Sounds like a load of FUD. Fragmentation can cause issues, but it's hardly the nightmare it's portrayed to be in this article.<p>Speaking as a game developer, if you can't make your software fit in more than one resolution then you're headed for trouble anyway.
I love how the first example the article cites is Apple's innovative and new RoundRects: "In Hipmunk's iOS app, left, pop-overs have rounded corners, something that's more challenging on Android."<p><a href="http://www.folklore.org/StoryView.py?story=Round_Rects_Are_Everywhere.txt" rel="nofollow">http://www.folklore.org/StoryView.py?story=Round_Rects_Are_E...</a>
The top reason I'd think of? Most companies build the iOS version first then port it to other platforms. That's usually under tighter deadlines than the iOS version had and there's not much design flexibility. Just make it work almost identical to the iOS version and it needs to be done tomorrow.<p>It is funny to hear that rounded rects are still an issue in 2012.
<a href="http://www.folklore.org/StoryView.py?story=Round_Rects_Are_Everywhere.txt" rel="nofollow">http://www.folklore.org/StoryView.py?story=Round_Rects_Are_E...</a>
Why are we still creating apps? Can't these optical nuances can be achieved on both devices using HTML5 and CSS3 and run them in the browser of any modern device?
(I'm legitimately asking, I don't know the answer)