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Dianne Hackborn  
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 More options Sep 8 2009, 5:08 pm
From: Dianne Hackborn <hack...@android.com>
Date: Tue, 8 Sep 2009 14:08:01 -0700
Local: Tues, Sep 8 2009 5:08 pm
Subject: Re: [android-developers] Re: Android WVGA support

On Tue, Sep 8, 2009 at 1:21 PM, Al Sutton <a...@funkyandroid.com> wrote:
> Just to be clear; are you saying that the device won't show in market
> because it's a standard DPI and low resolution screen, or are you
> saying they'll be blocked just because apps don't explicityly say they
> support QVGA?

They won't show because QVGA is a smaller physical screen size than
applications are currently targeted for (given a portrait screen of the same
width as HVGA, a QVGA screen has less vertical space).  If an application is
designed to use all of the space on an HVGA screen, there is little that can
be done to display it on QVGA except doing a vertical pan and scan, or
scaling it down even more so it is letterboxed on the sides.  Yuck.

> From the docs in the open repo SDK I would have expected apps to be
> available and scaled down using the 0.75 factor.

Density is a separate aspect of the screen, and easily adjusted for by the
platform.  It doesn't cause any filtering on the market.

The upcoming blog post and documentation will cover this...  I don't really
want to spend too much time on it here, reproducing the various tables and
such showing how this all works.

--
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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gasolin  
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 More options Sep 9 2009, 2:26 am
From: gasolin <gaso...@gmail.com>
Date: Tue, 8 Sep 2009 23:26:09 -0700 (PDT)
Local: Wed, Sep 9 2009 2:26 am
Subject: Re: Android WVGA support
Hello,

I was thinking there are plenty of hardware constrains in upcoming
android devices,
not only the screen resolution. There will be some devices without
compass, wifi, g-sensor... ,etc.

It will be nice that developer could pre-claimed the app requirement
and user could be notified before they install the app and feel bad
while the app hang (mostly without notice).

Donut's  'supports-screens' tag could be easily extend to this
suggested architecture if google guys think its helpful.
http://code.google.com/p/android/issues/detail?id=3693

Please 'Star' this issue in the above link if you think it's good for
android ecosystem.

regards
--
gasolin


 
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Dianne Hackborn  
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 More options Sep 9 2009, 2:35 am
From: Dianne Hackborn <hack...@android.com>
Date: Tue, 8 Sep 2009 23:35:55 -0700
Local: Wed, Sep 9 2009 2:35 am
Subject: Re: [android-developers] Re: Android WVGA support

Supporting a wider variety of hardware has been an ongoing processes, and
was already started with 1.5 with the introduction of soft keyboards and
corresponding mechanisms for applications to declare they require hard
keyboards etc.  This will continue after Donut as well.

We are not going to drop a hardware requirement without having a mechanism
for applications to specify that they need the hardware and a strategy for
grand-fathering existing applications into the filtering.

--
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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Al Sutton  
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 More options Sep 9 2009, 5:12 am
From: Al Sutton <a...@funkyandroid.com>
Date: Wed, 9 Sep 2009 02:12:48 -0700 (PDT)
Local: Wed, Sep 9 2009 5:12 am
Subject: Re: Android WVGA support
Dianne,

In the blog post can you cover how to produce one app which will run
on cupcake and donut and support multiple resolutions.

As I understand things at the moment developers will need at least two
versions of the same app listed in Market to cover both bases; One
with minSDK="4" and the supports-screens manifest tag and a separate
one for cupcake devices because cupcake won't run apps with minSDK >
3. If there is also a lite & paid for version you're then into 4 app
listings for the same app (lite, paid-for, multi-resolution lite,
multi-resolution paid-for), which seems like its' going to be a it of
a pain.

Thanks,

Al.

On Sep 9, 7:35 am, Dianne Hackborn <hack...@android.com> wrote:


 
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Dianne Hackborn  
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 More options Sep 9 2009, 12:37 pm
From: Dianne Hackborn <hack...@android.com>
Date: Wed, 9 Sep 2009 09:37:48 -0700
Local: Wed, Sep 9 2009 12:37 pm
Subject: Re: [android-developers] Re: Android WVGA support

You'd do <supports-sdk android:minSdkVersion="3"
android:targetSdkVersion="4" /> and then configure the rest of the manifest
as desired.

