Halloween Costume ideas 2015

Digital archives contain as usually understood by professional archivists and historians.

Latest Post
2009 accessibility Aconcagua Administration Adventure Racing Adventure Travel Adventurists Advice Afghanistan Africa Alaska Alberto Contador Aleutian Islands Alex Honnold Alps Amazon Amherst Amherst Destinations Amherst Hikes Andes Android 1.5 Android 1.6 Android 2.0 Android 2.1 Android 2.2 Android 2.3 Android 2.3.3 Android 3.0 Android 3.2 Android 4.0 Android Design Android Developer Challenge Android Developer Phone Android Market Animals Animation and Graphics Annapurna Announcements Antarctic App Components App Resources Apps Archeology Arctic Arctic Ocean Argentina Art Asia Atacama Desert Atlantic Ocean August Australia Authentication Autumn Aviation Backpacking Backyard Nature Badwater Ultra Baffin Island Baltic Sea BASE Jumping Beach Belchertown Belchertown Destinations Belchertown Hikes Berkshires Best Practices Bhutan Blogging Tips Blogs Book Review Boots Boston Botswana Brazil Broad Peak California Camping Canada Canyoneering Carstensz Pyramid Catatan Puspitasari Central America Central Massachusetts Checkpoint Tracker Children Chile China Cho Oyu Cinta Wanita Circumnavigation Clay Climate Change Climbing Clothing Code Day Colorado Colrain Congo River Connecticut Connectivity Conservation Area Contests Cool Stuff Craft Cycling Dashboard Dave Cornthwaite Death Valley Debugging Denali Developer Console Developer Days Developer Labs Developer profiles Dhaulagiri Dinosaurs Discovery Channel Dolomites Earth Day Easter Island Easthampton Ed Viesturs Educational Eiger El Capitan Endurance Sports Environmental Erving Europe Events Everest Expedition Exploration Explorers Club Fair Fairy House Farm Film Festival Finland Fireworks Fish Hatchery Fitz Roy Food Fourth of July France Free Games Gasherbrum Gaya Hidup Wanita Gear General Adventure Gestures Giro d'Italia Gobi Desert Google I/O Google Play Google Play services Goshen GPS Granby Grand Canyon Greater Boston Greenland Grossology Exhibit Guidelines Hadley Hadley 350th Half Dome Hang Gliding Hawaii Health Hikes Under One Mile Hiking Himalaya History Holyoke Honduras Horse How-to Hubungan Hunting Ice Cream IME impossible2Possible Independence Day India Indoor info Info Seminar Input methods Intents Internet Interview io2010 Italy Japan JNI John Muir Trail Jordan July June Jungfrau K2 K7 Kalahari Kangchenjunga Karakoram Kayaking Kilimanjaro Lake Michigan Lance Armstrong Layout Leadville 100 Leverett Lhotse Libraries Lintas Peristiwa Location Location and Sensors London Long Riders Ludlow Maine Makalu Manaslu Maple Massachusetts Matterhorn Media and Camera Mendon Meru Peak Mexico Mini Golf Mississippi River Missouri River Mongolia Monson Mont Blanc Motivasi Mount Elbrus Mount Everest Mount Rainier Mountain Biking Mountain View Mountaineering Movies Mt. Shasta Munich Museums Music Nameless Tower Namibia Nanga Parbat NASA National Geographic Nature Navigation NDK Nepal New Hampshire New Zealand Newburyport North America North Pole Northampton Northfield Norway Novelet Nuptse Nusantara Nutrition Ocean Okavango Delta Olympics Open source OpenGL ES Optimization Oregon Orizaba Outdoor Outdoor Retailer Outside Magazine Pacific Ocean Packs Paddling Pakistan Palmer Panduan SEO Parade Paragliding Patagonia Pelham Peru Petting Zoo Photography Playground Plum Island Poland Pool Pottery Pumpkins Quabbin Reservoir Quality Quick Search Box Rafting Rahasia Wanita Ray Zahab Reggio Emilia Research Resources Review Road Rally Rowing Roz Savage Running Sailing Sample code Sandbox School Science Scuba Diving SDK updates Sensors September Seven Summits Shelburne Falls Shisha Pangma Shutesbury Silk Road Site News Skateboarding skiing Skydiving Slacklining Sleeping Bags Snowboarding Solstice South Africa South America South Deerfield South Georgia South Hadley South Natick South Pacific South Pole Southern Ocean Space Speech Input Springfield Stand Up Paddling Storytime Strawberries Sturbridge Summer Summer Camp Summit Sunderland Survival Sutton Swimming Switzerland Tanzania Technology Tel Aviv Tents Testing Teva Mountain Games Text and Input Text-to-Speech Thrifty Tibet Torres Del Paine Touch Tour d'Afrique Tour de France Tour Divide Tower Trail Running Train Trango Towers TransRockies Travel Trekking Triathlon Turkey Turner's Falls Tutorial Ueli Steck Ultra Running Ultramarathon UMass United States USA Pro Cycling Challenge User Interface Utah Vancouver Vermont Video Wadi Rum Wakhan Wanita dan Bisnis Water Websites Western Massachusetts Westhampton Widgets Wildlife Williamstown Wingsuits Winter Wisconsin Worcester World Championship Wyoming Yemen Yosemite Zoo



