1 page.title=Supporting Multiple Screens 2 page.metaDescription=Nanaging UIs for the best display on multiple screen sizes. 3 meta.tags="multiple screens" 4 5 @jd:body 6 7 <div id="qv-wrapper"> 8 <div id="qv"> 9 10 <h2>Quickview</h2> 11 <ul> 12 <li>Android runs on devices that have different screen sizes and densities.</li> 13 <li>The screen on which your application is displayed can affect its user interface.</li> 14 <li>The system handles most of the work of adapting your app to the current screen.</li> 15 <li>You should create screen-specific resources for precise control of your UI. </li> 16 </ul> 17 18 <h2>In this document</h2> 19 <ol> 20 <li><a href="#overview">Overview of Screen Support</a> 21 <ol> 22 <li><a href="#terms">Terms and concepts</a></li> 23 <li><a href="#range">Range of screens supported</a></li> 24 <li><a href="#density-independence">Density independence</a></li> 25 </ol></li> 26 <li><a href="#support">How to Support Multiple Screens</a> 27 <ol> 28 <li><a href="#qualifiers">Using configuration qualifiers</a></li> 29 <li><a href="#DesigningResources">Designing alternative layouts and drawables</a></li> 30 </ol></li> 31 <li><a href="#DeclaringTabletLayouts">Declaring Tablet Layouts for Android 3.2</a> 32 <ol> 33 <li><a href="#NewQualifiers">Using new size qualifiers</a></li> 34 <li><a href="#ConfigurationExamples">Configuration examples</a></li> 35 <li><a href="#DeclaringScreenSizeSupport">Declaring screen size support</a></li> 36 </ol></li> 37 <li><a href="#screen-independence">Best Practices</a></li> 38 <li><a href="#DensityConsiderations">Additional Density Considerations</a> 39 <ol> 40 <li><a href="#scaling">Scaling Bitmap objects created at runtime</a></li> 41 <li><a href="#dips-pels">Converting dp units to pixel units</a></li> 42 </ol></li> 43 <li><a href="#testing">How to Test Your Application on Multiple Screens</a></li> 44 </ol> 45 46 <h2>Related samples</h2> 47 <ol> 48 <li><a href="{@docRoot}resources/samples/MultiResolution/index.html">Multiple 49 Resolutions</a></li> 50 </ol> 51 52 <h2>See also</h2> 53 <ol> 54 <li><a 55 href="http://android-developers.blogspot.com/2011/09/thinking-like-web-designer.html">Thinking 56 Like a Web Designer</a></li> 57 <li><a 58 href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources"> 59 Providing Alternative Resources</a></li> 60 <li><a href="{@docRoot}guide/practices/ui_guidelines/icon_design.html">Icon Design 61 Guidelines</a></li> 62 <li><a href="{@docRoot}tools/devices/index.html">Managing Virtual Devices</a></li> 63 </ol> 64 65 </div> 66 </div> 67 68 <p>Android runs on a variety of devices that offer different screen sizes and densities. For 69 applications, the Android system provides a consistent development environment across devices and 70 handles most of the work to adjust each application's user interface to the screen on which it is 71 displayed. At the same time, the system provides APIs that allow you to control your 72 application's UI for specific screen sizes and densities, in order to optimize your UI 73 design for different screen configurations. For example, you might want a UI for tablets 74 that's different from the UI for handsets.</p> 75 76 <p>Although the system performs scaling and resizing to make your application work on 77 different screens, you should make the effort to optimize your application for different screen 78 sizes and densities. In doing so, you maximize the user experience for all devices and your users 79 believe that your application was actually designed for <em>their</em> devices—rather than 80 simply stretched to fit the screen on their devices.</p> 81 82 <p>By following the practices described in this document, you can create an application that 83 displays properly and provides an optimized user experience on all supported screen configurations, 84 using a single {@code .apk} file.</p> 85 86 <p class="note"><strong>Note:</strong> The information in this document assumes that your 87 application is designed for Android 1.6 (API Level 4) or higher. If your application supports 88 Android 1.5 or lower, please first read <a 89 href="{@docRoot}guide/practices/screens-support-1.5.html">Strategies for Android 1.5</a>. 90 <br/><br/> 91 Also, be aware that <strong>Android 3.2 has introduced new APIs</strong> that allow you to more 92 precisely control the layout resources your application uses for different screen sizes. These new 93 features are especially important if you're developing an application that's optimized for tablets. 94 For details, see the section about <a href="#DeclaringTabletLayouts">Declaring Tablet Layouts for 95 Android 3.2</a>. 96 </p> 97 98 99 100 <h2 id="overview">Overview of Screens Support</h2> 101 102 <p>This section provides an overview of Android's support for multiple screens, including: an 103 introduction to the terms and concepts used in this document and in the API, a summary of the screen 104 configurations that the system supports, and an overview of the API and underlying 105 screen-compatibility features.</p> 106 107 <h3 id="terms">Terms and concepts</h3> 108 109 <dl> 110 <dt><em>Screen size</em></dt> 111 <dd>Actual physical size, measured as the screen's diagonal. 112 113 <p>For simplicity, Android groups all actual screen sizes into four generalized sizes: small, 114 normal, large, and extra-large.</p></dd> 115 116 <dt><em>Screen density</em></dt> 117 <dd>The quantity of pixels within a physical area of the screen; usually referred to as dpi (dots 118 per inch). For example, a "low" density screen has fewer pixels within a given physical area, 119 compared to a "normal" or "high" density screen.</p> 120 121 <p>For simplicity, Android groups all actual screen densities into six generalized densities: 122 low, medium, high, extra-high, extra-extra-high, and extra-extra-extra-high.</p></dd> 123 124 <dt><em>Orientation</em></dt> 125 <dd>The orientation of the screen from the user's point of view. This is either landscape or 126 portrait, meaning that the screen's aspect ratio is either wide or tall, respectively. Be aware 127 that not only do different devices operate in different orientations by default, but the 128 orientation can change at runtime when the user rotates the device. 129 </dd> 130 131 <dt><em>Resolution</em></dt> 132 <dd>The total number of physical pixels on a screen. When adding support for multiple screens, 133 applications do not work directly with resolution; applications should be concerned only with screen 134 size and density, as specified by the generalized size and density groups.</dd> 135 136 <dt><em>Density-independent pixel (dp)</em></dt> 137 <dd>A virtual pixel unit that you should use when defining UI layout, to express layout dimensions 138 or position in a density-independent way. 139 <p>The density-independent pixel is equivalent to one physical pixel on a 160 dpi screen, which is 140 the baseline density assumed by the system for a "medium" density screen. At runtime, the system 141 transparently handles any scaling of the dp units, as necessary, based on the actual density of the 142 screen in use. The conversion of dp units to screen pixels is simple: 143 <nobr><code>px = dp * (dpi / 160)</code></nobr>. 144 For example, on a 240 dpi screen, 1 dp equals 1.5 physical pixels. You should always use dp units 145 when defining your application's UI, to ensure proper display of your UI on screens with different 146 densities. </p></dd> 147 </dl> 148 149 150 <h3 id="range">Range of screens supported</h3> 151 152 <p>Starting with Android 1.6 (API Level 4), Android provides support for multiple screen sizes and 153 densities, reflecting the many different screen configurations that a device may have. You can use 154 features of the Android system to optimize your application's user interface for each screen 155 configuration and ensure that your application not only renders properly, but provides the best 156 user experience possible on each screen.