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In this course, author Paul Trani demonstrates how to create, test, and publish a mobile app that works across multiple platforms (iOS, Android, and BlackBerry Tablet OS) and adapts to either a smartphone or tablet display. The course also tackles the issue of various screen sizes and density and how to scale and adjust content.
Now it's one thing making an app for a mobile phone, but what happens if you want to go ahead and take that content and port it over to a tablet? How does the content change and how should you execute all of the various content, because obviously you have a much larger screen? Well, there's a number of different ways you can approach this. The first and probably most common way is just to scale up your content. Now it is sort of like a default, but you can intelligently scale content, and that's what we're doing with the Monster Match-Up Game. The background does scale but we are intelligently scaling content and repositioning items more exactly.
So it does look good, if it's on a mobile phone, as well as on the tablet device. Another option would be taking two screens and rolling them into one, so you have this split view on a tablet. There's many apps that do this, in fact, on the iPad you have the settings on one side, and then the content for that particular setting in the main pane area, and this works out quite well. It's pretty easy to do. On a phone you would just get that settings list and then you'd click through and the next screen would be that general content, but here you can basically have two screens in one.
Another thing you can do is just have a Show/Hide pop-up. Now Mail does this on iPads. So does, say for instance, the Bookmarks Bar, which would normally take over the whole screen on a mobile phone. Actually it's just a pop-up. It just shows it and then hides it when you click back on that button. So again, a different way to approach your content. You also have the Expand/Collapse, which I particularly like, because it's often using these swipe feature. So you could click on an item and it might expand out and to make it go away, you would swipe to push it away, and one app that does that is the Twitter app on iPad.
So now you have an idea of different ways to go ahead and execute your content as well as some examples. But let's take another real-world example, and to what I have is an app in Flash, so I'll just go ahead and show you what I have here. I have this Monster Lab app, and this is the mobile phone version, and what happens is it's using the swipe capability to swipe through different mouths and eyes and body, and that's how it works on a mobile phone, but how would you execute this on a tablet device? Well, here's the tablet FLA.
Again, it's the same content, but it's approached differently. So you have your main character, you can actually still swipe through the content, but what you also have are these drawers, so when you click on any one of these, they slide out, and on the tablet you can jump directly to the set of eyes that you want to go with. So let's go ahead and quickly take a look at this on a device on not only a mobile phone, but also on a tablet. Here's the app, you can see the eyes right there and I can swipe through different eyes just by swiping with my finger, I can do the same with the mouth, and even the body I can swipe through to different bodies and even pick a random item as well.
So pretty cool being able to use all the phones in real estate to create this really cool character. So this is of course the phone execution, here is the tablet version, and again, takes great advantage of all the screen real estate. We can see our character right here, and then you have these little drawers that can slide out, you can jump directly to the item you want to add, just like that. So again, we have two different executions of the same app, two different ways, both taking advantage of the particular device the contents is running on.
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