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Google Play Install Stats The Google Play Developer Console also provides detailed statistics about your users' devices. Those stats may help you prioritize the device profiles for which you optimize your app. This page provides information about the relative number of devices that share a certain characteristic, such as Android version or screen size. This information may help you prioritize efforts for supporting different devices by revealing which devices are active in the Android and Google Play ecosystem. This data reflects devices running the latest Google Play Store app, which is compatible with Android 2.2 and higher. Platform Versions This section provides data about the relative number of devices running a given version of the Android platform. For information about how to target your application to devices based on platform version, read Supporting Different Platform Versions. Data collected during a 7-day period ending on February 1, 2016. Screen Sizes and Densities Related:  Deploytoomasb's #gamedev links

SDK Before installing Android Studio or the standalone SDK tools, you must agree to the following terms and conditions. This is the Android Software Development Kit License Agreement 1. Introduction 1.1 The Android Software Development Kit (referred to in this License Agreement as the "SDK" and specifically including the Android system files, packaged APIs, and Google APIs add-ons) is licensed to you subject to the terms of this License Agreement. 2. 2.1 In order to use the SDK, you must first agree to this License Agreement. 3. 3.1 Subject to the terms of this License Agreement, Google grants you a limited, worldwide, royalty-free, non-assignable, non-exclusive, and non-sublicensable license to use the SDK solely to develop applications for compatible implementations of Android. 3.2 You may not use this SDK to develop applications for other platforms (including non-compatible implementations of Android) or to develop another SDK. 4. 5. 6. 7. 8. 9. 12. 13. 14.

Here's How Bad Android's Fragmentation Problem Is [GRAPHIC] When Google first launched Android, the open-source operating system came with the promise that it could power almost any device. That's created a proverbial cornucopia of mobile devices that consumers have to choose from, but it's also led to the issue of fragmentation — there are so many devices running different versions of Android with different capabilities that can alter experience. Just how bad is the problem? The site Open Signal Maps studied fragmentation in detail, gathering data from 195 countries, and it put its findings in easy-to-discern graphics. The main takeaways: Yes, fragmentation is huge, with 3,997 devices, but it's also a blessing that has led to the platform becoming the No. 1 mobile OS in the world by far. From the graphic above, it's clear Samsung is the king of the mountain among Android devices. The graphic below shows that the Samsung Galaxy S II smartphone is the most popular device, making it the world's most popular Android phone.

Exclude screens android:resizeable Indicates whether the application is resizeable for different screen sizes. This attribute is true, by default. If set false, the system will run your application in screen compatibility mode on large screens. This attribute is deprecated. It was introduced to help applications transition from Android 1.5 to 1.6, when support for multiple screens was first introduced. android:smallScreens Indicates whether the application supports smaller screen form-factors. android:normalScreens Indicates whether an application supports the "normal" screen form-factors. android:largeScreens Indicates whether the application supports larger screen form-factors. The default value for this actually varies between some versions, so it's better if you explicitly declare this attribute at all times. android:xlargeScreens Indicates whether the application supports extra large screen form-factors. This attribute was introduced in API level 9. android:anyDensity android:requiresSmallestWidthDp

Designing For Android For designers, Android is the elephant in the room when it comes to app design. As much as designers would like to think it’s an iOS1 world in which all anyones cares about are iPhones, iPads and the App Store, nobody can ignore that Android currently has the majority of smartphone market share2 and that it is being used on everything from tablets to e-readers. In short, the Google Android platform is quickly becoming ubiquitous, and brands are starting to notice. But let’s face it. Further Reading on SmashingMag: Link If all this feels discouraging (and if it’s the reason you’re not designing apps for Android), you’re not alone. This article will help designers become familiar with what they need to know to get started with Android and to deliver the right assets to the development team. Android Smartphones And Display Sizes Link When starting any digital design project, understanding the hardware first is a good idea. 10Two common Android screen sizes. Advertisement Dashboard Link

