Follow up to “Android graphics true facts”, or The Reason Android is Laggy
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Re: Follow up to “Android graphics true facts”, or The Reason Android is Laggy
#2Re: Follow up to “Android graphics true facts”, or The Reason Android is Laggy
#3Re: Follow up to “Android graphics true facts”, or The Reason Android is Laggy
#4The takeaway for me is this: Android and iOS' creators made different tradeoffs in their UI programming. The iOS creators, overall, correctly predicted that a fast, smooth, responsive UI was something that users would care about enough that it was okay to pay a performance cost in other areas in order to make the UI as responsive as it is on iOS devices. Android's creators made a different tradeoff, and the UI on And…
Re: Follow up to “Android graphics true facts”, or The Reason Android is Laggy
#5The takeaway for me is this: Android and iOS' creators made different tradeoffs in their UI programming. The iOS creators, overall, correctly predicted that a fast, smooth, responsive UI was something that users would care about enough that it was okay to pay a performance cost in other areas in order to make the UI as responsive as it is on iOS devices. Android's creators made a different tradeoff, and the UI on And…
Apple, on the other hand, decided that a touch-based interface was the way to go. As such, Apple designed iOS to make rendering in a special, real-time priority thread to ensure responsiveness.
Re: Follow up to “Android graphics true facts”, or The Reason Android is Laggy
#6What would such a re-write look like, from a practical coding point-of-view? Couldn't this be done in a way that is transparent to the calling code, or would there have to be a fundamental re-write of the SDK, i.e., the UI thread no longer be the main thread?
Re: Follow up to “Android graphics true facts”, or The Reason Android is Laggy
#7The takeaway for me is this: Android and iOS' creators made different tradeoffs in their UI programming. The iOS creators, overall, correctly predicted that a fast, smooth, responsive UI was something that users would care about enough that it was okay to pay a performance cost in other areas in order to make the UI as responsive as it is on iOS devices. Android's creators made a different tradeoff, and the UI on And…
I think it the takeaway is slightly different: When many of Android's fundamental design decisions were made, specifically making UI animations take place in a normally-scheduled application thread, the prime competition/inspiration was the keyboard- and trackpad-driven interfaces of competitors such as Blackberry. Apple, on the other hand, decided that a touch-based interface was the way to go. As such, Apple design…
Re: Follow up to “Android graphics true facts”, or The Reason Android is Laggy
#8Nonetheless, while Android continually works to smooth out the rough edges -- helped along by the march of technology -- this is something that is a bit overblown: Minor jutters of the interface is something that primarily irritates people as a relative thing, not as an absolute thing.
If you are a developer or a reviewer and you regularly use an iOS device and an Android device, the difference is evident and jarring. If you're an end-use it quickly disappears and is a non-issue. It just isn't a real problem for end users.
It's the same as getting an upgrade to your PC, a new video card, etc. You were perfectly happy before, but relative to your new reality the old one seems subpar, and you overestimate how much it interferes with your enjoyment of the device.