am 828b6816: Merge "docs: add docs for xhdpi and xlarge screen support update screen ranges figure bug: 3099462" into gingerbread
* commit '828b68166679ebfc0002e2ea516ca91e6fb13597': docs: add docs for xhdpi and xlarge screen support update screen ranges figure bug: 3099462
This commit is contained in:
@@ -35,7 +35,9 @@ page.title=Supporting Multiple Screens
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<ol>
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<li><code><a href="{@docRoot}guide/topics/manifest/supports-screens-element.html"><supports-screens></a></code></li>
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<li><code><a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html"><uses-sdk></a></code></li>
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<li><a href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">Alternative Resources</a></li>
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<li><a
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href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">
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Providing Alternative Resources</a></li>
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<li><a href="{@docRoot}guide/developing/tools/avd.html">Android Virtual Devices</a></li>
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</ol>
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@@ -53,7 +55,7 @@ sizes and resolutions. </p>
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<p>This document explains the screens-support features provided by the platform
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and how you use them in your application. By following the practices described
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here, you can easily create an application that displays properly on all
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supported device screens and that you can deploy to any device as a single .apk.
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supported device screens and that you can deploy to any device as a single {@code .apk}.
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</p>
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<p>If you have already developed and published an application for Android 1.5 or
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@@ -63,10 +65,16 @@ and that are running Android 1.6 or later. In most cases, only minor adjustments
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are needed, however you should make sure to <a href="#testing">test your
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application</a> on all supported screens. </p>
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<p>Starting in Android 2.2, the platform includes support for extra high density screens
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(<em>xhdpi</em>), and starting in Android 2.3, the platform includes support for extra large screens
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(<em>xlarge</em>). If you've already followed the guidance in this document to support all other
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screen types, you should consider providing additional support for <em>xhdpi</em> and
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<em>xlarge</em> screens.</p>
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<p>In particular, if you have an existing application that you would like to
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make available for users of devices with small screens (such as QVGA), please
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see <a href="#strategies">Strategies for Legacy Applications</a> for more
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information about how to do that. </p>
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make available on small screens (such as QVGA) or for which you would like to provide better support
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for extra large screens, please see <a href="#strategies">Strategies for Legacy Applications</a> for
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more information about how to do that. </p>
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<h2 id="overview">Overview of Screens Support</h2>
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@@ -82,11 +90,11 @@ screen-compatibility features.</p>
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<dl>
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<dt><em>Screen size</em></dt>
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<dd>Actual physical size, measured as the screen's diagonal.
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<dd>Actual physical size, measured as the screen's diagonal.
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<p>For simplicity, Android collapses all actual screen sizes into three
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generalized sizes: large, normal, and small. Applications can provide custom
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layouts for each of these three sizes — the platform transparently handles
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<p>For simplicity, Android collapses all actual screen sizes into four
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generalized sizes: small, normal, large, and extra large. Applications can provide custom
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layouts for each of these four sizes — the platform transparently handles
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the rendering of the layouts at the actual screen size.</p></dd>
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<dt><em>Aspect ratio</em></dt>
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@@ -110,22 +118,22 @@ sometimes significantly more — pixels spread across the same area. The
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density of a screen is important because, other things being equal, a UI element
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(such as a button) whose height and width are defined in terms of screen pixels
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will appear larger on the lower density screen and smaller on the higher density
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screen. </p>
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screen.</p>
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<p>For simplicity, Android collapses all actual screen densities into three
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generalized densities: high, medium, and low. Applications can provide custom
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resources for each of these three densities — the platform handles the
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scaling of the resources up or down to meet the actual screen density. </p></dd>
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<dt><em>Density-independent pixel (dip)</em></dt>
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<p>For simplicity, Android collapses all actual screen densities into four
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generalized densities: low, medium, large, and extra large. Applications can provide custom
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resources for each of these densities — the platform handles any necessary
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scaling of the resources up or down to meet the specific screen density. </p></dd>
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<dt><em>Density-independent pixel (dp)</em></dt>
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<dd>A virtual pixel unit that applications can use in defining their UI, to
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express layout dimensions or position in a density-independent way.
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express layout dimensions or position in a density-independent way.
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<p>The density-independent pixel is equivalent to one physical pixel on a 160
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dpi screen, the baseline density assumed by the platform (as described later in
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this document). At run time, the platform transparently handles any scaling of
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the dip units needed, based on the actual density of the screen in use. The
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conversion of dip units to screen pixels is simple: <code>pixels = dips *
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(density / 160)</code>. For example, on 240 dpi screen, 1 dip would equal 1.5
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physical pixels. Using dip units to define your application's UI is highly
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the dp units needed, based on the actual density of the screen in use. The
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conversion of dp units to screen pixels is simple: <nobr><code>pixels = dps *
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(density / 160)</code></nobr>. For example, on 240 dpi screen, 1 dp would equal 1.5
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physical pixels. Using dp units to define your application's UI is highly
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recommended, as a way of ensuring proper display of your UI on different
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screens. </p></dd>
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</dl>
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@@ -146,13 +154,19 @@ applications, the platform divides the range of actual supported screen sizes
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and resolutions into:</p>
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<ul>
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<li>A set of three generalized sizes: <em>large</em>, <em>normal</em>, and <em>small</em>, and </li>
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<li>A set of three generalized densities: <em>hdpi</em> (high), <em>mdpi</em> (medium), and <em>ldpi</em> (low)
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<li>A set of four generalized sizes: <em>small</em>, <em>normal</em>, <em>large</em>,
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and <em>xlarge</em></em>
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<li>A set of four generalized densities: <em>ldpi</em> (low), <em>mdpi</em> (medium),
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<em>hdpi</em> (high), and <em>xhdpi</em> (extra high)
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</ul>
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<p class="note"><strong>Note:</strong> The <code>xhdpi</code> density category was added in
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Android 2.2 (API Level 8). The <em>xlarge</em> size category was added in Android 2.3 (API Level
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9).</p>
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<p>Applications can provide custom resources (primarily layouts) for any of the
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three generalized sizes and can provide resources (primarily drawables such as
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images) for any of the three generalized densities. Applications do not need to
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four generalized sizes and can provide resources (primarily drawables such as
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images) for any of the four generalized densities. Applications do not need to
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work with the actual physical size or density of the device screen. At run time,
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the platform handles the loading of the correct size or density resources, based
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on the generalized size or density of the current device screen, and adapts them
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@@ -177,8 +191,8 @@ its characteristics. </p>
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<img src="{@docRoot}images/screens_support/screens-ranges.png" />
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<p class="img-caption"><strong>Figure 1.</strong>
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Illustration of how the Android platform maps actual screen densities and sizes
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<p class="img-caption"><strong>Figure 1.</strong>
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Illustration of how the Android platform maps actual screen densities and sizes
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to generalized density and size configurations. </p>
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<p>Although the platform lets your application provide layouts and resources for
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@@ -213,6 +227,9 @@ sizes and densities of emulator skins included in the Android SDK.</p>
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<td style="background-color:#f3f3f3">
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<nobr>High density (240), <em>hdpi</em><nobr>
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</td>
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<td style="background-color:#f3f3f3">
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<nobr>Extra high density (320), <em>xhdpi</em><nobr>
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</td>
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</tr>
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<tr>
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<td style="background-color:#f3f3f3">
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@@ -222,6 +239,7 @@ sizes and densities of emulator skins included in the Android SDK.</p>
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</td>
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<td></td>
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<td></td>
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<td></td>
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</tr>
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<tr>
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<td style="background-color:#f3f3f3">
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@@ -230,6 +248,7 @@ sizes and densities of emulator skins included in the Android SDK.</p>
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<td style="font-size:.9em;">WQVGA400 (240x400)<br>WQVGA432 (240x432)</td>
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<td style="font-size:.9em;">HVGA (320x480)</td>
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<td style="font-size:.9em;">WVGA800 (480x800)<br>WVGA854 (480x854)</td>
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<td style="font-size:.9em;"></td>
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</tr>
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<tr>
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<td style="background-color:#f3f3f3">
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@@ -238,16 +257,27 @@ sizes and densities of emulator skins included in the Android SDK.</p>
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<td></td>
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<td style="font-size:.9em;">WVGA800* (480x800)<br>WVGA854* (480x854)</td>
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<td></td>
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<td></td>
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</tr>
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<tr>
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<td colspan="4" style="border:none;font-size:90%;">* To emulate this
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configuration, specify a custom density of 160 when
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<td style="background-color:#f3f3f3">
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<em>Extra Large</em> screen
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</td>
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<td></td>
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<td></td>
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<td></td>
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<td></td>
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</tr>
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<tr>
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<td colspan="4" style="border:none;font-size:90%;">* To emulate this
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configuration, specify a custom density of 160 when
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creating an AVD that uses a WVGA800 or WVGA854 skin.
