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Old 10-23-2013, 01:05 PM   #69
PatNY
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Quote:
Originally Posted by jbjb View Post
There's a third possibility - that many developers *chose* not to use it because the small number of screen sizes made it feasible to design optimal UIs for each size.
Or maybe it was ALL those things. Bottom line is that prior to i0S6, the scalability of iOS was poor and was rarely, if ever, used. You therefore had rough transition periods for users seeing black bands in their apps ... and the lack of easy scalability may have been a factor restricting Apple's implementation of alternative sizes.


Quote:
I wasn't aware there was such a myth. It seems that in practice many iOS apps *are* designed with pixel perfect UIs, but it's not a requirement.
Hmm, you only need look as far back as page 1 of this thread, where you'll see this attempt to perpetuate this myth:

"When Apple went Retina on both iPhone and then iPad, the pixels were exactly twice the resolution in each dimension. Thus apps created for one scale to the other seamlessly. Apple apps are designed pixel by pixel. Android designed for objects to scale and automatically move around to accommodate the wild wild west of screen sizes, ratios, and resolutions."

Quote:
We're making some progress! We've gone from a claim that lack of UI scalability is holding back Apple to an admission that there's not much difference between iOS and Android.
More like a qualification. Prior to iOS6, I believe lack of easy scalability did limit Apple. Today, it is not much different.

Quote:
As it happens, I believe there still is some difference - if you want to design an optimal UI for each combination of size, aspect ratio and resolution you have more work to do to cover all Android devices than all iOS devices.
I don't believe the differences are that significant today in terms of scalability. At least not so much as to prevent developers from choosing Android over iOS, which they appear to be doing in greater numbers.

--Pat
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