When do I need to use layoutInDisplayCutoutMode? - android

Android added a way to deal with devices that have a notch/cutout at the top of the screen. (See Android and Xamarin.Android.) But as far as I can tell, Android automatically takes care of lowering the views so that they aren't obscured by the notch, so why do we need this new addition?
I tested my Android app on the emulator of a device with a notch and the app automatically goes below the notch without the need to specify layoutInDisplayCutoutMode as LAYOUT_IN_DISPLAY_CUTOUT_MODE_NEVER.
So my question is, when would I need to use LAYOUT_IN_DISPLAY_CUTOUT_MODE_NEVER?
In Xamarin that would be:
Window.Attributes.LayoutInDisplayCutoutMode = Android.Views.LayoutInDisplayCutoutMode.Never;
I'm running this on the Android Emulator through Visual Studio on a Windows computer. The emulator is emulating a Pixel 3 XL with Android Pie 9.0 (API 28). The app is an Android app created with Xamarin.Forms.

When you are creating a view, which uses full screen for showing content at that time notch display sometime hide/cut your top content.
To prevent this android provides support for this above android pie.
Refer to this document.
https://source.android.com/devices/tech/display/display-cutouts

Related

Cant setup app in multiple displays size as android 3.6

When Android 3.6 released it came out with a big feature, the Multi-display support display dimensions from the Emulator
https://developer.android.com/studio/releases/#multi-display_support
But in my emulator, I cant find that option, I have updated all and nothing
The multi display settings menu is displayed only if you are running the Android 10 image API level 29.

How to solve massive rendering problems in Android development

I'm currently working with Xamarin for developing an android app. The structure of the app is really simple yet but a big problem appeared concerning the rendering of my main page. First, it's important to know that I'm supposed to develop for target API 23 so Android 6.0.
And every time I test my application on my Android 6.0 device via USB-debugging the design is totally messed up with my only (!) button duplicated many times and the textViews mixed up over the screen (As shown in the picture link below).
Even though I am new to Xamarin and Android (and C#) I have my settings (as I think) in perfect order. The minimum API level is 21, the target SDK version 23 (Android 6.0), my device runs version 6.0.1, the target compiling framework in properties is set to 6.0, the manifest is set up as I mentioned before and even my "Designer" window with the layouts .axml is set to v23.
I really don't know what to try next, because I want to start coding further. Would be nice if sb could help me out with that.
I have already tested the code of the app on a different API level (26 I think) and it worked perfectly fine with my Galaxy S9 in Debugger mode. Everything looked like it was designed in first place.
I also tried different AppThemes in Visual Studio but not one of the 7-8 I tried worked in any way different except for the colors.
The android app does only switch when clicking the button, texthttps://imgur.com/i0xChVniew 2 into the current date and time. I'm really sure, that my code is not the problem.
Picture: How it should look (In Xamarin)
Picture: How it looks on the phone

Android Oreo black screen in Android Studio

I am using the 2.3.3 version of Android Studio in Windows 10. In AVD every virtual device is able to run all verisons of android except Oreo. After starting the emulator with Android 8.0( API level 26) the ram usage of emulator stops around 400-410MB and then nothing happens, just a mobile screen with black screen even without a loading animation. How can I fix this problem?
Step 1- Made a new emulator(Any).
Step 2- then fixed another problem the black screen by changing the settings to use hardware graphics.(Dunno if this problem was related to the bug)

Can we based on Android Studio Emulators for different display screens create the App

Can we based on Android Studio Emulators for different display screens create the App? Can we trust Android Studio Emulators ?
I mean for example whatever that's displayed on the Nexus 7 Emulator, would be exactly the same as it is really displayed on the real Tablet itself.
Yes, we can.
I've compared lots of emulators vs real devices - they are almost identical
Android Emulators give you a basic idea of different layout. Padding and pixel adjustment may be different in real device due to difference between system screen resolution and real device screen resolution.
The Android Emulator is built hand-in-hand with the Android platform for the Android SDK. Moreover, the latest Android Emulator system images (API 24+) 100% pass the Android Compatibility Definition, so that you can have even more assurance that app behavior will be exactly the same between the Android Emulator and a physical Android device.

Xamarin Android emulator screen gets split into 4 identical rectangles when deploying

I've just gotten into developing apps for smartphones (I'm fairly adept with objective programming already and have some experience with Visual Studio) and decided to try out Xamarin. I've installed Xamarin Studio and Visual Studio 2015 Community with Xamarin without any problems. However, when I actually try to deploy the app (using the Xamarin Android API 15 emulator), a weird bug happens: the screen of the emulator gets split into 4 identical rectangles as you can see in this screenshot. The screen controls still work like they should and are in the default positions (the buttons are not on each of the 4 rectangles and in the normal position for a phone). I can unlock the emulator and launch apps like I would be able to on a correctly working emulator. I have all the prerequisites for Android API 15 installed. The app behaves similarly when I deploy it on the Xamarin Android API 21 emulator (all the prerequisites are installed). I am trying to deploy the blank Visual Studio 2015 Xamarin.Android app without any code changes.
Have you guys ever seen such a bug (or maybe a feature :) ) and do you know how to solve it?
Found the solution if anyone has the same problem: editing the emulator in the AVD to Use Host GPU fixes the issue.

Categories

Resources