On Feb 6, 4:14 pm, Casper Bang <[email protected]> wrote:
> That's an argument used against Android, yet it's happening to the
> iPhone OS as well not only regarding hardware (screen) but also
> software (OpenGL bump maps). I am curious, how does Apple handle this
> in the SDK considering it's an afterthought?

All 75 mio iPhones/iPod touches have the same resolution, same screen
size and hence the same dpi.  From what I know they differ in the
amount of RAM (128 MB vs 256 MB), CPU speed (the 3GS one is probably
about twice as fast as the original one) and graphic capabilities (the
latest iPhones/iPod touches support OpenGL ES 2.0 which has
programmable graphics:
http://www.engadget.com/2009/06/10/iphone-3g-s-supports-opengl-es-2-0-but-3g-only-supports-1-1/).
iPod Touches are "restricted iPhones": no phone part, no GPS, no
camera.  So some of those differences mean apps won't work at all or
be limited (e.g., no camera), and then the OS tries to mask some of
those differences (e.g., core location uses a "WiFi location database"
on the Touch, GPS on the earlier iPhones and the compass of the iPhone
3GS; http://en.wikipedia.org/wiki/IPhone_OS#Core_Location).

I haven't done any iPhone development, yet, but I think you would
develop against either the original one or the 3G as your base to make
sure it works, and the computing will be faster on the 3GS and the
newer iPod Touches.  The speed differences will matter most for games;
most of the apps I have are not very compute-intense and spend most of
their time waiting for my input.  :-)

Now with the iPad, there's at least a new screen resolution, screen
size and a new dpi.  The iPad can show iPhone apps at native
resolution or scale them to full screen, but this is just a crutch.
The iPad has about 5 times as much screen estate as the iPhone,
apparently some new UI features (menus?) and maybe more two-hand use,
so in reality, you need to completely redesign the UI for an iPad app
anyway.

I expect that the iPhone will get a higher res screen in the future,
so you will then have to probably target at least two resolutions on
the iPhone/iPod touches, but if I were Apple I'd delay this as long as
I could.

> And won't this cause
> trouble for the current 10MB app limit?

I think there's only a "download only 10 MB of content when not on
Wifi" restriction on the iPhone.  The app size restriction right now
seems to be 2 GB (http://www.iphonestalk.com/2gb-limit-for-iphone-
apps/) but this may be more of an SDK restriction than a OS one.
Myst, for instance, is 730 MB and requires 1.5 GB to install (though
after the installation it only needs around half of that;
http://news.softpedia.com/news/Download-Myst-for-iPhone-iPod-touch-110703.shtml).

I heard on a podcast that at least in the original Android release
your app is stored on the _phone Flash memory_ and can't be stored on
a memory card which limits its attractiveness for some games.  So for
the Nexus One, this is 512 MB for all apps (of which only a part is
available for your apps - 
http://osdir.com/ml/Android-Developers/2010-01/msg03380.html);
the original G1 has about 70 MB left for your apps (http://
groups.google.com/group/android-developers/browse_thread/thread/
7965885da4d1a03a).  It also seems you need to have more than the app
size available for installation.  Please, Android developers, correct
me if I'm wrong here.

> Well the n900 runs Firefox complete with plugins, flash etc. and is
> easily the best mobile browser experience. But I guess when you say
> Nokia you are thinking of Symbian rather than Maemo.

Yes because the N900 is so new (out last September?) that it hasn't
sold enough devices to be attractive for most developers.  I think it
will be interesting to see how Nokia deals with its two OS (Symbian
and Maemo).

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