Confirmed: iPad 3 Has a 2048x1536 Retina Display

honestly, I don't think this double resolution thing is true. It's WAY to expensive to manufacture if they are going to sell it at 500 dollars. Look at other IPS displays with that resolution... they aren't cheap. I think we'll see a slightly improved cpu/gpu and a better camera.

How expensive is it to manufacture?

+1. @blinx, please enlighten us...how much to manufacture these screens? And keep in mind Apple has huge buying power; the most in the industry probably.
 
How's that? If I change the res on my computer screen it also changes the size of the text displayed. I know it can be overridden by changing DPI of the text but in my experience that cause formatting issues.
I have a friend with a Blackberry and the text displayed is way too small for me to read easily.
 
iOS devices are not traditional computers. They don't work the same way. Effectively, when Apple doubles the resolution, they also double the text size. The exact technical procedure as to how that's achieved, though, is of no real consequence.
 
How's that? If I change the res on my computer screen it also changes the size of the text displayed. I know it can be overridden by changing DPI of the text but in my experience that cause formatting issues.
I have a friend with a Blackberry and the text displayed is way too small for me to read easily.

instead of thinking about it like traditional computers, think about it as they're taking each pixel on the original iPad and dividing into 4 pixels and increasing the DPI of the current text/UI 4X to fill those extra pixels. That's essentially what they're doing

everything will look identical to an old iPad... text sizes, tool-bars, icons, etc... just sharper. There will be no formatting issues since it's not a variable thing, it's being designed to use that resolution (if that makes sense)

This image is a good example

retina.png
 
um, yeah it would. double both sides and you get 4 times as many total pixels. ;)
Twice the detail could easily just mean twice the number of pixels ;)

1280x800 is already a bit over 1 million pixels.
1920x1200 is a bit over 2.3 million pixels.

Already twice the detail.

2560x1600 would be over 4 million pixels.

If ASUS had that, they would be boasting 4x the detail, not merely "twice." At any rate, no reports of any production level 2560x1600 10" panels are out. Something this major would already overtake even Apple iPad 3 screen news :p.

NINJA EDIT: whatever.

!?
 
well i was going to ninja edit and write a bunch but then decided i dont care enough. but yeah basically i agree with them: twice the detail means half the pixel size because everything is twice as sharp. but i see what youre saying that in your opinion twice the detail would mean twice the total number of pixels. i can understand that.
 
well i was going to ninja edit and write a bunch but then decided i dont care enough. but yeah basically i agree with them: twice the detail means half the pixel size because everything is twice as sharp. but i see what youre saying that in your opinion twice the detail would mean twice the total number of pixels. i can understand that.

heh, I just found out I cannot edit, either, lol :( Dunno what's up with this thread.
 
Lol I'm surprised people are still caught off guard by the no edit feature. Think of it as commenting on a news article on a news site/blog - you don't often have any way of editing your comment.
 
Again, this is from developers who have specifically stated they avoid Android because of the Piracy:
http://mashable.com/2011/11/23/infinity-blade-mobile-gaming-success/
"There is nothing technically preventing the brothers from bringing Infinity Blade to Android right now. Instead, they’re hesitating because of piracy concerns."

They don't have an Android app, so they are just speculating with nothing to back it up. Piracy exists on iOS as well.

When Angry Birds came to Android, Rovio went for Ad based model instead of trying to sell it. Piracy is a big issue on Android for Devs. And a secondary reason behind fragmentation for the relative lack of top tier titles on Android.

Rovio going for an ad-based model doesn't mean they *couldn't* have gone for a paid one. Other developers have gone the paid route and are making *more* money from Android than iOS ( http://blogs.computerworld.com/17941/android_ios_app_profit )

As for fragmentation, they may think/claim it's a problem, but all the evidence suggests it really isn't (for example: http://www.esato.com/news/apps-running-on-android-is-more-stable-than-ios-apps-2232 )

Game developers that want to provide a console-style experience are the exception to that, but PC developers have been dealing with that "problem" for years, and the time for which it isn't a problem on iOS is limited as Apple continues to release newer, more powerful devices with varying screen resolutions.