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</td>
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</tr>
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</table>
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<p>For an overview of the relative numbers of high (hdpi), medium (mdpi), and
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low (ldpi) density screens in Android-powered devices available now, see the <a
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<p>For an overview of the relative numbers of high (hdpi), medium (mdpi), and
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low (ldpi) density screens in Android-powered devices available now, see the <a
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href="{@docRoot}resources/dashboard/screens.html">Screen Sizes and Densities</a> dashboard.</p>
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@@ -262,9 +292,9 @@ resources at run time is based on the alternative resources framework.
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<p> If you want to use size- or density-specific layouts or drawables in your
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application and you are not familiar with resource qualifiers or how the
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platform uses them, please read
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platform uses them, please read
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<a href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">
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Alternative Resources</a>.
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Providing Alternative Resources</a>.
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</div>
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</div>
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@@ -277,19 +307,20 @@ to use them:</p>
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<ul>
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<li>The platform supports a set of resource qualifiers that let you provide
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size- and density-specific resources, if needed. The qualifiers for
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size-specific resources are <code>large</code>, <code>normal</code>, and
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<code>small</code>, and those for density-specific resources are
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<code>hdpi</code> (high), <code>mdpi</code> (medium), and <code>ldpi</code>
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(low). The qualifiers correspond to the generalized densities described in
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size- and density-specific resources, if needed. The qualifiers for
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size-specific resources are <code>small</code>, <code>normal</code>, <code>large</code>, and
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<code>xlarge</code>. Those for density-specific resources are <code>ldpi</code>
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(low), <code>mdpi</code> (medium), <code>hdpi</code> (high), and <code>xhdpi</code> (extra high).
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The qualifiers correspond to the generalized densities described in
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<a href="#range">Range of screens supported</a>, above.</li>
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<li>The platform also provides a
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<li>The platform also provides a
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<a href="{@docRoot}guide/topics/manifest/supports-screens-element.html">
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<code><supports-screens></code></a>
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manifest element, whose attributes
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<code>android:largeScreens</code>, <code>android:normalScreens</code>, and
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<code>android:smallScreens</code> let you specify what generalized screen sizes
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your application supports. A fourth attribute, <code>android:anyDensity</code>,
|
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<code>android:smallScreens</code>, <code>android:normalScreens</code>,
|
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<code>android:largeScreens</code>, and <code>android:xlargeScreens</code> let you specify what
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generalized screen sizes
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your application supports. Another attribute, <code>android:anyDensity</code>,
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lets you indicate whether or not your application includes built-in support for
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multiple densities.</li>
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</ul>
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@@ -299,7 +330,7 @@ application, to ensure the best possible display on the current device
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screen:</p>
|
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|
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<ol>
|
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<li><em>Pre-scaling of resources (such as image assets)</em>
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<li><em>Pre-scaling of resources (such as image assets)</em>
|
||||
|
||||
<p>Based on the density of the current screen, the platform automatically
|
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loads any size- or density-specific resources from your application and displays
|
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@@ -344,18 +375,18 @@ lower-density screen, coordinates are scaled down.<p>
|
||||
<p>For more information, see the <code>android:anyDensity</code> attribute in
|
||||
<a href="#attrs">Manifest attributes for screens support</a>.</p></li>
|
||||
|
||||
<div class="sidebox-wrapper" xstyle="margin-bottom:2em;margin-top:.5em;width:90%;">
|
||||
<img id="rule" src="{@docRoot}assets/images/grad-rule-qv.png">
|
||||
<div id="qv-sub-rule">
|
||||
<img src="{@docRoot}assets/images/icon_market.jpg" style="float:left;margin:0;padding:0;">
|
||||
<p style="color:#669999;">Publishing to Small Screen Devices</p>
|
||||
<div class="sidebox-wrapper" xstyle="margin-bottom:2em;margin-top:.5em;width:90%;">
|
||||
<img id="rule" src="{@docRoot}assets/images/grad-rule-qv.png">
|
||||
<div id="qv-sub-rule">
|
||||
<img src="{@docRoot}assets/images/icon_market.jpg" style="float:left;margin:0;padding:0;">
|
||||
<p style="color:#669999;">Publishing to Small Screen Devices</p>
|
||||
<p>To ensure the best experience for users on small-screen devices, Android
|
||||
Market only shows applications that explicitly declare support for small
|
||||
screens. If you developed an application on Android 1.5 or earlier and published
|
||||
it on Android Market, you need to <a href="#testing">test your application</a>
|
||||
on small screens and then upload an updated version that explicitly
|
||||
on small screens and then upload an updated version that explicitly
|
||||
<a href="#attrs">indicates support for small screens</a>. </p>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<li><em>Compatibility-mode display on larger screen-sizes</em>
|
||||
@@ -374,7 +405,7 @@ of scaling the application, however, the application's 320x480 interface will be
|
||||
placed as a "postage stamp" in the larger 480x800 screen.</p>
|
||||
|
||||
<p>For more information, see the <code>android:anyDensity</code> attribute in
|
||||
<a href="#attrs">Manifest elements for screens support</a> and the
|
||||
<a href="#attrs">Manifest elements for screens support</a> and the
|
||||
<a href="#compatibility-examples">Screen-Compatibility Examples</a>
|
||||
section.</p></li>
|
||||
</ol>
|
||||
@@ -415,7 +446,7 @@ does this in three ways: </p>
|
||||
<ul>
|
||||
<li>Through pre-scaling of drawable resources (scaled at resource loading
|
||||
time)</li>
|
||||
<li>Through auto-scaling of density-independent pixel (dip) values used in
|
||||
<li>Through auto-scaling of density-independent pixel (dp) values used in
|
||||
layouts</li>
|
||||
<li>Through auto-scaling of absolute pixel values used in the application (only
|
||||
needed if the application has set <code>android:anyDensity="false"</code> in its
|
||||
@@ -437,25 +468,36 @@ density (left), HVGA medium density (center), and QVGA low density (right). </p>
|
||||
|
||||
<p>In most cases, you can take advantage of density independence in your
|
||||
application simply by making sure that your layouts specify all dimension values
|
||||
in density-independent pixels (<code>dip</code> or <code>dp</code>) or
|
||||
in density-independent pixels (<code>dp</code> or <code>dp</code>) or
|
||||
scale-independent pixels (<code>sip</code> or <code>sp</code>, for text only).
