Crossover: 2014

Chapter 218 The Fear of Being Dominated by a Shaped Screen

Chapter 218 The Fear of Being Dominated by a Shaped Screen

It is too specific for Lin Hui to judge.

Lin Hui chose to turn a blind eye to this suspected disappointment.

Like Lin Hui, Elizabeth Nishi also worked in software development.

Elizabeth Nishi also knows that the change of the model will bring some troubles to the adaptation work.

This extroverted and friendly female siege lion took the initiative to ask Lin Hui for help if she encounters difficulties in upgrading her adaptability in the future.

Lin Hui is very grateful for the kindness released by Elizabeth Nishi.

But this trifle need not bother Elizabeth Nice.

Like the average iOS developer in this time and space.

iOS application development for 4.7'' and 5.5'' screens may be somewhat unfriendly to existing iOS software developers in this time and space.

But for Lin Hui, it was completely within reach.

After all, after 14 years, Apple's mainstream devices are basically 4.7'' and 5.5'' screens.

Lin Hui is still very familiar with the adaptation of these two screen software.

On the contrary, developing applications for the previous 3.5'' and 4'' screens made Lin Hui feel awkward.

Of course it's awkward.

Nothing is more awkward than developing for Liu Haiping.

There is one thing to say, Liu Haiping is not only aesthetically unsightly from the hardware level.

It is even more unfriendly to developers. . .

When I first came into contact with Apple X, the feeling was so real that it is hard to describe it in words.

The special-shaped screen is truly anti-human/human.

Like a normal mobile phone user when actually using the mobile phone.

When users are attracted by the content, users tend to pay more attention to the content itself and not notice the bangs.

But the developers have to pay attention to the painful bangs in the actual development.

There are many issues that do not need to be considered during normal development.

Related issues must also be considered when developing applications that adapt to special-shaped screens.

For example, how can the text gracefully skip the bangs when the list is scrolled in horizontal screen?

Another example is how to naturally extend the background of the original application to the edges on both sides of the bangs?
Of course, the main problem lies in the unprecedented aspect ratio of the Apple X generation.

In portrait orientation, the iPhone X has the same width as a 4.7-inch iPhone device.

But in terms of height, the height of Apple X is 4.7pt higher than the 145-inch screen.

This gives Apple X 20% more vertical space to display content.

Changing the aspect ratio is just generally awkward for ordinary users.

For developers, it's going to kill them.

Image resources that are normally displayed on other Apple devices.

On Apple X, it will be cropped left and right or other awkward scenes.

This is just a problem with the special-shaped screen itself.

It is also a troublesome thing for developers to change the operation logic brought about by the new interaction on Apple X.

When developing, developers should avoid placing some interactive control elements just at the bottom or corner of the screen.

If developers place some interactive control elements at the bottom and corners of the screen as before, it is likely to conflict with system actions.

After all, when using Apple X, users will use swipe gestures at the bottom of the screen to access the home screen or switch apps.

In addition, there are many details to pay attention to.

All in all, a lot of trouble.

It's so outrageous.

Lin Hui still remembers the fear of being dominated by the development of special-shaped screens when doing adaptation overnight.

Fortunately, in his previous life, Lin Hui was a person with strong learning ability.

In the end, Liu Haiping's anti-designer shaped screen was conquered.

Nevertheless, if you ask Lin Hui, he prefers to develop applications for special-shaped screens or applications for ordinary screens.

There is no doubt that I would choose the latter without thinking.

After all, Lin Hui has no tendency to shake M.

Compared with special-shaped screens, this kind of square screen is simply a blessing for developers.

Lin Hui doesn't know if it is possible to affect Apple's product line in this time and space in the future.

If possible, there should be no special-shaped screens that are extremely unaesthetic and engineering.

And the designer who came up with this plan was sent to Africa.

Elizabeth Nishi didn't know what Lin Hui was thinking, and was still introducing some basic parameters of the engineering machine to Lin Hui in detail.

Listen to the follow-up introduction by Elizabeth Nishi.

Lin Hui found that many other parameters of the engineering machine gen 6 and engineering machine gen 6+ were similar to the parameters of the 6 and 6plus in his memory.

But it's not exactly the same as the 淉6 and 6plus in the previous life.

According to Elizabeth Nishi's introduction, the engineering machine gen 6 and engineering machine gen 6+ use 2G of running memory.

This surprised Lin Hui a little.

In Lin Hui's impression, both the X6 and X6plus have 1G memory.

It was not until the 6s generation that Apple officially upgraded to 2G of running memory.

The reason why the 6G running memory was upgraded in the 2s generation was because Apple made a decision that violated the ancestral precepts on the 6s.

Abandoning the 800-megapixel camera inherited from previous generations, it is equipped with a 1200-megapixel camera instead.

Upgraded memory for smoother camera scheduling.

Didn't expect Apple to be equipped with 6G running memory on the plus model of the 2 generation ahead of time?
Lin Hui understood after a little thought.

In the final analysis, the reason why Apple made adjustments in memory is the aftermath of the down-frequency gate incident.

And this incident may have a lot to do with Lin Hui.

Because different models run Lin Hui's reprinted "Hill Climb Racing" game experience is different.

This phenomenon was blamed by external media on Apple's frequency reduction.

But Lin Hui knew that the root of the problem was actually the RAM (Random Access Memory) occupied by the game "Hill Climb Racing".

Although the game "Hill Climb Racing" reproduced by Lin Hui is just a casual game.

But "Hill Climb Racing" is a game when it comes to handling.

Lin Hui was developed with reference to the project files corresponding to the previous game "Hill Climb Racing 2".

So there are a lot of things involved that casually use the standards of the game "Hill Climb Racing 2".

I completely forgot that the previous life "Hill Climb Racing 2" was released in 2017.

It is not a surprise that a game born in 2017 will take up more than 150 megabytes of memory during operation.

Later, Lin Ash was remade.

Although Lin Hui made many adjustments for this time and space for the game "Hill Climb Racing" during the remake.

After the adjustment, some scenes will call more than 300M.

It is said that this call is not an exaggeration.

In the next few years, it is common for a game to call a few gigabytes of random access storage.

Not to mention the calls of a few hundred megabytes.

But now Apple, who has always squeezed toothpaste, is about to die.

After all, the random access storage of the 5s mobile phone is only 1G now.

And the random access storage of 4 and 4s is only 512MB
If an application needs to call more than 300M scenes at every turn, it will undoubtedly put a lot of pressure on the mobile phone hardware.

It is also a high probability event that there will be a freeze unconsciously.

Apple has taken the initiative to make changes in the running memory, and it seems to be aware that insufficient running memory will affect the experience.

(End of this chapter)

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