Starting an Activity Unlike other programming paradigms in which apps are launched with a main() method, the Android system initiates code in an Activity instance by invoking specific callback methods that correspond to specific stages of its lifecycle. There is a sequence of callback methods that start up an activity and a sequence of callback methods that tear down an activity. This lesson provides an overview of the most important lifecycle methods and shows you how to handle the first lifecycle callback that creates a new instance of your activity. Understand the Lifecycle Callbacks During the life of an activity, the system calls a core set of lifecycle methods in a sequence similar to a step pyramid. As the user begins to leave the activity, the system calls other methods that move the activity state back down the pyramid in order to dismantle the activity. Figure 1. Depending on the complexity of your activity, you probably don't need to implement all the lifecycle methods. Resumed Paused Stopped

Instalar SDK Android en Ubuntu 12.04 ~ Código Informático En esta ocasión aprenderemos a instalar SDk Android en Ubuntu 12.04, y es que en la actualidad las aplicaciones móviles están dando la hora y tiene mucho futuro este campo.Así que comencemos suponiendo que ya cuentas con JDK de Java y el IDE Eclipse en tu máquina. Esperamos que se descargue todo el archivo que pesa aproximadamente 79.0 MB ,descomprimes el archivo y lo copias en una carpeta ANDROID . Abrimos una terminal y entramos como super usuario, comprobamos que se copio correctamente y ejecutamos el comando: sudo nano /home/nombre_usuario/.bashrc Nos situamos al final del archivo y escribimos la siguiente linea: export PATH=${PATH}:/home/nombre_usuario/ANDROID/android-sdk-linux/tools Recordar que android-sdk-linux puede variar según la versión; como se daran cuenta nos estamos situando en la carpeta que habiamos creado anteriormente ANDROID Cerramos la terminal y abrimos otra para comprobar si se actualizo el PATH tecleamos android y nos abrirá una ventana (Android SDK Manager)

Maps - Android Fragmentation Visualized The many faces of a little green robot August, 2012 Fragmentation matters to the entire Android community: users, developers, OEMs, brands & networks. It's a blessing and a curse. The Blessing. The Curse. The Study. Some of the Android devices we use to test OpenSignalMaps Model We've spotted 3997 distinct devices. One complication is that custom ROMs can overwrite the variable that we use for the device model. Brand Android brands are almost as fragmented as device models, indicating just how much easier it has become to source electronics. Some highlights: 2 tablets have been spotted sporting the ill-fated FusionGarage brand, 7 with Polaroid's smart-camera. The clear winner is Samsung again with 270,144 devices - or 40% of the market as seen by us. API Level API level - or Android version (e.g. Resolution Each point represents a particular resolution e.g 480*800, note the constancy of the line that represents the most common aspect ratio 5:3. Scale 2:7 <3 Fragmentation?

Exclude SDK versions Google Play Filtering Google Play uses the <uses-sdk> attributes declared in your app manifest to filter your app from devices that do not meet it's platform version requirements. Before setting these attributes, make sure that you understand Google Play filters. syntax: contained in: description: Lets you express an application's compatibility with one or more versions of the Android platform, by means of an API Level integer. Despite its name, this element is used to specify the API Level, not the version number of the SDK (software development kit) or Android platform. Also read the document about Versioning Your Applications. attributes: android:minSdkVersion An integer designating the minimum API Level required for the application to run. Caution: If you do not declare this attribute, the system assumes a default value of "1", which indicates that your application is compatible with all versions of Android. android:targetSdkVersion Introduced in: API Level 4 android:maxSdkVersion API Level 1

Supporting Different Screens Android categorizes device screens using two general properties: size and density. You should expect that your app will be installed on devices with screens that range in both size and density. As such, you should include some alternative resources that optimize your app’s appearance for different screen sizes and densities. There are four generalized sizes: small, normal, large, xlarge And four generalized densities: low (ldpi), medium (mdpi), high (hdpi), extra high (xhdpi) To declare different layouts and bitmaps you'd like to use for different screens, you must place these alternative resources in separate directories, similar to how you do for different language strings. Also be aware that the screens orientation (landscape or portrait) is considered a variation of screen size, so many apps should revise the layout to optimize the user experience in each orientation. Create Different Layouts Note: Android automatically scales your layout in order to properly fit the screen.