Writing user interface layouts for Android applications is easy, but it can sometimes be difficult to optimize them. Most often, heavy modifications made to existing XML layouts, like shuffling views around or changing the type of a container, lead to inefficiencies that go unnoticed.

Starting with the SDK Tools Revision 3 you can use a tool called layoutopt to automatically detect common problems. This tool is currently only available from the command line and its use is very simple - just open a terminal and launch the layoutopt command with a list of directories or XML files to analyze:


$ layoutopt samples/
samples/compound.xml
7:23 The root-level <FrameLayout/> can be replaced with <merge/>
11:21 This LinearLayout layout or its FrameLayout parent is useless samples/simple.xml
7:7 The root-level <FrameLayout/> can be replaced with <merge/>
samples/too_deep.xml
-1:-1 This layout has too many nested layouts: 13 levels, it should have <= 10!
20:81 This LinearLayout layout or its LinearLayout parent is useless
24:79 This LinearLayout layout or its LinearLayout parent is useless
28:77 This LinearLayout layout or its LinearLayout parent is useless
32:75 This LinearLayout layout or its LinearLayout parent is useless
36:73 This LinearLayout layout or its LinearLayout parent is useless
40:71 This LinearLayout layout or its LinearLayout parent is useless
44:69 This LinearLayout layout or its LinearLayout parent is useless
48:67 This LinearLayout layout or its LinearLayout parent is useless
52:65 This LinearLayout layout or its LinearLayout parent is useless
56:63 This LinearLayout layout or its LinearLayout parent is useless
samples/too_many.xml
7:413 The root-level <FrameLayout/> can be replaced with <merge/>
-1:-1 This layout has too many views: 81 views, it should have <= 80! samples/useless.xml
7:19 The root-level <FrameLayout/> can be replaced with <merge/>
11:17 This LinearLayout layout or its FrameLayout parent is useless
For each analyzed file, the tool will indicate the line numbers of each tag that could potentially be optimized. In some cases, layoutopt will also offer a possible solution.

The current version of layoutopt contains a dozen rules used to analyze your layout files and future versions will contain more. Future plans for this tool also include the ability to create and use your own analysis rules, to automatically modify the layouts with optimized XML, and to use it from within Eclipse and/or a standalone user interface.


Windows users: to start layoutopt, open the file called layoutopt.bat in the tools directory of the SDK and on the last line, replace %jarpath% with -jar %jarpath%.

