[citation][nom]Abrahm[/nom]Everyone as in... who? While most platforms have the ability to run native C++ code, their primary interface language is usually not C++. iPhone uses Objective-C, Android uses Java, Blackberry uses Java, Windows Mobile 5-6 use .Net, and Windows Phone 7 is going to use C#/Silverlight. Beyond that, how do you gauge a dev platform based solely on the language they use? How about SDK usability and simplicity? Emulator quality? Publishing platform quality? OS capabilities?[/citation]
well in that case, I can tell you the iphone and winMo7 tools are terrible buggy pieces of crap. I don't know about android, I can only hope they are better. but I find it hard to believe that they could make something worse.
as for SDKs? it doesn't matter how terrible they are because you can just make a wrapper to bend the interface to be the way you want, and then never have to worry about it again, with different languages, everything you code has to be done again, and again in the different language.
you can happily use c++ on the iphone, in fact, for games it is easier - openGL and openAL are C interfaces, not objective c.
taking A whole game to a new platform with a different language takes months.
taking it to a platform that uses the same language, and openGL, takes literally a couple of days. (such as it would be for a c++ iphone games, to webOS, or nokia's new one)
I know which I'd prefer. especially with the hardware architecture being pretty much identical across the board, it is so unbelievably stupid for all these companies to artificially make it so hard to port.