</p> 157 158 <p>To simplify the way that you design your user interfaces for multiple screens, Android divides 159 the range of actual screen sizes and densities into:</p> 160 161 <ul> 162 <li>A set of four generalized <strong>sizes</strong>: <em>small</em>, <em>normal</em>, 163 <em>large</em>, 164 and <em>xlarge</em></em> 165 <p class="note"><strong>Note:</strong> Beginning with Android 3.2 (API level 13), these size groups 166 are deprecated in favor of a new technique for managing screen sizes based on the available screen 167 width. If you're developing for Android 3.2 and greater, see <a 168 href="#DeclaringTabletLayouts">Declaring Tablet Layouts for Android 3.2</a> for more 169 information.</p> 170 </li> 171 <li>A set of six generalized <strong>densities</strong>: 172 <ul> 173 <li><em>ldpi</em> (low) ~120dpi</li> 174 <li><em>mdpi</em> (medium) ~160dpi</li> 175 <li><em>hdpi</em> (high) ~240dpi</li> 176 <li><em>xhdpi</em> (extra-high) ~320dpi</li> 177 <li><em>xxhdpi</em> (extra-extra-high) ~480dpi</li> 178 <li><em>xxxhdpi</em> (extra-extra-extra-high) ~640dpi</li> 179 </ul> 180 </li> 181 </ul> 182 183 <p>The generalized sizes and densities are arranged around a 184 baseline configuration that is a <em>normal</em> size and <em>mdpi</em> (medium) density. This 185 baseline is based upon the screen configuration for the first Android-powered device, the T-Mobile 186 G1, which has an HVGA screen (until Android 1.6, this was the only screen configuration that Android 187 supported).</p> 188 189 <p>Each generalized size and density spans a range of actual screen sizes and densities. For example, 190 two devices that both report a screen size of <em>normal</em> might have actual screen sizes and 191 aspect ratios that are slightly different when measured by hand. Similarly, two devices that report 192 a screen density of <em>hdpi</em> might have real pixel densities that are slightly different. 193 Android makes these differences abstract to applications, so you can provide UI designed for the 194 generalized sizes and densities and let the system handle any final adjustments as necessary. Figure 195 1 illustrates how different sizes and densities are roughly categorized into the different size 196 and density groups.</p> 197 198 <img src="{@docRoot}images/screens_support/screens-ranges.png" style="padding:1em 0 0" alt="" /> 199 <p class="img-caption"><strong>Figure 1.</strong> 200 Illustration of how Android roughly maps actual sizes and densities 201 to generalized sizes and densities (figures are not exact).</p> 202 203 <p>As you design your UI for different screen sizes, you'll discover that each design requires a 204 minimum amount of space. So, each generalized screen size above has an associated minimum 205 resolution that's defined by the system. These minimum sizes are in "dp" units—the same units 206 you should use when defining your layouts—which allows the system to avoid worrying about 207 changes in screen density.</p> 208 209 <ul> 210 <li><em>xlarge</em> screens are at least 960dp x 720dp</li> 211 <li><em>large</em> screens are at least 640dp x 480dp</li> 212 <li><em>normal</em> screens are at least 470dp x 320dp</li> 213 <li><em>small</em> screens are at least 426dp x 320dp</li> 214 </ul> 215 216 <p class="note"><strong>Note:</strong> These minimum screen sizes were not as well defined prior to 217 Android 3.0, so you may encounter some devices that are mis-classified between normal and large. 218 These are also based on the physical resolution of the screen, so may vary across devices—for 219 example a 1024x720 tablet with a system bar actually has a bit less space available to the 220 application due to it being used by the system bar.</p> 221 222 <p>To optimize your application's UI for the different screen sizes and densities, you can provide 223 <a href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">alternative 224 resources</a> for any of the generalized sizes and densities. Typically, you should 225 provide alternative layouts for some of the different screen sizes and alternative bitmap images for 226 different screen densities. At runtime, the system uses the appropriate resources 227 for your application, based on the generalized size or density of the current device screen.</p> 228 229 <p>You do not need to provide alternative resources for every combination of screen size and 230 density. The system provides robust compatibility features that can handle most of the work of 231 rendering your application on any device screen, provided that you've implemented your UI using 232 techniques that allow it to gracefully resize (as described in the <a 233 href="#screen-independence">Best Practices</a>, below).</p> 234 235 <p class="note"><strong>Note:</strong> The characteristics that define a device's generalized screen 236 size and density are independent from each other. For example, a WVGA high-density screen is 237 considered a normal size screen because its physical size is about the same as the T-Mobile G1 238 (Android's first device and baseline screen configuration). On the other hand, a WVGA medium-density 239 screen is considered a large size screen. Although it offers the same resolution (the same number of 240 pixels), the WVGA medium-density screen has a lower screen density, meaning that each pixel is 241 physically larger and, thus, the entire screen is larger than the baseline (normal size) screen.</p> 242 243 244 245 <h3 id="density-independence">Density independence</h3> 246 247 <p>Your application achieves "density independence" when it preserves the physical size (from 248 the user's point of view) of user interface elements when displayed on screens with different 249 densities.</p> 250 251 <p>Maintaining density independence is important because, without it, a UI element (such as a 252 button) appears physically larger on a low-density screen and smaller on a high-density screen. Such 253 density-related size changes can cause problems in your application layout and usability. Figures 2 254 and 3 show the difference between an application when it does not provide density independence and 255 when it does, respectively.</p> 256 257 <img src="{@docRoot}images/screens_support/density-test-bad.png" alt="" /> 258 <p class="img-caption"><strong>Figure 2.</strong> Example application without support for 259 different densities, as shown on low, medium, and high-density screens.</p> 260 261 <img src="{@docRoot}images/screens_support/density-test-good.png" alt="" /> 262 <p class="img-caption"><strong>Figure 3.</strong> Example application with good support for 263 different densities (it's density independent), as shown on low, medium, and high 264 density screens.</p> 265 266 <p>The Android system helps your application achieve density independence in two ways: </p> 267 268 <ul> 269 <li>The system scales dp units as appropriate for the current screen density</li> 270 <li>The system scales drawable resources to the appropriate size, based on the current screen 271 density, if necessary</li> 272 </ul> 273 274 <p>In figure 2, the text view and bitmap drawable have dimensions specified in pixels ({@code px} 275 units), so the views are physically larger on a low-density screen and smaller on a high-density 276 screen. This is because although the actual screen sizes may be the same, the high-density screen 277 has more pixels per inch (the same amount of pixels fit in a smaller area). In figure 3, the layout 278 dimensions are specified in density-independent pixels ({@code dp} units). Because the baseline for 279 density-independent pixels is a medium-density screen, the device with a medium-density screen looks 280 the same as it does in figure 2. For the low-density and high-density screens, however, the system 281 scales the density-independent pixel values down and up, respectively, to fit the screen as 282 appropriate.</p> 283 284 <p>In most cases, you can ensure density independence in your application simply by specifying all 285 layout dimension values in density-independent pixels (<code>dp</code> units) or with {@code 286 "wrap_content"}, as appropriate. The system then scales bitmap drawables as appropriate in order to 287 display at the appropriate size, based on the appropriate scaling factor for the current screen's 288 density.