Will all android devices display the same length app name? - android

I wonder if all Android devices display the same length app name. I made an app and can see it's full 27 characters name on my Galaxy S4. How will the same name look on older phones/versions of Android? Will they display less characters of the app name than my S4? If so, how many will they display and is there an amount of characters all phones will display?

I don't think the name of the app length has changed with different releases of Android. But different sized devices might struggle more depending on how you're displaying your text. There are a couple threads on this subject.
Here's one: how much long can be a android application name
EDIT: You could test with an emulator on a very old device.

Related

Why is this android device enlarging text?

The website is tavistockrestaurants.com. We are trying to make this design work well in popular mobile devices. A particular android device seems to be enlarging the text, and I am unsure why. This causes the "contact" link in the top to wrap, and causes unecessary line breaks throughout our website. Notice the form is getting pushed below the images in this screenshot? It's supposed to have white space on the bottom!
We do have -webkit-text-size-adjust: none in place for all elements (using asterisk *). Is there an android equivelant? Has anyone experienced this on any android devices?
This behavior does not occur on all android devices. We have only seen this on Android 4.x, but I cannot reproduce it with my android 4.0 emulator.
What it currently looks like:
What it should look like:
(I do not have the specific device model used in the screen cap)
In CSS, pixels are not pixels.
Or rather, 1 CSS pixel does not always map to 1 hardware pixel. On certain high-DPI Android devices, one CSS pixel can be 1.5 or 2 hardware pixels. The Opera guys have a good overview on the topic.
Samuels answer is correct.
There is a workaround though. You can target specific devices and change the styles for that device specifically using classes or stylesheets. If you are using PHP you should be able to parse the "User-Agent" and determine which device the client is using and add a class to the body tag (and use that class to target that specific device in your CSS).
There are also services that will allow you to send users to a different version of the site depending on the device they are using. Here is a site that does the work for you.
There may also be device specific CSS being generated on loading the page. Using a CSS reset may also help your site be more cross-browser compatible.

Azerbaijani language support by Android 2.2?

According to this Azerbaijani language is not supported by Android 2.2 - however they claim "Note: Android supports more locales than are listed above.".
So how it is actually ? Is there support for Azerbaijani language? Are there issues writing applicaiton which have to display text in Azerbaijani?
Try just writing a test application that just displays some Azerbaijani text in Unicode. If it looks right, then your Android device has a Unicode font that includes the characters used in Azerbaijani.
If the text is not rendered correctly, then your problem will be adding the right font. On Mac OS X you would just drag-and-drop a font file into the right folder, but on Android you will need it installed in the operating system's display server. That might not be possible if you want to run on handsets that are locked down by their manufacturer.
If the font isn't there, maybe you can find a good Open Source Unicode font for Azerbaijani. File a feature request with the Android developers to get the font into the next release of Android. Unfortunately you'll have to wait a long time and will only work with recent releases.
If you're really desperate and you're willing to go to a lot of effort, you could build a font rendering engine into your application. I don't think that has to be as hard as it sounds. Then you will be able to run on any Android release and you won't have to wait around for the handset manufacturers to pick up the response to your feature request.
Locale.getAvailableLocales()
That method returns an array of all supported locales.

How to test android application?

