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Preparing your iPhone App for Higher Resolutions - 0 views

  • The iPad has a bigger screen, and so it has a bigger resolution. With the iPhone 4, however, Apple did something different: they increased the resolution without changing the physical size of the screen. This makes for a higher pixel density, pixels are smaller and more tightly packed. In one square inch of the iPhone 4’s screen there are around 106 thousand pixels (at 326 PPI, or Pixels per Inch), while the older models have only about 26 thousand (at 163 PPI) in an inch – 4 times less! This makes graphics on the screen seem like continuous lines, because your eye can’t see the individual pixels. Apple calls this technology the “Retina Display” because they claim the human eye (the retina) can’t physically see the pixels at this resolution.
  • Using Two Images The official way of adding high-resolution support to your application is by having two versions of each image, one in “regular” resolution and one in double resolution. Whenever your application is viewed on the Retina Display, the larger image will be loaded automatically. This method allows for full and precise control of how your application will look in each case, and is very easy to apply to your existing applications. The full size image file should be named however you want, such as “Button.png”. Use this image name in your code and Interface Builder wherever you want to reference the image. The double-size image should be twice the size of its matching smaller image and named exactly the same with “@2x” appended to the name. In our example, we would name it “Button@2x.png”. Unfortunately, this technique will not work on the iPad; a pixel-doubled application will not load the higher resolution resource. This will probably be addressed in the future iOS 4 update which is scheduled to come to iPad this fall.
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    FYI. In case you are wondering why the term Retina Display on IPhone 4! Preparation of 2 set of images doesnt work here for the different devices?
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Supporting Multiple Screens | Android Developers - 0 views

  • Screen sizes and densities of emulator skins included in the Android SDK.
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    This is an overview of Android's platform support for multiple screens. 
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ZoomIt - 0 views

  • ZoomIt is screen zoom and annotation tool for technical presentations that include application demonstrations. ZoomIt runs unobtrusively in the tray and activates with customizable hotkeys to zoom in on an area of the screen, move around while zoomed, and draw on the zoomed image. I wrote ZoomIt to fit my specific needs and use it in all my presentations.ZoomIt works on all versions of Windows and you can use pen input for ZoomIt drawing on tablet PCs
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    Reccommended by Sally to me. Freeware, and only 267KB in size.
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Google's Super Sync Sports: Hands-on - 0 views

  • According to the Google blog, the game is built using “HTML5 features such as WebSockets for real-time gaming synchronicity on desktop and mobile, and Canvas and CSS3 for rich and engaging visuals
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    HTML5 looks very promising. Watch the video in the article http://www.youtube.com/watch?feature=player_embedded&v=bIPUAfFmz_Q
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Designing for iPhone 4's Retina Display (Global Moxie) - 0 views

  • App Store Icon 512x512 (scaled down to 175x175 for display in the store)
  • Application Icon 114x114 (iPhone 4) 57x57 (older iPhones) 72x72 (iPad)
  • Spotlight Search Results and Settings Icon 58x58 (iPhone 4) 50x50 (Spotlight results for iPad) 29x29 (settings for iPad and older iPhones)
  • ...7 more annotations...
  • Document Icon This is a new icon type in iOS 4. It’s used if your app creates a custom document type. The iPad uses the document icon in two different sizes. 320x320 (iPad) 64x64 (iPad) 44x58 (iPhone 4) 22x29 (older iPhones)
  • “Do I really have to make two versions of my images? If I make a single high-resolution set, won’t iOS 4 scale them down on older devices?” Sorry, no, not automatically. While iOS 4 goes seamlessly in the other direction (scaling up low-res images for iPhone 4), it doesn’t work the other way. By default, it scales all images so that one pixel equals one point. That’s a great solution for making sure that old apps work correctly on the new phone, but it doesn’t help you go the other way ‘round.
  • Everything they say about it is true: at 320 ppi, the pixels are just plain invisible.
  • at 320 ppi
    • Kartini Ishak
       
      It should be 326 PPI
  • The new phone doubles the resolution to 640x960 pixels
  • the 3.5-inch screen was always 320x480 pixels
  • Conveniently enough, the iPhone screen is 320x480 points on both iPhone 4 and older models.
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    The specifications for designing for iPhone 4's display. 
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