Where is the retraction? I search and all I find are endless articles on this botnet. So it is all made up, it doesn't really exist?

Guess you didn't search very hard: http://www.theverge.com/2012/1/30/2...id-counterclank-malware-claim-no-longer-calls

(and this was after many other sites and security firms pointed out it wasn't malware, such as lookoutmobile: http://blog.mylookout.com/blog/2012...the-‘apperhand’-sdk-aka-android-counterclank/ )

What about Google pulling this malware out of the official app store?
http://www.computerworld.com/s/arti...ls_22_more_malicious_Android_apps_from_Market

It is all just made up stories to smear Android? :rolleyes:

No, they pulled malware - that doesn't mean it gets in "all the time" or with any degree of frequency. Apple has also pulled malware from the AppStore. Hell, iOS has frequently had extremely huge security holes that allow running code at root level just by clicking on a URL in your browser (which is how that popular jailbreak website worked)

Why do you say saddled with the SGX's deferred tile renderer like it’s a bad thing?

A deferred tile renderer is vastly more efficient any means you cannot do a direct comparison of raw specs. Deferred tile renderer removes over 99% of overdraw so in a game with an overdraw rate of 3 you times the numbers by 3, in a game with an overdraw of 4 you times the numbers by 4. As overdraw goes up the 9700pro gets slower and slower while the SGX stays the same speed. This is what allows the SGX to push out such highly detailed screens with low specs.

Well, if you have that much overdraw I would consider it a bug in the engine. And if you don't have overdraw, you are paying for driver overhead regardless. Also SGX's driver has some issues, such as a fixed size command queue that if you fill it up your performance tanks.

And the SGX isn't pushing highly detailed screens with low specs :p

SGX has better AA with less of a performance hit over what the 9700 pro has.

Do you have anything to back that up?
 
They don't have an Android app, so they are just speculating with nothing to back it up. Piracy exists on iOS as well.

They don't have an App because they won't build because of Piracy concerns. That is the problem.

Again. There have been studies and Piracy is a large problem:

http://androidcommunity.com/android...found-more-profitable-for-paid-apps-20110908/
"Android developers made and continue to make “much less” money from the sales of paid apps than their Apple iOS developer friends. A further study done on 75 Android developers showed “rampant piracy” of Android apps to be the reason why there’s a gap between the two camps."

So much like the Fragmentation case, I have backed my statements, with both individual developers and wider studies.

Yes Piracy exists in for iOS as well, but only for Jailbroken devices and less than 10% of iOS devices are estimated to be Jailbroken.



As for fragmentation, they may think/claim it's a problem, but all the evidence suggests it really isn't (for example: http://www.esato.com/news/apps-running-on-android-is-more-stable-than-ios-apps-2232 )

So the majority of devs say fragmentation is a problem, some aren't developing for Android because of it, but it isn't a problem because there is marginally higher crash rate for Apps on iOS. That really isn't rebuttal, but a misdirection.

Fragmentation and Piracy are problems if they are keeping developers from building applications for the platform.



ZDnet mixed two stories. I just put in the first link referring to the recent Android Botnet, without looking into if the story in enough detail to realize they mixed two stories up. So I was looking for a retraction on the Botnet.

I meant the recent Android botnet.
This one:
http://www.symantec.com/connect/blogs/androidbmaster-million-dollar-mobile-botnet

Fragmentation, Piracy, and Malware are all much larger problems for the Android ecosytem, this backed up just about everywhere you look. It isn't FUD unless you by FUD, you mean the truth you are trying to hide.
 
Too many people in this thread who don't understand crap.
Same PC folks who bitch that their new 27" monitor has small text. Are you kidding me? Get a smart phone. It's always low rez OS by design. If you progress past that, shoot yourself, please. :D
 
Well, if you have that much overdraw I would consider it a bug in the engine. And if you don't have overdraw, you are paying for driver overhead regardless. Also SGX's driver has some issues, such as a fixed size command queue that if you fill it up your performance tanks.
And the SGX isn't pushing highly detailed screens with low specs :p

Do you have anything to back that up?
A bug? I was under the impression the average overdraw was around 2.5 to 3 depending on the style of game sometimes hitting 4 or higher in games based in city’s with lots of buildings. Has the average overdraw changed? Also what driver overhead? Overdraw is removed in the hardware at around 99% efficiency, it’s one of the benefits of being a tiled based deferred rendering chip. This is one reason why I was confused at you making it sound like being a tiled based deferred rendering chip is bad compared to a 9700pro which suffers from overdraw slowdown like all Nvidia and ATI cards do.

