On Wed, Nov 11, 2009 at 1:48 AM, Mark Murphy wrote:

> There was an extensive thread on here last week(?) on blending
> multiple-screen-size and Android 1.5 support. I don't have a link handy
> and don't have time to look it up right now, but I think by the end
> there was a hint of a resolution (pun lightly intended).
>
Thanks, I'll look for that hint ;)

"Resources that are for use only on a specific API Level or higher"
>
> (key there being "or higher")
>
Thanks, missed that.


> And what's weird: emulator1.6 (WVGA854, density @ 240),
> > uses hires-graphics. Now that seems odd.
>
> Why odd? Your density (240) is -hdpi, so it uses -hdpi graphics.
>
Yes, it's odd because it works for 1.6 but not for 2.0 with the same
resolution and density.


> I've tried some other combinations, including the deprecated
> > -<resolution> qualifier, but no luck. Is there anyone who has
> > accomplished something simliar?
>
> For 1.6 and higher, I have used -ldpi, -mdpi, and -hdpi with success. I
> have not yet tried blending screen-size support with Android 1.5 support.
>
It seems to me too that the fact that it has to run on 1.5 is a major
problem.


> For graphical elements
> > where I must supply a bitmap containing physical pixels I want to know
> > on how many pixels it is finally displayed. I don't particulary care
> > about the screen's physical measurements.
>
> You might not care, but your users sure will. A 32px square image on a
> 3" QVGA screen and a 32px square image on a 3.7" WVGA854 screen are very
>  different, particularly if they are something to be tapped upon. The
> former probably qualifies as "finger-friendly"; the latter size surely
> does not.
>
Of course, that's the whole point of density based *layouts*. But then,
that's why you specify "dip"s in your layout, so Android scales your button
accordingly. Only that you probably don't want to have the same
*bitmap*used for the different sizes that are rendered by Android.

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