We got it!

You need to put this in the manifest:
<supports-screens android:anyDensity="true" />

Artem

On Oct 21, 7:09 pm, Artem <[email protected]> wrote:
> On Sep 15, 1:05 pm, Dianne Hackborn <[email protected]> wrote:
>
> > For the most part, well written 1.5 apps will just work fine on Donut on a
> > non-HVGA screen withcompatibilitymodeturned off.  So all you need to do
> > is say that you have been tested against Donut and know you work there with
> > itscompatibilityfeatures turned off by specifying
> > android:targetSdkVersion="4".  (So this means your minSdkVersion is 3, 1.5,
> > and your target is 4, Donut.  You can't be installed on anything before 1.5,
> > you are tuned to work well on Donut, and anything after Donut will use what
> > every newcompatibilityoptions on your app that they introduce.)
> > As far as scaling bitmaps, this is really orthogonal.  Compatibilitymodeis
> > focused on putting your layout in a traditional HVGA size.  Images will only
> > be scaled if you don't have versions of the appropriate density.  So if you
> > just put images in drawable-240dpi and drawable-120dpi then the system will
> > use the images you have designed for high and low density screens instead of
> > scaling.  Again, regardless of whethercompatibilitymodeis in play or not.
>
> Dianne, thanks for the answer.
>
> Somehow, we are trying this and it does not seem to be working.
> Namely, it seems
> Donut *does not* pick up new resolution images incompatibilitymode.
>
> We have a test program with a drawable and drawable-hdpiin the res
> folder, and
> test.jpg in both of them. In the manifest, minSdkVersion=3 and
> targetSdkVersion=3,
> and we simply reference the drawable in the layout XML.
>
> Any ideas? We are working hard to meet the WVGA-device deadline
> (Monday), and we would really like to
> still take advantage of thecompatibilitymode, so any advice would be
> really appreciated.
>
>
>
> >  (Fwiw, when we finished things in Donut we decided to call these
> > drawable-hdpiand drawable-ldpi, but pre-donut you need to use the old
> > names, and Donut will be compatible with this.)
>
> > The perhaps more tricky thing is if you want to use new Donut features, even
> > new attributes like android:supportsSmallScreens to say whether you will run
> > on a small screen device.  At this point you will need to turn things
> > around: build against the Donut SDK, be careful about what new features you
> > use, and test against 1.5.  You can freely use new XML attributes and
> > features without breakingcompatibilitywith 1.5.  You'll still set
> > minSdkVersion and targetSdkVersion the same, since you are again tuned for
> > Donut and compatible with 1.5.
>
> > On Tue, Sep 15, 2009 at 8:17 AM, Mark Murphy <[email protected]>wrote:
>
> > > > Right - so if for my existing market apps I'm happy to stick with the
> > > > 1.5SDK (which I am) and if I can code/design the apps to cope with the
> > > > different screens (which I can), then I can stick with 1.5 and ignore
> > > > the new manifest elements?
>
> > > That I am not sure about, see below.
>
> > > > I was concerned that if I do this the framework on (e.g.) a WVGA
> > > > device will know that my app is 'old', and will therefore start
> > > > automatically scaling up my assets. Or, that for QVGA devices the
> > > > market might decide that my 1.5SDK app can't possibly support the
> > > > screen and it won't even be offered for download.
>
> > > I misunderstood your original question. I thought you were wondering how
> > > to support multiple screen sizes without having multiple APKs on the
> > > market. You should be able to support as many screen sizes as you want
> > > with a single APK, via resource sets. This *may* need to be supplemented
> > > with new 1.6-specific manifest entries -- that part is unclear to me at
> > > this time.
>
> > > If you have an existing application, 1.5r3, with no layouts specifically
> > > for WVGA/QVGA, WVGA and QVGA devices may make autonomous decisions of how
> > > to interpret the layout rules you have provided (which presumably were
> > > written for HVGA). Up until recently, I'd've said that it would just try
> > > to use the assets as-is and interpret the layout rules as written. So,
> > > WVGA might work just fine "out of the box" if you used RelativeLayout and
> > > such (versus, say, AbsoluteLayout), but QVGA might look awful because your
> > > assets were too big.
>
> > > Some of the recent comments on this thread suggest that the core Android
> > > team has added more sophisticated smarts than that, perhaps to try to
> > > allow more applications to run acceptably without modification, and
> > > perhaps also to deal with screen density and such. The details of how all
> > > that works has not been discussed much beyond this thread, and presumably
> > > is the meat of Ms. Hackborn's upcoming blog post.
>
> > > Like you, I'm awaiting more details.
>
> > > --
> > > Mark Murphy (a Commons Guy)
> > >http://commonsware.com
> > > Android App Developer Books:http://commonsware.com/books.html
>
> > --
> > Dianne Hackborn
> > Android framework engineer
> > [email protected]
>
> > Note: please don't send private questions to me, as I don't have time to
> > provide private support, and so won't reply to such e-mails.  All such
> > questions should be posted on public forums, where I and others can see and
> > answer them.
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