5 ms·
I think you're trying to minimize the difficulty of the android platform: 1> Pure Compute Power between handsets varies widely. You can't do something that req
by gte910h 17y ago
I think you're trying to minimize the difficulty of the android platform:
1> Pure Compute Power between handsets varies widely. You can't do something that requires significant compute power without functioning poorly on the less powerful handsets.
2> Screen resolutions are all over the place (You have to test on 5-8 different resolutions). This is KILLER for someone doing a game or other fixed width layout. It's not like you see 15 different sizes of flash windows. MOST people can't afford to do multiple sizes.
3> Installed OS version is all over the place. While there is a supposed "upgrade to 2.1" happening later this spring for all handsets, I predict many handset owners won't do it, as it will require a data wipe.
4> The Tools Batman. Interface builder is leagues upon lightyears better than hand edited XML based java container layouts. You have easily 10x the layout and positioning work for Android, and you have to test this layout and positioning on all the different phones.
5> The installer: If your app has any amount of data in it, you have to write an installer and sell the installer, which then downloads your app. This is expensive.
So yes, you're technically right, they don't have the money or don't see it a worthwhile investment to try to target the crappy android development landscape.
Perhaps someone will make a unifying toolkit that does screen layouts well and is in Python or another one of the ASL toolkit, but with the current old school java development kit that is android, it's not going to be a winning target for many developers.
- wallflower 17y ago> The Tools Batman. Interface builder is leagues upon lightyears better than hand edited XML based java container layouts. You have easily 10x the layout and positioning work for Android, and you have to test this layout and positioning on all the different phones. "Designing your interface on the iPhone is easy. It's fun. It's intuitive. On Android, it's fucking hell. It's like working with the evil offspring of GridBagLayout and XML. It's utterly horrid. But, Java has never done UI well and has never made it particularly fun so I can't say I was surprised by this, though it did exceed my expectations by being even worse than I thought humanly possible. The whole process is counter-intuitive and time-consuming, and that's just to make something that functions. It's even more time-consuming and painful to make a UI that doesn't look like ass." Android SDK from an iPhone Developer's Perspective http://iphonedevelopment.blogspot.com/2010/03/android-sdk-from-iphone-developer.html http://iphonedevelopment.blogspot.com/2010/03/android-sdk-fr...
- alex_c 17y agoI've worked with both, and I can't really disagree. Android interface work IS a pain. "Counter-intuitive and time-consuming" is a very good way to describe it. The fact that Eclipse is often painfully slow on my Macbook doesn't help. On the plus side, I was pleasantly surprised that the layout DOES scale well for different screen sizes - which is the whole point of jumping through all the hoops in the first place. iPhone interface work isn't perfect, either - Interface Builder only gets you so far, and its strength is fixed layouts - once you throw in variable size elements, you have to do a lot by hand. I'd rate Android's interface system as a 7 or 8 on my personal "annoyance" scale, and iPhone a 4 or 5. I enjoy Android more than iPhone overall, but the interface is definitely not its strength.
- briancooley 17y agoAt the risk of telling you something you already know: I was having trouble with Eclipse running painfully slow on my MBP until I discovered it was using the 1.5 JVM. Switched it to 1.6, and now it's bearable.
- Rabidgremlin 17y agoRe point 2. The iPad has a much larger screen then the iPhone so now you will be building apps with custom screens and layouts... I think the biggest problem with the Android marketplace is that unless you are in Austria, France, Germany, Italy, Japan, Netherlands, Spain, United Kingdom or United States you cannot actually sell your apps since you cannot set up a Google Checkout account! No such problem with the Apple App store...
- zaphar 17y agoNot to mention that the hardware available to the iPad is probably going to be considerably better than the hardware on an iPhone. All those iPhone developers who previously only had to worry about the iPhone and iPod touch now have a third to add to the mix. And as more versions of each get released the landscape gets worse and worse. Android may have come out of the gate with a more difficult landscape but the App Store will not always be immune either.
- gte910h 17y agoWhile CPU power differences could make a big issues, especially for games, I still say apple's fixed layout system is stronger. You load up a new screen with a call that specifies the layout file (called a XIB) on iPhone. You can then feasibly have different layouts for iPad and for 320x480 phones. I could easily support 5 of those. With a layout manager, you have to LOOK to see if it turned out well on the platforms (of which there are already 5-8 you care about, many times more than iphone). What android needs, is a gui builder.
- gte910h 17y agoActually, I don't think many will. For the ipad, if you don't explicitly support the larger layout, you just get a smaller app in the middle of the screen that's still picture perfect. And for IB, if you chose to target the iPad itself, you can just make a second XIB file that has your iPad layout for each screen, then load them up depending on hardware. It will be slightly more work, but it will still be backed by the GUI tool, and it will still be pretty easy. You aren't forced into layout manager. As far as iPodTouch iPhone differences, those are really small for the perspective of most apps, or are total deal breakers. Either way, you're usually not doing much accommodation.