Testing with two emulators
| Left: Google Pixel 2; Right: Google Pixel 3 |
For mobile app development it is often necessary to test with multiple devices to ensure compatibility. Given that there are a wide variety of popular devices on the market, it is almost impossible to test them all. While there are automated testing facilities, I need to experiment my app and see the results right in front of me in real time. There are different device system images that can be downloaded. Among the Android device images, there are two variables that require particular attention: (1) API Level, and (2) Screen-resolution.
API Level is about the operating system version. In the picture above, the emulator at the left runs on Android 7 (API 24) with resolution 1080 x 1920 (so called Full HD), while the emulator at the right runs on Android 9+ (API 29) with resolution 1080 x 2160. The API level and screen resolution are the primary factors that cause the app appear inconsistently among devices. Inconsistency may not be always bad because in the newer version of API, the app often appears more modern. Different screen resolutions (and thus width-to-height proportions) sometimes can have an impact on the alignment of user-interface components.
At the time of writing, I use a rather old physical Android phone that runs on Android 7. In terms of performance, if the app can run well on my mediocre phone, it likely can run well on the newer, better phones. Also, testing with the new user-interface design of the higher API level is critical. On Android 10, for example, the app launcher icon is round instead of square; and there is an important new feature called Notification Bubble.
To finalize the testing of user-interface, it is good to have two emulators on screen at the same time. By doing so, I can observe how the app appears on them side-by-side. Compare the app appearance on different emulators is not only effective but is also fun. To test with two emulators on screen, I'd recommend 16 GB of RAM or more. In my case, running two emulators and the development environment will occupy about 12 GB of RAM. The remaining 4 GB is enough for streaming music, looking up information on the web, and other light consumption activities.
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