Because of the competing interests of compatibility and functionality, numerous design strategies have emerged.
Many software systems use a layered architecture where platform-dependent code is restricted to the upper- and lowermost layers.
Graceful degradation attempts to provide the same or similar functionality to all users and platforms, while diminishing that functionality to a least common denominator for more limited client browsers. For example, a user attempting to use a limited-feature browser to access Gmail may notice that Gmail switches to basic mode, with reduced functionality but still of use.
Some software is maintained in distinct codebases for different (hardware and OS) platforms, with equivalent functionality. This requires more effort to maintain the code, but can be worthwhile where the amount of platform-specific code is high.
Third-party libraries attempt to simplify cross-platform capability by hiding the complexities of client differentiation behind a single, unified API, at the expense of vendor lock-in.
Responsive web design (RWD) is a Web design approach aimed at crafting the visual layout of sites to provide an optimal viewing experience—easy reading and navigation with a minimum of resizing, panning, and scrolling—across a wide range of devices, from mobile phones to desktop computer monitors. Little or no platform-specific code is used with this technique.
Tools such as the Page Object Model allow cross-platform tests to be scripted so that one test case covers multiple versions of an app. If different versions have similar user interfaces, all can be tested with one test case.
Web applications are becoming increasingly popular but many computer users still use traditional application software which does not rely on a client/web-server architecture. The distinction between traditional and web applications is not always clear. Features, installation methods and architectures for web and traditional applications overlap and blur the distinction. Nevertheless, this simplifying distinction is a common and useful generalization.
Traditional application software has been distributed as binary files, especially executable files. Executables only support platform they were built for—which means that a single cross-platform executable could be very bloated with code that never executes on a particular platform. Instead, generally there is a selection of executables, each built for one platform.
Some platforms are harder to write for than others. To offset this, a video game may be released on a few platforms first, then later on others. Typically, this happens when a new gaming system is released, because video game developers need to acquaint themselves with its hardware and software.
Cross-platform programming is the practice of deliberately writing software to work on more than one platform.