--
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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Al Sutton  
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 More options Sep 9 2009, 1:29 pm
From: Al Sutton <a...@funkyandroid.com>
Date: Wed, 9 Sep 2009 10:29:38 -0700 (PDT)
Local: Wed, Sep 9 2009 1:29 pm
Subject: Re: Android WVGA support
Thanks.

Al.

On Sep 9, 5:37 pm, Dianne Hackborn <hack...@android.com> wrote:


 
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Ed Burnette  
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 More options Sep 9 2009, 9:59 pm
From: Ed Burnette <ed.burne...@gmail.com>
Date: Wed, 9 Sep 2009 18:59:44 -0700 (PDT)
Local: Wed, Sep 9 2009 9:59 pm
Subject: Re: Android WVGA support
Did you mean <uses-sdk>?

On Sep 9, 12:37 pm, Dianne Hackborn <hack...@android.com> wrote:


 
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Dianne Hackborn  
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 More options Sep 9 2009, 11:35 pm
From: Dianne Hackborn <hack...@android.com>
Date: Wed, 9 Sep 2009 20:35:37 -0700
Local: Wed, Sep 9 2009 11:35 pm
Subject: Re: [android-developers] Re: Android WVGA support

Sorry, yes.

--
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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ellipsoidmobile@googlemai l.com  
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 More options Sep 15 2009, 6:10 am
From: "ellipsoidmob...@googlemail.com" <ellipsoidmob...@googlemail.com>
Date: Tue, 15 Sep 2009 03:10:45 -0700 (PDT)
Local: Tues, Sep 15 2009 6:10 am
Subject: Re: Android WVGA support
Sorry if I'm jumping the gun & this will be covered by the blog post -
but the thing I'm not getting is how we'll support new (i.e. SDK 1.6)
devices and old (1.5 or earlier) devices at the same time on the
market.

If I just rebuild and publish my app with the 1.6SDK to provide proper
support for different screen sizes, then anyone who hasn't upgraded to
Donut won't be able to see my app. Does this mean that we'll all end
up leaving 1.5SDK versions of our apps available on the market, and
then publishing donut/eclair versions with slightly different names?


 
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Mark Murphy  
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 More options Sep 15 2009, 6:18 am
From: Mark Murphy <mmur...@commonsware.com>
Date: Tue, 15 Sep 2009 06:18:56 -0400
Local: Tues, Sep 15 2009 6:18 am
Subject: Re: [android-developers] Re: Android WVGA support

ellipsoidmob...@googlemail.com wrote:
> Sorry if I'm jumping the gun & this will be covered by the blog post -
> but the thing I'm not getting is how we'll support new (i.e. SDK 1.6)
> devices and old (1.5 or earlier) devices at the same time on the
> market.

Use resource sets, and ship one version of your app that supports
multiple screen sizes from a single APK.

My interpretation is that the manifest elements that Al Sutton and Ms.
Hackborn were describing are used as market and installer filters -- the
app will not be installed if you do not meet the manifest criteria. You
might use this, for example, as a stopgap to prevent people from trying
to use your app on QVGA or WVGA screens before you have had a chance to
add support for them.

So, if you want one app to handle more than one screen size, write your
app to handle more than one screen size, and leave those manifest
elements out of it.

Again, this is an educated guess, based upon what we had been told for
the last ~15 months on this issue, and it could be they have a whole
'nuther system in mind now.

--
Mark Murphy (a Commons Guy)
http://commonsware.com | http://twitter.com/commonsguy

_Android Programming Tutorials_ Version 1.0 Available!


 
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ellipsoidmobile@googlemai l.com  
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 More options Sep 15 2009, 10:42 am
From: "ellipsoidmob...@googlemail.com" <ellipsoidmob...@googlemail.com>
Date: Tue, 15 Sep 2009 07:42:21 -0700 (PDT)
Local: Tues, Sep 15 2009 10:42 am
Subject: Re: Android WVGA support

> Use resource sets, and ship one version of your app that supports
> multiple screen sizes from a single APK.

