Which Android Screen Resolutions to Support?
Moderators: FourthWorld, heatherlaine, Klaus, kevinmiller, robinmiller
Which Android Screen Resolutions to Support?
Im just about to finish my first Android app (at last!)
Im just wondering however which resolutions its best to support first as there seem to be quite a few. Im using MobGUI so I can set each card for each resolution and layout everything as I would want it, but it does mean I have to design for each individual size, if the size does not have data then the user will see the smallest window (240x320!)
At the moment ive done..
240x320
240x400
240x432
480x800
480x854
and im working on...
320x480
That pretty much covers every default option in the simulator.
Does anyone have a device that uses a different resolution so I can make sure Im covering as many bases for common devices as possible.
Thanks
Andy
			
			
									
									
						Im just wondering however which resolutions its best to support first as there seem to be quite a few. Im using MobGUI so I can set each card for each resolution and layout everything as I would want it, but it does mean I have to design for each individual size, if the size does not have data then the user will see the smallest window (240x320!)
At the moment ive done..
240x320
240x400
240x432
480x800
480x854
and im working on...
320x480
That pretty much covers every default option in the simulator.
Does anyone have a device that uses a different resolution so I can make sure Im covering as many bases for common devices as possible.
Thanks
Andy
Re: Which Android Screen Resolutions to Support?
I take it you're only working with phones, not tablets, right?
My Acer Iconia A500 has a 1280x800 screen resolution on a 10" screen.
			
			
									
									
						My Acer Iconia A500 has a 1280x800 screen resolution on a 10" screen.
Re: Which Android Screen Resolutions to Support?
Yes,  im just working on phones at the moment as I dont have a tablet yet so  im not sure how they work.
My iPad app has a completely different layout to the iPhone one to make the best use of the extra space, so I figured I would probably do the same for Android tablets and phones.
So, I guess I have two questions in the end, the first is any other phone resolutions I should really support, and the second is what resolutions do the tablets use so I can knock out something for them as well!
Thanks
Andy
			
			
									
									
						My iPad app has a completely different layout to the iPhone one to make the best use of the extra space, so I figured I would probably do the same for Android tablets and phones.
So, I guess I have two questions in the end, the first is any other phone resolutions I should really support, and the second is what resolutions do the tablets use so I can knock out something for them as well!
Thanks
Andy
Re: Which Android Screen Resolutions to Support?
I don't have an Android phone, so I'll let someone else comment on the phone resolution. I've seen lower-resolution tablets (depends on size and resistive/capacitive touchscreen capabilities, but you may want to look at the bewildering assortment of resolutions here
http://en.wikipedia.org/wiki/Comparison ... id_devices
You may also find these useful:
http://stackoverflow.com/questions/5633 ... esolutions
			
			
									
									
						http://en.wikipedia.org/wiki/Comparison ... id_devices
You may also find these useful:
http://stackoverflow.com/questions/5633 ... esolutions
Re: Which Android Screen Resolutions to Support?
Andy...
Have a look at the lesson :- http://lessons.runrev.com/s/lessons/m/4 ... esolutions
hope it helps
Dixie
			
			
									
									
						Have a look at the lesson :- http://lessons.runrev.com/s/lessons/m/4 ... esolutions
hope it helps
Dixie
Re: Which Android Screen Resolutions to Support?
Thanks Dixie,
I do that, or something close for the iPhone apps, but for the Android version Im using the MobGUI controls as it has a scroller which works on Android.
With Mobgui however, you can set specific resolutions and layout the screen and it takes care of everything when the cards load. The downside to this is if you want to be more dynamic it tends to put everything back where you left them when designing! I can code a button move, then watch it pop back to its original place!
I figure there are about 12 permutations so far for all phone screens, so it actually only takes about 20 minutes to rejig everything for each screen size, and this way I get the 'perfect' layout for each, so its not a bad way to do it.
Ive added some code that checks the screen resolution on startup and if its not one ive specifically coded for tells the user its not one thats is specifically supported and gives them the chance to email the details of their device so I can add it, but im hoping to get as many as possible working at the start!
Andy
			
			
									
									
						I do that, or something close for the iPhone apps, but for the Android version Im using the MobGUI controls as it has a scroller which works on Android.
With Mobgui however, you can set specific resolutions and layout the screen and it takes care of everything when the cards load. The downside to this is if you want to be more dynamic it tends to put everything back where you left them when designing! I can code a button move, then watch it pop back to its original place!
I figure there are about 12 permutations so far for all phone screens, so it actually only takes about 20 minutes to rejig everything for each screen size, and this way I get the 'perfect' layout for each, so its not a bad way to do it.
Ive added some code that checks the screen resolution on startup and if its not one ive specifically coded for tells the user its not one thats is specifically supported and gives them the chance to email the details of their device so I can add it, but im hoping to get as many as possible working at the start!
Andy
- 
				BarrySumpter
- Posts: 1201
- Joined: Sun Apr 24, 2011 2:17 am
Re: Which Android Screen Resolutions to Support?
WOW.  
Thats excellent support.
The LiveCode Summer Academy had a very nice working samples for resizing etc.
i.e. never having to worry about what Android device was an absolute boon at the time.
It was in the TickedOff Academy project.
I think at one time the Academy was restricted.
But I'm pretty sure RR have now posted the Academy docos and TickedOff Acadamy project for all to see somewhere here.
hth
			
			
									
