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post #31 of 47
Quote:
Originally Posted by ZealotKi11er View Post
So the new iPhone will just be a 4S with A5 and iOS5?
Ehhh, 3GS was alright, but could of been better. I hope they pack more features with the 4GS than they did with the 3GS so they can be as close to the jump that was the 3GS to 4. Phone contract is ending this year so here's hoping they release an actual successor and none of this faster S version of last year's model thing.

Stupid question: Do the iPhones use the same audio internals/DAC as the iPod counterparts or do they cut costs on audio to stuff more things into the iPhone?
Edited by Rpg2 - 1/16/11 at 8:08pm
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post #32 of 47
Quote:
Originally Posted by steelbom View Post
I don't want an application that isn't specifically designed for my device. How does it work on Android? When you write the app does it automatically fit the screen and rearrange the controls on any device so its as if it was designed for it? Or does it run with black bars or stretch it, etc.?

It automatically fits the screen and rearranges the controls so its as if it was designed for it.

Quote:
At run time, the platform provides three types of support to your application, to ensure the best possible display on the current device screen:

Pre-scaling of resources (such as image assets)
Based on the density of the current screen, the platform automatically loads any size- or density-specific resources from your application and displays them without scaling. If no matching resources are available, the platform loads the default resources and scales them up or down as needed to match the current screen's generalized density. The platform assumes that default resources are designed for proper display at the baseline screen density of "medium" (160), unless they are loaded from a density-specific resource directory.
For example, if the current screen's density is "high", the platform loads resources that are tagged with the qualifier hdpi and uses them without scaling. If no such resources are available, the platform uses the default resources instead, scaling them from the baseline density ("medium") to "high".
For more information about how to create size- and density-specific resources, see Resource qualifiers.

Auto-scaling of pixel dimensions and coordinates
If the application states that it does not support different screen densities, the platform auto-scales any absolute pixel coordinates, pixel dimension values, and pixel math used in the application (such as might be used for specifying the width or padding for a view). It does this to ensure that pixel-defined screen elements are displayed at approximately the same physical size as they would be at the baseline density of "medium" (160). The platform handles this scaling transparently to the application and also reports scaled overall pixel dimensions to the application, rather than physical pixel dimensions.
For instance, suppose a given device is using a WVGA high-denisty screen, which is 480x800 and about the same size as a traditional HVGA screen, but it's running an app that states that it does not support multiple densities. In this case, the system will "lie" to the application when it queries for screen dimensions, and report 320x533. Then, when the app does drawing operations, such as invalidating the rectangle from (10,10) to (100, 100), the system will likewise automatically transform the coordinates by scaling them the appropriate amount, and actually invalidate the region (15,15) to (150, 150). The same thing happens in the other direction, if the application is running on a lower-density screen, coordinates are scaled down.
For more information, see the android:anyDensity attribute in Manifest attributes for screens support.

Compatibility-mode display on larger screen-sizes
If the current screen's size is larger than your application supports, as specified in the supports-screens element, the platform displays the application at the baseline size ("normal") and density ("medium). For screens larger than baseline, the platform displays the application in a baseline-sized portion of the overall screen, against a black background.
For instance, suppose a given device is using a WVGA medium density screen, classified as a "large" screen, but the application states that it does not support large screens; in this case, the system will again "lie" to the application when it queries for screen dimensions, and report 320x480. Instead of scaling the application, however, the application's 320x480 interface will be placed as a "postage stamp" in the larger 480x800 screen.
For more information, see the android:anyDensity attribute in Manifest elements for screens support and the Screen-Compatibility Examples section.
The last one is really only a fallback to be used with poorly-designed applications, where the developer forgot about, or was simply aware of the black magic provided by the SDK. In practice there are only a handful of apps that won't scale.

This is what happens most of the time:




Or if you want a real world example:



The Android market on a 800x480 device only has room for 3.5 apps on the home screen, but on the 1024x600 Galaxy Tab that is bumped to 6 apps. Were I to change the screen density setting on my 800x480 Desire to match that of the Galaxy Tab, I would also have 6 apps.
    
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post #33 of 47
Thread Starter 
Quote:
Originally Posted by ehpexs View Post
That's a pretty big task task to ask of mobile device
True, but a dual-core ARM9 Cortex and an SGX543MP2 (2 GPUs) should be able to handle it just fine.
Quote:
Originally Posted by nathris View Post
It automatically fits the screen and rearranges the controls so its as if it was designed for it.



The last one is really only a fallback to be used with poorly-designed applications, where the developer forgot about, or was simply aware of the black magic provided by the SDK. In practice there are only a handful of apps that won't scale.

