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The idea is to allow Apple Watch apps to have a wide range of features without killing battery life. With his arrangement, the watch can do pretty much anything an iPhone can do. There are hundreds of millions compatible iPhones so it's not a huge restriction.

And, of course, pretty much anyone buying this would be carrying around a phone in any case.

Of course, a standalone watch would be better.

Well if it does help for the watch battery by doing this ... I REALLY hope that it goes more then 1 day on a full charge ...
 
To clarify, it cannot run any custom code that you have written as part of a WatchKit App.

Gosh, that seems a little underwhelming (speaking as a non developer).

So its a 2nd display and sensor device for your app and still only gets a day of battery life?

With regards to comments on phone life, one of the biggest drains on the phone is having the display on - if you can run your watch app on the phone without "waking" it, it may not impact the phone's battery life too bad (unless you're running a watch 3-D game - which would be quite possible since your phone is the CPU).
 
When Watch was first announced some were concerned because it had an SDK out of the gate (I know Ben Thompson was a prominent one) and referenced how the original iPhone didn't have one until a year later. Now I'm seeing complainants on Twitter because Watch won't support native apps until later in 2015. Once again no matter what Apple does someone's going to complain about it.
 
I wonder what iOS 8.3 will bring. They released :apple: Pay with iOS 8.1 and now :apple: Watch support with 8.2. I would guess it'll be released at WWDC 2015 if 8.2 comes in February or March.
 
A dumb terminal

With only the ability to display UIs and report interactions, the Apple Watch equates to nothing more than a dumb terminal. From what I can see, even the most rudimentary games would be difficult to create.
 
I just recently on a whim bought a Pebble watch. After some fiddling, I have come to the conclusion that it's a nice little vanity that I enjoy using. Like the apple watch, it has to have the phone connected. I hope the apple watch experience is better when it comes to maintaining this connection. Initially I thought I wouldn't be interested in the apple watch, but after some time with the pebble, I know I'll be ordering one.
 
Please don't break anything else while doing it. iOS 8.1.1 seems very good like it should be so far.

ROTFLMAO.
Ever since IOS 7 the ability to work with Authenticated HTTP proxies has been broken. IOS fails to remember the users log/pass. We have even had this bug acknowledged by Apple back before IOS 7.1.2 was released (and were told the bug would deb fixed in the next release)

Every version of IOS 7 is broken and thus far every version of IOS 8 is broken.

The effect of this bug is that EVERY application/service that uses http to phone home asks for you log and pass, this can happen 50+ times a day.

I have decided that if IOS 8.2 does not fix this I will be returning my iPhone 5S under NZ consumer guarantee laws as a faulty product, because that is what it has been for over a year, a faulty product.
 
That's disappointing. Not that I won't buy one in an instant anyway, but it would be nice to have full third party support before June.

I'm just guessing. I think Apple knows initial buyers will be early adopters so not having full native apps out of the gate is OK. And honestly considering the issues with iOS 8 I hope Apple doesn't release anything until it's ready for prime time.

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With only the ability to display UIs and report interactions, the Apple Watch equates to nothing more than a dumb terminal. From what I can see, even the most rudimentary games would be difficult to create.

Native apps are coming in 2015.
 
I just confirmed the 38mm watch resolution is 272w x 340h and the 42mm watch resolution is 312w x 390h.

Those are in points by the way, so the native resolution will be 2x most likely:
38mm: 544w x 680h Px
42mm: 624w x 780h Px

Edit: Confirmed 2x will indeed be used: "Create all of your image resources as @2x images. There is no need to include non @2x resources in your Watch app bundle."

ImageImage

This is not accurate. The resolution is pixels, not points.
 
This is not accurate. The resolution is pixels, not points.

Completely accurate if you read the post. For devs, we're concerned with the points, not pixels..

"Those are in points by the way, so the native resolution will be 2x most likely:
38mm: 544w x 680h Px
42mm: 624w x 780h Px"
 
Completely accurate if you read the post. For devs, we're concerned with the points, not pixels..

"Those are in points by the way, so the native resolution will be 2x most likely:
38mm: 544w x 680h Px
42mm: 624w x 780h Px"

At the moment I'm seeing a width of 136 points, matching a 2x resolution width of 272 pixels. So not sure if that is correct.
 
Completely accurate if you read the post. For devs, we're concerned with the points, not pixels..

"Those are in points by the way, so the native resolution will be 2x most likely:
38mm: 544w x 680h Px
42mm: 624w x 780h Px"

I have the simulator running right now and it's reporting a screen bounds of 156x195 with scale of 2x.

http://imgur.com/rwN6lrS
 
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