As for “And the SGX isn't pushing highly detailed screens with low specs”
Take a look at this and then tell me the SGX is not pushing detailed screens for low specs. http://www.youtube.com/watch?v=fL7p2P6Ft3Y

Moving on to FSAA yes I can back that up. PowerVR chips do FSAA with minimal bandwidth cost, zero extra memory overhead and most of time zero or next to zero performance loss. The older chips and I assume the new chips can also do super sampling for free in the x direction but a cost in fill rate for the Y direction. As for multisampling FSAA the main cost of that is bandwidth which PowerVR chips tend to have spare as they solved the bandwidth problem. As long as you have spare bandwidth there is no performance loss for FSAA with PowerVR.

PowerVR used to call it FSAA for free as you can do FSAA for zero or next to zero performance hit. See this benchmark
http://www.anandtech.com/show/4216/...ance-explored-powervr-sgx543mp2-benchmarked/2

Zero performance loss for FSAA is why I say it’s better than the 9700pro.
 
A bug? I was under the impression the average overdraw was around 2.5 to 3 depending on the style of game sometimes hitting 4 or higher in games based in city’s with lots of buildings. Has the average overdraw changed? Also what driver overhead? Overdraw is removed in the hardware at around 99% efficiency, it’s one of the benefits of being a tiled based deferred rendering chip. This is one reason why I was confused at you making it sound like being a tiled based deferred rendering chip is bad compared to a 9700pro which suffers from overdraw slowdown like all Nvidia and ATI cards do.

What do you mean "what driver overhead"? Drivers has a huge impact on performance, and IMG's are not the most optimized out there. I'm more complaining about IMG's deferred tile rendering, not necessarily deferred tile rendering in general.

As for “And the SGX isn't pushing highly detailed screens with low specs”
Take a look at this and then tell me the SGX is not pushing detailed screens for low specs. http://www.youtube.com/watch?v=fL7p2P6Ft3Y

Well, that video is only 480p so it kind of looks like ass :p

But no, Infinity Blade 2 is not a highly detailed screen. That is well within what I'd expect from a 9700pro-class card rendering a mostly (entirely?) staticly lit world with low res textures at a low resolution.

For comparison, some PC games of the time:
http://www.nofrag.com/screenshots/actualite/2004-04-01_ut2004_screen005.jpg
http://img234.imageshack.us/img234/8277/farcry00054uv.jpg

Looks rather close to the quality of games on the iPad 2 to me...

Moving on to FSAA yes I can back that up. PowerVR chips do FSAA with minimal bandwidth cost, zero extra memory overhead and most of time zero or next to zero performance loss. The older chips and I assume the new chips can also do super sampling for free in the x direction but a cost in fill rate for the Y direction. As for multisampling FSAA the main cost of that is bandwidth which PowerVR chips tend to have spare as they solved the bandwidth problem. As long as you have spare bandwidth there is no performance loss for FSAA with PowerVR.

PowerVR used to call it FSAA for free as you can do FSAA for zero or next to zero performance hit. See this benchmark
http://www.anandtech.com/show/4216/...ance-explored-powervr-sgx543mp2-benchmarked/2

Zero performance loss for FSAA is why I say it’s better than the 9700pro.

Interesting, thanks for the info.
 
They don't have an App because they won't build because of Piracy concerns. That is the problem.

And because they haven't built an app they have no idea how piracy would affect them. They are blowing smoke out their ass. They have no insight into Android's app world as they are not a part of it.

Again. There have been studies and Piracy is a large problem:

http://androidcommunity.com/android...found-more-profitable-for-paid-apps-20110908/
"Android developers made and continue to make “much less” money from the sales of paid apps than their Apple iOS developer friends. A further study done on 75 Android developers showed “rampant piracy” of Android apps to be the reason why there’s a gap between the two camps."

