So what would be the best coding practices to make sure that an iPhone app is resolution independent.
No use of hardcoded 320 or 480 as dimensions? (Instead read the actual window frame rect in use, just in case.)
Use all floating point coordinates so that the dimensions scale more smoothly?
Make sure all views handle rotation and phone call status bar resizing?
Use fractions of a view's width and height instead of hardcoded pixel positions (e.g. position a center buttons center at viewwidth/2.0 instead of at 160.0)?
Use higher resolution png's or maybe jpg's that need to be shrunk down for display on 320x480 view, so they won't look to pixelly when displayed at a larger size? (Even if this makes a app much larger?)
Higher resolution textures for OpenGL?
No hardcoded line breaks, because text lines might be much wider?
Others?
Should button sizes be fixed, or automatically get larger?
No use of hardcoded 320 or 480 as dimensions? (Instead read the actual window frame rect in use, just in case.)
Use all floating point coordinates so that the dimensions scale more smoothly?
Make sure all views handle rotation and phone call status bar resizing?
Use fractions of a view's width and height instead of hardcoded pixel positions (e.g. position a center buttons center at viewwidth/2.0 instead of at 160.0)?
Use higher resolution png's or maybe jpg's that need to be shrunk down for display on 320x480 view, so they won't look to pixelly when displayed at a larger size? (Even if this makes a app much larger?)
Higher resolution textures for OpenGL?
No hardcoded line breaks, because text lines might be much wider?
Others?
Should button sizes be fixed, or automatically get larger?