You can try to use the different emulator skins shipped with the SDK
to test different resolutions. Take good care when designing your user
interface to utilize the automatic scaling instead of hardcoding width
and height values. LinearLayout, RelativeLayout, etc. are your
friends.

My own game Puzzle Blox scales itself automatically depending upon the
resolution: the larger the screen, the larger the graphics are being
scaled. It's a different mechanism than in Robo Defense as mentioned
by Mark.

--
André
http://android.rabold.org



On 6 Jun., 17:07, Mark Murphy <[email protected]> wrote:
> 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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