This is what happens most of the time:




Or if you want a real world example:



The Android market on a 800x480 device only has room for 3.5 apps on the home screen, but on the 1024x600 Galaxy Tab that is bumped to 6 apps. Were I to change the screen density setting on my 800x480 Desire to match that of the Galaxy Tab, I would also have 6 apps.
Well, that's cool enough. But, there still isn't anything wrong with the way Apple does it; they just decided to go with one handset, their own -- obviously so they can control and tweak every aspect of it.

>>>

I've read another rumour which fits much better, that is the iPad 2 will sport the SGX543MP2 which has 2 GPUs, and that will equate to about 4x the graphics performance as the current chip in the A4.
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post #34 of 47
I doubt that (though it is possible). The Dual core Tegra 2, which I'm betting is almost identical to the single GPU 543 + A5 should be plenty capable of handling a 4x current display. Would they want to have the massive battery issues that I imagine would be a result of that?
    
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post #35 of 47
Thread Starter 
Quote:
Originally Posted by E_man View Post
I doubt that (though it is possible). The Dual core Tegra 2, which I'm betting is almost identical to the single GPU 543 + A5 should be plenty capable of handling a 4x current display. Would they want to have the massive battery issues that I imagine would be a result of that?
They wouldn't.

Whatever they've done, they've maintained good battery life. It may be a bit less, but it should still be 7+ hours -- this is Apple we're talking about, they brag and boast about their battery life no? They'd never sacrifice it.
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post #36 of 47
I really do hope that it does turn out to have a 2048x1536 IPS screen. If it does it will introduce some much needed competition in the display market.

2560x1600 displays have been in the $1,000+ range for way too long. It's time to drive those prices down to at least the $600-$700 range.
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post #37 of 47
What's this? 2 pages in an iPad thread and no stupid posts? This has to be a record.

Moving on: There's no way i'll be upgrading. There's nothing i want in a tablet that the current ipad doesn't offer. TBH i do only use it for watching stuff in bed and browsing OCN downstairs.

And i'm very very very very doubtful it will have a retina display.
post #38 of 47
Quote:
Originally Posted by steelbom View Post
They wouldn't.

Whatever they've done, they've maintained good battery life. It may be a bit less, but it should still be 7+ hours -- this is Apple we're talking about, they brag and boast about their battery life no? They'd never sacrifice it.
I agree, that's a big reason why I'm skeptical about the...whatever they call dual PowerVR's (Crosspower? )

Quote:
Originally Posted by SchmoSalt View Post
I really do hope that it does turn out to have a 2048x1536 IPS screen. If it does it will introduce some much needed competition in the display market.

2560x1600 displays have been in the $1,000+ range for way too long. It's time to drive those prices down to at least the $600-$700 range.
That's another reason this likely won't happen. The in-LCD chipset that is required to drive a 2560*1600 display is powerful, expensive, and probably power hungry, and most of them don't even allow you to change anything but brightness because there is no processing power left for post-processing, and the ones that do have that power add a bunch of lag for their trouble. Granted, this rumored resolution is only 3/4 as high as the 2560*1600 displays, so that might be enough to get working well, who knows.

Besides, even if they did release that display, it wouldn't likely do much to change the 30" displays. There is a lot more that goes into them than the iPad screen. They are designed for the professional to work on. You pay for that.
Edited by E_man - 1/17/11 at 11:35am
    
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post #39 of 47
Thread Starter 
Quote:
Originally Posted by E_man View Post
I agree, that's a big reason why I'm skeptical about the...whatever they call dual PowerVR's (Crosspower? )
Ahahahaha!

The fact is, we'll need an SGX543MP2 to power a retina display on the iPad, seeing that the rumour for the retina display is pretty confirmed (seeing the 2x images in the iBooks apps) and that Apple has drivers for the SGX543 in iOS 4.3 Beta (and to note, the SGX543 is multi-core ready and won't need any additional drivers for more of them (up to 16)), I think it's going to happen.

Apple is at the very least testing this stuff, and that means it's what they want to do -- unless something goes wrong... we're getting a super iPad!
Quote:
That's another reason this likely won't happen. The in-LCD chipset that is required to drive a 2560*1600 display is powerful, expensive, and probably power hungry, and most of them don't even allow you to change anything but brightness because there is no processing power left for post-processing, and the ones that do have that power add a bunch of lag for their trouble. Granted, this rumored resolution is only 3/4 as high as the 2560*1600 displays, so that might be enough to get working well, who knows.
The retina display costs ~$220 vs the current iPad's ~$64 display. Also, seeing that the display will probably be S-IPS (super IPS) it (IIRC) should have ~30% less power consumption.
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post #40 of 47
Perhaps they'll put the same screen that the iPod Touch has in the iPad to keep costs down. If they do, it would be a terrible idea.
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