etc...

this quote from this blog says it clearly.  the lack of hardware
acceleration for androids 2D graphics API, oand for any resolution
independent way of defining your UI is a showstopper.

http://unqualified-reservations.blogspot.com/2007/11/five-problems-with-google-android.html

"Third, Android's graphics framework uses pixel coordinates and
immediate-mode 2D drawing.

Now this is just a mistake. I was looking at the doc and I could have
sworn that someone had mischievously linked me to the Xlib manpages.
WTF, guys? Is there a timewarp in Mountain View I don't know about? I
know you're on the old SGI campus, but really...

The idea that, in 2007, anyone is writing 2D UIs with pixel drawing
functions just burns me up. The right way to draw a UI is to construct
a vector data structure, a la SVG or whatever, that represents the
visual state of the screen in resolution-independent coordinates, and
then just render the fscker. No, you don't have to actually construct
an SVG text file. You even have a GL library in there! You can just
treat 2D as a special case of 3D! People!

This is not just an esoteric developer issue. It has real usability
ramifications.

I don't know anything about the iPhone's software stack, but I'm
pretty sure it uses Quartz, in which all coordinates are device-
independent. But I didn't even need to know this. The whole UI just
screams "vector." As soon as I saw the demos, my first thought was
"now no one will ever write another GUI which uses raster graphics."
Little did I know that down in Mountain View, a crack team of hotshot
Googlers was busy recreating the Athena toolkit.

With a lot of work, with good layout and compositing and so forth, it
is possible to make a raster UI look pretty good. The Android UIs look
pretty good. But they don't look anywhere near as slick as the iPhone.
When you don't isolate device coordinates completely from the
programmer, they leak everywhere. You are constantly deciding whether
that line is 1 pixel or 2 pixels thick. And your designers curse you
all day long.

You do need a couple of things to build a pure vector UI. You need a
high-resolution screen, a fast CPU, and hopefully some kind of GPU.
But - as the iPhone proves - all of these are available in products
shipping today. There is simply no excuse for creating a new platform
in which applications are not isolated from device-dependent screen
coordinates.
"
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