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Othellio lite.apk (com.auccool.othelliolite)

This is a board game involving abstract strategy.the player's goal is to have a majority of their black pieces showing at the end of the game, turning over as many of their opponent's pieces as possible....more

Basic (4)
Item
Value Description
Package com.auccool.othelliolite A full Java-language-style package name for the application. The name should be unique. The name may contain uppercase or lowercase letters ('A' through 'Z'), numbers, and underscores ('_'). However, individual package name parts may only start with letters.
VersionCode 4 An internal version number. This number is used only to determine whether one version is more recent than another, with higher numbers indicating more recent versions. This is not the version number shown to users; that number is set by the versionName attribute.
VersionName 1.0.3 The version number shown to users. This attribute can be set as a raw string or as a reference to a string resource. The string has no other purpose than to be displayed to users. The versionCode attribute holds the significant version number used internally.
Application: label Othellio lite A user-readable label for the application as a whole, and a default label for each of the application's components.
Permissions (1)
Group
Value Description
Cellular data settings

INTERNET

INTERNET

change/intercept network settings and traffic
Features (1)
Item
Value Description
Hardware

touchscreen

The application uses touchscreen capabilities for gestures that are more interactive than basic touch events, such as a fling. This is a superset of the basic faketouch feature.
Screens (1)
Item
Value Description
Support-Screens

normal

Indicates whether an application supports the "normal" screen form-factors. Traditionally this is an HVGA medium density screen, but WQVGA low density and WVGA high density are also considered to be normal.

Densities '160' The quantity of pixels within a physical area of the screen; usually referred to as dpi (dots per inch). At runtime, the system transparently handles any scaling of the dp units, as necessary, based on the actual density of the screen in use. The conversion of dp units to screen pixels is simple: px = dp * (dpi / 160).

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