|
||||
If you are using absolute pixel values in the application and manifest includes
|
||||
<a href="#attrs"><code>android:anyDensity="true"</code></a>, you will also need
|
||||
to scale the pixel values. See <a href="#dips-pels">Converting from dips to
|
||||
pixels</a> for more information. </p>
|
||||
to scale the pixel values. See <a href="#dips-pels">Converting dp units to
|
||||
pixel units</a> for more information. </p>
|
||||
|
||||
|
||||
<h3 id="attrs">Manifest attributes for screens support</h3>
|
||||
|
||||
<p> Android 1.6 introduced a new manifest element,
|
||||
<p> Android 1.6 introduced a new manifest element,
|
||||
<a href="{@docRoot}guide/topics/manifest/supports-screens-element.html"><code><supports-screens></code></a>,
|
||||
whose attributes you can use to control the
|
||||
display of your application on different classes of device screens, as listed
|
||||
below. The <code>smallScreens</code>, <code>normalScreens</code>, and
|
||||
<code>largeScreens</code> attributes correspond to the generalized screen sizes
|
||||
in table 2. The <code>smallScreens</code>, <code>normalScreens</code>, <code>largeScreens</code> and
|
||||
<code>xlargeScreens</code> attributes correspond to the generalized screen sizes
|
||||
described in <a href="#range">Range of screens supported</a>, earlier in this
|
||||
document.</p>
|
||||
document. Notice that the default values for each attribute vary, depending
|
||||
on your minimum and targeted platform, as indicated in the <a
|
||||
href="{@docRoot}guide/topics/manifest/uses-sdk-element.html">{@code
|
||||
android:minSdkVersion}</a> and <a
|
||||
href="{@docRoot}guide/topics/manifest/uses-sdk-element.html">{@code
|
||||
android:targetSdkVersion}</a> attributes of your <a
|
||||
href="{@docRoot}guide/topics/manifest/uses-sdk-element.html">{@code <uses-sdk>}</a>
|
||||
manifest element.</p>
|
||||
|
||||
<p class="table-caption" id="table2"><strong>Table 2.</strong> Summary of attributes for the <a
|
||||
href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code
|
||||
<supports-screens>}</a> manifest element, including default values based on platform
|
||||
version.</p>
|
||||
<table id="vrr8">
|
||||
<tr>
|
||||
<th>
|
||||
@@ -465,10 +507,12 @@ document.</p>
|
||||
Description
|
||||
</th>
|
||||
<th>
|
||||
Default value,<br><nobr>Android 1.5 and Lower</nobr>
|
||||
Default value, when<br><nobr><code>minSdkVersion</code> or</nobr>
|
||||
<code>targetSdkVersion</code> is 4 or lower
|
||||
</th>
|
||||
<th>
|
||||
Default value,<br><nobr>Android 1.6 and Higher</nobr>
|
||||
Default value, when<br><nobr><code>minSdkVersion</code> or</nobr>
|
||||
<code>targetSdkVersion</code> is 5 or higher
|
||||
</th>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -538,13 +582,48 @@ It does not affect size-compatibility features such as display on a virtual
|
||||
baseline screen.</p>
|
||||
</td>
|
||||
<td>"<code>false</code>"</td>
|
||||
<td>"<code>true</code>"</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4"><strong>Note:</strong> Android 2.3 (API Level 9) introduced a new
|
||||
attribute for the <code><supports-screens></code> element: <code>xlargeScreens</code>, shown
|
||||
below. It works the same as the other screen attributes above, but, if neither your
|
||||
<code>minSdkVersion</code> or <code>targetSdkVersion</code> are set to "9", the default value is
|
||||
"false" when your application is installed on a device running Android 2.3.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<th>
|
||||
Attribute
|
||||
</th>
|
||||
<th >
|
||||
Description
|
||||
</th>
|
||||
<th>
|
||||
Default value, when<br><nobr><code>minSdkVersion</code> or</nobr>
|
||||
<code>targetSdkVersion</code> is 8 or lower
|
||||
</th>
|
||||
<th>
|
||||
Default value, when<br><nobr><code>minSdkVersion</code> or</nobr>
|
||||
<code>targetSdkVersion</code> is 9 or higher
|
||||
</th>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>
|
||||
<code>android:xlargeScreens</code>
|
||||
</td>
|
||||
<td>
|
||||
Whether or not the application UI is designed for use on
|
||||
<em>xlarge</em> screens — "<code>true</code>" if it is, and
|
||||
"<code>false</code>" if not.