75 developers isn't a lot, and even then only 27% of them said piracy was a major problem.

And it isn't all roses on iOS side either. It now has a scamming problem:

http://pandodaily.com/2012/02/21/the-curious-case-of-the-crapps-that-make-money/
http://arstechnica.com/gaming/news/2012/02/scam-pokemon-app-removed-from-ios-app-store.ars

Shows how well Apple is reviewing apps these days, doesn't it?


From the article:
The malware was discovered on a third party marketplace (not the Android Market)

Like I said, the malware junk is bullshit FUD. Of course, the App Store has its share of malware problems as well. User's may *think* they are more secure, but that doesn't necessarily jive with reality (*cough, cough* Path *cough, cough*).

Fragmentation, Piracy, and Malware are all much larger problems for the Android ecosytem, this backed up just about everywhere you look. It isn't FUD unless you by FUD, you mean the truth you are trying to hide.

It is certainly not truth, and there are Android developers making *more* money on Android than iOS (which I also backed up). And for what it's worth, I *am* an Android developer.
 
From the article:


Like I said, the malware junk is bullshit FUD. Of course, the App Store has its share of malware problems as well. User's may *think* they are more secure, but that doesn't necessarily jive with reality (*cough, cough* Path *cough, cough*).

I'm an Android guy myself, but...it was DISCOVERED from a third party market. But where did it ORIGINATE?
 
It is certainly not truth...

You are being utterly ridiculous. This is about the level of the black night saying, it's just a flesh wound when he has no arms.

That fragmentation is a much larger problem is irrefutable. You have the majority of developer saying it is a problem, including top developers from Epic and iD and you have developers saying they would build because of it.

Piracy is a similar situation. Most developers say it is a problem. A study says it is a big reason for developer earning gap (which is massive) between Android/iOS is "rampant piracy". And you have developers staying away because of it.

And as far as malware. Juniper networks report on mobile malware is available.
http://www.juniper.net/us/en/local/..._promo&utm_campaign=mobile_threat_report_0212

There is more mobile malware than ever before. • In 2011, there was a record number of mobile malware attacks – particularly on the Google Android platform.

... In the last seven months of 2011 alone Juniper MTC found, malware targeting the Android platform rose 3,325 percent


Page 5 is particularly useful for seeing how much of the total malware found came from which platform:

46.7% Android
41% Java ME
11.5% Symbian
0.7% Windows Mobile
0.2% BlackBerry
0.0% iOS

Carefully examine how the Android numbers and iOS numbers are not similar.

At first you might have just been ill informed but in light of what I have posted so far you would have to be lying or delusional to claim that the fragmentation, piracy, and malware problems are not worse on Android than on iOS.
 
What do you mean "what driver overhead"? Drivers has a huge impact on performance, and IMG's are not the most optimized out there. I'm more complaining about IMG's deferred tile rendering, not necessarily deferred tile rendering in general.
I misunderstood you. I thought you meant driver overhead for removing overdraw. As for the rest of your comments on drivers I am not going to get into that, mostly because I have no idea on that area. I do know sometimes you have to code differently to get the most out of PowerVR chips and something's things that work ok on other chips stall the PowerVR pipeline. I heard the Linux drivers are badly unoptimized but never heard that in reference to the other drivers.

As for 480p this is still not as high def as I would like
http://toucharcade.com/wp-content/uploads/2011/03/mzl.ukwejbam.jpg
http://a4.mzstatic.com/us/r1000/115/Purple/c2/8e/31/mzl.jgnotiqz.1024x1024-65.jpg
http://toucharcade.com/wp-content/uploads/2011/11/IB2_Screen_SaydhisEstate.jpg
http://www.youtube.com/watch?v=vmvmjtUMtj4&feature=fvst

But compared it to those screenshots you posted. To me that's beyond games of the 9700 times. You mention games back then had low res textures, static light world. Well Infinity Blade is full of high res textures, dynamic lights, dynamic shadows, HDR, godrays, better grass, nice cloth effects, wind and bits blowing about, all with FSAA. How is that anything like the screenshots you posted with static lights and shadows, no HDR and everything else missing?
 
