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Sure would be mighty good of you to clear this up for us then. I look forward to it. I know enough about the iPhone SDK to know it is very physical pixel-centr
by ergo98 16y ago
Sure would be mighty good of you to clear this up for us then. I look forward to it.
I know enough about the iPhone SDK to know it is very physical pixel-centric. Contrast this to the Android SDK that is very pixel agnostic (which is how it isn't a big deal that one device has 854x480 and another has 480x320. The former simply looks better. Just as it isn't a big deal if aspect ratios significantly change, whereas in iPhone world developers had to rush to make iPad specific apps, just as now they'll have to make iPhone 4 variants if they don't want simple pixel doubling.
Nonetheless, I look forward to your clarification.
- gaiusparx 16y agoiPhone SDK doc: "In iPhone OS there is a distinction between the coordinates you specify in your drawing code and the pixels of the underlying device. When using native drawing technologies such as Quartz, UIKit, and Core Animation, you specify coordinate values using a logical coordinate space, which measures distances in points. This logical coordinate system is decoupled from the device coordinate space used by the system frameworks to manage the pixels on the screen." I am not familiar with Android SDK. Do you mean you can write one UI code that runs on all Android devices irregardless of their screen resolution? Such as on Nexus one and a tablet running Android?