Strategy pattern defines a family of algorithms,encapsulates each algorithm, andmakes the algorithms interchangeable within that family. Strategy lets the algorithm vary independently from clients that use it.[1] Strategy is one of the patterns included in the influential book Design Patterns by Gamma et al. that popularized the concept of using patterns to describe software design. For instance, a class that performs validation on incoming data may use a strategy pattern to select a validation algorithm based on the type of data, the source of the data, user choice, or other discriminating factors. These factors are not known for each case until run-time, and may require radically different validation to be performed. The validation strategies, encapsulated separately from the validating object, may be used by other validating objects in different areas of the system (or even different systems) without code duplication. Structure[edit] Example[edit] C#[edit] Java[edit] brakeBehavior = new Brake();

The shocking toll of hardware and software fragmentation on Android development Android fragmentation is a huge problem. The fact that there are hundreds of different hardware devices running over half a dozen different versions of Google’s OS makes it annoying for users, but makes it an especially devastating issue for developers trying to make a business out of the Android ecosystem. This was highlighted by the recent release of Temple Run on the Android platform. A previously (very) successful game on iOS, it was brought over to Android in order to take advantage of the huge number of devices that run the OS. 99.9% of support emails are complaining their device isn’t supported. Natalia Luckyanova of Imangi tweeted out that most of their 1200 emails over the past 12 hours of release had been devoted to the fact that the app just didn’t work on one of the hundreds of devices owned by those users. But then Developer David Smith replied to her, saying that he had some 1443 unique devices on the logs for his Android app Audiobooks (also Free).

Supporting Multiple Screens Android runs on a variety of devices that offer different screen sizes and densities. For applications, the Android system provides a consistent development environment across devices and handles most of the work to adjust each application's user interface to the screen on which it is displayed. At the same time, the system provides APIs that allow you to control your application's UI for specific screen sizes and densities, in order to optimize your UI design for different screen configurations. For example, you might want a UI for tablets that's different from the UI for handsets. Although the system performs scaling and resizing to make your application work on different screens, you should make the effort to optimize your application for different screen sizes and densities. Note: The information in this document assumes that your application is designed for Android 1.6 (API Level 4) or higher. Overview of Screens Support Terms and concepts Screen size Screen density Orientation 1. 2.

Iconography An icon is a graphic that takes up a small portion of screen real estate and provides a quick, intuitive representation of an action, a status, or an app. When you design icons for your app, it's important to keep in mind that your app may be installed on a variety of devices that offer a range of pixel densities, as mentioned in Devices and Displays. But you can make your icons look great on all devices by providing each icon in multiple sizes. Because you will deliver each icon in multiple sizes to support different densities, the design guidelines below refer to the icon dimensions in dp units, which are based on the pixel dimensions of a medium-density (MDPI) screen. So, to create an icon for different densities, you should follow the 2:3:4:6:8 scaling ratio between the five primary densities (medium, high, x-high, xx-high, and xxx-high respectively). Launcher The launcher icon is the visual representation of your app on the Home or All Apps screen. Sizes & scale Proportions Style Colors

Android Game Development Tutorials Some months ago we received an email from a fellow Java developer, Tamas Jano, asking to be part of our JCG partners program. To our surprise he maintains a blog named “Against The Grain” debating about game development for the Android platform. I have been reading all of his articles since then and I must admit that his writings have been an inspiration and a motivation for me and my colleagues here at Java Code Geeks so as to start developing our first game for the Android platform. With this post I would like to present Tamas‘s work to our community hoping that you will be inspired and motivated just like we did! What follows is a portion of Tamas‘s introductory article titled as “A little motivation and what’s the idea behind all this.” First of all I know no great coder who is not interested in games. And so they went, getting into computing fueled by a passion for creating worlds they own and command. Where is the game you dreamed of doing 10 years ago? Well was I right? Byron

répartition des versions d'android by joemax Dec 8

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