|
||||
</td>
|
||||
<td>"<code>false</code>"</td>
|
||||
<td>"<code>true</code>"</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<p>In general, when you declare a screen-size attribute
|
||||
(<code>smallScreens</code>, <code>normalScreens</code>, or
|
||||
<code>largeScreens</code>) as "<code>true</code>", you are signaling to the
|
||||
(<code>smallScreens</code>, <code>normalScreens</code>, <code>largeScreens</code>, or
|
||||
<code>xlargeScreens</code>) as "<code>true</code>", you are signaling to the
|
||||
platform that your application is designed to render properly on that screen
|
||||
size. As a result, the platform does not apply any size-compatibility features
|
||||
(such as a virtual HVGA display area). If you declare a screen-size attribute as
|
||||
@@ -577,16 +656,20 @@ features for applications.</p>
|
||||
|
||||
<ul>
|
||||
<li>Assume that you declare <code>smallScreens="false" normalScreens="true"
|
||||
largeScreens="false" </code> in your application's manifest. <p>Although the
|
||||
application is not designed for display on large screens, the platform can still
|
||||
run it successfully in <a href="#compatibility-examples">size-compatibility
|
||||
mode</a>. Android Market does not filter the application from devices
|
||||
<em>normal</em> and <em>large</em> size screens, but does filter it from
|
||||
<em>small</em> size screens, since the application provides no screen support at
|
||||
<em>small</em> size (and there is no smaller size).</p></li>
|
||||
largeScreens="false" xlargeScreens="false"</code> in your application's manifest. <p>Although the
|
||||
application is not designed for display on large or extra large screens, the platform can still
|
||||
run it successfully in <a href="#compatibility-examples">screen-compatibility
|
||||
mode</a>. Android Market shows the application to devices with
|
||||
<em>normal</em>, <em>large</em>, and <em>xlarge</em> size screens, but does filter it from
|
||||
<em>small</em> size screens, because the application provides no screen support at
|
||||
<em>small</em> size. Android's <a href="#compatibility-examples">screen-compatibility
|
||||
mode</a> mode does not provide support for screens that are smaller than those the
|
||||
application supports—it only provides support for screens that are larger. Thus,
|
||||
although the application declares "false" for <em>large</em> and <em>xlarge</em> screens,
|
||||
the application still functions, but runs in compatibility mode.</p></li>
|
||||
|
||||
<li>Assume that you declare <code>smallScreens="false" normalScreens="false"
|
||||
largeScreens="true"</code> in your application's manifest. <p>Android Market
|
||||
largeScreens="true" xlargeScreens="true"</code> in your application's manifest. <p>Android Market
|
||||
filters the application from users of devices with <em>small</em> and
|
||||
<em>normal</em> size screens. In effect, this prevents such users from
|
||||
installing the application.</p></li>
|
||||
@@ -599,23 +682,24 @@ application must ensure that it declares its UI dimensions using
|
||||
density-independent pixels (<code>dp</code>) and scales any absolute pixel
|
||||
values (<code>px</code>) or math by the scaling factor available from {@link
|
||||
android.util.DisplayMetrics#density android.util.DisplayMetrics.density}. See <a
|
||||
href="#dips-pels">Converting from dips to pixels</a> for an example.</p>
|
||||
href="#dips-pels">Converting dp units to pixel units</a> for an example.</p>
|
||||
|
||||
<p>Note that the setting of the <code>android:anyDensity</code> attribute does
|
||||
not affect the platform's pre-scaling of drawable resources, such as bitmaps and
|
||||
nine-patch images, which always takes place by default. </p>
|
||||
|
||||
<p>The following example shows a manifest that declares support for large,
|
||||
normal, and small screens in any densities.</p>
|
||||
<p>The following example shows a manifest that declares support for small, normal, large, and
|
||||
xlarge screens in any density.</p>
|
||||
|
||||
<pre><manifest xmlns:android="http://schemas.android.com/apk/res/android">
|
||||
...
|
||||
<supports-screens
|
||||
android:largeScreens="true"
|
||||
android:normalScreens="true"
|
||||
android:smallScreens="true"
|
||||
android:anyDensity="true" />
|
||||
...
|
||||
<pre>
|
||||
<manifest xmlns:android="http://schemas.android.com/apk/res/android">
|
||||
...
|
||||
<supports-screens
|
||||
android:smallScreens="true"
|
||||
android:normalScreens="true"
|
||||
android:largeScreens="true"
|
||||
android:xlargeScreens="true"
|
||||
android:anyDensity="true" />
|
||||
</manifest>
|
||||
</pre>
|
||||
<!-- android:resizeable="true" -->
|
||||
@@ -624,36 +708,25 @@ normal, and small screens in any densities.</p>
|
||||
</h4>
|
||||
|
||||
<p>The default values for the <code><supports-screens></code> attributes
|
||||
differ, depending on the the value of the
|
||||
differ, depending on the the value of the
|
||||
<a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html"><code>android:minSdkVersion</code></a>
|
||||
attribute in the application's manifest, as well as on
|
||||
the value of <code>android:targetSdkVersion</code>, if declared:</p>
|
||||
the value of <a
|
||||
href="{@docRoot}guide/topics/manifest/uses-sdk-element.html">{@code
|
||||
android:targetSdkVersion}</a>, if declared.</p>
|
||||
|
||||
<div>
|
||||
<ul>
|
||||
<li>
|
||||
If <code>android:minSdkVersion</code> or
|
||||
<code>android:targetSdkVersion</code> is "4" (Android 1.6) or higher, the
|
||||
default value for everything is "<code>true</code>". If your application uses
|
||||
APIs introduced in Android 1.6 or higher, but does not support specific screen
|
||||
densities and/or screen sizes, you need to explicitly set the appropriate
|
||||
attributes to "<code>false</code>".
|
||||
</li>
|
||||
<li>
|
||||
If <code>android:minSdkVersion</code> is declared with a value of "3"
|
||||
(Android 1.5) or lower <em>and</em> a <code>android:targetSdkVersion</code>
|
||||
attribute is <em>not</em> declared with a value of "4" or higher, the default
|
||||
value for all attributes except <code>android:normalScreens</code> is
|
||||
"<code>false</code>". If you are primarily targeting pre-Android 1.6 platforms
|
||||
but also want to support other densities/screen sizes, you need to explicitly
|
||||
set the appropriate attributes to "<code>true</code>".
|
||||
</li>
|
||||
<li>
|
||||
Note that <code>android:normalScreens</code> always defaults to
|
||||
<code>true</code>.
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
<p>Above, <a href="#table2">table 2</a> indicates the default values for each attribute, based on
|
||||
the values you provide for the <a
|
||||
href="{@docRoot}guide/topics/manifest/uses-sdk-element.html">{@code
|
||||
android:minSdkVersion}</a> and <a
|
||||
href="{@docRoot}guide/topics/manifest/uses-sdk-element.html">{@code
|
||||
android:targetSdkVersion}</a>, in the <a
|
||||
href="{@docRoot}guide/topics/manifest/uses-sdk-element.html">{@code <uses-sdk>}</a>
|
||||
element.</p>
|
||||
|
||||
<p class="note"><strong>Note:</strong> If your application uses APIs introduced in Android 1.6 or
|
||||
higher, but does not support specific screen densities and/or screen sizes, you need to explicitly
|
||||
set the appropriate attributes to "<code>false</code>" (because most are "true", by default).</p>
|
||||
|
||||
|
||||
<h3 id="qualifiers">Resource directory qualifiers for screen size and density</h3>
|
||||
@@ -673,7 +746,7 @@ of Screens Supported</a>, earlier in this document.</p>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td rowspan="3">Size</td>
|
||||
<td rowspan="4">Size</td>
|
||||
<td><code>small</code></td>
|
||||
<td>Resources designed for <em>small</em> size screens.</td>
|
||||
</tr>
|
||||
@@ -683,11 +756,15 @@ of Screens Supported</a>, earlier in this document.</p>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><code>large</code></td>
|
||||
<td>Resources for <em>large</em> size screens.</td>
|
||||
<td>Resources designed for <em>large</em> size screens.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><code>xlarge</code></td>
|
||||
<td>Resources designed for <em>extra large</em> size screens.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td rowspan="4">Density</td>
|
||||
<td rowspan="5">Density</td>
|
||||
<td><code>ldpi</code></td>
|
||||
<td>Resources designed for low-density (<em>ldpi</em>) screens.</td>
|
||||
</tr>
|
||||
@@ -700,6 +777,10 @@ of Screens Supported</a>, earlier in this document.</p>
|
||||
<td>Resources designed for high-density (<em>hdpi</em>) screens.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><code>xhdpi</code></td>
|
||||
<td>Resources designed for extra high-density (<em>xhdpi</em>) screens.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><code>nodpi</code></td>
|
||||
<td>Density-independent resources. The platform does not auto-scale resources
|
||||
tagged with this qualifier, regardless of the current screen's density.</td>
|
||||
@@ -732,31 +813,34 @@ running on Android 1.5 (API Level 3). </td>
|
||||
Note that the density and the screen size are independent parameters and are
|
||||
interpreted by the system individually. For example, WVGA high density is
|
||||
considered a normal screen because its physical size is about the same as one of
|
||||
T-Mobile G1. On the other hand, a WVGA medium density screen is considered a
|
||||
T-Mobile G1. On the other hand, a WVGA medium density screen is considered a
|
||||
<i>large</i> screen — it offers the same resolution but at lower pixel
|
||||
density, meaning that it is both physically larger than the baseline screen and
|
||||
can display significantly more information than a normal screen size.