</p> 289 290 <p>However, bitmap scaling can result in blurry or pixelated bitmaps, which you might notice in the 291 above screenshots. To avoid these artifacts, you should provide alternative bitmap resources for 292 different densities. For example, you should provide higher-resolution bitmaps for high-density 293 screens and the system will use those instead of resizing the bitmap designed for medium-density 294 screens. The following section describes more about how to supply alternative resources for 295 different screen configurations.</p> 296 297 298 299 <h2 id="support">How to Support Multiple Screens</h2> 300 301 <p>The foundation of Android's support for multiple screens is its ability to manage the rendering 302 of an application's layout and bitmap drawables in an appropriate way for the current screen 303 configuration. The system handles most of the work to render your application properly on each 304 screen configuration by scaling layouts to fit the screen size/density and scaling bitmap drawables 305 for the screen density, as appropriate. To more gracefully handle different screen configurations, 306 however, you should also:</p> 307 308 <ul> 309 <li><strong>Explicitly declare in the manifest which screen sizes your application 310 supports</strong> 311 <p>By declaring which screen sizes your application supports, you can ensure that only 312 devices with the screens you support can download your application. Declaring support for 313 different screen sizes can also affect how the system draws your application on larger 314 screens—specifically, whether your application runs in <a 315 href="{@docRoot}guide/practices/screen-compat-mode.html">screen compatibility mode</a>.</p> 316 <p>To declare the screen sizes your application supports, you should include the 317 <a href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code 318 <supports-screens>}</a> element in your manifest file.</p> 319 </li> 320 321 <li><strong>Provide different layouts for different screen sizes</strong> 322 <p>By default, Android resizes your application layout to fit the current device screen. In most 323 cases, this works fine. In other cases, your UI might not look as good and might need adjustments 324 for different screen sizes. For example, on a larger screen, you might want to adjust the position 325 and size of some elements to take advantage of the additional screen space, or on a smaller screen, 326 you might need to adjust sizes so that everything can fit on the screen.</p> 327 <p>The configuration qualifiers you can use to provide size-specific resources are 328 <code>small</code>, <code>normal</code>, <code>large</code>, and <code>xlarge</code>. For 329 example, layouts for an extra-large screen should go in {@code layout-xlarge/}.</p> 330 <p>Beginning with Android 3.2 (API level 13), the above size groups are deprecated and you 331 should instead use the {@code sw<N>dp} configuration qualifier to define the smallest 332 available width required by your layout resources. For example, if your multi-pane tablet layout 333 requires at least 600dp of screen width, you should place it in {@code layout-sw600dp/}. Using the 334 new techniques for declaring layout resources is discussed further in the section about <a 335 href="#DeclaringTabletLayouts">Declaring Tablet Layouts for Android 3.2</a>.</p> 336 </li> 337 338 <li><strong>Provide different bitmap drawables for different screen densities</strong> 339 <p>By default, Android scales your bitmap drawables ({@code .png}, {@code .jpg}, and {@code 340 .gif} files) and Nine-Patch drawables ({@code .9.png} files) so that they render at the appropriate 341 physical size on each device. For example, if your application provides bitmap drawables only for 342 the baseline, medium screen density (mdpi), then the system scales them up when on a high-density 343 screen, and scales them down when on a low-density screen. This scaling can cause artifacts in the 344 bitmaps. To ensure your bitmaps look their best, you should include alternative versions at 345 different resolutions for different screen densities.</p> 346 <p>The <a href="#qualifiers">configuration qualifiers</a> (described in detail below) that you 347 can use for density-specific resources are <code>ldpi</code> (low), <code>mdpi</code> (medium), 348 <code>hdpi</code> (high), <code>xhdpi</code> extra-high), <code>xxhdpi</code> 349 (extra-extra-high), and <code>xxxhdpi</code> (extra-extra-extra-high). For example, bitmaps 350 for high-density screens should go in {@code drawable-hdpi/}.</p> 351 <p class="note" id="xxxhdpi-note"><strong>Note:</strong> the <code>drawable-xxxhdpi</code> 352 qualifier is necessary only to provide a launcher icon that can appear larger than usual on an 353 xxhdpi device. You do not need to provide xxxhdpi assets for all your app's images.</p> 354 <p>Some devices scale-up the launcher icon by as much as 25%. For example, if your highest 355 density launcher icon image is already extra-extra-high-density, the scaling process will make it 356 appear less crisp. So you should provide a higher density launcher icon in the 357 <code>drawable-xxxhdpi</code> directory, which the system uses instead of scaling up a smaller 358 version of the icon.</p> 359 <p>See <a href="{@docRoot}design/style/iconography.html#xxxhdpi-launcher">Provide an 360 xxx-high-density launcher icon</a> for more information. You should not use the 361 <code>xxxhdpi</code> qualifier for UI elements other than the launcher icon.</p> 362 </li> 363 </ul> 364 365 <p>The size and density configuration qualifiers correspond to the generalized sizes and densities 366 described in <a href="#range">Range of screens supported</a>, above.</p> 367 368 <p class="note"><strong>Note:</strong> If you're not familiar with configuration qualifiers and how 369 the system uses them to apply alternative resources, read <a 370 href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">Providing 371 Alternative Resources</a> for more information.</p> 372 373 <p>At runtime, the system ensures the best possible display on the current screen with 374 the following procedure for any given resource:</p> 375 376 <ol> 377 <li>The system uses the appropriate alternative resource 378 <p>Based on the size and density of the current screen, the system uses any size- and 379 density-specific resource provided in your application. For example, if the device has a 380 high-density screen and the application requests a drawable resource, the system looks for a 381 drawable resource directory that best matches the device configuration. Depending on the other 382 alternative resources available, a resource directory with the {@code hdpi} qualifier (such as 383 {@code drawable-hdpi/}) might be the best match, so the system uses the drawable resource from this 384 directory.</p> 385 </li> 386 387 <li>If no matching resource is available, the system uses the default resource and scales it up 388 or down as needed to match the current screen size and density 389 <p>The "default" resources are those that are not tagged with a configuration qualifier. For 390 example, the resources in {@code drawable/} are the default drawable resources. The system 391 assumes that default resources are designed for the baseline screen size and density, which is a 392 normal screen size and a medium-density. As such, the system scales default density 393 resources up for high-density screens and down for low-density screens, as appropriate.</p> 394 <p>However, when the system is looking for a density-specific resource and does not find it in 395 the density-specific directory, it won't always use the default resources. The system may 396 instead use one of the other density-specific resources in order to provide better results 397 when scaling. For example, when looking for a low-density resource and it is not available, the 398 system prefers to scale-down the high-density version of the resource, because the 399 system can easily scale a high-density resource down to low-density by a factor of 0.5, with 400 fewer artifacts, compared to scaling a medium-density resource by a factor of 0.75.</p> 401 </li> 402 </ol> 403 404 <p>For more information about how Android selects alternative resources by matching configuration 405 qualifiers to the device configuration, read 406 <a href="{@docRoot}guide/topics/resources/providing-resources.html#BestMatch">How Android 407 Finds the Best-matching Resource</a>.