I believe the only thing you have to do for iOS is include double sized
resources (suffix @2x on resources).  The widgets are not bitmaps so they
auto-scale.  iOS also has layout managers for handling align
top/left/right/bottom....

here is a link describing the issues with going to a non-integer multiple on
higher resolutions:

http://www.tipb.com/2011/01/19/problem-2x-ipad-2-retina-display/


<http://www.tipb.com/2011/01/19/problem-2x-ipad-2-retina-display/>


On Fri, Jan 21, 2011 at 4:59 AM, Moandji Ezana <[email protected]> wrote:

> Tor and Joe debated this for a while during #336. I think we covered it in
> another thread, but maybe it deserves its own.
>
> My impression, gathered from my dabbling in Android dev and from what
> Karsten said in that other thread, is that Android has a more logical and
> extensible system than iOS.
>
> In Android, you have folders with special names into which you put various
> resources and the runtime then decides which version to use. These
>  resources can be layouts, images, text, color codes, binary assets, almost
> anything. The codes you can use to compose the folder names are things like
> ldpi, mdpi and hdpi for screen densities, portrait and land for orientation
> and locales. You can combine those three any way you want. That's an
> extensible system, as Google could add new codes to handle whatever new
> hardware situation arises.
>
> Can someone contrast that with the iOS system? I got the impression you had
> to put checks in your code.
>
> The one thing I wonder about Android's system is if all those resources are
> downloaded, even if they're never going to be used. If so, that could be a
> lot of bloat, when a lot of devices don't have even all that much space to
> install apps.
>
> Moandji
>
>
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