|
||||
</p>
|
||||
|
||||
<p>Here is an example of the resource directory structure of an application that
|
||||
supports low and high density, and employs different layout schemes.</p>
|
||||
employs different layout schemes for different screen sizes and supports low and high density
|
||||
screens.</p>
|
||||
|
||||
<pre>res/layout/my_layout.xml // layout for normal screen size
|
||||
<pre>
|
||||
res/layout/my_layout.xml // layout for normal screen size
|
||||
res/layout-small/my_layout.xml // layout for small screen size
|
||||
res/layout-large/my_layout.xml // layout for large screen size
|
||||
res/layout-large-land/my_layout.xml // layout for large screen size in landscape mode
|
||||
res/layout-xlarge/my_layout.xml // layout for extra large screen size
|
||||
|
||||
res/drawable-ldpi/my_icon.png // icon image for low density
|
||||
res/drawable-mdpi/dpi/my_icon.png // icon for medium density
|
||||
res/drawable-hdpi/my_icon.png // icon image for high density
|
||||
res/drawable-lhdpi/my_icon.png // image for low density
|
||||
res/drawable-mdpi/dpi/my_icon.png // image for medium density
|
||||
res/drawable-hdpi/my_icon.png // image for high density
|
||||
|
||||
res/drawable-nodpi/composite.xml // density independent resource
|
||||
</pre>
|
||||
|
||||
<p>For more information about how to use resource qualifiers or how the platform
|
||||
selects them, please read
|
||||
selects them, please read
|
||||
<a href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">
|
||||
Alternative Resources</a>.</p>
|
||||
Providing Alternative Resources</a>.</p>
|
||||
|
||||
|
||||
<h2 id="screen-independence">Best practices for Screen Independence</h2>
|
||||
@@ -771,10 +855,11 @@ different screens. Here is a quick checklist:</p>
|
||||
|
||||
<ol>
|
||||
<li>
|
||||
Prefer wrap_content, fill_parent and the dip unit to px in XML layout files
|
||||
Use {@code wrap_content}, {@code fill_parent}, or the {@code dp} unit (instead of {@code px}),
|
||||
when specifying dimensions in an XML layout file
|
||||
</li>
|
||||
<li>
|
||||
Avoid AbsoluteLayout
|
||||
Do not use {@code AbsoluteLayout}
|
||||
</li>
|
||||
<li>
|
||||
Do not use hard coded pixel values in your code
|
||||
@@ -784,19 +869,19 @@ different screens. Here is a quick checklist:</p>
|
||||
</li>
|
||||
</ol>
|
||||
|
||||
<h3 id="use-relative">1. Prefer wrap_content, fill_parent and the dip unit to
|
||||
<h3 id="use-relative">1. Use wrap_content, fill_parent, or the dp unit, instead of
|
||||
absolute pixels<br> </h3>
|
||||
|
||||
<p>When defining the <code>layout_width</code> and <code>layout_height</code> of
|
||||
views in an XML layout file, using <code>wrap_content</code>,
|
||||
<code>fill_parent</code> or the <code>dip</code> will guarantee that the view is
|
||||
<code>fill_parent</code> or the <code>dp</code> will guarantee that the view is
|
||||
given an appropriate size on the current device screen. For instance, a view
|
||||
with a <code>layout_width="100dip"</code> will measure 100 pixels wide on an
|
||||
with a <code>layout_width="100dp"</code> will measure 100 pixels wide on an
|
||||
HVGA@160 density display and 150 pixels on a WVGA@240 density display, but the
|
||||
view will occupy approximately the same physical space. </p>
|
||||
|
||||
<p>Similarly, you should prefer the <code>sp</code> (scale-independent pixel,
|
||||
the scale factor depends on a user setting) or <code>dip</code> (if you don't
|
||||
the scale factor depends on a user setting) or <code>dp</code> (if you don't
|
||||
want to allow the user to scale the text) to define font sizes.</p>
|
||||
|
||||
<h3 id="avoid-absolute">2. Avoid AbsoluteLayout </h3>
|
||||
@@ -808,7 +893,7 @@ positions which might easily lead to user interfaces that do not work well on
|
||||
different displays. Because of this, <code>AbsoluteLayout</code> was deprecated
|
||||
in Android 1.5 (API Level 3). </p>
|
||||
|
||||
<p>You can achieve much the same layout by using a
|
||||
<p>You can achieve much the same layout by using a
|
||||
{@link android.widget.FrameLayout FrameLayout} instead, and setting
|
||||
<code>layout_margin</code> attributes of the children. This approach is more
|
||||
flexible and will yield better results on different screens.</p>
|
||||
@@ -822,9 +907,9 @@ code in pixels. For instance, if <code>myView.getWidth()</code> returns 10, the
|
||||
view is 10 pixels wide. In some cases, you may need to scale the pixel values
|
||||
that you use in your code. The sections below provide more information. </p>
|
||||
|
||||
<h4 id="dips-pels">Converting from dips to pixels</h4>
|
||||
<h4 id="dips-pels">Converting dp units to pixel units</h4>
|
||||
|
||||
<p>In some cases, you will need to express dimensions in <code>dip</code> and
|
||||
<p>In some cases, you will need to express dimensions in <code>dp</code> and
|
||||
then convert them to pixels. Imagine an application in which a scroll gesture is
|
||||
recognized after the user's finger has moved by at least 16 pixels. On a
|
||||
baseline screen, the user will have to move his finger by 16 pixels / 160
|
||||
@@ -832,26 +917,26 @@ dpi = 1/10th of an inch (or 2.5 mm) before the gesture is recognized. On a
|
||||
device with a high (240) density display, the user will move his finger by only
|
||||
16 pixels / 240 dpi = 1/15th of an inch (or 1.7 mm.) The distance is much
|
||||
shorter and the application thus appears more sensitive to the user. To fix this
|
||||
issue, the gesture threshold must be expressed in the code in <code>dip</code>
|
||||
