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Just pointing out again that the only possible screen increase for the iPad is to go to 2048x1536. You can't change the aspect ratio or increase it in any increment that isn't the original resolution.
 
Just pointing out again that the only possible screen increase for the iPad is to go to 2048x1536. You can't change the aspect ratio or increase it in any increment that isn't the original resolution.

That might have been true in iOS 2.x. But in 3.x, and now very strongly in iOS 4.x, Apple's development guides all use a Point based rather than Pixel based system. Points are a unit of measure that is independent of Pixels. For example, a button might be defined as 40 points wide in software. On an iPhone 4 this will be 80 pixels. On an iPhone 3G, it's 40 pixels.

The ratio between Points and Pixels is called a ScaleFactor by the SDK. Scale Factor is a Float - it can be any number between 0.0 and well, some ungodly big number.

All of the major API's, Quartz, UIKit, and CoreAnimation are Points based. (not Pixel based)

If they roll out a screen that is 1200 pixels instead of 1024 pixels, they just change the ScaleFactor for that UIDevice to 1.2 and your 40 point wide button is displayed at 48 pixels wide. No big deal.

Developers already have 3 resolutions to deal with. Most of us are using scaling factors already to simplify support for Universal Apps.

Hope this explanation was helpful. If you want to read the public guidelines, you can visit:

http://developer.apple.com/library/...endence/SupportingResolutionIndependence.html

Skip down to the section heading "Points Versus Pixels". It's a nice fairly non-technical explanation.

- Don
 
That might have been true in iOS 2.x. But in 3.x, and now very strongly in iOS 4.x, Apple's development guides all use a Point based rather than Pixel based system. Points are a unit of measure that is independent of Pixels. For example, a button might be defined as 40 points wide in software. On an iPhone 4 this will be 80 pixels. On an iPhone 3G, it's 40 pixels.

The ratio between Points and Pixels is called a ScaleFactor by the SDK. Scale Factor is a Float - it can be any number between 0.0 and well, some ungodly big number.

All of the major API's, Quartz, UIKit, and CoreAnimation are Points based. (not Pixel based)

If they roll out a screen that is 1200 pixels instead of 1024 pixels, they just change the ScaleFactor for that UIDevice to 1.2 and your 40 point wide button is displayed at 48 pixels wide. No big deal.

Developers already have 3 resolutions to deal with. Most of us are using scaling factors already to simplify support for Universal Apps.

Hope this explanation was helpful. If you want to read the public guidelines, you can visit:

http://developer.apple.com/library/...endence/SupportingResolutionIndependence.html

Skip down to the section heading "Points Versus Pixels". It's a nice fairly non-technical explanation.

- Don
That's true, but that doesn't change the fact you can't have a half pixel. That's why the iPhone 4 is an exact double of the iPhone 3GS resolution; no matter what, a half pixel will never be produced.

Let's say they changed the resolution of the iPad to 1536x1152 (1.5x increase) and an application has a button which is 51x31; it can't be redrawn to 76.5x46.5. However, if you increase the resolution in an increment of its original resolution, I.E, 2048x1536, 3060x2304, you can never produce a half pixel.

For the iPhone we only have one resolution to deal with; we just need to supply higher resolution images for them to look nice on iPhone 4.
And for the iPad we only have one resolution to deal with, period. If you want to make a universal binary, that makes two.

If you added a resolution that wasn't an exact double (or an increment of the original) of its resolution you'd need to make another nib just for that, which is just unnecessary work.

If Apple does increase the resolution of the iPad, they'll do it exactly like they did with the iPhone 4. All we'd have to do is supply higher resolution images, they can't go any further (or less) than 2048x1536 (~3.1m pixels) as the next step is 3060x2304 (~7m pixels) and it just has way too many pixels.

EDIT: I'll quote out of the link you posted:
Before iOS 4, this scale factor was assumed to be 1.0, but in iOS 4 and later it may be either 1.0 or 2.0, depending on the resolution of the underlying device. In the future, other scale factors may also be possible.
 
I reckon

Gyroscope
Two camera's , both the same as the iphone 4.
slightly better screen
more ram
only 32 gb and 64gb
 
I think the iPad will have a 5mp 720p or 1080p video camera on the back. It will probably have the same design and will have an all new A4 processor which will include a dual core processor and a beefed up GPU. Instead of the 256mb ram it will probably have 1gb of ram.

There will probably be a 1920 by 1200 display as well. Because of the better graphics capability it will be able to easily play 1080p movies and games.

There will probably be a more sensitive gyroscope than the iPhone 4 as well.

Apple likes investing in imagination technologies which supplies their ios based platform's GPUs. For 2 years they had one the best graphics chips for a mobile device in their iPhone 3GS. Just play epic ciditel unreal engine 3. Anyways they will probably invest in an awesome GPU for the next years ios devices so you can have xbox360 graphics on your mobiles.

Oh and of corse it will be even more Magical! :eek:

5MP Camera: Yes.
1080p Video Capture: No.
512MB RAM: Most likely.
1GB RAM: Not as likely.
Apple A5 (Dual Core, Better GPU): 100% Yes.
1920x1200 display: Never.
1152x864 display: More likely.
1026x768: Most likely.
More sensitive gyroscope than iPhone 4: Not even in your dreams :)

I Think you are trying to be sarcastic :p

:apple:
 
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