Today we are releasing updates to multiple components of the Android SDK:

  • Android 2.0.1, revision 1
  • Android 1.6, revision 2
  • SDK Tools, revision 4

Android 2.0.1 is a minor update to Android 2.0. This update includes several bug fixes and behavior changes, such as application resource selection based on API level and changes to the value of some Bluetooth-related constants. For more detailed information, please see the Android 2.0.1 release notes.

To differentiate its behavior from Android 2.0, the API level of Android 2.0.1 is 6. All Android 2.0 devices will be updated to 2.0.1 before the end of the year, so developers will no longer need to support Android 2.0 at that time. Of course, developers of applications affected by the behavior changes should start compiling and testing their apps immediately.

We are also providing an update to the Android 1.6 SDK component. Revision 2 includes fixes to the compatibility mode for applications that don't support multiple screen sizes, as well as SDK fixes. Please see the Android 1.6, revision 2 release notes for the full list of changes.

Finally, we are also releasing an update to the SDK Tools, now in revision 4. This is a minor update with mostly bug fixes in the SDK Manager. A new version of the Eclipse plug-in that embeds those fixes is also available. For complete details, please see the SDK Tools, revision 4 and ADT 0.9.5 release notes.

One more thing: you can now follow us on twitter @AndroidDev.

Back in May at Google I/O, we announced ADC 2 -- the second Android Developer Challenge -- to encourage the development of cool apps that delight mobile users. We received many interesting and high-quality applications -- everything from exciting arcade games to nifty productivity utilities. We also saw apps that took advantage of openness of Android to enhance system behavior at a deep level to provide users with a greater degree of customization and utility. We were particularly pleased to see submissions from many smaller and independent developers.

Over the last couple of months, tens of thousands of Android users around the world reviewed and scored these applications. There were many great apps and the scores were very close. Together with our official panel of judges, these users have spoken and selected our winners!

I am pleased to present the ADC 2 winners gallery, which includes not only the top winners overall and in each category, but also all of the applications that made it to the top 200. There are a lot of great applications in addition to the top winners.

Thanks to everyone who submitted applications or helped us judge the entrants. We encourage all developers to submit their applications to Android Market where their app can be downloaded and enjoyed by Android users around the world.

Thanks to tens of thousands of Android users around the world who participated in the review of ADC 2 finalist applications, we have now collected sufficient scores to complete Round 2 of public judging.

We are reviewing the final results and will announce the top winners this coming Monday, November 30. Thanks to all who've participated in ADC 2 and good luck to all the finalists.

Written in collaboration with Michael Burton, Mob.ly; Ivan Mitrovic, uLocate; and Josh Garnier, OpenTable.

OpenTable, uLocate, and Mob.ly worked together to create a great user experience on Android. We saw an opportunity to enable WHERE and GoodFood users to make reservations on OpenTable easily and seamlessly. This is a situation where everyone wins — OpenTable gets more traffic, WHERE and GoodFood gain functionality to make their applications stickier, and users benefit because they can make reservations with only a few taps of a finger. We were able to achieve this deep integration between our applications by using Android's Intent mechanism. Intents are perhaps one of Android's coolest, most unique, and under-appreciated features. Here's how we exploited them to compose a new user experience from parts each of us have.

Designing

One of the first steps is to design your Intent interface, or API. The main public Intent that OpenTable exposes is the RESERVE Intent, which lets you make a reservation at a specific restaurant and optionally specify the date, time, and party size.

Hereʼs an example of how to make a reservation using the RESERVE Intent:

startActivity(new Intent("com.opentable.action.RESERVE",
Uri.parse("reserve://opentable.com/2947?partySize=3")));

Our objective was to make it simple and clear to the developer using the Intent. So how did we decide what it would look like?

First, we needed an Action. We considered using Intent.ACTION_VIEW, but decided this didn't map well to making a reservation, so we made up a new action. Following the conventions of the Android platform (roughly <package-name>.action.<action-name>), we chose "com.opentable.action.RESERVE". Actions really are just strings, so it's important to namespace them. Not all applications will need to define their own actions. In fact, common actions such as Intent.ACTION_VIEW (aka "android.intent.action.VIEW") are often a better choice if youʼre not doing something unusual.

