aayush wrote:
> Hello.
> 
> I had a question.
> 
> As the android OS will be available on a variety of devices with
> different screen resolutions, widths and properties, will there be any
> porting issues/ specific points that will need to be taken care of by
> the application developer to ensure that his UI renders equally well
> on all devices ?
> 
> Or will the framework take care of it itself and the developer will be
> insulated from such issues ?

That depends on the type of UI being developed and how it was
implemented, along with how the manufacturer adopted Android to the
screen size.

Form-style UIs, using things like Button and EditText, have the
potential to be resolution-independent, if the author used things like
RelativeLayout.

2D games can be resolution-independent if the author planned ahead with
the game. Take Robo Defense for example. That game is built around the
screen actually being a viewport into a larger map. So long as the map
is bigger than any Android screen size, and the author dynamically
detects the viewport size, it should work on larger screens without much
effort.

And so on.

Testing is always key, using hardware where available, using the
emulator to simulate other screen sizes where hardware is unavailable.

I suspect there will be a fair number of people, myself included, whose
UIs will need a bit of work to look decent on other resolutions, because
we did not adequately test other resolutions, since up front, Android
only used 480x320.

-- 
Mark Murphy (a Commons Guy)
http://commonsware.com | http://twitter.com/commonsguy

Android Development Wiki: http://wiki.andmob.org

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