An Android Developer's Top Gripes (plusses and minuses)
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I assume that he's joking, but at CES (Consumer Electronics Show) this weekend, a company called "Touch Revolution" had a microwave with a touchscreen running Android. They also had Android on a Washer/Dryer and on a printer. Thankfully, though, I did not see an actual toaster running Android.
Furthermore, have a look at the Activity lifecycle: http://developer.android.com/guide/topics/fundamentals.html#... If your app receives the onDestroy() event, there is no way it will ever recover to a running state.
Regarding #8, have you explored the way that "Alternate Resources" [1] allows you to better handle fragmentation issues? I've found it at least to be useful enough to provide a few alternate layouts based on screen orientation, but it would be nice to get further feedback from fulltime Android developers about it. Things like how useful it is in the real world with real, fragmented devire types seems hard to come by...
[1] http://developer.android.com/guide/topics/resources/resource...
There are really two types of fragmentation. The first is UI screen size, which isn't too hard to work with. The second, and uglier, is code fragmentation. This is where a piece of code might work totally differently on two separate platforms. Right now Android has a lot of the former, but it's looking like there's a lot of the latter to come.
What's most unfortunate is that it's not even bullshit -- they are actually adding real value! HTC's on-screen keyboard is better, and they add in some of the multitouch events that Google foolishly left out.
Seems about right