Monday, November 26, 2012

Tackling 'fragmentation': Developers sound off on supporting multiple screens

Tackling 'fragmentation': Developers sound off on supporting multiple screens

Zappos

What does it take to support multiple devices? A few top developers weigh in

Android runs on a variety of devices, which means it also runs on a variety of screen sizes and resolutions. Lots of folks call this "fragmentation." Never mind the fact that they've been using products designed and developed the same way for years on their desktop. Apparently if everything isn't exactly the same it gets the "fragmentation" label. 

There are different ways to tackle the problems that arise when you use screens with different sizes and densities. Apple has separate listings for apps designed for the iPhone versus the iPad. Microsoft creates a new eco-system for its big screen devices. Android provides a way for developers to make the same app work differently for different screens. There's good and bad about each method, but we're going to focus on Android here.

In Android, applications can adjust the layout for different size screens as well as resolution. This is all built in, but there are a few things developers need to declare in their code to make the app look good. The thing to keep in mind is how screen size and density will change the look of the app. The Droid DNA has a higher-res screen than the Motorola XOOM tablet, but we don't want to see a tablet layout for apps on the phone-sized screen.

A developer needs to provide assets (images) that are high enough quality to look sharp at high resolution (never mind insanely high resolution), and be sure to use density independent pixel units when designing their layout. This is what keeps things like buttons and other controls from being really big on low density screens like the Galaxy S2, or from being really tiny on high density screens like the DNA.

It sounds complicated, but most of this stuff is done for you when coding an app. All the developer needs to do is make the right declarations, and provide the right assets to support any size (both physical and resolution) or layout. Even multiple layout apps like the Google+ app use the same code to cover every conceivable screen.

We're not trying to judge developers here. Writing apps is tough. The Android developers have been preaching all this since the release of Gingerbread, but how practical is it? We asked a few developers about it, see what they had to say after the break.

More: Google's Android developer site

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