</p> 408 409 410 411 412 <h3 id="qualifiers">Using configuration qualifiers</h3> 413 414 <p>Android supports several configuration qualifiers that allow you to control how the system 415 selects your alternative resources based on the characteristics of the current device screen. A 416 configuration qualifier is a string that you can append to a resource directory in your Android 417 project and specifies the configuration for which the resources inside are designed.</p> 418 419 <p>To use a configuration qualifier:</p> 420 <ol> 421 <li>Create a new directory in your project's {@code res/} directory and name it using the 422 format: <nobr>{@code <resources_name>-<qualifier>}</nobr> 423 <ul> 424 <li>{@code <resources_name>} is the standard resource name (such as {@code drawable} or 425 {@code layout}).</li> 426 <li>{@code <qualifier>} is a configuration qualifier from table 1, below, specifying the 427 screen configuration for which these resources are to be used (such as {@code hdpi} or {@code 428 xlarge}).</li> 429 </ul> 430 <p>You can use more than one {@code <qualifier>} at a time—simply separate each 431 qualifier with a dash.</p> 432 </li> 433 <li>Save the appropriate configuration-specific resources in this new directory. The resource 434 files must be named exactly the same as the default resource files.</li> 435 </ol> 436 437 <p>For example, {@code xlarge} is a configuration qualifier for extra-large screens. When you append 438 this string to a resource directory name (such as {@code layout-xlarge}), it indicates to the 439 system that these resources are to be used on devices that have an extra-large screen.</p> 440 441 <p class="table-caption"><strong>Table 1.</strong> Configuration qualifiers that allow you to 442 provide special resources for different screen configurations.</p> 443 444 <table> 445 <tr> 446 <th>Screen characteristic</th> 447 <th>Qualifier</th> 448 <th>Description</th> 449 </tr> 450 451 <tr> 452 <td rowspan="4">Size</td> 453 <td><code>small</code></td> 454 <td>Resources for <em>small</em> size screens.</td> 455 </tr> 456 <tr> 457 <td><code>normal</code></td> 458 <td>Resources for <em>normal</em> size screens. (This is the baseline size.)</td> 459 </tr> 460 <tr> 461 <td><code>large</code></td> 462 <td>Resources for <em>large</em> size screens.</td> 463 </tr> 464 <tr> 465 <td><code>xlarge</code></td> 466 <td>Resources for <em>extra-large</em> size screens.</td> 467 </tr> 468 469 <tr> 470 <td rowspan="8">Density</td> 471 <td><code>ldpi</code></td> 472 <td>Resources for low-density (<em>ldpi</em>) screens (~120dpi).</td> 473 </tr> 474 <tr> 475 <td><code>mdpi</code></td> 476 <td>Resources for medium-density (<em>mdpi</em>) screens (~160dpi). (This is the baseline 477 density.)</td> 478 </tr> 479 <tr> 480 <td><code>hdpi</code></td> 481 <td>Resources for high-density (<em>hdpi</em>) screens (~240dpi).</td> 482 </tr> 483 <tr> 484 <td><code>xhdpi</code></td> 485 <td>Resources for extra-high-density (<em>xhdpi</em>) screens (~320dpi).</td> 486 </tr> 487 <td><code>xxhdpi</code></td> 488 <td>Resources for extra-extra-high-density (<em>xxhdpi</em>) screens (~480dpi).</td> 489 </tr> 490 <td><code>xxxhdpi</code></td> 491 <td>Resources for extra-extra-extra-high-density (<em>xxxhdpi</em>) uses (~640dpi). Use this for the 492 launcher icon only, see <a href="#xxxhdpi-note">note</a> above.</td> 493 </tr> 494 <tr> 495 <td><code>nodpi</code></td> 496 <td>Resources for all densities. These are density-independent resources. The system does not 497 scale resources tagged with this qualifier, regardless of the current screen's density.</td> 498 </tr> 499 <tr> 500 <td><code>tvdpi</code></td> 501 <td>Resources for screens somewhere between mdpi and hdpi; approximately 213dpi. This is not 502 considered a "primary" density group. It is mostly intended for televisions and most apps shouldn't 503 need it—providing mdpi and hdpi resources is sufficient for most apps and the system will 504 scale them as appropriate. If you find it necessary to provide tvdpi resources, you should size them 505 at a factor of 1.33*mdpi. For example, a 100px x 100px image for mdpi screens should be 133px x 506 133px for tvdpi.</td> 507 </tr> 508 <tr> 509 <td rowspan="2">Orientation</td> 510 <td><code>land</code></td> 511 <td>Resources for screens in the landscape orientation (wide aspect ratio).</td> 512 </tr> 513 <tr> 514 <td><code>port</code></td> 515 <td>Resources for screens in the portrait orientation (tall aspect ratio).</td> 516 </tr> 517 518 <tr> 519 <td rowspan="2">Aspect ratio</td> 520 <td><code>long</code></td> 521 <td>Resources for screens that have a significantly taller or wider aspect ratio (when in portrait 522 or landscape orientation, respectively) than the baseline screen configuration.</td> 523 </tr> 524 <tr> 525 <td><code>notlong</code></td> 526 <td>Resources for use screens that have an aspect ratio that is similar to the baseline screen 527 configuration.</td> 528 </tr> 529 </table> 530 531 <p class="note"><strong>Note:</strong> If you're developing your application for Android 3.2 and 532 higher, see the section about <a 533 href="#DeclaringTabletLayouts">Declaring Tablet Layouts for Android 3.2</a> for information about 534 new configuration qualifiers that you should use when declaring layout resources for specific 535 screen sizes (instead of using the size qualifiers in table 1).</p></p> 536 537 <p>For more information about how these qualifiers roughly correspond to real screen 538 sizes and densities, see <a href="#range">Range of Screens Supported</a>, earlier in this 539 document.</p> 540 541 <p>For example, the following is a list of resource directories in an application that 542 provides different layout designs for different screen sizes and different bitmap drawables 543 for medium, high, and extra-high-density screens.</p> 544 545 <pre class="classic"> 546 res/layout/my_layout.xml // layout for normal screen size ("default") 547 res/layout-large/my_layout.xml // layout for large screen size 548 res/layout-xlarge/my_layout.xml // layout for extra-large screen size 549 res/layout-xlarge-land/my_layout.xml // layout for extra-large in landscape orientation 550 551 res/drawable-mdpi/my_icon.png // bitmap for medium-density 552 res/drawable-hdpi/my_icon.png // bitmap for high-density 553 res/drawable-xhdpi/my_icon.png // bitmap for extra-high-density 554 res/drawable-xxhdpi/my_icon.png // bitmap for extra-extra-high-density 555 </pre> 556 557 <p>For more information about how to use alternative resources and a complete list of 558 configuration qualifiers (not just for screen configurations), see 559 <a href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources"> 560 Providing Alternative Resources</a>.</p> 561 562 <p>Be aware that, when the Android system picks which resources to use at runtime, it uses 563 certain logic to determing the "best matching" resources. That is, the qualifiers you use don't 564 have to exactly match the current screen configuration in all cases in order for the system to 565 use them. Specifically, when selecting resources based on the size qualifiers, the system will 566 use resources designed for a screen smaller than the current screen if there are no resources 567 that better match (for example, a large-size screen will use normal-size screen resources if 568 necessary). However, if the only available resources are <em>larger</em> than the current screen, 569 the system will not use them and your application will crash if no other resources match the device 570 configuration (for example, if all layout resources are tagged with the {@code xlarge} qualifier, 571 but the device is a normal-size screen). For more information about how the system selects 572 resources, read <a 573 href="{@docRoot}guide/topics/resources/providing-resources.html#BestMatch">How Android Finds the 574 Best-matching Resource</a>.</p> 575 576 <p class="note"><strong>Tip:</strong> If you have some drawable resources that the system 577 should never scale (perhaps because you perform some adjustments to the image yourself at 578 runtime), you should place them in a directory with the {@code nodpi} configuration qualifier. 579 Resources with this qualifier are considered density-agnostic and the system will not scale 580 them.