Errr... don't know how i missed this - I was talking about targetSdk, not 
minSdk,  :-|


On Monday, October 28, 2013 6:09:24 PM UTC+2, Piren wrote:
>
> TreKing already addressed everything, so i'll just add:
>  
>
>> will raising the min to 11 change the executable code, improving the run 
>> time for my games on version 11 and up phones and tablets?
>>
>  
> No, in fact, just changing the minSdk to 11 without doing some code 
> modifications would probably do the exact opposite if you're a user of 
> ASyncTasks. In some cases, it might even cause the app to dead lock. (if 
> you use multiple ASyncTasks with codependency) ... It will also completely 
> break if you're doing Network operations on the main thread (which you 
> shouldn't be doing anyway).
>
>
>
> On Monday, October 28, 2013 4:26:06 PM UTC+2, firebreather wrote:
>>
>> info seems fuzzy on the impact of changing minsdkversion declaration, 
>> particularly in the android docs, where it appears to just limit the number 
>> of phones the app site will allow to download your app. if that was the 
>> case then you'd think everyone would just declare minsdk of 1.
>>  
>> i'm developing on version 14 with minsdk declared of 10 (recently up from 
>> 8). my biggest user categories are tablets according to my dashboard. 
>> according to the docs, I need minsdk declaration of 11, among several other 
>> things, for tablets to use my apps. 
>>  
>> is this bad information? why can tablets use my app now if 11 is really 
>> needed?
>>  
>> will raising the min to 11 change the executable code, improving the run 
>> time for my games on version 11 and up phones and tablets?
>>  
>> thank you.
>>
>

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