Next we needed to determine how data would be sent in our Intent. We decided to have the data encoded in a URI, although you might choose to receive your data as a collection of items in the Intent's data Bundle. We used a scheme of "reserve:" to be consistent with our action. We then put our domain authority and the restaurant ID into the URI path since it was required, and we shunted off all of the other, optional inputs to URI query parameters.

Exposing

Once we knew what we wanted the Intent to look like, we needed to register the Intent with the system so Android would know to start up the OpenTable application. This is done by inserting an Intent filter into the appropriate Activity declaration in AndroidManifest.xml:

<activity android:name=".activity.Splash" ... >
...
<intent-filter>
<action android:name="com.opentable.action.RESERVE"/>
<category android:name="android.intent.category.DEFAULT" />
<data android:scheme="reserve" android:host="opentable.com"/>
</intent-filter>
...
</activity>

In our case, we wanted users to see a brief OpenTable splash screen as we loaded up details about their restaurant selection, so we put the Intent Filter in the splash Activity definition. We set our category to be DEFAULT. This will ensure our application is launched without asking the user what application to use, as long as no other Activities also list themselves as default for this action.

Notice that things like the URI query parameter ("partySize" in our example) are not specified by the Intent filter. This is why documentation is key when defining your Intents, which weʼll talk about a bit later.

Processing

Now the only thing left to do was write the code to handle the intent.

    protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
final Uri uri;
final int restaurantId;
try {
uri = getIntent().getData();
restaurantId = Integer.parseInt( uri.getPathSegments().get(0));
} catch(Exception e) {
// Restaurant ID is required
Log.e(e);
startActivity( FindTable.start(FindTablePublic.this));
finish();
return;
}
final String partySize = uri.getQueryParameter("partySize");
...
}

Although this is not quite all the code, you get the idea. The hardest part here was the error handling. OpenTable wanted to be able to gracefully handle erroneous Intents that might be sent by partner applications, so if we have any problem parsing the restaurant ID, we pass the user off to another Activity where they can find the restaurant manually. It's important to verify the input just as you would in a desktop or web application to protect against injection attacks that might harm your app or your users.

Calling and Handling Uncertainty with Grace

Actually invoking the target application from within the requester is quite straight-forward, but there are a few cases we need to handle. What if OpenTable isn't installed? What if WHERE or GoodFood doesn't know the restaurant ID?



Restaurant ID knownRestaurant ID unknown
User has OpenTableCall OpenTable IntentDon't show reserve button
User doesn't have OpenTableCall Market IntentDon't show reserve button

You'll probably wish to work with your partner to decide exactly what to do if the user doesn't have the target application installed. In this case, we decided we would take the user to Android Market to download OpenTable if s/he wished to do so.

    public void showReserveButton() {

// setup the Intent to call OpenTable
Uri reserveUri = Uri.parse(String.format( "reserve://opentable.com/%s?refId=5449",
opentableId));
Intent opentableIntent = new Intent("com.opentable.action.RESERVE", reserveUri);

// setup the Intent to deep link into Android Market
Uri marketUri = Uri.parse("market://search?q=pname:com.opentable");
Intent marketIntent = new Intent(Intent.ACTION_VIEW).setData(marketUri);

opentableButton.setVisibility(opentableId > 0 ? View.VISIBLE : View.GONE);
opentableButton.setOnClickListener(new Button.OnClickListener() {
public void onClick(View v) {
PackageManager pm = getPackageManager();
startActivity(pm.queryIntentActivities(opentableIntent, 0).size() == 0 ?
opentableIntent : marketIntent);
}
});
}

In the case where the ID for the restaurant is unavailable, whether because they don't take reservations or they aren't part of the OpenTable network, we simply hide the reserve button.