</p> 581 582 583 <h3 id="DesigningResources">Designing alternative layouts and drawables</h3> 584 585 <p>The types of alternative resources you should create depends on your application's needs. 586 Usually, you should use the size and orientation qualifiers to provide alternative layout resources 587 and use the density qualifiers to provide alternative bitmap drawable resources.</p> 588 589 <p>The following sections summarize how you might want to use the size and density qualifiers to 590 provide alternative layouts and drawables, respectively.</p> 591 592 593 <h4>Alternative layouts</h4> 594 595 <p>Generally, you'll know whether you need alternative layouts for different screen sizes once 596 you test your application on different screen configurations. For example:</p> 597 598 <ul> 599 <li>When testing on a small screen, you might discover that your layout doesn't quite fit on the 600 screen. For example, a row of buttons might not fit within the width of the screen on a small screen 601 device. In this case you should provide an alternative layout for small screens that adjusts the 602 size or position of the buttons.</li> 603 <li>When testing on an extra-large screen, you might realize that your layout doesn't make 604 efficient use of the big screen and is obviously stretched to fill it. 605 In this case, you should provide an alternative layout for extra-large screens that provides a 606 redesigned UI that is optimized for bigger screens such as tablets. 607 <p>Although your application should work fine without an alternative layout on big screens, it's 608 quite important to users that your application looks as though it's designed specifically for their 609 devices. If the UI is obviously stretched, users are more likely to be unsatisfied with the 610 application experience.</p></li> 611 <li>And, when testing in the landscape orientation compared to the portrait orientation, you 612 might notice that UI elements placed at the bottom of the screen for the portrait orientation 613 should instead be on the right side of the screen in landscape orientation.</li> 614 </ul> 615 616 <p>To summarize, you should be sure that your application layout:</p> 617 <ul> 618 <li>Fits on small screens (so users can actually use your application)</li> 619 <li>Is optimized for bigger screens to take advantage of the additional screen space</li> 620 <li>Is optimized for both landscape and portrait orientations</li> 621 </ul> 622 623 <p>If your UI uses bitmaps that need to fit the size of a view even after the system scales 624 the layout (such as the background image for a button), you should use <a 625 href="{@docRoot}guide/topics/graphics/2d-graphics.html#nine-patch">Nine-Patch</a> bitmap files. A 626 Nine-Patch file is basically a PNG file in which you specify two-dimensional regions that are 627 stretchable. When the system needs to scale the view in which the bitmap is used, the system 628 stretches the Nine-Patch bitmap, but stretches only the specified regions. As such, you don't 629 need to provide different drawables for different screen sizes, because the Nine-Patch bitmap can 630 adjust to any size. You should, however, provide alternate versions of your Nine-Patch files for 631 different screen densities.</p> 632 633 634 <h4>Alternative drawables</h4> 635 636 <div class="figure" style="width:223px;margin:0"> 637 <img src="{@docRoot}images/screens_support/screens-densities.png" alt="" /> 638 <p class="img-caption"><strong>Figure 4.</strong> Relative sizes for bitmap drawables 639 that support each density.</p> 640 </div> 641 642 <p>Almost every application should have alternative drawable resources for different screen 643 densities, because almost every application has a launcher icon and that icon should look good on 644 all screen densities. Likewise, if you include other bitmap drawables in your application (such 645 as for menu icons or other graphics in your application), you should provide alternative versions or 646 each one, for different densities.</p> 647 648 <p class="note"><strong>Note:</strong> You only need to provide density-specific drawables for 649 bitmap files ({@code .png}, {@code .jpg}, or {@code .gif}) and Nine-Patch files ({@code 650 .9.png}). If you use XML files to define shapes, colors, or other <a 651 href="{@docRoot}guide/topics/resources/drawable-resource.html">drawable resources</a>, you should 652 put one copy in the default drawable directory ({@code drawable/}).</p> 653 654 <p>To create alternative bitmap drawables for different densities, you should follow the 655 <b>3:4:6:8:12:16 scaling ratio</b> between the six generalized densities. For example, if you have 656 a bitmap drawable that's 48x48 pixels for medium-density screens, all the different sizes should be: 657 </p> 658 659 <ul> 660 <li>36x36 (0.75x) for low-density</li> 661 <li>48x48 (1.0x baseline) for medium-density</li> 662 <li>72x72 (1.5x) for high-density</li> 663 <li>96x96 (2.0x) for extra-high-density</li> 664 <li>180x180 (3.0x) for extra-extra-high-density</li> 665 <li>192x192 (4.0x) for extra-extra-extra-high-density (launcher icon only; see 666 <a href="#xxxhdpi-note">note</a> above)</li> 667 </ul> 668 669 <p>For more information about designing icons, see the <a 670 href="{@docRoot}guide/practices/ui_guidelines/icon_design.html">Icon Design Guidelines</a>, 671 which includes size information for various bitmap drawables, such as launcher icons, menu 672 icons, status bar icons, tab icons, and more.</p> 673 674 675 676 677 <h2 id="DeclaringTabletLayouts">Declaring Tablet Layouts for Android 3.2</h2> 678 679 <p>For the first generation of tablets running Android 3.0, the proper way to declare tablet 680 layouts was to put them in a directory with the {@code xlarge} configuration qualifier (for example, 681 {@code res/layout-xlarge/}). In order to accommodate other types of tablets and screen 682 sizes—in particular, 7" tablets—Android 3.2 introduces a new way to specify resources 683 for more discrete screen sizes. The new technique is based on the amount of space your layout needs 684 (such as 600dp of width), rather than trying to make your layout fit the generalized size groups 685 (such as <em>large</em> or <em>xlarge</em>).</p> 686 687 <p>The reason designing for 7" tablets is tricky when using the generalized size groups is 688 that a 7" tablet is technically in the same group as a 5" handset (the <em>large</em> group). While 689 these two devices are seemingly close to each other in size, the amount of space for an 690 application's UI is significantly different, as is the style of user interaction. Thus, a 7" and 5" 691 screen should not always use the same layout. To make it possible for you to provide different 692 layouts for these two kinds of screens, Android now allows you to specify your layout resources 693 based on the width and/or height that's actually available for your application's layout, specified 694 in dp units.</p> 695 696 <p>For example, after you've designed the layout you want to use for tablet-style devices, you might 697 determine that the layout stops working well when the screen is less than 600dp wide. This threshold 698 thus becomes the minimum size that you require for your tablet layout. As 699 such, you can now specify that these layout resources should be used only when there is at least 700 600dp of width available for your application's UI.</p> 701 702 <p>You should either pick a width and design to it as your minimum size, or test what is the 703 smallest width your layout supports once it's complete.</p> 704 705 <p class="note"><strong>Note:</strong> Remember that all the figures used with these new size APIs 706 are density-indpendent pixel (dp) values and your layout dimensions should also always be defined 707 using dp units, because what you care about is the amount of screen space available after the system 708 accounts for screen density (as opposed to using raw pixel resolution). For more information about 709 density-indpendent pixels, read <a href="#terms">Terms and concepts</a>, earlier in this 710 document.