> <snip>
> So, if you want one app to handle more than one screen size, write your
> app to handle more than one screen size, and leave those manifest
> elements out of it.

Right - so if for my existing market apps I'm happy to stick with the
1.5SDK (which I am) and if I can code/design the apps to cope with the
different screens (which I can), then I can stick with 1.5 and ignore
the new manifest elements?

I was concerned that if I do this the framework on (e.g.) a WVGA
device will know that my app is 'old', and will therefore start
automatically scaling up my assets. Or, that for QVGA devices the
market might decide that my 1.5SDK app can't possibly support the
screen and it won't even be offered for download.


 
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Mark Murphy  
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 More options Sep 15 2009, 11:17 am
From: "Mark Murphy" <mmur...@commonsware.com>
Date: Tue, 15 Sep 2009 11:17:18 -0400 (EDT)
Local: Tues, Sep 15 2009 11:17 am
Subject: Re: [android-developers] Re: Android WVGA support

> Right - so if for my existing market apps I'm happy to stick with the
> 1.5SDK (which I am) and if I can code/design the apps to cope with the
> different screens (which I can), then I can stick with 1.5 and ignore
> the new manifest elements?

That I am not sure about, see below.

> I was concerned that if I do this the framework on (e.g.) a WVGA
> device will know that my app is 'old', and will therefore start
> automatically scaling up my assets. Or, that for QVGA devices the
> market might decide that my 1.5SDK app can't possibly support the
> screen and it won't even be offered for download.

I misunderstood your original question. I thought you were wondering how
to support multiple screen sizes without having multiple APKs on the
market. You should be able to support as many screen sizes as you want
with a single APK, via resource sets. This *may* need to be supplemented
with new 1.6-specific manifest entries -- that part is unclear to me at
this time.

If you have an existing application, 1.5r3, with no layouts specifically
for WVGA/QVGA, WVGA and QVGA devices may make autonomous decisions of how
to interpret the layout rules you have provided (which presumably were
written for HVGA). Up until recently, I'd've said that it would just try
to use the assets as-is and interpret the layout rules as written. So,
WVGA might work just fine "out of the box" if you used RelativeLayout and
such (versus, say, AbsoluteLayout), but QVGA might look awful because your
assets were too big.

Some of the recent comments on this thread suggest that the core Android
team has added more sophisticated smarts than that, perhaps to try to
allow more applications to run acceptably without modification, and
perhaps also to deal with screen density and such. The details of how all
that works has not been discussed much beyond this thread, and presumably
is the meat of Ms. Hackborn's upcoming blog post.

Like you, I'm awaiting more details.

--
Mark Murphy (a Commons Guy)
http://commonsware.com
Android App Developer Books: http://commonsware.com/books.html


 
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Dianne Hackborn  
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 More options Sep 15 2009, 1:05 pm
From: Dianne Hackborn <hack...@android.com>
Date: Tue, 15 Sep 2009 10:05:02 -0700
Local: Tues, Sep 15 2009 1:05 pm
Subject: Re: [android-developers] Re: Android WVGA support

For the most part, well written 1.5 apps will just work fine on Donut on a
non-HVGA screen with compatibility mode turned off.  So all you need to do
is say that you have been tested against Donut and know you work there with
its compatibility features turned off by specifying
android:targetSdkVersion="4".  (So this means your minSdkVersion is 3, 1.5,
and your target is 4, Donut.  You can't be installed on anything before 1.5,
you are tuned to work well on Donut, and anything after Donut will use what
every new compatibility options on your app that they introduce.)
As far as scaling bitmaps, this is really orthogonal.  Compatibility mode is
focused on putting your layout in a traditional HVGA size.  Images will only
be scaled if you don't have versions of the appropriate density.  So if you
just put images in drawable-240dpi and drawable-120dpi then the system will
use the images you have designed for high and low density screens instead of
scaling.  Again, regardless of whether compatibility mode is in play or not.
 (Fwiw, when we finished things in Donut we decided to call these
drawable-hdpi and drawable-ldpi, but pre-donut you need to use the old
names, and Donut will be compatible with this.)

