android: UI on real device problem - android

I wrote simple aplication for android. It works great in emulator. But when I installed it on real device (htc wildfire) then the interface became ugly. Except that it works good. TextViews look fine but the buttons, sprinners and list items look bad. Button corners seem wretched. All the lists (list view and list preference have no delimeter(line) between rows! When I scroll a bit the delimeter appears). Why?

The buttons probably become stretched because you're not using 9 patch images. Here's a good tutorial on 9 patch images http://developer.android.com/guide/developing/tools/draw9patch.html
Regarding the list view, you might want to set this field inside listview in your xml file
android:cacheColorHint="#00000000". That might do the trick.

Have you specified a targetSdkVersion in the uses-sdk tag in your manifest? If you haven't, Android will assume your app does not know about newer platform versions with different screen sizes/densities and run your app with compatibility scaling.
You should always set targetSdkVersion to the newest version of Android that you are targeting. This helps let Android know what compatibility behaviors to use for your app if things changed in newer versions. targetSdkVersion can be greater than minSdkVersion, meaning your app knows how to take newer platform features into account while remaining compatible with a minimum version.

Most likely, screen density is different on the device. Instead of specifying sizes in pixels (px), use sp for font size and dp for everything else. This way they will scale properly.

Related

Reduce margins around app widget in Android 4.0 and above

Since space is at a premium in an app widget, particularly when sized at 4x1 or 3x1, it's a bit frustrating that Android 4.0+ enforces a blank margin around the widget. See the Design Guidelines and Adding Margins.
How does one reduce the size of the automatic margin for 4.0 and above? I know that Android would frown upon it, but I know that it can be done because I have some widgets that don't have any margin around them, on my 4.1 device. Or is that because the app would have been built against a lower API (compileSdkVersion)? The compileSdkVersion for my app is 21.
Thanks for any insight on this issue.

Will coding done in android 2.2 work in 4.1 Jellybean Phones?

I have wrote an application using android 2.2 in eclipse.
My app is working fine on the samsung galaxy mini android 2.2. However, it is not working on samsung galaxy s3 android 4.1.
My app is only taking up half of the screen on the samsung galaxy s3.
Why is my app not working on higher resolution devices?
How can i make the app compatible with other devices running
different versions of android?
Sounds like it's most likely you just have a LinearLayout at the top of your layout XML and it just takes up less space on the S3.
I would advise taking a look at the two links below; if you want a specific starting point, you could adjust your layout to match_parent and use the l/m/h/xhdpi folders to place different size graphics in. Also worth checking whether you are using dp or dip (density independent pixels)
http://developer.android.com/training/multiscreen/index.html
http://android-developers.blogspot.co.uk/2012/11/designing-for-tablets-were-here-to-help.html
The best way to ensure that your app will work on other devices is to get access to other devices and test your application on those devices before you release.
Another way is to make sure that you are targeting the correct SDK you need to target and use the AndroidSupportLibrary when needing to have backwards compatibility.
For us to help with your specific problem we would need more details as to what exactly is going on, but make sure the packages and libraries you are using are compatible with the android versions you are trying to target.
And make good use of the AndroidSupportLibrary.
Did you check the resolution compatibility? This seems more like an Android Manifest issue then an Android version issue.

Program different layouts for different versions in android

I have to program my Android app with the best compatibility to different screen sizes (tablets and smartphones) and to the versions 2.3, 3.2 and 4.0.
I know about the possibliy to name the folders of the layout like res/layout-sw600dp/. to match the layout exactly to different screen sizes.
So, cause I will use completely different layouts for Tablets / Smartphones, I would start with a "Load Screen", which tests which Android-version is used and if there is used a tablet-or smartphone-device, cause for example in the layout for the Tablet, there will be Buttons on some screens that won't be there on the smartphone.
So I will have to separate all this in packages, like this:
Common
2.3
Tablet
Smartphone
3.2
Tablet
Smartphone
4.0
Tablet
Smartphone
I would choose this separation, cause it's the best way, in my opinion, to be prepared for upcoming *updates*, if, let's say there should be added a Button in the ToolBar in Android 4.0.
Is this separation a good thing in your opinion or is this a complete overload?
Are there any other new features in 4.0 that I should be aware of?
You can also name your resource folders to indicate version number (like /res/layout-v11) or (/res/values-v13)
Regarding your question about separation - it really depends on your particular requirement. A common approach to this problem is a fall-back mechanism: You provide a few specific layouts (for example, an xlarge landscape v11 layout), and a few generic ones to fall back to.
Of course, this is an "idealistic" solution; and it doesn't always work that way. In other words, it is mighty difficult to practically implement an app that is compatible with so many versions of Android solely by providing alternative resources. Even if you use the compatibility libraries (which helps a bit in reducing version-specific code); you will still have to adapt your code based on the version at run-time.
You can find out the Android version looking at Build.VERSION.
The documentation recommends you check Build.VERSION.SDK_INT against the values in Build.VERSION_CODES.
And based on that version you can set your layouts in if else conditions

Android phone and Tablet problem

I know this is not a technical related question.But i do not have any idea.I am going to develop a project which should be supported in both phone and tablet.Is it possible having one project working for both tablet and phone ?
Yes. The only thing you need to keep in mind where you keep your graphics. Because it will cause different problems if you do not treat and handle them depending on the screen size. Only thing matters is the android version. If you deploy your app in any phone or a tablet where the version is newer or equal to the target version it works. But of course you cant take a call or some other mobile functionality from a tablet if its not supporting that features.
You can use drawable-hdpi,drawable-mdpi and drawable-ldpi for the graphics(images which use in project) and also use layout with multiple screen by custom layout like layout-480x320 , layout-600x1024 etc. in layout you can custom screen xml file.

Android views' borders issue on some devices

TOPIC Solved: Answer below.
Some users have been reporting border alignment issues on some android components such as the alert popup or the editTexts. This is happening on the Samsung Galaxy Apollo (200x400) and the HTC Pro Touch (480x640) devices. I cannot replicate that because i don't own those devices and in the Samsung Galaxy S and emulator everything looks just right.
I think that the problem is the dpi or resolution of the device (because the edittext background is a single .9.png so image should look ok); however I am not sure if the supports-screens tag is the solution. Also, application was developed using Api 3 (v1.5) and supports-screens was not yet supported, nor the screen-size resource qualifier.
The style used for the alerts and editText is the phone default. Could the problem be something related with the theme applied to the phone by the user?
Thanks in advance!, I show some images given to me showing the problem:
It might actually be the display density causing this. If you don't provide assets in the appropriate density, the framework will try to rescale your images, including 9patches. Unfortunately there's no real perfect way of resizing 9patches and it can sometimes lead to artifacts, although I would be very surprised if it caused the type of artifact you are seeing.
I've had the same problem and the solution was changing the font size of the TextView from 16px to 17px (or any other odd number).
Well it really was the resolution/density. I managed to create an emulator with the WQVGA density (which needed > Android 1.6) and replicate the error.
The solution is seen on the Supporting Legacy Applications section of the Android Developers webpage: http://developer.android.com/guide/practices/screens_support.html. So a newer version of the API is needed in the project but it still holds support for the 1.5 version.
Thanks.

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