[android-developers] Re: Multiple Screen Support, 1.5 and 1.6

2009-10-21 Thread Mogimo

Hi,

 - For density, you don't -need- to do anything.  You can let scaling happen
 for you.  You can think of this as writing a game for a desktop where you
 set the screen resolution to some fixed size (in that case the user's screen
 does the scaling).

I would like to use the vast area of the high density display such as
WVGA854 effectively.
So I would like to control not only drawable but also layout
(e.g.layout-nodpi/layout-hdpi).
Can I do that?

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[android-developers] Re: Multiple Screen Support, 1.5 and 1.6

2009-10-20 Thread polyclefsoftware

Thanks, Lance. That works well.

So currently if I want to handle compatibility for normal size or
larger I have to launch and test my app in the HVGA emulator skin, the
WVGA800, the WVGA854, and then launch the 1.5 emulator skin by itself,
manually install my app from the command line and test it as well.

When I first started Android development, I was a bit worried about
how things would progress as new hardware configurations came out. I
hope it doesn't get any more complicated than this. My guess is that
most indie developers just don't have the time/resources to make their
apps compatible across a wide range of hardware configurations.

I'd be curious to know how many devs on this list are tackling
multiple screen support for their apps.

On Oct 19, 5:59 pm, Lance Nanek lna...@gmail.com wrote:
 I used the adb -e install command with the signed exported APK as an
 argument to install it on an emulator that was running using a 1.5 AVD
 in my case. Maybe you can use that as a workaround for the time being.

 Eclipse filtering out the 1.5 AVDs does sound troublesome if you want
 to test against both 1.5 and 1.6 regularly, though. I hope the market
 doesn't have the same problem handling the android:minSdkVersion=3
 attribute when filtering which users get to see the update.

 On Oct 19, 5:12 pm, polyclefsoftware dja...@gmail.com wrote:



  Here's the problem I'm running into:

  I'm using a resource directory qualifier (e.g. res/drawable-hdpi/).
  Per the documentation's suggestion, I set the android:minSdkVersion to
  3 and the android:targetSdkVersion to 4. In Eclipse, if I set the
  Project Build Target to Android 1.5, I get an error regarding the new
  resource directory (invalid resource directory name) and the project
  won't compile. If I set the Project Built Target to Android 1.6, it
  builds just fine, but then I can't run the app in the 1.5 emulator.

  On Oct 19, 2:11 pm, Lance Nanek lna...@gmail.com wrote:

   Wouldn't an update written using the 1.6 SDK still be available to
   users on 1.5 as long as you set the android:minSdkVersion attribute on
   the uses-sdk element in the manifest to 3?

   I know this works fine on the emulator with a 1.5 image, at least,
   since that is one of the tests I ran after adding smallscreenlayout
   directories to one of my apps.

   On Oct 19, 11:47 am, polyclefsoftware dja...@gmail.com wrote:

So I'm trying to make sure my apps are compatible with the 1.6 SDK
emulator skins WVGA800 and WVGA854.

The Android Developers Blog post regarding this seems strange to me.
The post talks about upgrading your app using the 1.6 SDK, then says
this:

Note that not all devices will be upgraded to Android 1.6 at the same
time. There will be significant number of users still with Android 1.5
devices. To use the same apk to target Android 1.5 devices and Android
1.6 devices, build your apps using Android 1.5 SDK and test your apps
on both Android 1.5 and 1.6 system images to make sure they continue
to work well on both types of devices.

Now resource directory qualifiers (e.g. res/drawable-mdpi/ or res/
layout-large) don't work with the 1.5 SDK. So right now as a dev I
have the  choice to either:

1) Update my apps with the 1.6 SDK so that they are compatible with
the various 1.6 emulator skins and the various hardware configurations
coming out. If I do this, the updates will not be available to those
users that still have 1.5, which is a significant number of users.

2) Continue using the 1.5 SDK, without the available tools in 1.6, but
try to somehow get my app to render properly in the various 1.6
emulator skins.

