Report: iPad 3 to Launch Within Months
December 12, 2011 10:01 AM
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iPad 2 successor possibly to hit stores as early as February
While this can be lumped squarely in the "unconfirmed" column, rumors have begun swirling about the possibility of Apple's next-generation tablet, the iPad 3, launching within the next "three to four months."
Anonymous sources in the supply chain are cited by
saying that the parts and components for the iPad 3 are being delivered to OEM contractors while reducing deliveries for the iPad 2.
"OEM production of iPad 2 will remain high at 14-15 million units in the fourth quarter of 2011 but decline to 4-5 million units in the first quarter of 2012, paving the way for the launch of the new iPads,"
The rumors are bolstered by further reports from a Chinese
report that says Foxconn will begin production on the new models in January, and increasing production by February.
The aforementioned anonymous supply-chain sources say that anywhere from 9.5 to 9.8 million units of the iPad 3 will be produced in Q1 of 2012.
Another report from last week, this one from the
, cited February as the target launch date, so the new timeframe isn't too far off.
According to the
the iPad 3 will be similar to its predecessor, but will include Apple's retina display, doubling the resolution found on the current model.
The original iPad launched in April 2010. The iPad 2 launched in March 2011. If Apple's 11-month trend for next generation of its popular tablet continues, February 2012 would be the target.
With increased competition in the tablet market from
the likes of Microsoft
additional Android offerings
, Apple might be feeling
a sense of urgency
to stay ahead of the curve if it wants to hold on to its tablet market share.
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RE: 3 million pixels
12/12/2011 5:05:42 PM
Does anyone actually need 2048x1536 on a ~10" display?
Sheet music looks terrible at 1024x768. It's difficult to distinguish a 16th note from an 8th note, or sometimes even an 8th note from a quarter note.
The problem is (1) Apple standardized on 1024x768, which was pretty much the best they could do at a decent price point at the time, but is low enough to be annoying (aforementioned sheet music problem). And (2) iOS' seemingly complete lack of a scaling model, leading to apps which are hard-coded for 1024x768. This requires a complete doubling of resolution to properly scale apps.
Android has this same problem to a lesser extent (why some phone apps don't work on tablets). In an age where computers can rescale graphics for things like icons and fonts an arbitrary amount on the fly in nanoseconds, this simply should not be a problem. Developers should be crafting their apps to be resolution-independent. Not hard-coding them for a specific resolution. This is something Windows 7 actually does (mostly) right - letting you scale icon and font size an arbitrary amount. The UI scales right along with it.
"Paying an extra $500 for a computer in this environment -- same piece of hardware -- paying $500 more to get a logo on it? I think that's a more challenging proposition for the average person than it used to be." -- Steve Ballmer
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