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You'd think BUT...

* SDK calls on different OS/hardware combos behave differently

* Different resolutions mean having to support different image assets etc (same as Android)

* SDK doesn't have built in support for fluid layouts or as good (but complicated) asset support as Android has

* New high resolution/different aspect ratio iOS devices are just around the corner

TL;DR iOS "fragmentation problem" exists and is likely to grow. Android SDK has ground up (but complex) features to tackle this problem



> * Different resolutions mean having to support different image assets etc (same as Android)

Far's I know, it only requires having different image asserts (@2x, and even that is optional), what's the etc?

> * SDK doesn't have built in support for fluid layouts or as good (but complicated) asset support as Android has

On the other hand, the need is nowhere as dire as on Android given all devices have the same aspect ratio, and there are only two physical sizes (for two well-defined classes of devices)

> * New high resolution/different aspect ratio iOS devices are just around the corner

There's pretty much no way iOS devices with different aspect ratios will be released (or they'll be a completely different line e.g. AppleTV which will not run iPhone/iPad applications).


iPads have different ratio to iPhones/iPod right ? New iPad 3 is rumoured to have Retina display...

Totally agree that iOS did not need complexity of the Android SDK due to consistency in Apple product line up but I think they may have dug a bit of a hole for themselves if they want to shake things up in the future.


> iPads have different ratio to iPhones/iPod right ?

Ah yes, 3/2 versus 4/3.

> New iPad 3 is rumoured to have Retina display...

Yes, but it will very likely keep the 4/3 aspect ratio, and like the iPhone will scale "non-retina" images automatically.




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