Is this about right? Is anyone else dealing with this right now?
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[android-developers] Re: Multiple Screen Support, 1.5 and 1.6

2009-10-20 Thread Lance Nanek

I took a crack at writing up the issue in Eclipse here:
http://code.google.com/p/android/issues/detail?id=4303

On Oct 19, 5:12 pm, polyclefsoftware dja...@gmail.com wrote:
 Here's the problem I'm running into:

 I'm using a resource directory qualifier (e.g. res/drawable-hdpi/).
 Per the documentation's suggestion, I set the android:minSdkVersion to
 3 and the android:targetSdkVersion to 4. In Eclipse, if I set the
 Project Build Target to Android 1.5, I get an error regarding the new
 resource directory (invalid resource directory name) and the project
 won't compile. If I set the Project Built Target to Android 1.6, it
 builds just fine, but then I can't run the app in the 1.5 emulator.

 On Oct 19, 2:11 pm, Lance Nanek lna...@gmail.com wrote:

  Wouldn't an update written using the 1.6 SDK still be available to
  users on 1.5 as long as you set the android:minSdkVersion attribute on
  the uses-sdk element in the manifest to 3?

  I know this works fine on the emulator with a 1.5 image, at least,
  since that is one of the tests I ran after adding small screen layout
  directories to one of my apps.

  On Oct 19, 11:47 am, polyclefsoftware dja...@gmail.com wrote:

   So I'm trying to make sure my apps are compatible with the 1.6 SDK
   emulator skins WVGA800 and WVGA854.

   The Android Developers Blog post regarding this seems strange to me.
   The post talks about upgrading your app using the 1.6 SDK, then says
   this:

   Note that not all devices will be upgraded to Android 1.6 at the same
   time. There will be significant number of users still with Android 1.5
   devices. To use the same apk to target Android 1.5 devices and Android
   1.6 devices, build your apps using Android 1.5 SDK and test your apps
   on both Android 1.5 and 1.6 system images to make sure they continue
   to work well on both types of devices.

   Now resource directory qualifiers (e.g. res/drawable-mdpi/ or res/
   layout-large) don't work with the 1.5 SDK. So right now as a dev I
   have the  choice to either:

   1) Update my apps with the 1.6 SDK so that they are compatible with
   the various 1.6 emulator skins and the various hardware configurations
   coming out. If I do this, the updates will not be available to those
   users that still have 1.5, which is a significant number of users.

   2) Continue using the 1.5 SDK, without the available tools in 1.6, but
   try to somehow get my app to render properly in the various 1.6
   emulator skins.

   Is this about right? Is anyone else dealing with this right now?
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[android-developers] Re: Multiple Screen Support, 1.5 and 1.6

2009-10-20 Thread Dianne Hackborn
On Tue, Oct 20, 2009 at 7:25 AM, polyclefsoftware dja...@gmail.com wrote:

 When I first started Android development, I was a bit worried about
 how things would progress as new hardware configurations came out. I
 hope it doesn't get any more complicated than this. My guess is that
 most indie developers just don't have the time/resources to make their
 apps compatible across a wide range of hardware configurations.


You can decide how much time you want to spend tuning your app for various
screens.  Writing an app that supports the different screens in basics is
not much more than writing an app was before:

- For density, you don't -need- to do anything.  You can let scaling happen
for you.  You can think of this as writing a game for a desktop where you
set the screen resolution to some fixed size (in that case the user's screen
does the scaling).

- For screen sizes, it's not quite so easy, but certainly if you run in HVGA
you can just do the simple steps to design your UI to center (or whatever
appropriate) nicely on larger displays.  For smaller QVGA screens, for games
it is likely that you would need to do a specifically designed smaller
layout (for other apps this will not be needed as often), so you can decide
how much you want to do there.

-- 
Dianne Hackborn
Android framework engineer
hack...@android.com

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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[android-developers] Re: Multiple Screen Support, 1.5 and 1.6

2009-10-19 Thread Lance Nanek

Wouldn't an update written using the 1.6 SDK still be available to
users on 1.5 as long as you set the android:minSdkVersion attribute on
the uses-sdk element in the manifest to 3?

I know this works fine on the emulator with a 1.5 image, at least,
since that is one of the tests I ran after adding small screen layout
directories to one of my apps.

On Oct 19, 11:47 am, polyclefsoftware dja...@gmail.com wrote:
 So I'm trying to make sure my apps are compatible with the 1.6 SDK
 emulator skins WVGA800 and WVGA854.

 The Android Developers Blog post regarding this seems strange to me.
 The post talks about upgrading your app using the 1.6 SDK, then says
 this:

 Note that not all devices will be upgraded to Android 1.6 at the same
 time. There will be significant number of users still with Android 1.5
 devices. To use the same apk to target Android 1.5 devices and Android
 1.6 devices, build your apps using Android 1.5 SDK and test your apps
 on both Android 1.5 and 1.6 system images to make sure they continue
 to work well on both types of devices.

