Quote:
Originally Posted by
Holy Chicken 
I think you are missing what this actually means. An app that runs on a non retina display will work on a retina disply with no issues because the resolution is exactly double in both dimensions. So 1 pixel on a non retina display becomes 4 identical pixels on a retina display. This means would apps would look exactly the same on both screens with no added clarity on the retina display. The only way to improve clarity is to remake the app specifically for a retina display.
Actually this isn't what happens at all. The developer doesn't have to "remake" the app for the Retina display -- the app is resolution independent, and iOS automatically renders it at the higher resolution. That's why the only work developers need to do to support the Retina display is provide double resolution assets -- no reworking of the code is required to make it work with the Retina display. (Though of course you may need to fix some bugs depending on how well you've written your app.)
This is because of the point coordinate system that iOS uses. An app is defined as 480x320 points, and a point can be any number of pixels -- and in the case of current Retina displays, it is 2.
Let's say you've designed an app and you've placed a button with the dimensions 10, 12, 60, 30 (x, y, w, h). When this app runs on an iPhone 3GS -- which has a 480x320 resolution -- that button's dimensions translates into 10, 12, 60, 30 pixels, but when run on an iPhone 4 -- which has a 960x640 resolution -- that button's dimensions translates into 20, 24, 120, 60 pixels. So the actual rendering of the button is being spread across four times as many pixels, resulting in a much sharper quality. It is not simply being stretched (duplicated pixels), it is being drawn across more pixels.
Quote:
As for being invested in the apple ecosystem I can see why you are so attached. Did the introduction of the lightning port force you to reinvest in a slew of new devices? For me personally the only thing extra that I have invested in for my android devices was a $0.99 usb host cable (USB OTG). This allowed me to not only hook up my existing 3 3TB external drives to any of my android devices but also allowed the use of a usb keyboard and mouse, wireless xbox 360 controller and external wifi adapter for extend wifi range. I can also use that cord to connect to my Canon T1i and use my tablet and phone as a remote that can control every aspect of my camera including Live View mode. And then of course the fact that I can just plug and hdmi cord into almost any display in my house for obvious reasons. So in reality you would not have to invest any money in android other than the device itself.
I'm not referring to accessories, I have very few of them. The one I do own and care about would work if I bought the adaptor from Apple but it would be cheaper to just buy that cable again since I really only have that accessory.
It's apps, music, movies, books, tv shows, etc., which I'm invested in through Apple. My whole family uses iDevices and Macs, and we all use the same account, so everything we buy either on the iOS App Store or the Mac App Store is available to all our devices. So we are quite invested. All our iDevices, Macs and our Apple TV (box) work together seamlessly too. There's nothing Android offers which would entice me to switch, and even if it did the benefits of it would have to outweigh losing everything I have with Apple.
Quote:
As for these tests you claim iDevices beat android in my nexus 10 after loading a custom rom and kernel beat every benchmark of the iPad 4 and iPhone 5. But you should also know that benchmarks serve no purpose other than bragging rights because they do not reflect much real world performance.
That depends on the benchmark. GeekBench and the like, yes. But more real world tests like SunSpider, Octane, Kraken, and similar, etc., all carry some weight. Also there are graphics benchmarks which are important, and battery life benchmarks too -- the Nexus 10 is no slouch in either of those departments, but the iPad 4 does pull ahead.
This is talking about how the Retina display works in OS X on the Mac, not on iOS. The two shouldn't be confused. On iOS all you need to do is compile your app against iOS 4 and it will run as a "Retina-app" on a Retina device, with or without code changes -- though if you've coded it poorly (or lazily) you'll obviously need to fix any bugs. On the Mac it's more complicated as the OS is much more complicated and you aren't forced to only get apps through the Mac App Store. Though I'm not thoroughly versed in how much work is needed to get a Retina app on the Mac up and running, I do know it is more, and that they are simply upscaled until updated to support it. Again this process shouldn't be compared against the process on iOS.