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"The user complaints are with regards to delays in event processing ("sloppy" or "laggy" touch events), not general animation that does not involve user input;"

Obviously you never went through tunnels. When I am playing a 100% offline game (without internet access) and my bus goes in the tunnel, everything stops. Who cares about this "game" when I have tons of networking to do. Networking takes precedence over animation so what happens is any touch events or animation or anything is heavily delayed.

What about the phone? When the call is ending, it can't render a UI update that the button was touched, thus just a delay. It even delays processing the next input event until after the screen switches states. End result? I make a call when I try to hang up or vice versa. Point being that these problems are not exclusive, but the iOS solution is significantly better for these edge cases which are the ones that cause the biggest headaches, they still happen in iOS but very infrequently vs consistently bad every other time.




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