</p> 711 712 713 <h3 id="NewQualifiers">Using new size qualifiers</h3> 714 715 <p>The different resource configurations that you can specify based on the space available for your 716 layout are summarized in table 2. These new qualifiers offer you more control over the specific 717 screen sizes your application supports, compared to the traditional screen size groups (small, 718 normal, large, and xlarge).</p> 719 720 <p class="note"><strong>Note:</strong> The sizes that you specify using these qualifiers are 721 <strong>not the actual screen sizes</strong>. Rather, the sizes are for the width or height in dp 722 units that are <strong>available to your activity's window</strong>. The Android system 723 might use some of the screen for system UI (such as the system bar at the bottom of the screen or 724 the status bar at the top), so some of the screen might not be available for your layout. Thus, the 725 sizes you declare should be specifically about the sizes needed by your activity—the system 726 accounts for any space used by system UI when declaring how much space it provides for your layout. 727 Also beware that the <a href="{@docRoot}guide/topics/ui/actionbar.html">Action Bar</a> is considered 728 a part of your application's window space, although your layout does not declare it, so it reduces 729 the space available for your layout and you must account for it in your design.</p> 730 731 <p class="table-caption"><strong>Table 2.</strong> New configuration qualifers for screen size 732 (introduced in Android 3.2).</p> 733 <table> 734 <tr><th>Screen configuration</th><th>Qualifier values</th><th>Description</th></tr> 735 <tr><td>smallestWidth</td> 736 <td><code>sw<N>dp</code><br/><br/> 737 Examples:<br/> 738 <code>sw600dp</code><br/> 739 <code>sw720dp</code><br/> 740 </td> 741 <td> 742 <p>The fundamental size of a screen, as indicated by the shortest dimension of the available 743 screen area. Specifically, the device's smallestWidth is the shortest of the screen's available 744 height and width (you may also think of it as the "smallest possible width" for the screen). You can 745 use this qualifier to ensure that, regardless of the screen's current orientation, your 746 application's has at least {@code <N>} dps of width available for its UI.</p> 747 <p>For example, if your layout requires that its smallest dimension of screen area be at 748 least 600 dp at all times, then you can use this qualifer to create the layout resources, {@code 749 res/layout-sw600dp/}. The system will use these resources only when the smallest dimension of 750 available screen is at least 600dp, regardless of whether the 600dp side is the user-perceived 751 height or width. The smallestWidth is a fixed screen size characteristic of the device; <strong>the 752 device's smallestWidth does not change when the screen's orientation changes</strong>.</p> 753 <p>The smallestWidth of a device takes into account screen decorations and system UI. For 754 example, if the device has some persistent UI elements on the screen that account for space along 755 the axis of the smallestWidth, the system declares the smallestWidth to be smaller than the actual 756 screen size, because those are screen pixels not available for your UI.</p> 757 <p>This is an alternative to the generalized screen size qualifiers (small, normal, large, xlarge) 758 that allows you to define a discrete number for the effective size available for your UI. 759 Using smallestWidth to determine the general screen size is useful because width is 760 often the driving factor in designing a layout. A UI will often scroll vertically, but have fairly 761 hard constraints on the minimum space it needs horizontally. The available width is also the key 762 factor in determining whether to use a one-pane layout for handsets or multi-pane layout for 763 tablets. Thus, you likely care most about what the smallest possible width will be on each 764 device.</p> 765 </td> 766 </tr> 767 <tr> 768 <td>Available screen width</td> 769 <td><code>w<N>dp</code><br/><br/> 770 Examples:<br/> 771 <code>w720dp</code><br/> 772 <code>w1024dp</code><br/> 773 </td> 774 <td> 775 <p>Specifies a minimum available width in dp units at which the resources should be 776 used—defined by the <code><N></code> value. The system's corresponding value for the 777 width changes when the screen's orientation switches between landscape and portrait to 778 reflect the current actual width that's available for your UI.</p> 779 <p>This is often useful to determine whether to use a multi-pane layout, because even on a 780 tablet device, you often won't want the same multi-pane layout for portrait orientation as you do 781 for landscape. Thus, you can use this to specify the minimum width required for the layout, instead 782 of using both the screen size and orientation qualifiers together.</p> 783 </td> 784 </tr> 785 <tr> 786 <td>Available screen height</td> 787 <td><code>h<N>dp</code><br/><br/> 788 Examples:<br/> 789 <code>h720dp</code><br/> 790 <code>h1024dp</code><br/> 791 etc. 792 </td> 793 <td> 794 <p>Specifies a minimum screen height in dp units at which the resources should be 795 used—defined by the <code><N></code> value. The system's corresponding value for 796 the height changes when the screen's orientation switches between landscape and portrait to 797 reflect the current actual height that's available for your UI.</p> 798 <p>Using this to define the 799 height required by your layout is useful in the same way as <code>w<N>dp</code> is for 800 defining the required width, instead of using both the screen size and orientation qualifiers. 801 However, most apps won't need this qualifier, considering that UIs often scroll vertically and are 802 thus more flexible with how much height is available, whereas the width is more rigid.</p> 803 </td> 804 </tr> 805 </table> 806 807 <p>While using these qualifiers might seem more complicated than using screen size groups, it should 808 actually be simpler once you determine the requirements for your UI. When you design your UI, 809 the main thing you probably care about is the actual size at which your application switches between 810 a handset-style UI and a tablet-style UI that uses multiple panes. The exact point of this switch 811 will depend on your particular design—maybe you need a 720dp width for your tablet layout, 812 maybe 600dp is enough, or 480dp, or some number between these. Using these qualifiers in table 2, 813 you are in control of the precise size at which your layout changes.</p> 814 815 <p>For more discussion about these size configuration qualifiers, see the <a 816 href="{@docRoot}guide/topics/resources/providing-resources.html#SmallestScreenWidthQualifier"> 817 Providing Resources</a> document.</p> 818 819 820 <h3 id="ConfigurationExamples">Configuration examples</h3> 821 822 <p>To help you target some of your designs for different types of devices, here are some 823 numbers for typical screen widths:</p> 824 825 <ul> 826 <li>320dp: a typical phone screen (240x320 ldpi, 320x480 mdpi, 480x800 hdpi, etc).</li> 827 <li>480dp: a tweener tablet like the Streak (480x800 mdpi).</li> 828 <li>600dp: a 7 tablet (600x1024 mdpi).</li> 829 <li>720dp: a 10 tablet (720x1280 mdpi, 800x1280 mdpi, etc).</li> 830 </ul> 831 832 <p>Using the size qualifiers from table 2, your application can switch between your different layout 833 resources for handsets and tablets using any number you want for width and/or height. For example, 834 if 600dp is the smallest available width supported by your tablet layout, you can provide these two 835 sets of layouts:</p> 836 837 <pre class="classic"> 838 res/layout/main_activity.xml # For handsets 839 res/layout-sw600dp/main_activity.xml # For tablets 840 </pre> 841 842 <p>In this case, the smallest width of the available screen space must be 600dp in order for the 843 tablet layout to be applied.</p> 844 845 <p>For other cases in which you want to further customize your UI to differentiate between sizes 846 such as 7 and 10 tablets, you can define additional smallest width layouts:</p> 847 848 <pre class="classic"> 849 res/layout/main_activity.xml # For handsets (smaller than 600dp available width) 850 res/layout-sw600dp/main_activity.xml # For 7 tablets (600dp wide and bigger) 851 res/layout-sw720dp/main_activity.xml # For 10 tablets (720dp wide and bigger) 852 </pre> 853 854 <p>Notice that the previous two sets of example resources use the "smallest width" qualifer, {@code 855 sw<N>dp}, which specifies the smallest of the screen's two sides, regardless of the 856 device's current orientation. Thus, using {@code sw<N>dp} is a simple way to specify the 857 overall screen size available for your layout by ignoring the screen's orientation.