i recently developed a game, for Android 2.3.3, and strangely im finding few weird behaviour in different phones,
for example
An explosion sprite(256x256 pixels) divided into 4x4=16 images, when displayed is being displayed as a 2x2 image in Samsung Galaxy Ace 2.3.3 and Samsung Galaxy Y, 2.3.5 ,
Also, the accelerometer works in a haphazard form in Sony Xperia 2.3.3 and Samsung Galaxy Ace.. either its too slow(and takes touch gestures after 3-4 second gap) and Android OS throws a Alert box saying, the app is not responding, else its too fast.
Strangely, The game works perfectly on a Samsung S2, just like it plays on the VirtualBox..
please help me, b'cos this is my college project, and I wont even be able to put this up in the market if such a queer problem exists!!
Thanks in Advance!!
I think I have the same experience with the graphics problem:
From your code, I'm guessing you may have pre-computed "width_explosion" and "height_explosion" from the image height/width you have seen in an image editor and using the same values on different devices.
The device you have listed have two different DPI values as Android knows: 240, or MDPI (Galaxy S2) and 120, or LDPI (Galaxy Ace and Galaxy Y). Note that Galaxy S2's DPI is exactly twice as Ace's and Y's.
Android makes it handy for app authors by assisting them in manipulating images. When images are read from resources through getDrawable and are ready for rendering on screen Android resizes the images with respect to 160DPI, so that they will have the same length measured with a ruler on screens with different pixel densities. For example, if an image with 128x128 pixels is 2cm long and 2cm wide on Galaxy S2, it should be 2cm long and 2cm wide on a Galaxy Ace. However, to cover the more pixels on a Galaxy S2, it's resized to 192 x 192 pixels when drawing on a Galaxy S2, because its DPI as the Android system knows it is 240, 1.5 times the DPI of an ADP1 (HTC Dream). Similarly, the image will be resized to 96 x 96 on a Galaxy Ace or Galaxy Y.
The source rectangle in canvas.drawImage, unfortunately, refers to the number of pixels in the resized bitmap. That means the same source rectangle used in your code sample covers 4 times as many pixels on a Galaxy Y as it does on a Galaxy S2. I guess you are describing in the question that "the same sprite file looks like it was divided in 2x2 on a low DPI device but it should be divided by 4x4".
The following example illustrates what happens when I'm trying to replicate your question with devices with different DPIs.
I cannot post images, so I have put the images here (it's my blog):
http://edgeofmap.com/blog/2013/05/android-bitmap-over-devices-of-different-dpis/
Not sure what to do about the graphics issue, but for the accelerometer each device acts differently. Use event.sensor.getMaximumRange() in your onSensorChanged() to get the maximum value and base your actions on that or a percentage of that.
Related
I have written an android app and have tested it for all kind of screen sizes and densities (Using the android emulator). I have also tested the layout for relatively small screen sizes, for example the WQVGA device (3,3", ldpi, 240 x 400)) and it's working fine. I have two physical devices (sony z3 compact with 4,6" and sony xperia v (4,3"), which display the layout in the correct way. Lately a friend came over and i wanted to show him the app on his smartphone (sony galaxy s2 plus (4,3")) and the layout was totally destroyed, meaning that the display seemed to small. TextViews and buttons weren't displayed properly.
I don't really understand this. All those devices are in the category "medium". And the screen size of the S2 Plus is equal to the one of the Sony Xperia V (and even a lot bigger than the WQVGA). So why does this device display my layout properly. I want to use the old size-qualifiers (small, medium, large, xlarge), because i target api-level 11.
How can i solve this issue? I don't want to redesign my layout for medium-devices, since it really looks the way i want it to look on all the devices, which work properly.
Actually you are confused between resolution & screen size.Galaxy S2 Plus & Sony Xperia V have same screen size but their resolution are different 480*800 pixels & 720*1280 pixels respectively.So both device are under different resolution so your application supports xhdpi & ldpi but doesn't in
hdpi.You should provide support for hdpi.For more clarification you should provide code.
