The emulator that comes with ADK for use under Eclipse is fine for testing basic Android application functionality, but:
Android Developer posts some very helpful rolling graphs of Platform versions, Screen sizes and densities, and OpenGL ES versions as extracted from Android Market:
Those really help to narrow the scope of some of the choices, but I find myself really wanting to know what the proportions of input methods various devices support are... is touch represented by 90% of the market, or only 5%? What proportion of those support multi-touch?
For example... anyone who has played the free and open source game Replica Island ( http://replicaisland.net/ ) will know that how you control the game varies between devices because it supports multiple input methods. I think Chris and Genki have done a fantastic job here, but if you use touch screens you know that the game is much more playable on 5-7 inch devices than it is on 10+ inch devices. This is because the left-right slide control doesn't maintain the same physical size as the screen size increases - meaning that you have to move too far on large touch screen devices (such as Honeycomb tablets) to be comfortable.
These are the sorts of issues you only find out when you start using various hardware devices to do your testing on. Or you can wait until users do your testing for you and start bringing your app ratings down.
So after my long introduction, here are my questions to you:
Open the app and tap Device diagnosis. Choose Troubleshoot to test the touch-screen display, battery, audio, camera, connectivity, and more. Select Hardware test to run diagnostics on the display, backlight, touch screen, multi-touch capability, flash, front and rear camera, and the proximity sensor.
Test apps on Android Part of Android Jetpack. By running tests against your app consistently, you can verify your app's correctness, functional behavior, and usability before you release it publicly. Testing also offers the following advantages: Rapid feedback on failures.
Hardware. The main hardware platform for Android is ARM (the ARMv7 and ARMv8-A architectures), with x86 and x86-64 architectures also officially supported in later versions of Android.
For me test devices are sort of like pickup trucks: I'll make friends just to get access to their phones ;-)
Seriously, I do tap friends and family as resources. I'm a small shop and can't afford to buy a lot of test devices. Yet even with this limited pool of resources I've go the following devices available and it seems to have served me well:
So, as you can see, without spending a fortune I've got a pretty good set of test devices, not counting all the friends I press into service as beta-testers. With all those I really haven't had many problems with platform specific issues. I hear a lot of grumbling about fragmentation (perhaps mostly from iOS developers), but if you develop your app intelligently it isn't a huge issue.
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