</p> 858 859 <p>However, in some cases, what might be 860 important for your layout is exactly how much width or height is <em>currently</em> available. For 861 example, if you have a two-pane layout with two fragments side by side, you might want to use it 862 whenever the screen provides at least 600dp of width, whether the device is in landscape or 863 portrait orientation. In this case, your resources might look like this:</p> 864 865 <pre class="classic"> 866 res/layout/main_activity.xml # For handsets (smaller than 600dp available width) 867 res/layout-w600dp/main_activity.xml # Multi-pane (any screen with 600dp available width or more) 868 </pre> 869 870 <p>Notice that the second set is using the "available width" qualifier, {@code w<N>dp}. This 871 way, one device may actually use both layouts, depending on the orientation of the screen (if 872 the available width is at least 600dp in one orientation and less than 600dp in the other 873 orientation).</p> 874 875 <p>If the available height is a concern for you, then you can do the same using the {@code 876 h<N>dp} qualifier. Or, even combine the {@code w<N>dp} and {@code h<N>dp} 877 qualifiers if you need to be really specific.</p> 878 879 880 <h3 id="DeclaringScreenSizeSupport">Declaring screen size support</h3> 881 882 <p>Once you've implemented your layouts for different screen sizes, it's equally important that you 883 declare in your manifest file which screens your application supports.</p> 884 885 <p>Along with the new configuration qualifiers for screen size, Android 3.2 introduces new 886 attributes for the <a 887 href="{@docRoot}guide/topics/manifest/supports-screens-element.html"><supports-screens></a> 888 manifest element:</p> 889 890 <dl> 891 892 <dt><a 893 href="{@docRoot}guide/topics/manifest/supports-screens-element.html#requiresSmallest"> 894 {@code android:requiresSmallestWidthDp}</a></dt> 895 <dd>Specifies the minimum smallestWidth required. The smallestWidth is the shortest dimension of 896 the screen space (in {@code dp} units) that must be available to your application UI—that is, 897 the shortest of the available screen's two dimensions. So, in order for a device to be considered 898 compatible with your application, the device's smallestWidth must be equal to or greater than this 899 value. (Usually, the value you supply for this is the "smallest width" that your layout supports, 900 regardless of the screen's current orientation.) 901 <p>For example, if your application is only for tablet-style devices with a 600dp 902 smallest available width:</p> 903 <pre> 904 <manifest ... > 905 <supports-screens android:requiresSmallestWidthDp="600" /> 906 ... 907 </manifest> 908 </pre> 909 <p>However, if your application supports all screen sizes supported by Android (as small as 910 426dp x 320dp), then you don't need to declare this attribute, because the smallest width your 911 application requires is the smallest possible on any device.</p> 912 913 <p class="caution"><strong>Caution:</strong> The Android system does not pay attention to this 914 attribute, so it does not affect how your application behaves at runtime. Instead, it is used 915 to enable filtering for your application on services such as Google Play. However, 916 <strong>Google Play currently does not support this attribute for filtering</strong> (on Android 917 3.2), so you should continue using the other size attributes if your application does not support 918 small screens.</p> 919 </dd> 920 921 <dt><a 922 href="{@docRoot}guide/topics/manifest/supports-screens-element.html#compatibleWidth"> 923 {@code android:compatibleWidthLimitDp}</a></dt> 924 <dd>This attribute allows you to enable <a 925 href="{@docRoot}guide/practices/screen-compat-mode.html">screen compatibility mode</a> as a 926 user-optional feature by specifying the maximum "smallest width" that your application 927 supports. If the smallest side of a device's available screen is greater than your value here, 928 users can still install your application, but are offered to run it in screen compatibility mode. By 929 default, screen compatibility mode is disabled and your layout is resized to fit the screen as 930 usual, but a button is available in the system bar that allows users to toggle screen compatibility 931 mode on and off. 932 <p class="note"><strong>Note:</strong> If your application's layout properly resizes for large 933 screens, you do not need to use this attribute. We recommend that you avoid using this 934 attribute and instead ensure your layout resizes for larger screens by following the 935 recommendations in this document.</p></dd> 936 937 <dt><a 938 href="{@docRoot}guide/topics/manifest/supports-screens-element.html#largestWidth"> 939 {@code android:largestWidthLimitDp}</a></dt> 940 <dd>This attribute allows you to force-enable <a 941 href="{@docRoot}guide/practices/screen-compat-mode.html">screen compatibility mode</a> by specifying 942 the maximum "smallest width" that your application supports. If the smallest 943 side of a device's available screen is greater than your value here, the application runs in screen 944 compatibility mode with no way for the user to disable it. 945 <p class="note"><strong>Note:</strong> If your application's layout properly resizes for large 946 screens, you do not need to use this attribute. We recommend that you avoid using this 947 attribute and instead ensure your layout resizes for larger screens by following the 948 recommendations in this document.</p></dd> 949 </dl> 950 951 <p class="caution"><strong>Caution:</strong> When developing for Android 3.2 and higher, you 952 should not use the older screen size attributes in combination with the attributes 953 listed above. Using both the new attributes and the older size attributes might cause 954 unexpected behavior.</p> 955 956 <p>For more information about each of these attributes, follow the respective links above.</p> 957 958 959 960 961 <h2 id="screen-independence">Best Practices</h2> 962 963 <p>The objective of supporting multiple screens is to create an application that can function 964 properly and look good on any of the generalized screen configurations supported by Android. The 965 previous sections of this document provide information about how Android adapts your 966 application to screen configurations and how you can customize the look of your application on 967 different screen configurations. This section provides some additional tips and an overview of 968 techniques that help ensure that your application scales properly for different screen 969 configurations.</p> 970 971 <p>Here is a quick checklist about how you can ensure that your application displays properly 972 on different screens:</p> 973 974 <ol> 975 <li>Use {@code wrap_content}, {@code fill_parent}, or {@code dp} units when specifying 976 dimensions in an XML layout file</li> 977 <li>Do not use hard coded pixel values in your application code</li> 978 <li>Do not use {@code AbsoluteLayout} (it's deprecated)</li> 979 <li>Supply alternative bitmap drawables for different screen densities</li> 980 </ol> 981 982 <p>The following sections provide more details.</p> 983 984 985 <h3 id="use-relative">1. Use wrap_content, fill_parent, or the dp unit for layout dimensions</h3> 986 987 <p>When defining the <a 988 href="{@docRoot}reference/android/view/ViewGroup.LayoutParams.html#attr_android:layout_width" 989 >{@code android:layout_width}</a> and <a 990 href="{@docRoot}reference/android/view/ViewGroup.LayoutParams.html#attr_android:layout_height" 991 >{@code android:layout_height}</a> for 992 views in an XML layout file, using <code>"wrap_content"</code>, 993 <code>"fill_parent"</code> or <code>dp</code> units guarantees that the view is 994 given an appropriate size on the current device screen.</p> 995 996 <p>For instance, a view with a <code>layout_width="100dp"</code> measures 100 pixels wide on 997 medium-density screen and the system scales it up to 150 pixels wide on high-density screen, so 998 that the view occupies approximately the same physical space on the screen.