Developed a application of size 40MB. I need to test it for all screen support but the android emulator really a bad choice(I feel... ). It gives Insufficient memory error almost every time). How developer test their application?
One more Question
I have designed app for four different layout(normal,small,large and xlarge). Will every device(In future) satisfy these layout params?
And i faced a real problem that i tested my app in Sony xperia minpro(Small screen 240*320 2.4inch) and in Samsung galaxy 5(smallscreen 240*320, 2.8inch) but the layout is overlapping in samsung device. This can be a serious problem , actually we cant check our app in every device.. that is impossible too.
TIA
40MB is way too big for an Android application. Many users will have problems installing the app on their devices. You should consider moving some resources out of the application and downloading them either on demand or on first app run.
The list of layout types (normal, small, large, xlarge) is definitely not final, for there quite possibly will be even larger screens (xxlarge) or tiny ones (xsmall?).
Developed a application of size 40MB. I need to test it for all screen
support but the android emulator really a bad choice(I feel... ). It
gives Insufficient memory error almost every time). How developer test
their application?
You can configure the emulator with any amount of memory you wish, including an emulated SD card so memory shouldn't be a problem. However, 40MB is quite big so you may be hitting the package size limit.
One more Question I have designed app for four different
layout(normal,small,large and xlarge). Will every device(In future)
satisfy these layout params?
You're asking us to predict the future - there's no way we can know what Google are planning if they haven't already announced it though I would suggest that there will never be a commitment to keep screen sizes or resolutions static - technology constantly evolves and specs that are OK for today, will not be OK for tomorrow.
I have seen dictionaries weighing in at 40Mb, best practise is to download the database as a separate file. Some graphically intensive games approach that size. If you want to emulate many Android devices make sure your PC is up to snuff and you have the latest SDK.
How developer test their application?
You do not have so many choices: you have to use as many (and different) physical devices as you can, from different vendors and technical specifications (screen, etc), to try to detect as many specific bugs as possible.
This is difficult, as you are often limiten to a few physical devices.
To give you examples, I recently struggled with the Camera, for a bug happening with Motorola Defy only. I am currently struggling with the Camera, but only for Samsung Galaxy this time.
When you find a specific bug, try to fix it "the general way": instead of detecting the vendor/version of the device to write specific code for it, try to enhance your code in a way it will work for all tested phones. So far, I never had to write anything specific to a given device. The bugs I encountered were always tied to a permissivities or particular cases that could be handled by making the common code more complete or resiliant. Let's say by "making as less assumptions as possible" knowing that we tend to make assumptions without meaning it.
On top of testing on as many physical devices as possible, create emulators. You can parameter them to have different screen layouts, different embedded hardware, memory, etc. And on top of the default emulator that comes with the Android distribution, you also have emulators provided by the devices vendors and that reproduce the specificity of these devices. For example, Samsung released a Galaxy Tab emulator. Sony Ericsson released a EDK Cellphone emulator. You can get them thru the regular android distribution update workflow.
Will every device(In future) satisfy these layout params (normal,small,large and xlarge)?
Yes, as Android distributions are backward compatible. Any of these layout will still be supported in the future, but may become 'deprecated' (so not recommended, but still working), and new layout types will certainly be created.

App currently on Android Market does not support tablets. Should be for phones only

I finished my application and prepared it for distribution on Android Market. It is currently available. Before we begin to advertise the app, we are working to get the problems fixed. We only have it available so we can distribute to people who do not live nearby. My question, then, is that it works PERFECTLY on any smartphone we have thrown at it. A lady we know tried it on her Galaxy tab and it crashes out. I can replicate this error in the android emulator. All my code is correct, except for the fact that I have large and xlarge screens set to false in my support screens tag. My minSdkVersion is set for android 1.6
Any help?
The supports-screens tag in the AndroidManifest.xml is used only by the Market for filtering apps. By setting large and xlarge to false, you should be excluding all tablets via the Market. Tablet users will simply not see your app in searches or via browsing. However, that will not stop a crafty user from side-loading your app on a tablet if they get hold of the APK file (perhaps by installing it to a smartphone and then extracting the APK from the phone).
If you posted the error message you are experiencing along with a stacktrace and/or some logcat info, we'd be able to help you out better. My guess (based on prior experience) as to why you're crashing on the GX tab has to do with organization of layouts and resources. The Galaxy Tab is a large-hdpi device, and you may have your layouts/resources organized such that when run on the GX tab, it cannot locate a needed resource and simply crashes.
Check out this doc at the Android developer's website for more info:
How Android Finds the Best-matching Resource

Possible to limit Android app by device, not by OS version?

If I want a certain application to be available for certain devices only or for tablets only, is there any way to make limitations by device (like I can limit the min/max Android OS version)?
I say it is impossible. Do you agree?
I understand that you are trying to limit the devices that can see the application in the Market but, like you, I do not think that is possible. You can, however, limit it within the app using details from and Build class. Build.PRODUCT looks like it would fit your needs - if the phone that has the app installed in not in a pre-set list of "products", tell the user that they have the wrong version and exit.
A similar idea for tablets is to check the screen size - if they are under a certain threshold, then display that same message.
It is possible, starting in june this year. Please take a look at this Google I/O session:
http://youtu.be/GxU8N21wfrM

Categories

Resources