The perhaps more tricky thing is if you want to use new Donut features, even
new attributes like android:supportsSmallScreens to say whether you will run
on a small screen device.  At this point you will need to turn things
around: build against the Donut SDK, be careful about what new features you
use, and test against 1.5.  You can freely use new XML attributes and
features without breaking compatibility with 1.5.  You'll still set
minSdkVersion and targetSdkVersion the same, since you are again tuned for
Donut and compatible with 1.5.

On Tue, Sep 15, 2009 at 8:17 AM, Mark Murphy <mmur...@commonsware.com>wrote:

--
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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Artem  
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 More options Oct 21 2009, 7:09 pm
From: Artem <p.ar...@gmail.com>
Date: Wed, 21 Oct 2009 16:09:16 -0700 (PDT)
Local: Wed, Oct 21 2009 7:09 pm
Subject: Re: Android WVGA support

On Sep 15, 1:05 pm, Dianne Hackborn <hack...@android.com> wrote:

> For the most part, well written 1.5 apps will just work fine on Donut on a
> non-HVGA screen with compatibility mode turned off.  So all you need to do
> is say that you have been tested against Donut and know you work there with
> its compatibility features turned off by specifying
> android:targetSdkVersion="4".  (So this means your minSdkVersion is 3, 1.5,
> and your target is 4, Donut.  You can't be installed on anything before 1.5,
> you are tuned to work well on Donut, and anything after Donut will use what
> every new compatibility options on your app that they introduce.)
> As far as scaling bitmaps, this is really orthogonal.  Compatibility mode is
> focused on putting your layout in a traditional HVGA size.  Images will only
> be scaled if you don't have versions of the appropriate density.  So if you
> just put images in drawable-240dpi and drawable-120dpi then the system will
> use the images you have designed for high and low density screens instead of
> scaling.  Again, regardless of whether compatibility mode is in play or not.

Dianne, thanks for the answer.

Somehow, we are trying this and it does not seem to be working.
Namely, it seems
Donut *does not* pick up new resolution images in compatibility mode.

We have a test program with a drawable and drawable-hdpi in the res
folder, and
test.jpg in both of them. In the manifest, minSdkVersion=3 and
targetSdkVersion=3,
and we simply reference the drawable in the layout XML.

Any ideas? We are working hard to meet the WVGA-device deadline
(Monday), and we would really like to
still take advantage of the compatibility mode, so any advice would be
really appreciated.


 
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Artem  
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 More options Oct 21 2009, 7:18 pm
From: Artem <p.ar...@gmail.com>
Date: Wed, 21 Oct 2009 16:18:48 -0700 (PDT)
Local: Wed, Oct 21 2009 7:18 pm
Subject: Re: Android WVGA support
We got it!

You need to put this in the manifest:
<supports-screens android:anyDensity="true" />

Artem

On Oct 21, 7:09 pm, Artem <p.ar...@gmail.com> wrote:


 
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Artem  
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 More options Oct 21 2009, 7:21 pm
From: Artem <p.ar...@gmail.com>
Date: Wed, 21 Oct 2009 16:21:50 -0700 (PDT)
Local: Wed, Oct 21 2009 7:21 pm
Subject: Re: Android WVGA support
Nope, victory declared too early -- supports-screens actually puts it
out of compatibility mode, which defeats the purpose. :(

Artem

On Oct 21, 7:18 pm, Artem <p.ar...@gmail.com> wrote:


 
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Nikolay Ananiev  
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 More options Oct 22 2009, 1:38 am
From: Nikolay Ananiev <devuni...@gmail.com>
Date: Thu, 22 Oct 2009 08:38:27 +0300
Local: Thurs, Oct 22 2009 1:38 am
Subject: Re: [android-developers] Re: Android WVGA support

This is how I made my app resolution-independent and with Android 1.5 legacy
support:

