OpenMoko ON the iPhone
Jon Phillips
jon at rejon.org
Fri Jan 12 15:54:39 CET 2007
On Fri, 2007-01-12 at 08:32 -0500, Gervais Mulongoy wrote:
> another solution to that could be the use of scalable graphics the way
> its done with svg or the way it is done in enlightenment.
Exactly, this is one great solution and the way Apple and Microsoft are
moving (also, why I am developer on Inkscape www.inkscape.org). Anyway,
one platform for mobile devices is great! Solving the GUI issue is just
a matter of theming mostly...that is simple! Consolidate or die is the
new slogan in 2007 :)
Jon
> On 1/12/07, Tomasz Zielinski <tomasz.zielinski at gmail.com> wrote:
> 2007/1/12, Jon Phillips <jon at rejon.org>:
>
> > the good news is that it can be generic enough to handle
> > these different devices...
>
> The bad news is they all have different screen resolutions,
> so
> application for different screen size will loose 95% of
> functionality,
> regardless of applied workaround.
>
> Remember J2ME "standard". It's specification was way too wide
> so it
> accepted and tried to unify GUI for phones with ( i.e.) 72x96
> pixel and
> 352x416 screens. We know how it ended - if you are mobile java
> games
> developer, you have to fork your project to gazillion
> resolution/phone_vendor/phone_model combinations and support
> every one
> individually (and almost every mobile phone model has own set
> of J2ME
> implementation glitches).
>
> Windows CE and PocketPC also suffers - all non-standard
> resolution
> and/or screen orientation makes users cry.
>
> In fact only PalmOS had reasonable resolution - they simply
> quadrupled
> screen size from 160x160 to 320x320, which makes backward
> compatibility a piece of cake.
>
> I wish OpenMoko will grow in monocultural hardware
> environment, to
> avoid mentioned problems too early...
>
> --
> Tomek Z.
> tomasz.zielinski at gmail.com
>
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--
Jon Phillips
San Francisco, CA
USA PH 510.499.0894
jon at rejon.org
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