Publishing the Intent Specification

Now that all the technical work is done, how can you get other developers to use your Intent-based API besides 1:1 outreach? The answer is simple: publish documentation on your website. This makes it more likely that other applications will link to your functionality and also makes your application available to a wider community than you might otherwise reach.

If there's an application that you'd like to tap into that doesn't have any published information, try contacting the developer. It's often in their best interest to encourage third parties to use their APIs, and if they already have an API sitting around, it might be simple to get you the documentation for it.

Summary

It's really just this simple. Now when any of us is in a new city or just around the neighborhood its easy to check which place is the new hot spot and immediately grab an available table. Its great to not need to find a restaurant in one application, launch OpenTable to see if there's a table, find out there isn't, launch the first application again, and on and on. We hope you'll find this write-up useful as you develop your own public intents and that you'll consider sharing them with the greater Android community.

The results from ADC 2 Round 1 are now tabulated and verified. With the top 200 applications identified, it's time to begin the final round judging. Be sure to download the ADC 2 judging application, or update your existing application, and help us select the final winners!

For the final round, both users and a Google-selected panel of industry judges will provide votes to determine the final winners. Prizes will be distributed to the top 3 entrants in each of the 10 categories, and the top 3 overall entrants will receive additional prizes. Please see our reference page for full challenge information.

Your vote is critical! We will keep voting open until we have received sufficient votes for all of the applications. We encourage you to download the ADC 2 judging application and evaluate entrants for yourself.

Download Android Developer Challenge 2:

With the recent release of Android 2.0 and the growing number of available devices, we want to give developers a convenient way to test drive their apps on these new devices. We also want to make our Android advocates available to answer any questions you may have.

We are pleased to announce that we will host a series of all day Android developer labs over the next month in the following cities (dates in local time):

  • Mountain View, CA - Nov 9
  • New York, NY - Nov 16
  • London, UK - Nov 17
  • Tokyo, JP - Nov 18
  • Taipei, TW - Nov 20

Due to limited space, developers who have already published an application in Android Market will be given priority. You can request a spot on a first-come, first-serve basis by going to this page. We will send a follow-up email with venue information and other registration details to those who have secured a spot.

Thank you for your continued excitement in Android. We look forward to meeting many of you in the coming weeks!

I am excited to announce that the Android SDK now supports Android 2.0 (also known as Eclair).

Android 2.0 brings new developer APIs for sync, Bluetooth, and a few other areas. Using the new sync, account manager and contacts APIs, you can write applications to enable users to sync their devices to various contact sources. You can also give users a faster way to communicate with others by embedding Quick Contact within your application. With the new Bluetooth API, you can now easily add peer-to-peer connectivity or gaming to your applications. To get a more complete list of the new capabilities you can add to your applications, please go to the Android 2.0 highlights page.

Current developers can use the SDK Manager to add Android 2.0 support to their SDK as well as update their SDK Tools to revision 3. New developers can download the Android SDK from the download site. After the download, Android platforms must be added using the SDK Manager

The SDK Manager allows you to add new Android platforms to your SDK.

Android SDK Tools, revision 3 is required to develop for Android 2.0. It includes support for code coverage through the Ant build system, as well as Mac OS X 10.6 (Snow Leopard) support for the SDK and related tools. For those of you who develop using Eclipse, we are releasing ADT version 0.9.4 through the usual Eclipse update mechanism.

Over the next few months, we expect to see more and more Android devices being released. These devices will be running Android 1.5, 1.6, or 2.0. We are also planning a minor version update of Android 2.0 towards the end of the year, and that will be the last update for 2009. Below are some of the things you can do to be better prepared:

  • Download the Android 2.0 platform and make sure your existing apps continue to work on new devices running Android 2.0.

  • Make sure that your apps work when using the WVGA (800x480) & FWVGA (854x480) emulator skins. We expect devices with these types of screen, running Android 2.0 to be launched soon.

Checkout the video below for more information about Android 2.0.


Android 1.6 introduces numerous enhancements and bug fixes in the UI framework. Today, I'd like to highlight three two improvements in particular.