 Now resource directory qualifiers (e.g. res/drawable-mdpi/ or res/
 layout-large) don't work with the 1.5 SDK. So right now as a dev I
 have the  choice to either:

 1) Update my apps with the 1.6 SDK so that they are compatible with
 the various 1.6 emulator skins and the various hardware configurations
 coming out. If I do this, the updates will not be available to those
 users that still have 1.5, which is a significant number of users.

 2) Continue using the 1.5 SDK, without the available tools in 1.6, but
 try to somehow get my app to render properly in the various 1.6
 emulator skins.

 Is this about right? Is anyone else dealing with this right now?
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[android-developers] Re: Multiple Screen Support, 1.5 and 1.6

2009-10-19 Thread polyclefsoftware

Here's the problem I'm running into:

I'm using a resource directory qualifier (e.g. res/drawable-hdpi/).
Per the documentation's suggestion, I set the android:minSdkVersion to
3 and the android:targetSdkVersion to 4. In Eclipse, if I set the
Project Build Target to Android 1.5, I get an error regarding the new
resource directory (invalid resource directory name) and the project
won't compile. If I set the Project Built Target to Android 1.6, it
builds just fine, but then I can't run the app in the 1.5 emulator.


On Oct 19, 2:11 pm, Lance Nanek lna...@gmail.com wrote:
 Wouldn't an update written using the 1.6 SDK still be available to
 users on 1.5 as long as you set the android:minSdkVersion attribute on
 the uses-sdk element in the manifest to 3?

 I know this works fine on the emulator with a 1.5 image, at least,
 since that is one of the tests I ran after adding small screen layout
 directories to one of my apps.

 On Oct 19, 11:47 am, polyclefsoftware dja...@gmail.com wrote:



  So I'm trying to make sure my apps are compatible with the 1.6 SDK
  emulator skins WVGA800 and WVGA854.

  The Android Developers Blog post regarding this seems strange to me.
  The post talks about upgrading your app using the 1.6 SDK, then says
  this:

  Note that not all devices will be upgraded to Android 1.6 at the same
  time. There will be significant number of users still with Android 1.5
  devices. To use the same apk to target Android 1.5 devices and Android
  1.6 devices, build your apps using Android 1.5 SDK and test your apps
  on both Android 1.5 and 1.6 system images to make sure they continue
  to work well on both types of devices.

  Now resource directory qualifiers (e.g. res/drawable-mdpi/ or res/
  layout-large) don't work with the 1.5 SDK. So right now as a dev I
  have the  choice to either:

  1) Update my apps with the 1.6 SDK so that they are compatible with
  the various 1.6 emulator skins and the various hardware configurations
  coming out. If I do this, the updates will not be available to those
  users that still have 1.5, which is a significant number of users.

  2) Continue using the 1.5 SDK, without the available tools in 1.6, but
  try to somehow get my app to render properly in the various 1.6
  emulator skins.

  Is this about right? Is anyone else dealing with this right now?
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[android-developers] Re: Multiple Screen Support, 1.5 and 1.6

2009-10-19 Thread Lance Nanek

I used the adb -e install command with the signed exported APK as an
argument to install it on an emulator that was running using a 1.5 AVD
in my case. Maybe you can use that as a workaround for the time being.

Eclipse filtering out the 1.5 AVDs does sound troublesome if you want
to test against both 1.5 and 1.6 regularly, though. I hope the market
doesn't have the same problem handling the android:minSdkVersion=3
attribute when filtering which users get to see the update.

On Oct 19, 5:12 pm, polyclefsoftware dja...@gmail.com wrote:
 Here's the problem I'm running into:

 I'm using a resource directory qualifier (e.g. res/drawable-hdpi/).
 Per the documentation's suggestion, I set the android:minSdkVersion to
 3 and the android:targetSdkVersion to 4. In Eclipse, if I set the
 Project Build Target to Android 1.5, I get an error regarding the new
 resource directory (invalid resource directory name) and the project
 won't compile. If I set the Project Built Target to Android 1.6, it
 builds just fine, but then I can't run the app in the 1.5 emulator.

 On Oct 19, 2:11 pm, Lance Nanek lna...@gmail.com wrote:

  Wouldn't an update written using the 1.6 SDK still be available to
  users on 1.5 as long as you set the android:minSdkVersion attribute on
  the uses-sdk element in the manifest to 3?

