100 karma · joined November 16, 2010
Also, the technical details are pretty juicy. I can't wait to get my hands on a Xoom.
Also, if you're like me, I can get sick of any game in 24 hours. Or at least, complete all the levels (Angry birds just takes a few h), so with the previous 24 policy you could enjoy paid games for free legally.
don't believe the "we're working hard to add more..." bs at the bottom, that list has been the unchanged for a long while now.
on #6 Android has support for a limited range of display setups, making it fairly easy to provide different UI resources for small, medium and large screens. If you want to start supporting different aspect ratios (the Droid is a good example), you have to either start detecting resolution at runtime and modify layout accordingly, or make sure you build your layout in such a way that it will adapt itself to the aspect ratio. The later is preferred, but always needs extensive testing (hopefully on real devices) because every minor OS version messes up something (1.5 has problems with PNG transparency, 1.6 with 'center' positionings, etc...).
So, here are a few reasons:
1. On iOS, if you use the native interface the app would look good. On Android, it will look like crap :-)
2. On iOS you have predefined UI effects and transition, on Android you'd have to do custom
3. iOS is faster, and has a much higher memory limit than Android. Allows apps to use more resources (because it's not multi-tasking)
4. iOS doesn't have a capped app size. Most Android phones have application storage limited to around 10Mb. Android introduced lately support for installing apps on external storage but.. check #5
5. Fragmentation. You currently have to suppor 2 major Android versions (4 minor). Believe me, that really caused me a lot of problems in the past 2 years
6. Screen sizes. On Android, you currently need to support 5 different screen size ratios, as well as over 10 screen sizes. handle that!