issue, the gesture threshold must be expressed in the code in <code>dp</code>
|
||||
and then converted to actual pixels.</p>
|
||||
|
||||
<pre>// The gesture threshold expressed in dip
|
||||
private static final float GESTURE_THRESHOLD_DIP = 16.0f;
|
||||
<pre>// The gesture threshold expressed in dp
|
||||
private static final float GESTURE_THRESHOLD_DP = 16.0f;
|
||||
|
||||
// Convert the dips to pixels
|
||||
// Convert the dps to pixels
|
||||
final float scale = getContext().getResources().getDisplayMetrics().density;
|
||||
mGestureThreshold = (int) (GESTURE_THRESHOLD_DIP * scale + 0.5f);</span>
|
||||
mGestureThreshold = (int) (GESTURE_THRESHOLD_DP * scale + 0.5f);</span>
|
||||
|
||||
// Use mGestureThreshold as a distance in pixels
|
||||
</pre>
|
||||
|
||||
<p>The {@link android.util.DisplayMetrics#density android.util.DisplayMetrics.density}
|
||||
<p>The {@link android.util.DisplayMetrics#density android.util.DisplayMetrics.density}
|
||||
field specifies the the scale factor you must use to
|
||||
convert dips to pixels according to the current screen density. You can access
|
||||
convert dps to pixels according to the current screen density. You can access
|
||||
the current screen's metrics through a <code>Context</code> or
|
||||
<code>Activity</code>. On a medium (160) density screen,
|
||||
<code>DisplayMetrics.density</code> equals "1.0", whereas on a high (240)
|
||||
density screen it equals "1.5". You can refer to the documentation of the
|
||||
density screen it equals "1.5". You can refer to the documentation of the
|
||||
{@link android.util.DisplayMetrics DisplayMetrics}
|
||||
class for details.</p>
|
||||
|
||||
@@ -901,7 +986,7 @@ platform assumes that the resources in that directory are designed for the
|
||||
baseline medium density. It is not recommended that you put density-specific
|
||||
resources such as images in the default directory.</p>
|
||||
|
||||
<p>For more information about valid resource qualifiers, see
|
||||
<p>For more information about valid resource qualifiers, see
|
||||
<a href="#qualifiers">Resource directory qualifiers</a>, earlier in this
|
||||
document.</p>
|
||||
|
||||
@@ -945,7 +1030,7 @@ resource directory:</p>
|
||||
|
||||
<p style="margin-left:2em;"><code>res/drawable-nodpi/icon.png</code></p>
|
||||
|
||||
<p>You can also take complete control of the scaling mechanism by using the
|
||||
<p>You can also take complete control of the scaling mechanism by using the
|
||||
{@link android.graphics.BitmapFactory.Options BitmapFactory.Options} class,
|
||||
which lets you define whether you want the bitmap to be pre-scaled and what the
|
||||
density of the bitmap should be. For instance, if you are loading a bitmap from
|
||||
@@ -953,12 +1038,12 @@ a web server, you may want to force the bitmap's density to be high density.
|
||||
When pre-scaling is disabled, the resulting bitmap is in auto-scaling mode. The
|
||||
bitmap is associated with a density (that you may or may not have specified
|
||||
through the <code>BitmapFactory.Options</code>) which will be used to scale the
|
||||
bitmap on screen <em>at drawing time</em>.
|
||||
bitmap on screen <em>at drawing time</em>.
|
||||
|
||||
<p>Using auto-scaling instead of pre-scaling is more CPU expensive than
|
||||
pre-scaling but uses less memory. You can refer to the documentation of
|
||||
{@link android.graphics.BitmapFactory BitmapFactory},
|
||||
{@link android.graphics.Bitmap Bitmap}, and
|
||||
pre-scaling but uses less memory. You can refer to the documentation of
|
||||
{@link android.graphics.BitmapFactory BitmapFactory},
|
||||
{@link android.graphics.Bitmap Bitmap}, and
|
||||
{@link android.graphics.Canvas Canvas} for more
|
||||
information on auto-scaling.</p>
|
||||
|
||||
@@ -973,7 +1058,7 @@ auto-scaled at draw time.</p>
|
||||
|
||||
<p>If you have already developed and published an Android application based on
|
||||
Android 1.5 or earlier platform version, you need to consider how you will adapt
|
||||
your application so that it is deployable to </p>
|
||||
your application so that it is deployable to:</p>
|
||||
|
||||
<ul>
|
||||
<li>Existing devices, which may be running Android 1.5 (or lower) platform
|
||||
@@ -982,16 +1067,21 @@ version, as well as to </li>
|
||||
screen sizes and resolutions</li>
|
||||
</ul>
|
||||
|
||||
<p class="note"><strong>Note:</strong> Even if your application targets Android 1.6 already, you
|
||||
should follow the same strategies below in order to support <em>xhdpi</em> and <em>xlarge</em>
|
||||
screens on Android 2.3 (API Level 9), while maintaining compatibility with older versions of
|
||||
the platform.</p>
|
||||
|
||||
<p>To support the newer devices and the different screens they use, you might
|
||||
need to make some changes in your app, but at the same time your app may be very
|
||||
stable and so you want to minimize the changes. There are a variety of ways that
|
||||
you can extend your existing application to support new devices with multiple
|
||||
screens <em>and</em> existing devices running older platform versions. You
|
||||
should be able to make these changes to your application such that you can
|
||||
distribute a single .apk to any and all devices.</p>
|
||||
distribute a single {@code .apk} to all devices.</p>
|
||||
|
||||
<p>The recommended strategy is to develop against the most recent version of the
|
||||
platform you are targeting, and test on the minimum one you want to run on.
|
||||
platform you are targeting, and test on the minimum platform version you want to run on.
