Earlier quoted context omitted.
Yeah, I personally have a giggle whenever i see a complaint about catering to multiple resolutions. I seem to remember devs having similar issues with desktop games (and apps) in the whole VGA -> SVGA -> XGA migration. (1987 to 1990 ish... My dates may be off). Were none of the lessons learned then applicable to mobile dev today?
What about the wonderful modes of Hercules, CGA and EGA? :)
Why I Develop For The Mac
181–184 of 184 posts
Re: Why I Develop For The Mac
#182Re: Why I Develop For The Mac
#183Earlier quoted context omitted.
Linux doesn't dictate a native API for GUI. It de facto dictates the display server protocol though (currently being X11 and Wayland as the next generation). So any API would be built with that in mind. That said, most widely used APIs are Qt and GTK+.
That's what I thought. So I'm having trouble understanding how I would apply bitwize's iron rule.
Re: Why I Develop For The Mac
#184answer: become nobody really wants to do it, and obviously the supply/demand system might be really rewarding. I recently (today) stopped to try to make some simple ogre3d application because somehow xcode can't manage permissions to create a file somewhere.
Perhaps you could paste the error text somewhere?
I had already searched and found people with the same problems, but it boils down to hardship between xcode and cross-platform build software like cmake and others.
I don't want to bash apple, but it feels awkward to be a dev and watching apple digging up their NS tech to put in everyone's mouth, even if there are business with big working c++ codebases. Being incompatible with the competition is still a strategy, even if apple use unix-flavored stuff.