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> because the performant parts were written in C

Objective-C is C. More specifically a strict superset of C.

> Ignoring slick animations (which were written in C, if not in hand-tuned assembly)

Nope. The reason the animations were smooth (not necessarily fast) is that they were processed by the GPU and orchestrated by a separate process.



Yep -- and more than that, I’d say that animation orchestration worked well because of the very elegant design that leaned on Objective-C’s strengths (like dynamic key-value observation to track animatable properties).

And using reference-counting rather than garbage collection helped to minimise jankiness even on low-memory systems.

I think Android in particular had a very hard time matching iOS here because Java just didn’t lend itself to that dynamic programming style, and because the GC was just inherently janky. (It’s a lot better now that hardware is vastly faster.)




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