Thanks a lot for the answer!
I have some additional comments.
Of cause, we should avoid the difference between 1.* and 2.* api. But I asked is it possible do do it in runtime.
" So is it possible to define Bada OS version in runtime and have the same code/project for both platforms?
Does bada provide this api?:) "
Is it enough to use Osp::System::SystemInfo (http://developer.bada.com/help/index.jsp?topic=/com.osp.cppapireference.help/classOsp_1_1System_1_1SystemInfo.html)? We can get APIVersion from it.
The main problem is that Samsung QA check Bada 1.2 project on Wave 3 with Bada 2.0 and they want that it works fine on both Bada 1.2 and Bada 2.0 devices. But in our case the game made with sdk1.0 works fine on Bada 1.2 device (Wave), but slow on Bada 2.0 (Wave 3) device (or even crashs sometimes). Samsung support advised to make universal build with using Bada IDE 2.0.x and Bada 1.2 manifest. It works fine with their GlesCube1.1 example, but doesn’t work with cocos2dx app.
“BTW, we had tested on wave3 device and it worked fine. So did you run our tests project on Wave 3 device? Was it slow too?”
We have only Wave with Bada 1.2 and Wave M with Bada 2.0. We run tests project on both devices and it worked fine. But our game (zMatch on Bada store) gets more system resources then tests. And it works well on Wave with Bada 1.2, but slow on Wave M with Bada 2.0 (may be different processes - PoverVR 1000 MHz vs Adreno 832 MHz).