									Thats excellent support.
The LiveCode Summer Academy had a very nice working samples for resizing etc.
i.e. never having to worry about what Android device was an absolute boon at the time.
It was in the TickedOff Academy project.
I think at one time the Academy was restricted.
But I'm pretty sure RR have now posted the Academy docos and TickedOff Acadamy project for all to see somewhere here.
hth
All my best,
Barry G. Sumpter
Deving on WinXP sp3-32 bit. LC 5.5 Professional Build 1477
Android/iOS/Server Add Ons. OmegaBundle 2011 value ROCKS!
2 HTC HD2 Latest DorimanX Roms
Might have to reconsider LiveCode iOS Developer Program.
						Barry G. Sumpter
Deving on WinXP sp3-32 bit. LC 5.5 Professional Build 1477
Android/iOS/Server Add Ons. OmegaBundle 2011 value ROCKS!
2 HTC HD2 Latest DorimanX Roms
Might have to reconsider LiveCode iOS Developer Program.
- 
				SteveHanlan
- Posts: 80
- Joined: Fri Jul 09, 2010 6:28 pm
Re: Which Android Screen Resolutions to Support?
Here's a method I am using/developing for resizing
In the preOpenStack I determine the scale from design to actual by calling setScaling
I add an invisible text field to each card called "Template" and in the preOpenCard, if the field "Template" is empty then I fill it with rectangle and font data for each control. This only creates the data once per card.
I then fire the resize method.
The rest of the code is in the Stack Script.
This works for deployment to various android and iphone/iPad.
What it doesn't do is handle rotation (via resizeStack) or the group of fields in a dataGrid.
If I come up with anything else, i'll post it. Fell free to play with the idea and let me know if you see any improvements.
Cheers
Steve
			
			
									
									
						In the preOpenStack I determine the scale from design to actual by calling setScaling
Code: Select all
global scaleh,scalew,tOrient
on setScaling
   local statsize,mainrect
   if the environment is mobile and scalew=0 then
      if char 1 of the machine="i" then put 20 into statsize else put 40 into statsize       -- allow for status bar differences
      put the screenrect into mainrect
      put item 3 of mainrect/item 3 of designrect into scalew
      put (item 4 of mainrect-statsize)/item 4 of designrect into scaleh
      set the rect of this stack to mainrect
      if item 3 of mainrect>item 4 of mainrect then put "L" into tOrient else put "P" into tOrient    -- save orientation for future dev.
   end if
end setScaling
I then fire the resize method.
Code: Select all
on preOpenCard
  if the environment is mobile then
      if field "Template" is empty then
         setSizes
      end if
      send resize to me in 0 millisec
   end if
end preOpenCard
Code: Select all
on setSizes
   local temp,tControls,tMac
   put "" into temp
   put the number of controls into tControls
   repeat with y = 1 to tControls
      put the long name of control y  into tTempName
      put the rect of tTempName into tMac
      if word 1 of tTempName is not "graphic" then
         put tMac&comma&the effective textSize of tTempName into tMac
      end if
      put temp & tMac&return into temp
   end repeat
   put temp into field "Template"
end setSizes
on resize
   local tTempName,tControls,y,tMac
   lock screen
   put the number of controls into tControls
   repeat with y = 1 to tControls
      put the long name of control y  into tTempName
      put word 2 of tTempName into tMac
      put line y of field "Template" into tRect
      if the number of items of tRect=5 then
         put item 5 of tRect into tFont
         put item 1 of tRect&comma&item 2 of tRect&comma&item 3 of tRect&comma&item 4 of tRect into tRect
      end if
      switch
         case word 1 of tTempName="button"
            resizeButton tTempName,tRect,tFont
            break
         case word 1 of tTempName="field"
            resizeField tTempName,tRect,tFont
            break
         case word 1 of tTempName="graphic"
            resizeRect tTempName,tRect
            break
         case word 1 of tTempName="group"
            resizeRect tTempName,tRect
            break
      end switch
   end repeat 
   unlock screen
end resize
on resizeButton tButt, temp,tfSize
   put item 1 of temp*scalew into item 1 of temp
   put item 2 of temp*scaleh into item 2 of temp
   put item 3 of temp*scalew into item 3 of temp
   put item 4 of temp*scaleh into item 4 of temp
   set the rect of tButt to temp
   set the textSize of tButt to round(tfsize*scalew)
end resizeButton
on resizeField tButt ,temp,tfSize
   put item 1 of temp*scalew into item 1 of temp
   put item 2 of temp*scaleh into item 2 of temp
   put item 3 of temp*scalew into item 3 of temp
   put item 4 of temp*scaleh into item 4 of temp
   set the rect of tButt to temp
   set the textSize of tButt to round(tfsize*scalew)
end resizeField
on resizeRect tButt, temp
   put item 1 of temp*scalew into item 1 of temp
   put item 2 of temp*scaleh into item 2 of temp
   put item 3 of temp*scalew into item 3 of temp
   put item 4 of temp*scaleh into item 4 of temp
   set the rect of tButt to temp
end resizeRect
What it doesn't do is handle rotation (via resizeStack) or the group of fields in a dataGrid.
If I come up with anything else, i'll post it. Fell free to play with the idea and let me know if you see any improvements.
Cheers
Steve
- 
				Nick Johnson
- Posts: 16
- Joined: Fri Jun 29, 2012 8:05 am
Re: Which Android Screen Resolutions to Support?
You covered almost all the resolution types which comes normally in a phone.
If you wish, you can go for 1024*786......
			
			
									
									
						If you wish, you can go for 1024*786......

