>>Is it significantly slower to load images from the SDCard?<<
In my experience: No... the opposite, actually..

In tried writing a reading a 12MByte file from phone-memory and from
my phone's SD-card (class 6), and doing it all on the SD-card was
faster: Reading was about the same, writing was quite a bit faster.


On Dec 3, 1:02 pm, Matt Kanninen <[email protected]> wrote:
> A lot of the best game developers are C programmers.
>
> ROI for application developers, especially in the short term, is much
> higher for an iPhone applicaton.  So the budget is likely higher for
> the iPhone application.
>
> Is it significantly slower to load images from the SDCard?
>
> I agree that they should add to the SDK a standardized method for
> applications to get their own folder on the SDCard, and to encrypt
> their content if so desired.  The framework could also detect whether
> a file on the SDCard has been altered by a 3rd party, making it easy
> to just redownload or re create the asset as needed, to ensure
> security and robustness.  Similarly we need to be able to preckage
> SQLite databases, and to transfer them to the SDCard as needed.
>
> -My 2 cents
>
> On Dec 3, 7:40 am, "[email protected]" <[email protected]>
> wrote:
>
>
>
> > Just to add to Sean's list, this should be another major reason unless
> > I am mistaken:
>
> > The iPhone can install applications of 200 MB or greater with ease.
> > Meanwhile, it is difficult to get users to find the space for a 10 MB
> > application on an Android phone and that limited space often must
> > support multiple image resolutions now.
>
> > Yes, one can store images to the SDCard in Android, but doing so makes
> > loading them slower, and it increases code complexity since a truly
> > robust way of doing so is not built into the SDK. Furthermore -
> > getting a user to wait through a download after downloading the
> > application itself is a risk as many do not wish to wait (thus leading
> > to possible 1-star ratings despite the higher quality). It would also,
> > in theory, present problems if a phone without a SDCard is ever
> > released.
>
> > On Dec 3, 9:47 am, Sean Hodges <[email protected]> wrote:
>
> > > On Thu, Dec 3, 2009 at 2:20 PM, ellipsoidmobile
>
> > > <[email protected]> wrote:
> > > > Hi
>
> > > > Much as I love Android, I'd have to admit that (in general) iPhone
> > > > applications just seem to be much prettier than Android applications.
> > > > UI & graphics are far from being my strong point and I've never
> > > > developed for iPhone, so I don't really understand why this is.
>
> > > The iPhone only has to support a single screen size, resolution, and
> > > set of input methods. This means you can practically draw the UI on
> > > the screen, you don't need to consider how the UI would look when
> > > packed into a smaller screen, or how the user might interact with it
> > > if there was no touch screen.
>
> > > The iPhone also has the larger market share, which means whilst there
> > > are a number of good looking apps on Android (e.g. Aloqa, RockOn,
> > > Speed Forge 3D...) there are a lot more developed for the iPhone,
> > > simply through supply and demand.
>
> > > Another possible reason, and without confirmation from Apple this is
> > > mere speculation; is the vetting process for the AppStore. Potentially
> > > Apple could be rejecting apps that do not meet a certain aesthetic
> > > quality, this means that half-finished or low budget apps are less
> > > likely to pollute the store.
>
> > > At least, that's my take on things. This is not necessarily how things
> > > will always be. The UI fragmentation problem in Android is improving
> > > gradually (though some would say still at a slower pace than the
> > > hardware). Market share trends are looking in Androids' favour, and
> > > eventually people will stop looking at Google's Android Market as the
> > > only source of Android apps (and directly comparing its content to the
> > > AppStore).- Hide quoted text -
>
> - Show quoted text -

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