I guess I'm trying to ascertain: is there a concrete question you
have, or just a bunch of bad points about how the Android ecosystem
sucks right now?

If it's the second, everyone agrees it sucks, there's not a good solution.

I suppose one thing that Android could have done better from the start
was to offer UI modes that would be guaranteed to homogenous across
all certified devices.

I don't think that I said statistics were a solution to the issue
(though apologies if I gave that impression): I meant to merely give
the idea that because of Android's fragmentation a good way to get a
handle on what you're facing would be to use device install
statistics.  I never meant to imply that it was in any way a solution.

But everyone agrees that fragmentation sucks.  Everyone has agreed it
sucks since the beginning (even Android 2.0), and people knew it would
get *worse*.  You have to worry about API levels, screen
configurations, hardware configurations, etc...

I know of a few groups developing open source test services, that
could presumably end up making a "co op" or something: that would
definitely give more leeway than traditional expensive test services.
(If people would be interested, this would be possible to do in the
community right now: just buy a server, write some code to distribute
the APKs with a feedback / review system, etc..)

Kris

On Thu, Jul 25, 2013 at 10:01 PM, Omer Gilad <omer.gi...@gmail.com> wrote:
> I agree that it's better than nothing. But, since it's a paid service that
> has nothing to do with the official SDK, it doesn't come in the SDK's favor
> at all.
>
> The problem appears in much more obvious parts of the SDK than the one I
> presented. I can give countless examples on demand and I'm sure others can
> too.
>
> Also, I never even bothered to fix custom ROMs and such - this is really
> beyond my scope.
> I'm having constant issues with stock, popular devices from Samsung, HTC,
> etc. - the ones that get shipped in the millions and dominate the Google
> Play statistics.
>
> As you said, statistics are also a temporary "solution" to the issue - just
> focus on workarounds for the most popular buggy devices - mainly the Samsung
> Galaxy series and its endless variations.
>
> On Friday, July 26, 2013 4:33:52 AM UTC+3, Kristopher Micinski wrote:
>>
>> Your last paragraph is *exactly* what the CTS is all about, but
>> obviously if you don't work for google you can't mandate what goes in
>> and what does not :-).
>>
>> I'm not recommending that these services are the solution to
>> everyone's problems: but I do contend they get you farther than you
>> would be otherwise.  Games are particularly hard to test, since GPUs
>> vary more widely across devices and aren't part of the most common
>> pieces of the SDK.
>>
>> The fact of the matter is, there are always going to be hacked up ROMs
>> running on the market: that's the design decision made by Android.
>> The CTS helps get you farther to a holistic / cohesive platform, but
>> in the end it's a numbers game: knowing which devices, API levels,
>> user bases, countries, etc.. to care about is something the
>> experienced developer has to have a handle on.
>>
>> Kris
>>
>> On Thu, Jul 25, 2013 at 9:05 PM, Omer Gilad <omer....@gmail.com> wrote:
>> > Yes, I've encountered those services.
>> >
>> > This is still not a solution.
>> > It requires substantial money investment, and in a lot of cases it
>> > doesn't
>> > give you the ability to debug on those devices.
>> >
>> > Personal example - I'm developing a game, and we've found (after a
>> > friend
>> > checked it) that it has major display artifacts on Samsung Galaxy S4.
>> > No logs or attempts to remotely resolve the issue helped - so we had to
>> > get
>> > our hands on the device for a day.
>> > It turned out that the device's GPU is buggy, and miscalculates some
>> > common
>> > shader operations (like matrix multiplication).
>> > There's no remote testing platform in the world that can assist you in
>> > resolving issues like that.
>> >
>> > The issue is at the core, and must be solved at a design and attitude
>> > level
>> > - devices like that SHOULD NOT be allowed to run Google Play apps (and
>> > of
>> > course, they should be deprived of their certification), until the
>> > vendor
>> > fixes those issues.
>> >
>> >
>> > On Friday, July 26, 2013 3:27:49 AM UTC+3, Kristopher Micinski wrote:
>> >>
>> >> There are potential solutions, but in practice it's a constant battle.
