![]() ![]() Therefore, it’s likely that we won’t start work on Adium for iPhone until sometime after Adium for Mac requires Leopard.Īlso, keep in mind that we’ll want to release that version of Adium for Mac and have it proven by users (that means you) before we go applying that knowledge to Adium for the iPhone. Some of the iPhone’s features, such as Core Animation, were introduced in Leopard (10.5). This is a lot of work.Ĭurrently, Adium’s base system requirement is Tiger (Mac OS X 10.4). Other parts will survive, but undergo extensive changes. Large portions, if not almost everything, will need to be completely rewritten or scrapped. So porting Adium to the iPhone will certainly be a lot of work. ![]() Also, maintaining a network connection over WiFi uses a significant amount of battery, which could pose a problem for long-term use. The iPhone has less memory than Adium tends to use, and has a significantly slower processor (and only one of them). Animation works a bit differently, and is dramatically different from how animation currently works in Adium on Mac OS X.The iPhone probably does not have Apple Events nor Open Scripting Architecture.The Application Kit (on which our interface is built) is replaced with UIKit.There’s a new Core Audio API to play sounds, but it’s Leopard-only, and we don’t know whether it’s available on the iPhone. QuickTime (which we use to play sounds) is missing entirely.Some of the same frameworks, such as Core Audio, are present. ![]() And, as we expected, we’re already being asked whether we intend to write a version of Adium for the iPhone.ĭeveloping for the iPhone is similar in many respects to development for Mac OS X. ![]()
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