A testing service still -- focuses only on specific device models, assuming
deterministic failures, ignoring "weird shit" that can happen on seemingly
any of them, even the "good ones".

Going back to my Youtube video of Google Maps causing a device reboot:

Is the Galaxy Nexus a "bad" device? No.

Wasn't Google Maps tested on it? I'm sure it was.

And yet, there it was.

PS - I'm not saying a testing service (commercial or co-op, test driven or
manual) is useless (it's probably very good, I've just never used one), or
that limited distribution is not *a* solution (I can see it being *a*
solution). Just wanted to point out that even if you do all that, there is
still weird stuff that can happen, and will.

-- K


2013/7/29 Kristopher Micinski <krismicin...@gmail.com>

> So in this case, how does a subscription based test service not help
> you?  I'm not saying that a concrete one exists, but I think this kind
> of debugging service (or coop, essentially) would be a good tool.  You
> include a time metric, do some tasks to help other developers', and
> they do some work of doing yours.  One of the problems here is the
> heterogenous distribution of devices, but I don't think that's an
> inherent limitation.
>
> I've thought about starting up one of these services for a while, but
> don't really have the resources to do so.
>
> (I think in my previous posts you thought I was advocating a
> pushbutton testing service: I wasn't.  But the point still stands: if
> you want to test on greater devices, do it with a service and possibly
> humans in the loop.  Big testing services should integrate this work
> cycle too, for when pushbutton tests don't work...)
>
> Kris
>
>
> On Sun, Jul 28, 2013 at 5:29 PM, Omer Gilad <omer.gi...@gmail.com> wrote:
> > What you wrote is the obvious part of what I do - test with beta users. I
> > agree that this is a must.
> >
> > The problem is, sometimes it's impossible to debug what you find.
> > When the issue is not a simple crash stack trace - but rather some
> behavior,
> > or display issue, you can't just keep ping-ponging versions with a user
> > without wasting whole days on that... You need the device in your hand.
> > And as an indie developer, it's practically impossible to get a hold of
> many
> > different devices.
> >
> >
> > On Sunday, July 28, 2013 12:47:30 PM UTC+3, Piren wrote:
> >>
> >> Wrote a lengthy response but my browser decided not to post it, so
> here's
> >> the short version:
> >>
> >> - That's a known problem with android development, it was obvious about
> a
> >> couple of months after it came out. when the premise of the system is
> to be
> >> open and as varied as possible, this kind of issues are a given.
> >> - Under your limitations, the best approach is to release the app only
> to
> >> a small subset of devices it was tested on and expand that subset as
> time
> >> goes on. Use an open beta group for devices you do not have access to.
> Even
> >> Netflix was released on only 5 devices.
> >> - iOS development might not have this issue (it has fragmentation, but
> it
> >> isn't the same as android's), but over all i believe android has a more
> >> developer friendly ecosystem... instead of being frustrated with this,
> >> you'll find more than enough other iOS specific issues that will
> frustrate
> >> you.. especially since you're used to how Android is.
> >>
> >>
> >>
> >> On Friday, July 26, 2013 1:39:14 AM UTC+3, Omer Gilad wrote:
> >>>
> >>> .I am wondering how developers here are dealing with the fact that
> there
> >>> are 1000's of devices out there, some of them running your
> applications in
> >>> very broken ways
> >>> .I keep running into these kind of issues again and again for the past
> 3
> >>> years, and to be honest, I'm fed up with it
> >>> .I've decided to move to iOS development, and the only way to convince
> me
> >>> otherwise is to give me a decent, reliable way of dealing with
> fragmentation
> >>>
> >>> So what do you do when you develop a game, for example, and try to
> create
> >>> a high-quality user experience on Google Play?
> >>> Do you do your QA on 50 different devices? 100? 1000?
> >>> Or do you just shoot blindly and hope that it works, or wait for users
> to
> >>> send you bug reports?
> >>>
> >>> To make it clear, I'm not talking about "official" fragmentation.
> >>> I don't talk about different screen sizes, densities, features, OS
> >>> versions and so on.
> >>> I talk about the "unofficial" fragmentation. The fact that most
> devices,
> >>> even the popular ones from the big companies like Samsung, HTC,
> Motorola, LG
> >>> and so on, contain tons of implementation bugs that prevent apps from
> >>> working correctly.
> >>> I'm talking about the fact that you can call a certain simple API, test
> >>> it on a stock Android ROM (like on Nexus 4), and then have your
> application
> >>> crash on some Samsung, that decided to break the implementation
> because of
> >>> some customization.
> >>>
> >>> How can people stand that?
> >>> How is it possible to write code, when the machine that executes it is
> >>> completely broken in unexpected ways?
> >>>
> >>> I'm really fed up with it.
> >>> About 50% of my Android development time is wasted on babysitting
> broken
> >>> devices.
> >>> I'm waiting for an official Google response about this, and what have
> you
> >>> been doing in all those years to fix that.
> >>> I've heard about things like "conformance tests" for devices and so on,
> >>> but the reality is far from acceptable in this area.
> >>>
> >>> ,Looking forward for helpful responses
> >>> Omer
> >
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