OpenMoko ON the iPhone

Gervais Mulongoy gervais.mulongoy at
Fri Jan 12 14:32:53 CET 2007

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.

On 1/12/07, Tomasz Zielinski <tomasz.zielinski at> wrote:
> 2007/1/12, Jon Phillips <jon at>:
> > 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
> _______________________________________________
> OpenMoko community mailing list
> community at
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