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Capt'n Corrupt
2011-06-19 , 00:19
Posts: 3,524 | Thanked: 2,958 times | Joined on Oct 2007 @ Delta Quadrant
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@Kangal
I think you misunderstand the way that the Android UI works.
Android supports devices from smart-watches to TVs using a single UI stack since version 1.0. I do not believe that targeting 800x400 is productive for apps that are intended to be portable from the get-go. Targeting a chosen resolution will lead to developers targeting that resolution and apps that fail to display properly on other resolutions.
Don't believe what you've heard, developers are
lazy
.
The problems that you cited from your $150 tablet is most likely due to apps that are poorly designed and as such resize improperly. You may be interested in reading this:
http://developer.android.com/guide/p...s_support.html
The UI elements are designed precisely to deal with different screen sizes, provided that you adhere to correct design principals (eg. screen density, correct use, no absolute positioning, high resolution rasters, etc) to ensure that they resize properly on the target device.
The main benefit for understanding this is supporting hundreds of different devices without having to test each one specifically. Yes, like HTML web pages, it can be done.
With an OS like android, choosing a specific resolution as a general 'target' is not a strategy that lends it self well to such a diverse collection of devices.
As a developer (who has done UI work, and is very good at it) I wholly agree with the Android engineers choice, and think that the new fragment system and animation framework is quite a good solution for supporting many devices -- it's a wonderful piece of innovation. I just would have implemented it slightly differently to make it easier for developers to use, and made it prettier in the process.
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