[android-developers] Re: Multiple Screen Support, 1.5 and 1.6
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? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Multiple Screen Support, 1.5 and 1.6
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? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Multiple Screen Support, 1.5 and 1.6
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? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Multiple Screen Support, 1.5 and 1.6
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. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Multiple Screen Support, 1.5 and 1.6
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? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Multiple Screen Support, 1.5 and 1.6
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? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Multiple Screen Support, 1.5 and 1.6
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? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: Multiple Screen Support, 1.5 and 1.6
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. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---