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> Also, it's a fracking mobile phone you are holding in the palm of your hand and you want it to be as powerful as a desktop experience? Reality check!

My iPhone 3G's processor is faster than one of my laptops (that I used on a daily basis, but recently retired it due to buying a new Starling Netbook). You're damn right it better perform just as well!




Your iPhone's processor may have a larger number representing its clock, but your laptop's processor is likely much faster.

You can't compare different CPU architectures by the number of hz. Desktop (=laptop in this case) processors are out-of-order power-sucking beasts compared to the power sipping CPU in your phone and other devices.

Watts vs. milliwatts in comparison.


Unscientific Python benchmark:

  t1=time.time(); x=[i*i for i in xrange(1000000)]; time.time()-t1
On my 2.4GHz Core 2 Duo iMac, this runs in 0.47 seconds. On my Nexus One (using the Python executable from Scripting Layer for Android), it takes around 3.8 seconds. So the N1 is around an eighth of the speed of the iMac (ignoring the C2D's second core), which is actually pretty impressive.


Keep in mind that the N1 has a 1 GHz CPU, so the OP was correct in that you can't do an apples to apples comparison when different architectures are at play.


You are correct. But I did want to mention that I'm running an old iPhone...two generations old by now. I imagine that the newer iOS and Andriod phones are indeed comparable in speed to a decent but not top-of-the-line laptop.

I see nothing wrong with assuming that your phone should be able to handle laptop-like web media functions, such as watching video and playing audio or games.


It's not only the CPU that's the problem, but swap space too. While a laptop would have swap disk, as the OS would require one, an iPad/iPhone/iPod would not, and it's limited by the memory there is. As there can be N number of flash applications running on the same web pages, it could be that you need N "flash engines" running (I don't know that for a fact - just guessing here). And because it's hidden from the main browser, it can't control it. For example the browse might be able to do some kind of limit how much javascript memory/cycles are used, but can't do for plugin like adobe's.

Just punditry on my side, but I've also tried the jailroken frash on my iPad - and while it worked fine, I clearly saw that certain games are not playable - they were made for mouse with buttons, and just does not work with fingers.

Obviously this could be changed, but what Steve is afraid, is that people might perceive this as iPhone/iPad/iPod failure, rather than flash application one just expecting a mouse, and someone trying to emulate it with "fingers".




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