Optimized drawing

The UI toolkit introduced in Android 1.6 is aware of which views are opaque and can use this information to avoid drawing views that the user will not be able to see. Before Android 1.6, the UI toolkit would sometimes perform unnecessary operations by drawing a window background when it was obscured by a full-screen opaque view. A workaround was available to avoid this, but the technique was limited and required work on your part. With Android 1.6, the UI toolkit determines whether a view is opaque by simply querying the opacity of the background drawable. If you know that your view is going to be opaque but that information does not depend on the background drawable, you can simply override the method called isOpaque():

@Override
public boolean isOpaque() {
return true;
}

The value returned by isOpaque() does not have to be constant and can change at any time. For instance, the implementation of ListView in Android 1.6 indicates that a list is opaque only when the user is scrolling it.

Updated: Our apologies—we spoke to soon about isOpaque(). It will be available in a future update to the Android platform.

More flexible, more robust RelativeLayout

RelativeLayout is the most versatile layout offered by the Android UI toolkit and can be successfully used to reduce the number of views created by your applications. This layout used to suffer from various bugs and limitations, sometimes making it difficult to use without having some knowledge of its implementation. To make your life easier, Android 1.6 comes with a revamped RelativeLayout. This new implementation not only fixes all known bugs in RelativeLayout (let us know when you find new ones) but also addresses its major limitation: the fact that views had to be declared in a particular order. Consider the following XML layout:

<?xml version="1.0" encoding="utf-8"?>

<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="fill_parent"
android:layout_height="64dip"
android:padding="6dip">

<TextView
android:id="@+id/band"
android:layout_width="fill_parent"
android:layout_height="26dip"

android:layout_below="@+id/track"
android:layout_alignLeft="@id/track"
android:layout_alignParentBottom="true"

android:gravity="top"
android:text="The Airborne Toxic Event" />

<TextView
android:id="@id/track"
android:layout_marginLeft="6dip"
android:layout_width="fill_parent"
android:layout_height="26dip"

android:layout_toRightOf="@+id/artwork"

android:textAppearance="?android:attr/textAppearanceMedium"
android:gravity="bottom"
android:text="Sometime Around Midnight" />

<ImageView
android:id="@id/artwork"
android:layout_width="56dip"
android:layout_height="56dip"
android:layout_gravity="center_vertical"

android:src="@drawable/artwork" />

</RelativeLayout>

This code builds a very simple layout—an image on the left with two lines of text stacked vertically. This XML layout is perfectly fine and contains no errors. Unfortunately, Android 1.5's RelativeLayout is incapable of rendering it correctly, as shown in the screenshot below.

The problem is that this layout uses forward references. For instance, the "band" TextView is positioned below the "track" TextView but "track" is declared after "band" and, in Android 1.5, RelativeLayout does not know how to handle this case. Now look at the exact same layout running on Android 1.6:

As you can see Android 1.6 is now better able to handle forward reference. The result on screen is exactly what you would expect when writing the layout.

Easier click listeners

Setting up a click listener on a button is very common task, but it requires quite a bit of boilerplate code:

findViewById(R.id.myButton).setOnClickListener(new View.OnClickListener() {
public void onClick(View v) {
// Do stuff
}
});

One way to reduce the amount of boilerplate is to share a single click listener between several buttons. While this technique reduces the number of classes, it still requires a fair amount of code and it still requires giving each button an id in your XML layout file:

View.OnClickListener handler = View.OnClickListener() {
public void onClick(View v) {
switch (v.getId()) {
case R.id.myButton: // doStuff
break;
case R.id.myOtherButton: // doStuff
break;
}
}
}

findViewById(R.id.myButton).setOnClickListener(handler);
findViewById(R.id.myOtherButton).setOnClickListener(handler);

With Android 1.6, none of this is necessary. All you have to do is declare a public method in your Activity to handle the click (the method must have one View argument):

class MyActivity extends Activity {
public void myClickHandler(View target) {
// Do stuff
}
}

And then reference this method from your XML layout:

<Button android:onClick="myClickHandler" />

This new feature reduces both the amount of Java and XML you have to write, leaving you more time to concentrate on your application.