1. Changed the project settings in Eclipse to use Android SDK 1.6 (right
click on the project -> Settings -> Android)
2. In AndroidManifest.xml added this:
     <uses-sdk android:minSdkVersion="3" android:targetSdkVersion="4" />
3. Leaved all the standard images for the 320x480 resolution in the
res/drawable folder
4. Put all images for the high-resolution devices (800x480) in the
res/drawable-hdpi-v4 folder
5. Put all images for the low-resolution devices (240x320) in the
res/drawable-ldpi-v4 folder
6. Make sure you are not using Android 1.6 APIs in your code (This is very
important to check manually, because Eclipse will not warn you)
7. Compile

Why did I put my high-dpi images in the drawable-hdpi-v4 folder and not in
drawable-hdpi? Because the Android 1.5 OS can't handle the -hdpi and tries
to use these images instead of the ones in the res/drawable folder. The -v4
flag is only meaningful for Android 1.6 and works perfect.

The only problem with this setup is with the ARCHOS 5 Tablet - it's the only
Android 1.5 device that has a resolution different than 320x480 and it won't
be able to load the images in the drawable-hdpi-v4 folder. So, if you want
to support it you'll have to create a custom APK for it.


 
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Dianne Hackborn  
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 More options Oct 22 2009, 2:15 pm
From: Dianne Hackborn <hack...@android.com>
Date: Thu, 22 Oct 2009 11:15:28 -0700
Local: Thurs, Oct 22 2009 2:15 pm
Subject: Re: [android-developers] Re: Android WVGA support

On Wed, Oct 21, 2009 at 10:38 PM, Nikolay Ananiev <devuni...@gmail.com>wrote:

> The only problem with this setup is with the ARCHOS 5 Tablet - it's the
> only Android 1.5 device that has a resolution different than 320x480 and it
> won't be able to load the images in the drawable-hdpi-v4 folder. So, if you
> want to support it you'll have to create a custom APK for it.

Is it a high density device?  I thought its screen was larger so it would
actually count as medium density.  Anyway, as you say they did their own
customization for their screen support, so are not following the standard
platform, so won't be compatible.  I would assume that Market won't be on it
until this is resolved.

--
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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Dianne Hackborn  
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 More options Oct 22 2009, 2:21 pm
From: Dianne Hackborn <hack...@android.com>
Date: Thu, 22 Oct 2009 11:21:06 -0700
Local: Thurs, Oct 22 2009 2:21 pm
Subject: Re: [android-developers] Re: Android WVGA support

On Wed, Oct 21, 2009 at 4:09 PM, Artem <p.ar...@gmail.com> wrote:
> Somehow, we are trying this and it does not seem to be working.
> Namely, it seems
> Donut *does not* pick up new resolution images in compatibility mode.

I am pretty positive it does.  Proof: when you run any existing application
on a high density display, you will get the nice high density graphics for
any buttons or other stock widgets.  This is because the framework is
picking the correct density graphics for the screen.

Note, however, that this can only happen if you are loading the image as a
Drawable from Resources, since there is special magic in BitmapDrawable and
NinePatchDrawable to load the bitmap based on the true screen report to the
app metrics that match the compatibility scaling it is.  Also, if you draw
anything into an off-screen bitmap, then you will force everything in to the
compatibility scaling and lose any high-density graphics.

As a general rule, the compatibility modes are only there for existing
applications that were written before knowing about multiple screens.  The
first thing you should do is turn them off.  I don't really understand why
you are trying to keep your app running in compatibility mode on 1.6; that
is by and large really what you -don't- want.

--
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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Jeff  
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 More options Oct 28 2009, 7:49 pm
From: Jeff <codesec...@gmail.com>
Date: Wed, 28 Oct 2009 16:49:24 -0700 (PDT)
Local: Wed, Oct 28 2009 7:49 pm
Subject: Re: Android WVGA support
Looks like -v4 flag doesn't work in Android 2.0. On emulator with WVGA
screen my app loads "drawable-hdpi", but ignores "drawable-hdpi-v4".
Ideas anyone?

