3 ms·
The problem with the simulator approach is then you have to make sure all of the APIs behave exactly the same both on the desktop and the phone (which are runni
by mdwrigh2 15y ago
The problem with the simulator approach is then you have to make sure all of the APIs behave exactly the same both on the desktop and the phone (which are running two different processors). This certainly causes some issues (the Simulator has had no end of trouble with the sound APIs in the last 6-12 months, and only recently has it even allowed me to play sounds, albeit while still throwing exceptions, for example).
On top of that, Apple only has to worry about being consistent on two platforms: OS X and the device (iPad, iPhone, etc.), whereas Google supports all three major platforms (Win, OSX, Linux) and doesn't control the underlying hardware.
- hub_ 15y agoit is not like they support it correctly in one single platform. Also it is not like the problem isn't relevant with using QEMU, it remains relevant.
- mdwrigh2 15y ago> it is not like they support it correctly in one single platform. I'm not sure what you mean by this. Example? >Also it is not like the problem isn't relevant with using QEMU, it remains relevant. Which problem? Being consistent across multiple platforms? QEMU is fairly good at this. When I say there are problems with the simulator, I mean like the whole audio api wasn't working on the simulator for awhile. This isn't a small difference, this made it so that I couldn't even test the app. (Not to mention the other hardware support I needed, accelerometer/gyroscope data, wasn't supported either).