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I never understand how someone can write an article about their very first foray into something and then, at the end, assert that they know more than the experts already. > In the end of the day, the watch battery is there just to shuffle these .PNGs around. When Apple realizes how to avoid that, the watch will last for a week instead of hours. Drawing every frame using CoreGraphics is a terrible idea, on any iOS device. Just like any platform, you have to understand at least the basics of the underlying architecture if you want to write efficient code. I happened to make the built-in Stopwatch app on the watch, which displays an animated graph very similar to his. Suffice it to say, I did not use a CADisplayLink and CoreGraphics at 60fps. Especially considering my graph is horizontally scrollable by the user. Even if WatchKit still doesn't provide a more efficient way to do this (I don't know; I've never used WatchKit), rest assured that Apple's apps certainly don't use this method, so the week-long battery life claim is just a dream, unfortunately. |
WatchKit is really limited. It would be impossible, I believe, to make an app anywhere near as good as the native Stopwatch using WatchKit.
So this comment is pretty frustrating, actually: "you have to understand at least the basics of the underlying architecture if you want to write efficient code". What basic architecture? WatchKit is all we've got as a 3rd party devs! And it sucks.
It seems insane and very ill-advised to me that Apple isn't using the same SDKs for their own apps as what's available to 3rd parties.