|
||||
Here's how to do that:</p>
|
||||
|
||||
<ol>
|
||||
@@ -999,39 +1089,41 @@ Here's how to do that:</p>
|
||||
<code>android:minSdkVersion</code> attribute as it is. You <em>do not</em> need
|
||||
to increment the value of the attribute to support new devices and multiple
|
||||
screens. </li>
|
||||
<li>Extend compatibility for Android 1.6 (and higher) devices by adding
|
||||
<li>Extend compatibility for Android 1.6 (and higher) devices by adding
|
||||
a new attribute — <code>android:targetSdkVersion</code> — to the
|
||||
<code>uses-sdk</code> element. Set the value of the attribute to
|
||||
"<code>4</code>". This allows your application to "inherit" the platform's
|
||||
<code>"4"</code>. [To support <em>xhdpi</em> and <em>xlarge</em> screens, set the value to
|
||||
<code>"9"</code>.] This allows your application to "inherit" the platform's
|
||||
multiple screens support, even though it is technically using an earlier version
|
||||
of the API. </li>
|
||||
<li>Add an empty <code><supports-screens></code> element as a child of
|
||||
<code><manifest></code>. If you need to enable size or density attributes
|
||||
later, this is where you will add them.</li>
|
||||
<li>Change your application's build properties, such that it compiles against
|
||||
the Android 1.6 (API Level 4) library, rather than against the Android 1.5 (or
|
||||
the Android 1.6 (API Level 4) library [or against Android 2.3 (API Level 9) to support
|
||||
<em>xhdpi</em> and <em>xlarge</em> screens], rather than against the Android 1.5 (or
|
||||
earlier) library. You will not be able to compile your application against the
|
||||
older platform because of the new manifest attribute. </li>
|
||||
<li>Set up AVDs for testing your application on Android 1.6 and higher
|
||||
<li>Set up AVDs for testing your application on Android 1.6 [or Android 2.3] and higher
|
||||
releases. Create AVDs that use the screen sizes and densities that you want to
|
||||
support. When you create the AVDs, make sure to select the Android 1.6 or higher
|
||||
support. When you create the AVDs, make sure to select the Android 1.6 [or Android 2.3] or higher
|
||||
platform as the system image to run. For more information, see <a
|
||||
href="#testing">How to Test Your Application on Multiple Screens</a>,
|
||||
below.</li>
|
||||
<li>Set up AVDs for testing your application on Android 1.5 (or earlier
|
||||
platform). You need AVDs running the older platforms you are targeting, so that
|
||||
<li>Set up AVDs for testing your application on older versions of the platform, as low as the
|
||||
version declared by your <code>android:minSdkVersion</code>. You need AVDs running the older
|
||||
platforms you are targeting, so that
|
||||
you can test for compatibility and ensure that there are no functional
|
||||
regressions. </li>
|
||||
<li>Compile your application against the Android 1.6 library and run it on the
|
||||
<li>Compile your application against the Android 1.6 [or Android 2.3] library and run it on the
|
||||
AVDs you created. Observe the way your application looks and runs, and test all
|
||||
of the user interactions. </li>
|
||||
<li>Debug any display or functional issues. For issues that you resolve in
|
||||
your application code, <span style="color:red">make certain not to use any APIs
|
||||
introduced in API Level 4 or later</span>. If you are in doubt, refer to SDK
|
||||
reference documentation and look for the API Level specifier for the API you
|
||||
want to use. Using an API introduced in API Level 4 or later will mean that your
|
||||
application will no longer be compatible with devices running Android 1.5 or
|
||||
earlier.</li>
|
||||
introduced later than the version declared by your <code>android:minSdkVersion</code></span>. If you
|
||||
are in doubt, refer to SDK reference documentation and look for the API Level specifier for the API
|
||||
you want to use. Using newer APIs not supported by your minimum version will mean that your
|
||||
application will no longer be compatible with devices running on that version.</li>
|
||||
<li>For resource-related issues, you can try resolving them by:
|
||||
<ul>
|
||||
<li>Adding a <code>anyDensity="false"</code> attribute to
|
||||
@@ -1039,22 +1131,22 @@ earlier.</li>
|
||||
scaling.</li>
|
||||
<li>Creating any size- or density-specific resources you need and placing
|
||||
them in directories tagged with the <a href="#qualifiers">correct
|
||||
qualifiers</a>. Qualifiers must be arranged in a proscribed order. See
|
||||
qualifiers</a>. Qualifiers must be arranged in a proscribed order. See
|
||||
<a href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">
|
||||
Alternative Resources</a> for more information. </li>
|
||||
Providing Alternative Resources</a> for more information. </li>
|
||||
<li>Note that if you add size- or density-specific resource directories
|
||||
tagged with any of the resource qualifiers listed in this document, you should
|
||||
make sure to also tag those directories with the <code>v<api-level></code>
|
||||
qualifier (for example, <code>-v4</code>). This ensures that those resources
|
||||
qualifier (for example, <code>-v4</code> to target API Level 4). This ensures that those resources
|
||||
will be ignored when the application is run on Android 1.5 or lower platform
|
||||
versions.</p></li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>If your application does not offer support (such as custom layouts) for
|
||||
large screens and you want the platform to display your application in
|
||||
screen-compatibility mode on larger screens, add a
|
||||
<code>largeScreens="false"</code> attribute to the
|
||||
<code><supports-screens></code> element in the manifest. See
|
||||
screen-compatibility mode on larger screens, add the
|
||||
<code>largeScreens="false"</code> and <code>xlargeScreens="false"</code> attributes to the
|
||||
<code><supports-screens></code> element in the manifest. See
|
||||
<a href="#compatibility-examples">Screen-Compatibility Examples</a> for
|
||||
illustrations of how the platform displays your application in this case.</li>
|
||||
<li>If your application does not offer support (such as custom layouts) for
|
||||
@@ -1077,6 +1169,16 @@ function on a small-screen device. In many cases, the reduced screen area and
|
||||
density mean that you may need to make tradeoffs in design, content, and
|
||||
function on those devices. </p>
|
||||
|
||||
<p>Also give extra attention to testing your application on an AVD that emulates an <em>xlarge</em>
|
||||
screen. Devices with extra large screens
|
||||
are tablet-sized or larger, so you should pay close attention to how usable your application is on
|
||||
such screens. You might want to design new layouts specifically for extra large screens, to address
|
||||
usability aspects such as the location and size of buttons in your UI. To test your application on
|
||||
an extra large screen, create an AVD targeted to Android 2.3 with a high resolution, such as 1280 x
|
||||
800, and the default density of 160dpi. This AVD will use any resources you've provided with the
|
||||
<code>xlarge</code> <a href="#qualifiers">resouce qualifier</a>.</p>
|
||||
|
||||
|
||||
<h2 id="testing">How to Test Your Application on Multiple Screens</h2>
|
||||
|
||||
<p>Before publishing an application that supports multiple screens, you should
|
||||
@@ -1091,22 +1193,22 @@ not. Once you've tested your application and found that it displays properly on
|
||||
various screen sizes, you should make sure to add the corresponding size
|
||||
attribute(s) to your application's manifest. -->
|
||||
|
||||
<div id="f9.5" style="float:right;margin:0;padding:0;">
|
||||
<img src="{@docRoot}images/screens_support/avds-config.png" style="padding:0;margin:0;">
|
||||
<p class="caption" style="margin:0 0 1.5em 1em;padding:0 0 0 1em;"><strong>Figure 4.</strong>
|
||||
<div id="f9.5" class="figure" style="width:530px">
|
||||
<img src="{@docRoot}images/screens_support/avds-config.png" />
