Linked by Thom Holwerda on Wed 12th Sep 2012 19:13 UTC
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Member since:
2006-01-28
Even MacOS Classic handled display resolution dynamically, and while even hobby OSes or GUI frameworks can handle it fine, iOS, written only 5-6 years ago, was not designed with multiple resolutions in mind!?!
Well done, guys, congratulations.
iOS handles random resolutions just fine. The current shipping resolutions are 480x320, 960x640, 1024x768, 1136x640 and 2048x1536.
That being said, everyone designed their apps for 480x320 (and it's HiDPI version of 960x640) or 1024x768 (respectively 2048x1536).
If the application has a flag that it can handle 1136x640 gracefully (which Apple can't really be sure of otherwise) it will let it use the whole screen, otherwise, to ensure compatibility with the app they are forcing another window size. It's the same thing with running iPhone apps on the iPad. If your app declares itself as compatible (which pre-iPad apps wouldn't), knock yourself out.
It's a way for Apple to ensure that if the programer made stupid assumptions they are still valid even on the new iPhone. It's a way for Apple to ensure that old apps still work!
iOS is MacOS with a different Shell and Window Manager so it can easily do what MacOS can.