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.<br><br><div><span class="gmail_quote">On 1/12/07, <b class="gmail_sendername">Tomasz Zielinski
</b> <<a href="mailto:tomasz.zielinski@gmail.com">tomasz.zielinski@gmail.com</a>> wrote:</span><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
2007/1/12, Jon Phillips <<a href="mailto:jon@rejon.org">jon@rejon.org</a>>:<br><br>> the good news is that it can be generic enough to handle<br>> these different devices...<br><br>The bad news is they all have different screen resolutions, so
<br>application for different screen size will loose 95% of functionality,<br>regardless of applied workaround.<br><br>Remember J2ME "standard". It's specification was way too wide so it<br>accepted and tried to unify GUI for phones with (
i.e.) 72x96 pixel and<br>352x416 screens. We know how it ended - if you are mobile java games<br>developer, you have to fork your project to gazillion<br>resolution/phone_vendor/phone_model combinations and support every one
<br>individually (and almost every mobile phone model has own set of J2ME<br>implementation glitches).<br><br>Windows CE and PocketPC also suffers - all non-standard resolution<br>and/or screen orientation makes users cry.
<br><br>In fact only PalmOS had reasonable resolution - they simply quadrupled<br>screen size from 160x160 to 320x320, which makes backward<br>compatibility a piece of cake.<br><br>I wish OpenMoko will grow in monocultural hardware environment, to
<br>avoid mentioned problems too early...<br><br>--<br>Tomek Z.<br><a href="mailto:tomasz.zielinski@gmail.com">tomasz.zielinski@gmail.com</a><br><br>_______________________________________________<br>OpenMoko community mailing list
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