|
||||
<p class="img-caption"><strong>Figure 4.</strong>
|
||||
A typical set of AVDs for testing screens support.</p>
|
||||
</div>
|
||||
|
||||
<p>As a test environment for your applications, set up a series of AVDs that
|
||||
emulate the screen sizes and densities you want to support. The Android SDK
|
||||
includes six emulator skins to get you started. You can use the Android AVD
|
||||
includes several emulator skins to get you started. You can use the Android AVD
|
||||
Manager or the <code>android</code> tool to create AVDs that use the various
|
||||
emulator skins and you can also set up custom AVDs to test densities other than
|
||||
the defaults. For general information about working with AVDs, see
|
||||
the defaults. For general information about working with AVDs, see
|
||||
<a href="{@docRoot}guide/developing/tools/avd.html">Android Virtual
|
||||
Devices</a>.</p>
|
||||
|
||||
<p>The Android SDK provides a set of default emulator skins that you can use for
|
||||
<p>The Android SDK provides a set of default emulator skins that you can use for
|
||||
testing. The skins are included as part of each Android platform that you can
|
||||
install in your SDK. The Android 1.6 platform offers these default skins:</p>
|
||||
|
||||
@@ -1125,7 +1227,7 @@ install in your SDK. The Android 1.6 platform offers these default skins:</p>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p>The Android 2.0 platform offers all of the Android 1.6 default skins,
|
||||
<p>The Android 2.0 platform offers all of the Android 1.6 default skins,
|
||||
above, plus:</p>
|
||||
|
||||
<ul>
|
||||
@@ -1161,15 +1263,15 @@ scale the entire emulator display, based on both the dpi of the skin and of your
|
||||
monitor. The default emulator skins included in the Android SDK are listed
|
||||
in <a href="#screens-table">Table 1</a>, earlier in this document.</p>
|
||||
|
||||
<div style="float: right;background-color:#fff;margin: 0;padding: 20px 0 20px 20px;width:520px;">
|
||||
<img src="{@docRoot}images/screens_support/avd-density.png" style="padding:0;margin:0;">
|
||||
<p class="caption" style="margin:0 0 1.5em 1em;padding:0 0 0 1em; width:280px;"><strong>Figure 5.</strong>
|
||||
<div class="figure" style="width:324px">
|
||||
<img src="{@docRoot}images/screens_support/avd-density.png" >
|
||||
<p class="img-caption"><strong>Figure 5.</strong>
|
||||
Resolution and density options that you can use, when creating an AVD using the AVD Manager.</p>
|
||||
</div>
|
||||
|
||||
<p>You should also make sure to test your application on different physical
|
||||
screen sizes within a single size-density configuration. For example, to
|
||||
display this screen configuration on a 30" monitor you will need to adjust
|
||||
screen sizes within a single size-density configuration. For example, to
|
||||
display this screen configuration on a 30" monitor you will need to adjust
|
||||
the value passed to <code>-scale</code> to 96*2.8/3.3 = 81dpi. You can also
|
||||
pass a float value to <code>-scale</code> to specify your own scaling factor:</p>
|
||||
|
||||
@@ -1201,7 +1303,7 @@ or "240" for a high-density screen.</li>
|
||||
<li>Set any other hardware options and complete the AVD creation.</li>
|
||||
</ol>
|
||||
|
||||
<p>In the example above (WVGA medium density), the new AVD will emulate a 5.8"
|
||||
<p>In the example above (WVGA medium density), the new AVD will emulate a 5.8"
|
||||
WVGA screen.</p>
|
||||
|
||||
<p>As an alternative to adjusting the emulator skin configuration, you can use
|
||||
@@ -1216,21 +1318,21 @@ to the emulator command line when starting the AVD. For example, </p>
|
||||
<p>This section provides examples of how the Android platform displays an
|
||||
application written for the baseline screen configuration — HVGA (320x480)
|
||||
resolution on a 3.2" screen — with all of the platform's size- and
|
||||
density-compatibility features enabled. That is, the examples show how
|
||||
the platform displays an application that doesn't provide built-in support
|
||||
density-compatibility features enabled. That is, the examples show how
|
||||
the platform displays an application that doesn't provide built-in support
|
||||
for the screen on which it is being rendered, but which instead relies completely
|
||||
on the platform.</p>
|
||||
|
||||
<p>The platform's screen-compatibility features are designed to provide such
|
||||
an application with a virtual baseline screen environment against which to run,
|
||||
while at the same time ensuring for the user a physical display that is
|
||||
<p>The platform's screen-compatibility features are designed to provide such
|
||||
an application with a virtual baseline screen environment against which to run,
|
||||
while at the same time ensuring for the user a physical display that is
|
||||
approximately the same as the baseline screen size and density. </p>
|
||||
|
||||
<p>Legacy applications that have not been modified to support multiple
|
||||
screens would be typical examples of such applications. In most cases,
|
||||
screens would be typical examples of such applications. In most cases,
|
||||
you would want to add multiple-screens support to a legacy application and
|
||||
publish an updated version, as described in <a href="#strategies">Strategies
|
||||
for Legacy Applications</a>. However, if you did not do so, the
|
||||
for Legacy Applications</a>. However, if you did not do so, the
|
||||
platform still performs best-effort rendering of your application, as
|
||||
illustrated below.</p>
|
||||
|
||||
@@ -1248,9 +1350,9 @@ density is low density (160 -> 120 virtual dpi).
|
||||
</li>
|
||||
<li>
|
||||
If the device's screen size is <em>small</em>, there are few options
|
||||
options for making Android 1.5 applications work well on such a screen, so
|
||||
options for making Android 1.5 applications work well on such a screen, so
|
||||
Android Market will filter applications that are not known to support these
|
||||
screens from the device.
|
||||
screens from the device.
|
||||
</li>
|
||||
<li>
|
||||
If the device's screen size is <em>large</em>, it limits the application's
|
||||
|
||||
@@ -329,7 +329,8 @@ indicates the current locale.</p>
|
||||
<td>
|
||||
<code>small</code><br/>
|
||||
<code>normal</code><br/>
|
||||
<code>large</code>
|
||||
<code>large</code><br/>
|
||||
<code>xlarge</code>
|
||||
</td>
|
||||
<td>
|
||||
<ul class="nolist">
|
||||
@@ -347,6 +348,10 @@ indicates the current locale.</p>
|
||||
medium-density VGA screen. Such a screen has significantly more
|
||||
available space in both width and height than an HVGA display.
|
||||
Examples are VGA and WVGA medium density screens.</li>
|
||||
<li>{@code xlarge}: Screens that are considerably larger than the traditional
|
||||
medium-density HVGA screen. In most cases, devices with extra large screens would be too
|
||||
large to carry in a pocket and would most likely be tablet-style devices. <em>Added in API Level
|
||||
9.</em></li>
|
||||
</ul>
|
||||
<p><em>Added in API Level 4.</em></p>
|
||||
<p>See <a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple
|
||||
@@ -437,6 +442,7 @@ application during runtime.</p>
|
||||
<code>ldpi</code><br/>
|
||||
<code>mdpi</code><br/>
|
||||
<code>hdpi</code><br/>
|
||||
<code>xhdpi</code><br/>
|
||||
<code>nodpi</code>
|
||||
</td>
|
||||
<td>
|
||||
@@ -445,6 +451,8 @@ application during runtime.</p>
|
||||
<li>{@code mdpi}: Medium-density (on traditional HVGA) screens; approximately
|
||||
160dpi.</li>
|
||||
<li>{@code hdpi}: High-density screens; approximately 240dpi.</li>
|
||||
<li>{@code xhdpi}: Extra high-density screens; approximately 320dpi. <em>Added in API
|
||||
Level 8</em></li>
|
||||
<li>{@code nodpi}: This can be used for bitmap resources that you do not want to be scaled
|
||||
to match the device density.</li>
|
||||
</ul>
|
||||
|
||||
Binary file not shown.
|
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Reference in New Issue
Block a user