Page 5 is particularly useful for seeing how much of the total malware found came from which platform:

46.7% Android
41% Java ME
11.5% Symbian
0.7% Windows Mobile
0.2% BlackBerry
0.0% iOS

Carefully examine how the Android numbers and iOS numbers are not similar.

Where did you get the 0.0% for iOS? In the chart on page 5 that you linked to it does not show iOS because:
The Juniper MTC database does not include malware samples for Apple’s iOS platform . This does not necessarily mean
it does not exist or that the iOS platform is not vulnerable to malware . Indeed, there have been instances of applications
pulled from Apple’s App Store for violating Apple’s terms of service . The inability to quantify iOS threats is largely due to
Apple not releasing data or opening its platform for analysis

I underlined the key parts for ya ;).


But to be honest it looks like this is all getting way off topic here, lol.
I for one hope that this will bring higher resolution monitors for the desktop and at reasonable price :cool:.
 
Where did you get the 0.0% for iOS? In the chart on page 5 that you linked to it does not show iOS because:

It was past my bed time. :)

But has there been any actual iOS malware that has been reported outside of Jailbroken devices?

Neither Juniper nor Symantic reports any malware ever making it onto a non jailbreak device.
http://www.symantec.com/content/en/...e_linkedin_2011Jun_worldwide_mobilesecuritywp

I haven't found any reports anywhere of it happening. If malware made it onto non-jailbreak devices it would probably be big news, but it is a regular occurrence for Android.

To claim that these models are producing the same level of risk does not seem congruent with reality. The walled garden is a massive deterrent against malware.
 
Neither Juniper nor Symantic reports any malware ever making it onto a non jailbreak device.
http://www.symantec.com/content/en/...e_linkedin_2011Jun_worldwide_mobilesecuritywp

And why would they? They can't sell AV software for iOS, so they have no incentive. That's the only reason they are investigating Android, to push their useless, shitty app.

I haven't found any reports anywhere of it happening. If malware made it onto non-jailbreak devices it would probably be big news, but it is a regular occurrence for Android.

Not in the Marketplace it isn't.

To claim that these models are producing the same level of risk does not seem congruent with reality. The walled garden is a massive deterrent against malware.

The walled garden doesn't really keep you safe - for example, the rampant ripoff and scam apps now infesting the App Store.

I misunderstood you. I thought you meant driver overhead for removing overdraw. As for the rest of your comments on drivers I am not going to get into that, mostly because I have no idea on that area. I do know sometimes you have to code differently to get the most out of PowerVR chips and something's things that work ok on other chips stall the PowerVR pipeline. I heard the Linux drivers are badly unoptimized but never heard that in reference to the other drivers.

As for 480p this is still not as high def as I would like
http://toucharcade.com/wp-content/uploads/2011/03/mzl.ukwejbam.jpg
http://a4.mzstatic.com/us/r1000/115/Purple/c2/8e/31/mzl.jgnotiqz.1024x1024-65.jpg
http://toucharcade.com/wp-content/uploads/2011/11/IB2_Screen_SaydhisEstate.jpg
http://www.youtube.com/watch?v=vmvmjtUMtj4&feature=fvst

But compared it to those screenshots you posted. To me that's beyond games of the 9700 times. You mention games back then had low res textures, static light world. Well Infinity Blade is full of high res textures, dynamic lights, dynamic shadows, HDR, godrays, better grass, nice cloth effects, wind and bits blowing about, all with FSAA. How is that anything like the screenshots you posted with static lights and shadows, no HDR and everything else missing?

No, I said iPad games have low res textures and a staticly lit world. You may recall Doom 3, a game of the time, was entirely dynamically lit and bump mapped. And HL2 was one of the first with HDR. Games of the time had all the stuff you just listed - but to be honest it really doesn't look like Infinity Blade 2 does. They may use it in a couple of places to check a box off on the feature list, but the game totally looks like its 7 years old if it was a PC game. And my understanding is that it has a small world with on rails gameplay - which would make it very easy to optimize. I would buy it and see, but from what I've heard the gameplay sucks balls, so I don't really care to waste $5 or whatever on a ~5 year old tech demo. I did play around with that Epic tech demo where you explore the town/castle thingy. It was impressive for a mobile device, but it looked like ass next to a modern console, much less a PC. Which makes perfect sense, because if it really was a super amazing design they would be making desktop and console GPUs and blowing everything away - but it isn't. And mobile will never catch up, ever. It will *always* be 5-7 years behind PC because everyone is working with the same transistor technology, only PCs can use two orders of magnitude more power, require huge amounts of active cooling, and have much more physical space to work with.