On Oct 22, 8:38 am, Nikolay Ananiev <devuni...@gmail.com> wrote:


 
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Jeff  
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 More options Oct 28 2009, 8:28 pm
From: Jeff <codesec...@gmail.com>
Date: Wed, 28 Oct 2009 17:28:05 -0700 (PDT)
Local: Wed, Oct 28 2009 8:28 pm
Subject: Re: Android WVGA support
Looks like -v4 flag doesn't work in Android 2.0. Any ideas?

On Oct 22, 8:38 am, Nikolay Ananiev <devuni...@gmail.com> wrote:


 
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Dianne Hackborn  
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 More options Oct 29 2009, 10:45 am
From: Dianne Hackborn <hack...@android.com>
Date: Thu, 29 Oct 2009 07:45:28 -0700
Local: Thurs, Oct 29 2009 10:45 am
Subject: Re: [android-developers] Re: Android WVGA support

I am pretty positive it works.  Nothing changed in 2.0 -- this has been the
same since 1.0, if the platform's SDK version is < the resource version,
then the resource is ignored.

--
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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webmonkey  
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 More options Oct 29 2009, 11:00 am
From: webmonkey <webmonke...@gmail.com>
Date: Thu, 29 Oct 2009 08:00:40 -0700 (PDT)
Local: Thurs, Oct 29 2009 11:00 am
Subject: Re: Android WVGA support
Hi Dianne,

The v flag does indeed not work, I am using the Android 2.0 SDK with
the following AndroidManifest settings:

<uses-sdk
    android:minSdkVersion="3"
    android:targetSdkVersion="5"
/>

Running on a WVGA854 emulator with density 240 and API 5, I get the
following results:

drawable-hdpi-v4

is ignored

drawable-hdpi-v5

is ignored, very strange

drawable-hdpi

works, but we can't use that

On Oct 29, 3:45 pm, Dianne Hackborn <hack...@android.com> wrote:


 
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Artem Petakov  
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 More options Oct 29 2009, 9:12 pm
From: Artem Petakov <p.ar...@gmail.com>
Date: Thu, 29 Oct 2009 21:12:41 -0400
Local: Thurs, Oct 29 2009 9:12 pm
Subject: Re: [android-developers] Re: Android WVGA support

Dianne, I am sorry to say it also does not work for me. Actually, we had
made a mistake and originally forgot the v4, which screwed up Cupcake, but
now we added the v4 (and make no other changes), and it stopped working.

Am I missing something? Or is there perhaps a serious problem? Please reply
back so we can take action -- we need to publish a new APK for the Cupcake
users, but we can't figure out how to do that without breaking Eclair.

Artem


 
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Artem  
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 More options Oct 29 2009, 10:25 pm
From: Artem <p.ar...@gmail.com>
Date: Thu, 29 Oct 2009 19:25:14 -0700 (PDT)
Local: Thurs, Oct 29 2009 10:25 pm
Subject: Re: Android WVGA support
Trying to help by digging up the code.

I found this:
http://www.google.com/codesearch/p?hl=en&sa=N&cd=1&ct=rc#uX1GffpyOZk/...

    // Return true if 'this' can be considered a match for the
parameters in
    // 'settings'.
    // Note this is asymetric.  A default piece of data will match
every request
    // but a request for the default should not match odd specifics
    // (ie, request with no mcc should not match a particular mcc's
data)
    // settings is the requested settings
    inline bool match(const ResTable_config& settings) const {
...

        if (version != 0) {
            if (settings.sdkVersion != 0 && sdkVersion != 0
                && sdkVersion != settings.sdkVersion) {
                return false;
            }
            if (settings.minorVersion != 0 && minorVersion != 0
                && minorVersion != settings.minorVersion) {
                return false;
            }
        }
        return true;
   }

Of course I am not sure where this is used, but I only see an != here.
Hopefully, this is not the right code. Or perhaps there is new code in
Eclair that is not available yet, that makes this better.

Thanks for the help.

Artem

On Oct 29, 9:12 pm, Artem Petakov <p.ar...@gmail.com> wrote:


 
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