>> >>  Certainly there are people that provide internet based test services
>> >> that test your app on huge numbers of devices for a subscription based
>> >> fee.
>> >>
>> >> Kris
>> >>
>> >>
>> >> On Thu, Jul 25, 2013 at 8:12 PM, Omer Gilad <omer....@gmail.com> wrote:
>> >> > I've found that even the biggest app developers like Skype, Gameloft,
>> >> > etc.
>> >> > have device issues, and they don't look in such a good shape.
>> >> > Just scan the reviews of any super-popular Android app, and you can
>> >> > see
>> >> > the
>> >> > same disease... "This app doesn't even work, it sucks, and I PAID FOR
>> >> > IT!"
>> >> > (from some crappy device).
>> >> >
>> >> > Obviously, those bigger developers have the budget and capacity to
>> >> > own
>> >> > 100's
>> >> > or Android devices and run a big QA department.
>> >> > What is an independent developer, or even a small startup supposed to
>> >> > do?
>> >> >
>> >> > The "solution" that me and my partners decided on is to aggressively
>> >> > filter
>> >> > down any device that gives us bad ratings in Google Play (from the
>> >> > developer
>> >> > console).
>> >> > That feels like taking painkillers when you have a broken leg.
>> >> >
>> >> > On Friday, July 26, 2013 2:47:49 AM UTC+3, Kristopher Micinski wrote:
>> >> >>
>> >> >> This is basically what the CTS enforcement is attempting to rectify:
>> >> >> but it's obviously not a perfect solution.
>> >> >>
>> >> >> Many small developers just accept this as fact, and handle only the
>> >> >> API.  Bigger developers are forced to deal with the real problems,
>> >> >> and
>> >> >> then it's a matter of extensive knowledge, testing, metaprogramming,
>> >> >> etc...
>> >> >>
>> >> >> Kris
>> >> >>
>> >> >> On Thu, Jul 25, 2013 at 6:39 PM, Omer Gilad <omer....@gmail.com>
>> >> >> wrote:
>> >> >> > .I am wondering how developers here are dealing with the fact that
>> >> >> > there
>> >> >> > are
>> >> >> > 1000's of devices out there, some of them running your
>> >> >> > applications
>> >> >> > in
>> >> >> > very
>> >> >> > broken ways
>> >> >> > .I keep running into these kind of issues again and again for the
>> >> >> > past 3
>> >> >> > years, and to be honest, I'm fed up with it
>> >> >> > .I've decided to move to iOS development, and the only way to
>> >> >> > convince
>> >> >> > me
>> >> >> > otherwise is to give me a decent, reliable way of dealing with
>> >> >> > fragmentation
>> >> >> >
>> >> >> > So what do you do when you develop a game, for example, and try to
>> >> >> > create a
>> >> >> > high-quality user experience on Google Play?
>> >> >> > Do you do your QA on 50 different devices? 100? 1000?
>> >> >> > Or do you just shoot blindly and hope that it works, or wait for
>> >> >> > users
>> >> >> > to
>> >> >> > send you bug reports?
>> >> >> >
>> >> >> > To make it clear, I'm not talking about "official" fragmentation.
>> >> >> > I don't talk about different screen sizes, densities, features, OS
>> >> >> > versions
>> >> >> > and so on.
>> >> >> > I talk about the "unofficial" fragmentation. The fact that most
>> >> >> > devices,
>> >> >> > even the popular ones from the big companies like Samsung, HTC,
>> >> >> > Motorola, LG
>> >> >> > and so on, contain tons of implementation bugs that prevent apps
>> >> >> > from
>> >> >> > working correctly.
>> >> >> > I'm talking about the fact that you can call a certain simple API,
>> >> >> > test
>> >> >> > it
>> >> >> > on a stock Android ROM (like on Nexus 4), and then have your
>> >> >> > application
>> >> >> > crash on some Samsung, that decided to break the implementation
>> >> >> > because
>> >> >> > of
>> >> >> > some customization.
>> >> >> >
>> >> >> > How can people stand that?
>> >> >> > How is it possible to write code, when the machine that executes
>> >> >> > it
>> >> >> > is
>> >> >> > completely broken in unexpected ways?
>> >> >> >
>> >> >> > I'm really fed up with it.
>> >> >> > About 50% of my Android development time is wasted on babysitting
>> >> >> > broken
>> >> >> > devices.
>> >> >> > I'm waiting for an official Google response about this, and what
>> >> >> > have
>> >> >> > you
>> >> >> > been doing in all those years to fix that.
>> >> >> > I've heard about things like "conformance tests" for devices and
>> >> >> > so
>> >> >> > on,
>> >> >> > but
>> >> >> > the reality is far from acceptable in this area.
>> >> >> >
>> >> >> > ,Looking forward for helpful responses
>> >> >> > Omer
>> >> >> >
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