My experience with PowerVR is entirely on Android - so maybe their iOS drivers rock and its just their Linux ones that suck. Nvidia's Android drivers are awesome on the other hand - too bad Tegra 2 blows.

You are being utterly ridiculous. This is about the level of the black night saying, it's just a flesh wound when he has no arms.

That fragmentation is a much larger problem is irrefutable. You have the majority of developer saying it is a problem, including top developers from Epic and iD and you have developers saying they would build because of it.

Funnily enough, iOS is *also* fragmented. It has both hardware *and* software fragmentation.

And saying fragmentation is a "much larger problem" is absolutely irrefutable - larger than WHAT? And how are you quantifying this? And how, exactly, are you measuring the impact of this?

Piracy is a similar situation. Most developers say it is a problem. A study says it is a big reason for developer earning gap (which is massive) between Android/iOS is "rampant piracy". And you have developers staying away because of it.

Since when is 27% of 75 developers "most"?

And as far as malware. Juniper networks report on mobile malware is available.
http://www.juniper.net/us/en/local/..._promo&utm_campaign=mobile_threat_report_0212

There is more mobile malware than ever before. • In 2011, there was a record number of mobile malware attacks – particularly on the Google Android platform.

... In the last seven months of 2011 alone Juniper MTC found, malware targeting the Android platform rose 3,325 percent


Page 5 is particularly useful for seeing how much of the total malware found came from which platform:

46.7% Android
41% Java ME
11.5% Symbian
0.7% Windows Mobile
0.2% BlackBerry
0.0% iOS

Carefully examine how the Android numbers and iOS numbers are not similar.

At first you might have just been ill informed but in light of what I have posted so far you would have to be lying or delusional to claim that the fragmentation, piracy, and malware problems are not worse on Android than on iOS.

And again, that's *not* from the Android Marketplace. And as somebody else pointed out, your iOS number is made up wishful thinking.

I'm an Android guy myself, but...it was DISCOVERED from a third party market. But where did it ORIGINATE?

From some assholes computer most likely :p
 
Not in the Marketplace it isn't.

The walled garden doesn't really keep you safe - for example, the rampant ripoff and scam apps now infesting the App Store.

Lets compare the "rampant ripoff" scam:

iOS
http://feedthegamer.info/2012-02-07/apple-pulls-clones-from-app-store/
Some poorly done apps with similar sounding names got in:
Angry Ninja Birds
Plant vs Zombie
Numbers with Friends
Temple Jump

Temple Run gameplay for comparison.

So if you weren't paying attention, you spend .99cents for a crappy game.


Android:
http://www.techdigest.tv/2011/12/android_app_clo.html
Cut the Rope FREE
NEED FOR SPEED? Shift FREE
Where's My Water? FREE
World of Goo FREE
Angry Birds FREE

All the actual real name of the real App with "Free" Added.

The big difference other than the Real Name being used by a clone.

They were malware - they send premium texts that get charged to the downloaded.

So
iOS: A crappy app with a name too close to a good game.
Android: A malware app that will steal your money, with the exact same name as the real game in the official market.

Yep, totally the same thing. :rolleyes:
 
And because they haven't built an app they have no idea how piracy would affect them. They are blowing smoke out their ass. They have no insight into Android's app world as they are not a part of it.
I do agree that claims of piracy being much of an issue on Android or iOS being pretty much bullshit.

Like I said, the malware junk is bullshit FUD. Of course, the App Store has its share of malware problems as well. User's may *think* they are more secure, but that doesn't necessarily jive with reality (*cough, cough* Path *cough, cough*).
Android has had far more marketplace malware problems. How many iOS apps have been released sending premium texts?

