Excellent explanation/arguments Dianne.  5 stars from me.

On Jul 8, 4:00 am, hackbod <[EMAIL PROTECTED]> wrote:
> On Jul 8, 12:04 am, stefoid <[EMAIL PROTECTED]> wrote:
>
> > 'phones'?  hmmm.  ok, lets use the term 'phone'.  When did 'phone'
> > hardware stop improving?
> > "640K should be enough for anyone..."
>
> 6 years ago at a previous company the reference hardware we were
> developing a phone platform for was a 200MHz ARM with 32-64MB of RAM.
>
> Today the reference hardware for the Android platform is a 200-400MHz
> ARM with 64-128MB of RAM.  And that target is still on the higher end
> of phone hardware.
>
> The phone market is different than the PC market.  That's just a fact
> of life.  There are many other factors that come into play in hardware
> design, which are often more important than raw performance: price,
> size, battery life, etc.
>
> That said, the "640K should be enough for anyone" line is pretty
> extreme hyperbole, as is most of this drama over scalable graphics.
> Not having scalable graphics everywhere is not going to kill the
> platform.  In fact, the original article you quoted was really over-
> blown:
>
> - Comparing Android to X-Windows and the Athena toolkit is
> ridiculous.  The Android compositing engine is actually much more like
> MacOS X than X-Windows, supporting full 3d hardware acceleration of
> window compositing and transformation.  The 2d rendering engine is a
> path-based with full anti-aliasing and alpha blending support, far
> beyond what X-Windows of that time supported.
>
> - The comment about the iPhone UI screaming vectors is questionable.
> I don't know that much about the iPhone architecture, but to me it
> screams 3d hardware acceleration being used to perform compositing and
> transformation of bitmap textures, which is in fact how OSX has always
> done its fancy animation and other UI tricks.  There is a good reason
> for this: pretty much any graphics acceleration hardware you find
> these days is going to be really, really good at compositing and
> transforming bitmap textures, and really not so good at the 2d path-
> based rendering used for scalable graphics.
>
> - The quality of the iPhone UI vs. Android has nothing, zero, nada to
> do with scalable graphics.  All of the iPhone software is running on a
> single device with a single density, so scalable graphics gain you
> very little.  They are helpful for things like web browsers were you
> want to zoom in and out of the page, and oh hey both platforms are
> using WebKit and the HTML DOM as a scalable representation on top of a
> path-based 2d engine.  But for animations using scaling and other
> transformations, the best way to get those to run smoothly is by doing
> them on bitmaps.  One of the things that makes the iPhone feel slick
> is that a lot of work was done to have those animations run at 60fps,
> and that means everything going on there is the 3d hardware performing
> rendering of bitmap textures.
>
> - The Android platform does incorporate screen density information at
> the view layout level, where you can specify coordinates in a variety
> of units (raw pixels, real inches or points on the screen, abstract
> rounded "density pixel" units, or user-controlled "font scaled"
> units).  As such, if you say in your layout (or drawable graphics
> description) that you want a line or spacing of 1 density pixel, that
> will be converted for you to 1 pixel or 2 pixels or however many
> pixels on the screen is appropriate for the actual density.
>
> - Apple's UI design has a certain design aesthetic of "lots of anti-
> aliasing to more accurately represent the position of lines being
> drawn at the expense of blurrier pixels," driven in part by the
> coordinate system not being pixel-based.  There are certainly many
> people who like it, but there are also many people who like rendering
> that does hinting and aligning of figures to reduce the impact of anti-
> aliasing.  I think it's pretty extreme to promote one approach or the
> other as being the one true way.  For Android, we have made the
> decision to use some hinting in our font rendering for crisper text,
> and likewise density adjustment happens at the view layout level and
> then the raw 2d rendering operates on pixels on the screen so that it
> can round coordinates to pixel boundaries as desired.
>
> > > create an application, it has to be prepared to run on all processor
> > > speeds, all screen sizes, etc.
> > this is your assumption (as an application developer?)  As a handset
> > manufacturer, your viewpoint is different.  You want to produce
> > something with specific capabilities.  If Android cant cater to your
> > needs, then you choose something that can.  Lost market share for
> > android.
>
> Actually, from what I can see, what handset manufacturers want is:
>
> (1) As high a density of screen as possible (since this is a big
> marketing bullet in comparison to other phones).
> (2) As slow a CPU as possible (since this saves money and power and is
> much harder for people to understand as marketing bullet).
> (3) Oh and we'll throw in a basic 3d hardware accelerator for you
> (since that can create some snazzy marketing demos).
>
> In such an environment, a bitmap/raster-based UI is going to be far
> superior to one based on scalable graphics, because you basically have
> to use the 3d hardware to do any smooth rendering to the screen (the
> CPU just isn't sufficient), and that thing isn't going to be able to
> efficiently render path-based graphics.
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