For more reference refer:
1.http://android-developers.blogspot.in/2009/10/support-for-additional-screen.html
2.http://developer.android.com/guide/topics/manifest/compatible-screens-element.html
3.http://developer.android.com/guide/practices/screens_support.html
The Android SDK recommends the use of
ViewConfiguration.getScaledTouchSlop()
for detecting if the finger on the touch screen has been moved. According to Android, the ScaledTouchSlop depends on the device, and with that upon resolution and screen sensitivity.
I have written a view where the user can use Canvas for painting on the screen, and I have realized that painting works differently well on different devices. Further investigation showed that ScaledTouchSlop seems to be defined by the device manufacturer and varies a lot between manufacturers. For example
The ASUS Memo Pad 7 has a ScaledTouchSlop of 11 pixels on a 7 inch screen with approx. 1280x720.
The Samsung Galaxy Note 2 has a ScaledTouchSlop of 32 on a 5.5 inch screen with approx. 1280x720.
Both screens have about the same resolution, so when looking at the ASUS device, I would have expected ScaledTouchSlop to be around 14 on the Samsung device (11 pixels * 7 inch / 5.5 inch), but it is 32. This results in not being able to fluently draw on the Samsung, as smaller strokes are often not recognized.
Sure, I can just define my own "slop" for drawing, and if I do drawing works perfectly well, also on the Samsung device. But I guess that would cause trouble on other devices, which are smaller or have a less sensitive screen.
Is there are a way how the touch slop should be calculated for drawing or does anyone have a recipe that works well on all devices?
I'm currently working on my application, which tries to support different screen resolutions but I noticed a major problem with my layouts. I'll explain:
I have two folders in my res folder. They are called "layout" and "layout-sw360dp" which is meant to support big screens like Samsung Galaxy S4, HTC One, etc.
Now, when I try to run my application on my private phone, galaxy S4, the app looks fine and all of the images and the components are perfect.
But when I try to run my app on an HTC One device, suddenly the layout looks small, like very small. It supposes to fit the entire screen, like in my galaxy s4.
It's like HTC One and Galaxy S4 don't use the same layout folder, although their screens sizes are almost the same.
If you guys can clarify this matter for me I would really appreaciate that.
Edit: I have tried to run my app on an Samsung Galaxy S5 device and it looks find, like the way it should. What is the problem with HTC One?
Physical size is usually measured in inches, it simply tells you the real device's screen size
dpi, is NOT correlated with it. Dpi expresses screen density, how many pixels are shown in a given area (usually a square inch). It could be considered as a measure of screen quality.
Resolution is given by the product of the two; it expresses the total number of physical pixels on a screen.
android:anyDensity="true"
Samsung Galaxy S4, HTC One have different physical size : DIFFERENCE
Refer this for how to choice best resolution : DOC
I'm testing my app on 2 devices - a Samsung Galaxy S3 and a Samsung Galaxy Note 2. Both have the same screen resolution and apparently both use the same xhdpi density even though the Note 2 has a considerably lower physical dpi.
My icons on the action bar look smaller on the S3 than on the Note 2. Why is this so, and how can I fix it so that it looks consistent?
Samsung Galaxy S3
Samsung Galaxy Note 2
It turns out that even though the resolutions I was using for the individual pixel densities were correct, the actual icon area within the image file had an incorrect size. I followed this guide at iconhandbook.co.uk/reference/chart/android/ and now things look consistent.
When calling texSubImage2D, I seem to be getting the bitmap I pass in positioned by its center on a Samsung Galaxy S3 / Galaxy Note 2, and by its top-left on a Samsung Galaxy S2.
It's making my textures totally wonky on the S3 / Galaxy Note 2.
Can someone confirm that there is indeed this difference in how this method offsets the bitmap, between these devices?
How do I ensure consistent behavior for texSubImage2D across all devices?
texSubImage2D behaves consistently, I'm guessing that you are loading textures from resources and they are upscaled on note 2 / S3 (both are xhdpi devices) when compared to S2 (hdpi), and you probably use fixed size texture hence a difference.