Maybe you're using some new definition of the word malware, but a crappy app that looks like the real one that costs $1 isn't malware. Malware is something that exploits your device, not your lack of judgement. Besides, it's not like Android doesn't have tons of copy cat apps that make it difficult to find the real one.

It is certainly not truth, and there are Android developers making *more* money on Android than iOS (which I also backed up). And for what it's worth, I *am* an Android developer.
On average, developers make more from iOS. There are definitely some devs that can generate more money on Android, but most do not.
 
Malware is something that exploits your device, not your lack of judgement. Besides, it's not like Android doesn't have tons of copy cat apps that make it difficult to find the real one.

Well using that definition there has been pretty much zero Android malware at all. The malware that does exist works by exploiting your lack of judgement, not a flaw in the OS. They tell you up front "Hey, I can spend your money!", and you as a user have to say "hmm, ok, yes, I trust this developer with the ability to spend my money - INSTALL!". None of them break the permission model or anything like that, they rely on user stupidity.

...and they still aren't in the Marketplace.
 
...and they still aren't in the Marketplace.

The above android clone apps, containing malware that rack up SMS chargers, were found in the Google Android Marketplace.

http://techwalls.com/news/google-removed-malicious-apps-android-market/

"In the last several days, Google has pulled close to two dozen infected applications from the Android Market. These fraudulent malware apps allowed criminals to send profitable SMS messages which were then billed to the smartphone users. These apps looked like popular apps such as horoscopes, Assassin’s Creed Revelations, Angry Birds, Cut the Rope, other games, and wallpapers. This latest security move means the company has removed more than 100 malware-infected apps from the store in 2011."
 
Well using that definition there has been pretty much zero Android malware at all. The malware that does exist works by exploiting your lack of judgement, not a flaw in the OS. They tell you up front "Hey, I can spend your money!", and you as a user have to say "hmm, ok, yes, I trust this developer with the ability to spend my money - INSTALL!". None of them break the permission model or anything like that, they rely on user stupidity.

...and they still aren't in the Marketplace.

LOL, like people read those messages. Years of EULAs and windows has conditioned people to not read that crap and you know it.
 
LOL, like people read those messages. Years of EULAs and windows has conditioned people to not read that crap and you know it.

I know, I wasn't the one using that definition, you were :p
 
The above android clone apps, containing malware that rack up SMS chargers, were found in the Google Android Marketplace.

http://techwalls.com/news/google-removed-malicious-apps-android-market/

"In the last several days, Google has pulled close to two dozen infected applications from the Android Market. These fraudulent malware apps allowed criminals to send profitable SMS messages which were then billed to the smartphone users. These apps looked like popular apps such as horoscopes, Assassin’s Creed Revelations, Angry Birds, Cut the Rope, other games, and wallpapers. This latest security move means the company has removed more than 100 malware-infected apps from the store in 2011."

If your counting scam apps as malware than the AppStore has malware as well.
 
If your counting scam apps as malware than the AppStore has malware as well.

Hats off to your amazing powers of self delusion.

The android apps are malware because they secretly send out premium SMS messages malware author bank ancounts, while putting the charges on your phone bill.

The iOS apps were merely lame games, using familiar sounding names.

Lame != malware.
Secretly Stealing your money == malware.

It shouldn't be too hard to see the critical difference. :rolleyes:
 
Hats off to your amazing powers of self delusion.

The android apps are malware because they secretly send out premium SMS messages malware author bank ancounts, while putting the charges on your phone bill.

The iOS apps were merely lame games, using familiar sounding names.

Lame != malware.
Secretly Stealing your money == malware.

It shouldn't be too hard to see the critical difference. :rolleyes:

1) The Adroid apps *don't* secretly send out premium SMS messages - the user gave them permission

2) The scam apps in the app store charge money and don't work (many of them just crash as soon as you launch them) - which is blatantly stealing your money.

So I guess you are OK with stealing if you don't agree to it and it is obvious? And since when is malware limited to financial loss? I would consider apps getting my contact list and all my pictures without my permission malware, too, which exists on iOS but not on Android.
 
So why has it turned into an Android vs Apple thread? Get out of the thread if you're a blind Android fanboy.

One thing I do notice though, is that it tends to be someone else starting the threads when Apple has the one-up on others.
 
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