it. Hence I don't think Apple is a lawnmower. They're more like an elephant with it's objectives and they know they're going to squash a lot of lesser life in the process but "you can't have an omellette without breaking a few eggs."
Windows has had 3rd party developers built into its DNA since the beginning though. Even today, Windows goes to great lengths to maintain backwards compatibility. I think this comes from the fact that MS has always been a software first company built around market domination.
That is not being developer hostile. Apple does many other things that don't help developers but forcing their hardware is just an entry cost.
They have amazing hardware that is far superior to the competition and that they can build at very competitive prices while still making good money.
Building a PC in 2025 absolutely sucks. The prices are getting insane. Plus Windows 11 is super hated. It is the perfect time for Apple to win over people.
They just need to stop kneecaping their great hardware but the shitty software side. Just open it up a little bit. Add Vulkan support. Actually make your GPU usable. Actually help Steam to do their magic like they did with Linux, no one is going to buy games on the bloody Apple store anywhere. Show some respect to the developers.
Shareholders giving up massive growth for short term profits. So frustrating.
Now you might say this is problematic, Apple doesn't want third-party developers locking their platform behind some conditionally compiled set of abstractions that ruin everything they've worked for. Putting aside how ridiculous that is given system APIs are often wrapped for normal abstraction reasons anyways, that's totally fine. But then, it's also not my problem because I'm not Apple. I don't mind supporting their platform, I'll even turn a blind eye to the audacity of charging a developer fee while offering abysmal documentation and support. But I'm not going to crawl and beg for the privilege.
> Do you want them to use cross platform frameworks that are not optimized for their system?
Just like everybody else, because it hardly matters. Outside of Apple-land, Intel, AMD and Nvidia all get along just fine with rewriting SPIR-V to their microarchitectures. CPUs get along just fine rewriting abstract instruction sets like AMD64 and the various ARMs to their microarchitectures. Code is by-default compiled for instruction compatibility. APIs like CUDA and ROCm explicitly exist for vendor lock-in reasons. There's absolutely no reason why the throughput of these APIs can't be generically applied to compute shaders. None at all. The hardware vendors just want to capture the market.
Apple isn't exactly working with exotic hardware. The M1 is yet another ARM chip, not some crazy graph-reduction machine. These standards are fine and used across a wide-derth of hardware to no real detriment. I would suggest you may over-estimate how much they actually care about this idea of "specially optimized APIs." Consider that Apple pushes Swift as the primary language you Should be Using to ship software on OSX, and yet garbage collection is still handled in software. That's not what vertical integration for engineering purposes looks like.
Again, it all hardly matters. I wouldn't mind just wrapping these APIs, they're not particularly special or exotic any more than their hardware is. But the fact of the matter is that as a non-mac user, they go through a lot of effort to ensure putting software on their platform is as unattractive as possible.
On Mac, I can use bash/zsh mostly how I would on linux. The main compatibility issues come from BSD tools vs GNU, which are very simple to replace if you want. On Windows, they use PowerShell, which is totally proprietary.
On Mac, web & infra development can use completely open source tooling which can be shared with Linux.
You can still use VS Code to edit Swift (or C#), but the more "proprietary dev environments" (Xcode or Visual Studio) are probably more powerful with system level integrations.
Heck, you can use PyQT on mac if you don't like Swift or Xcode.
Not to mention all of the great Android tablets that I can’t get or the much faster Android devices…