On 07/09/2011 12:37 AM, Al Sutton wrote:
When I coded the Tablet stuff for TouchNote (which ended up being featured in 
Android Market) we didn't use Fragments. The most important things was the UI 
design and the tablet version was designed specifically for large screens 
rather than trying to take an existing 'phone layout and tweak it or combine 
screens. If you install the app and use it on a phone and a tablet you'll see 
the difference.

Personally Fragments have little appeal to me. It seems there's little (if 
anything) you can't achieve using the existing view system and well written 
code, and as the support jar for Fragments on 'phones seems to be ~100k that's 
a lot to add just so you can code using a framework that's only native on 0.9% 
of devices (according to Googles android version breakdown at 
http://developer.android.com/resources/dashboard/platform-versions.html).

You also have the issue that the fragments support library doesn't support 
Android 1.5, and, as of the July figures, there are more 1.5 devices accessing 
Market than there are Honeycomb ones (1.4% -v- 0.9%)

To me it makes more sense to stick with Views which adds nothing to the apk, 
works on all devices, and, at the end of the day, you'd end up writing less 
than 100k of compiled code to achieve the same UI effects.

Al.

I find Fragments quite useful and a better way to code interfaces. I really like my mock up of the tablet design using them and I think my customers will like them too. As for 1.5 my statistics show 1 user for the specific app. If I only do a tablet specific version (xlarge screen) then the market will filter it. I'll just leave the phone version as is. I agree with the other poster that tablet are pretty a different paradigm compared to phones. Some of my users wanted to have my apps integrated into phones almost 10 years ago. They got the the Palm Treo where the existing app could be run on the phone side of device. And without doing anything some Windows Mobile phones could run my Pocket PC version. I had requests for iPhone version but the cost of development to me was too high (had to buy a Mac). I already had a desktop Java app so converting it to Android wasn't that much work. Plus it gave me a codebase to use for other products.


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