  I know this works fine on the emulator with a 1.5 image, at least,
  since that is one of the tests I ran after adding small screen layout
  directories to one of my apps.

  On Oct 19, 11:47 am, polyclefsoftware dja...@gmail.com wrote:

   So I'm trying to make sure my apps are compatible with the 1.6 SDK
   emulator skins WVGA800 and WVGA854.

   The Android Developers Blog post regarding this seems strange to me.
   The post talks about upgrading your app using the 1.6 SDK, then says
   this:

   Note that not all devices will be upgraded to Android 1.6 at the same
   time. There will be significant number of users still with Android 1.5
   devices. To use the same apk to target Android 1.5 devices and Android
   1.6 devices, build your apps using Android 1.5 SDK and test your apps
   on both Android 1.5 and 1.6 system images to make sure they continue
   to work well on both types of devices.

   Now resource directory qualifiers (e.g. res/drawable-mdpi/ or res/
   layout-large) don't work with the 1.5 SDK. So right now as a dev I
   have the  choice to either:

   1) Update my apps with the 1.6 SDK so that they are compatible with
   the various 1.6 emulator skins and the various hardware configurations
   coming out. If I do this, the updates will not be available to those
   users that still have 1.5, which is a significant number of users.

   2) Continue using the 1.5 SDK, without the available tools in 1.6, but
   try to somehow get my app to render properly in the various 1.6
   emulator skins.

   Is this about right? Is anyone else dealing with this right now?
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[android-developers] Re: Multiple Screen Support, 1.5 and 1.6

2009-10-19 Thread Dianne Hackborn
What you are doing is switching between the different platform versions as a
target.  If you want to build with 1.6 features but still target 1.5, then
build against 1.6 and set minSdkVersion to 3 (and of course make sure you
actually run on 1.5).

On Mon, Oct 19, 2009 at 2:12 PM, polyclefsoftware dja...@gmail.com wrote:


 Here's the problem I'm running into:

 I'm using a resource directory qualifier (e.g. res/drawable-hdpi/).
 Per the documentation's suggestion, I set the android:minSdkVersion to
 3 and the android:targetSdkVersion to 4. In Eclipse, if I set the
 Project Build Target to Android 1.5, I get an error regarding the new
 resource directory (invalid resource directory name) and the project
 won't compile. If I set the Project Built Target to Android 1.6, it
 builds just fine, but then I can't run the app in the 1.5 emulator.


 On Oct 19, 2:11 pm, Lance Nanek lna...@gmail.com wrote:
  Wouldn't an update written using the 1.6 SDK still be available to
  users on 1.5 as long as you set the android:minSdkVersion attribute on
  the uses-sdk element in the manifest to 3?
 
  I know this works fine on the emulator with a 1.5 image, at least,
  since that is one of the tests I ran after adding small screen layout
  directories to one of my apps.
 
  On Oct 19, 11:47 am, polyclefsoftware dja...@gmail.com wrote:
 
 
 
   So I'm trying to make sure my apps are compatible with the 1.6 SDK
   emulator skins WVGA800 and WVGA854.
 
   The Android Developers Blog post regarding this seems strange to me.
   The post talks about upgrading your app using the 1.6 SDK, then says
   this:
 
   Note that not all devices will be upgraded to Android 1.6 at the same
   time. There will be significant number of users still with Android 1.5
   devices. To use the same apk to target Android 1.5 devices and Android
   1.6 devices, build your apps using Android 1.5 SDK and test your apps
   on both Android 1.5 and 1.6 system images to make sure they continue
   to work well on both types of devices.
 
   Now resource directory qualifiers (e.g. res/drawable-mdpi/ or res/
   layout-large) don't work with the 1.5 SDK. So right now as a dev I
   have the  choice to either:
 
   1) Update my apps with the 1.6 SDK so that they are compatible with
   the various 1.6 emulator skins and the various hardware configurations
   coming out. If I do this, the updates will not be available to those
   users that still have 1.5, which is a significant number of users.
 
   2) Continue using the 1.5 SDK, without the available tools in 1.6, but
   try to somehow get my app to render properly in the various 1.6
   emulator skins.
 
   Is this about right? Is anyone else dealing with this right now?
 



-- 
Dianne Hackborn
Android framework engineer
hack...@android.com

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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