diff --git a/docs/html/guide/guide_toc.cs b/docs/html/guide/guide_toc.cs index 25a317d7bedf6..ebf87027e2859 100644 --- a/docs/html/guide/guide_toc.cs +++ b/docs/html/guide/guide_toc.cs @@ -667,11 +667,14 @@
  • Supporting Multiple Screens -
    + updated

    The generalized sizes and densities are arranged around a @@ -154,7 +175,7 @@ baseline is based upon the screen configuration for the first Android-powered de G1, which has an HVGA screen (until Android 1.6, this was the only screen configuration that Android supported).

    -

    Each generalized size or density spans a range of actual screen sizes or density. For example, +

    Each generalized size and density spans a range of actual screen sizes and densities. For example, two devices that both report a screen size of normal might have actual screen sizes and aspect ratios that are slightly different when measured by hand. Similarly, two devices that report a screen density of hdpi might have real pixel densities that are slightly different. @@ -168,11 +189,30 @@ and density groups.

    Illustration of how Android roughly maps actual sizes and densities to generalized sizes and densities (figures are not exact).

    +

    As you design your UI for different screen sizes, you'll discover that each design requires a +minimum amount of space. So, each generalized screen size above has an associated minimum +resolution that's defined by the system. These minimum sizes are in "dp" units—the same units +you should use when defining your layouts—which allows the system to avoid worrying about +changes in screen density.

    + + + +

    Note: These minimum screen sizes were not as well defined prior to +Android 3.0, so you may encounter some devices that are mis-classified between normal and large. +These are also based on the physical resolution of the screen, so may vary across devices—for +example a 1024x720 tablet with a system bar actually has a bit less space available to the +application due to it being used by the system bar.

    +

    To optimize your application's UI for the different screen sizes and densities, you can provide alternative resources for any of the generalized sizes and densities. Typically, you should provide alternative layouts for some of the different screen sizes and alternative bitmap images for -different screen densities. At runtime, the system uses the appropriate size or density resources +different screen densities. At runtime, the system uses the appropriate resources for your application, based on the generalized size or density of the current device screen.

    You do not need to provide alternative resources for every combination of screen size and @@ -221,7 +261,7 @@ density, if necessary

  • In figure 2, the text view and bitmap drawable have dimensions specified in pixels ({@code px} -units), so the elements are physically larger on a low density screen and smaller on a high density +units), so the views are physically larger on a low density screen and smaller on a high density screen. This is because although the actual screen sizes may be the same, the high density screen has more pixels per inch (the same amount of pixels fit in a smaller area). In figure 3, the layout dimensions are specified in density-independent pixels ({@code dp} units). Because the baseline for @@ -255,6 +295,18 @@ for the screen density, as appropriate. To more gracefully handle different scre however, you should also: