Interesting. Thanks for sharing the link..
On 6/8/09, mathiastck wrote:
>
> They put up video and slides from the google IO session on this topic:
>
> http://code.google.com/events/io/sessions/SupportingMultipleDevicesBinary.html
>
> On Jun 6, 7:55 am, aayush wrote:
>> Hello.
>>
>> I had a ques
They put up video and slides from the google IO session on this topic:
http://code.google.com/events/io/sessions/SupportingMultipleDevicesBinary.html
On Jun 6, 7:55 am, aayush wrote:
> Hello.
>
> I had a question.
>
> As the android OS will be available on a variety of devices with
> different
You can try to use the different emulator skins shipped with the SDK
to test different resolutions. Take good care when designing your user
interface to utilize the automatic scaling instead of hardcoding width
and height values. LinearLayout, RelativeLayout, etc. are your
friends.
My own game Pu
aayush wrote:
> Hello.
>
> I had a question.
>
> As the android OS will be available on a variety of devices with
> different screen resolutions, widths and properties, will there be any
> porting issues/ specific points that will need to be taken care of by
> the application developer to ensure
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