The Android team is committed to helping you write applications in the easiest and most efficient way possible. We hope you find these improvements useful and we're excited to see your applications on Android Market.

You may have heard that one of the key changes introduced in Android 1.6 is support for new screen sizes. This is one of the things that has me very excited about Android 1.6 since it means Android will start becoming available on so many more devices. However, as a developer, I know this also means a bit of additional work. That's why we've spent quite a bit of time making it as easy as possible for you to update your apps to work on these new screen sizes.

To date, all Android devices (such as the T-Mobile G1 and Samsung I7500, among others) have had HVGA (320x480) screens. The essential change in Android 1.6 is that we've expanded support to include three different classes of screen sizes:

  • small: devices with a screen size smaller than the T-Mobile G1 or Samsung I7500, for example the recently announced HTC Tattoo
  • normal: devices with a screen size roughly the same as the G1 or I7500.
  • large: devices with a screen size larger than the G1 or I7500 (such as a tablet-style device.)

Any given device will fall into one of those three groups. As a developer, you can control if and how your app appears to devices in each group by using a few tools we've introduced in the Android framework APIs and SDK. The documentation at the developer site describes each of these tools in detail, but here they are in a nutshell:

  • new attributes in AndroidManifest for an application to specify what kind of screens it supports,
  • framework-level support for using image drawables/layouts correctly regardless of screen size,
  • a compatibility mode for existing applications, providing a pseudo-HVGA environment, and descriptions of compatible device resolutions and minimum diagonal sizes.

The documentation also provides a quick checklist and testing tips for developers to ensure their apps will run correctly on devices of any screen size.

Once you've upgraded your app using Android 1.6 SDK, you'll need to make sure your app is only available to users whose phones can properly run it. To help you with that, we've also added some new tools to Android Market.

Until the next time you upload a new version of your app to Android Market, we will assume that it works for normal-class screen sizes. This means users with normal-class and large-class screens will have access to these apps. Devices with "large" screens simply run these apps in a compatibility mode, which simulates an HVGA environment on the larger screen.

Devices with small-class screens, however, will only be shown apps which explicitly declare (via the AndroidManifest) that they will run properly on small screens. In our studies, we found that "squeezing" an app designed for a larger screen onto a smaller screen often produces a bad result. To prevent users with small screens from getting a bad impression of your app (and reviewing it negatively!), Android Market makes sure that they can't see it until you upload a new version that declares itself compatible.

We expect small-class screens, as well as devices with additional resolutions in Table 1 in the developer document to hit the market in time for the holiday season. 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. If you want to target small-class devices like HTC Tattoo, please build your app using the Android 1.6 SDK. Note that if your application requires Android 1.6 features, but does not support a screen class, you need to set the appropriate attributes to false. To use optimized assets for normal-class, high density devices like WVGA, or for low density devices please use the Android 1.6 SDK.

ADC 2 icon

The response to round one of the Android Developer Challenge 2 has been phenomenal! We originally expected that it would take two weeks to get all the necessary data to complete scoring. Over the last 10 days, more than 26,000 Android users reviewed and submitted our target of over 100 scores per application. With this enthusiastic support of the Android community, we are closing the first round of ADC 2 judging today.

We will now be reviewing the results and preparing for round 2. Please stay tuned for information about round 2, where the community, combined with a panel of judges, will narrow down the top 20 applications in each category to determine the final winners. Until then, users with the ADC 2 judging application currently installed will get a notice saying that round 1 is over. When round 2 opens, the judging application will resume giving out new submissions to score. We look forward to seeing the results of the final round and hope that you choose to help us score these top apps as well!

MKRdezign

Contact Form

Name

Email *

Message *

Powered by Blogger.
Javascript DisablePlease Enable Javascript To See All Widget