I was also thinking about different resources in different devices. Example: imagine I have a game with different resolution resources: highly pixeled for low-density screens, average quality for mid- density screens and ultrarealistic for superhigh-density tablets. The res-XXXX solution allows the game to find the appropiate resource for each device. However, every resource must be included in the apk: the tiny 2kB .png for the low-res, but also the huge 200kB for the superhigh-res. Finally, the app weights 10MB, and in fact can not be installed on low-end devices.
Or is there an (unknown for me) way to handle this problem? On 3 mar, 13:33, Mark Carter <mjc1...@googlemail.com> wrote: > Thanks Rob but what I'm thinking about goes beyond an alternative UI. > -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en