On 27 May 2012, at 17:45, Anant Narayanan wrote:

> On 05/27/2012 01:35 AM, Marcos Caceres wrote:
>> On 26 May 2012, at 18:32, Anant Narayanan<an...@mozilla.com>  wrote:
>>> The intent for the screen_size parameters is not to let the developer 
>>> enforce a particular screen size or resolution, but rather specify the 
>>> *minimum* width and height required by the app. This means that on a screen 
>>> below the specified size, the app will not function at all.
>> 
>> To make this more clear, maybe call this min_screen_size.
> 
> Well, we haven't received this request from developers explicitly yet, but 
> one can imagine a situation in which a developer makes an app only for mobile 
> phones (Instagram?) and doesn't want users to use it on desktops. Even though 
> it'll technically work, it might look ugly due to scaling. In this case, 
> we'll need a max_screen_size.

However, it would work great on an interactive whiteboard for a purpose the 
original developer hadn't imagined... or could be used from a mobile phone 
projected into 3D space using a digital projector with pixel mapping... 

I think the intended functionality is something along the lines you see in 
Apple's App Store where you get a sense of which apps are designed for 
iphone/ipod and which are intended for the ipad, and which are fine with both. 
That works OK with a limited number of devices, but in a more heterogeneous 
world it breaks down quickly.

I don't know what the answer is, but fixating on screen sizes doesn't feel like 
quite right. Maybe its the best that can be done. 

(We already have some issues with what to do with the Widget width and 
height.... in Apache Rave we use it for min-width and min-height CSS attributes 
on the widget iFrame container. However on mobile we tend to ignore it and hope 
the widget includes a viewport tag)

>>> I will also note that it is upto the app store to interpret this field 
>>> however they'd like. If they do not want to disallow installs on devices 
>>> that don't meet the developer-specified criteria, that's fine. However, we 
>>> should still convey this information from the developer to the store via 
>>> the manifest.
>> 
>> At install time or when I am browsing apps, how does a server know my screen 
>> resolution? Or is this restriction imposed on by the user agent?
> 
> The same way an app would find out, by feature sniffing. The app store is 
> also presumably a web page or a "native" store, in either case, it should be 
> able to know the characteristics of the current device using standard 
> techniques.
> 
>>> It is unrealistic to assume that all app developers will make a responsive 
>>> design for all possible screen sizes. The tools aren't great and it costs 
>>> time and money. We added this field after we received a request from the 
>>> developer of a popular game that only worked on desktops, but not mobile 
>>> phones (due to size). They wanted to make sure users weren't able to 
>>> install them in places the app wasn't designed for and get a bad impression 
>>> of the company. I think this is really important.
>> 
>> I think that's fine, but as Scott pointed pointed out, user agents have a 
>> history of allowing users to bypass these kinds of restrictions (or users 
>> hack around them). I think this field can only really serve as a warning 
>> that the app might not work as expected.
> 
> Serving as a warning is sufficient, I agree that we will always have some % 
> of users ignore the warning and install it anyway.
> 
> -Anant
> 
> 
> 


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