</p> 999 1000 <p>Similarly, you should prefer the <code>sp</code> (scale-independent pixel) to define text 1001 sizes. The <code>sp</code> scale factor depends on a user setting and the system scales the 1002 size the same as it does for {@code dp}.</p> 1003 1004 1005 <h3>2. Do not use hard-coded pixel values in your application code</h3> 1006 1007 <p>For performance reasons and to keep the code simpler, the Android system uses pixels as the 1008 standard unit for expressing dimension or coordinate values. That means that the dimensions of a 1009 view are always expressed in the code using pixels, but always based on the current screen density. 1010 For instance, if <code>myView.getWidth()</code> returns 10, the view is 10 pixels wide on the 1011 current screen, but on a device with a higher density screen, the value returned might be 15. If you 1012 use pixel values in your application code to work with bitmaps that are not pre-scaled for the 1013 current screen density, you might need to scale the pixel values that you use in your code to match 1014 the un-scaled bitmap source.</p> 1015 1016 <p>If your application manipulates bitmaps or deals with pixel values at runtime, see the section 1017 below about <a href="#DensityConsiderations">Additional Density Considerations</a>.</p> 1018 1019 1020 <h3 id="avoid-absolute">3. Do not use AbsoluteLayout </h3> 1021 1022 <p>Unlike the other layouts widgets, {@link android.widget.AbsoluteLayout} enforces 1023 the use of fixed positions to lay out its child views, which can easily lead to user interfaces that 1024 do not work well on different displays. Because of this, {@link android.widget.AbsoluteLayout} was 1025 deprecated in Android 1.5 (API Level 3).</p> 1026 1027 <p>You should instead use {@link android.widget.RelativeLayout}, which uses relative positioning 1028 to lay out its child views. For instance, you can specify that a button widget should appear "to 1029 the right of" a text widget.</p> 1030 1031 1032 <h3>4. Use size and density-specific resources</h3> 1033 1034 <p>Although the system scales your layout and drawable resources based on the current screen 1035 configuration, you may want to make adjustments to the UI on different screen sizes and provide 1036 bitmap drawables that are optimized for different densities. This essentially reiterates the 1037 information from earlier in this document.</p> 1038 1039 <p>If you need to control exactly how your application will look on various 1040 screen configurations, adjust your layouts and bitmap drawables in configuration-specific 1041 resource directories. For example, consider an icon that you want to display on 1042 medium and high-density screens. Simply create your icon at two different sizes 1043 (for instance 100x100 for medium-density and 150x150 for high-density) and put 1044 the two variations in the appropriate directories, using the proper 1045 qualifiers:</p> 1046 1047 <pre class="classic"> 1048 res/drawable-mdpi/icon.png //for medium-density screens 1049 res/drawable-hdpi/icon.png //for high-density screens 1050 </pre> 1051 1052 <p class="note"><strong>Note:</strong> If a density qualifier is not defined in a directory name, 1053 the system assumes that the resources in that directory are designed for the baseline medium 1054 density and will scale for other densities as appropriate.</p> 1055 1056 <p>For more information about valid configuration qualifiers, see <a href="#qualifiers">Using 1057 configuration qualifiers</a>, earlier in this document.</p> 1058 1059 1060 1061 1062 1063 <h2 id="DensityConsiderations">Additional Density Considerations</h2> 1064 1065 <p>This section describes more about how Android performs scaling for bitmap drawables on different 1066 screen densities and how you can further control how bitmaps are drawn on different densities. The 1067 information in this section shouldn't be important to most applications, unless you have encountered 1068 problems in your application when running on different screen densities or your application 1069 manipulates graphics.</p> 1070 1071 <p>To better understand how you can support multiple densities when manipulating graphics at 1072 runtime, you should understand that the system helps ensure the proper scale for bitmaps in the 1073 following ways:</p> 1074 1075 <ol> 1076 <li><em>Pre-scaling of resources (such as bitmap drawables)</em> 1077 1078 <p>Based on the density of the current screen, the system uses any size- or density-specific 1079 resources from your application and displays them without scaling. If resources are not available in 1080 the correct density, the system loads the default resources and scales them up or down as needed to 1081 match the current screen's density. The system assumes that default resources (those from a 1082 directory without configuration qualifiers) are designed for the baseline screen density (mdpi), 1083 unless they are loaded from a density-specific resource directory. Pre-scaling is, thus, what the 1084 system does when resizing a bitmap to the appropriate size for the current screen 1085 density.</p> 1086 1087 <p>If you request the dimensions of a pre-scaled resource, the system returns values 1088 representing the dimensions <em>after</em> scaling. For example, a bitmap designed at 50x50 pixels 1089 for an mdpi screen is scaled to 75x75 pixels on an hdpi screen (if there is no alternative resource 1090 for hdpi) and the system reports the size as such.</p> 1091 1092 <p>There are some situations in which you might not want Android to pre-scale 1093 a resource. The easiest way to avoid pre-scaling is to put the resource in a resource directory 1094 with the {@code nodpi} configuration qualifier. For example:</p> 1095 1096 <pre class="classic">res/drawable-nodpi/icon.png</pre> 1097 1098 <p>When the system uses the {@code icon.png} bitmap from this folder, it does not scale it 1099 based on the current device density.</p> 1100 </li> 1101 1102 <li><em>Auto-scaling of pixel dimensions and coordinates</em> 1103 1104 <p>An application can disable pre-scaling by setting <a 1105 href="{@docRoot}guide/topics/manifest/supports-screens-element.html#any">{@code 1106 android:anyDensity}</a> to {@code "false"} in the manifest or programmatically for a {@link 1107 android.graphics.Bitmap} by setting {@link android.graphics.BitmapFactory.Options#inScaled} to 1108 {@code "false"}. In this case, the system auto-scales any absolute pixel coordinates and pixel 1109 dimension values at draw time. It does this to ensure that pixel-defined screen elements are still 1110 displayed at approximately the same physical size as they would be at the baseline screen density 1111 (mdpi). The system handles this scaling transparently to the application and reports the scaled 1112 pixel dimensions to the application, rather than physical pixel dimensions.</p> 1113 1114 <p>For instance, suppose a device has a WVGA high-density screen, which is 480x800 and about the 1115 same size as a traditional HVGA screen, but it's running an application that has disabled 1116 pre-scaling. In this case, the system will "lie" to the application when it queries for screen 1117 dimensions, and report 320x533 (the approximate mdpi translation for the screen density). Then, when 1118 the application does drawing operations, such as invalidating the rectangle from (10,10) to (100, 1119 100), the system transforms the coordinates by scaling them the appropriate amount, and actually 1120 invalidate the region (15,15) to (150, 150). This discrepancy may cause unexpected behavior if 1121 your application directly manipulates the scaled bitmap, but this is considered a reasonable 1122 trade-off to keep the performance of applications as good as possible. If you encounter this 1123 situation, read the following section about <a href="#dips-pels">Converting dp units to pixel 1124 units</a>.</p> 1125 1126 <p>Usually, <strong>you should not disable pre-scaling</strong>. The best way to support multiple 1127 screens is to follow the basic techniques described above in <a href="#support">How to Support 1128 Multiple Screens</a>.<p> 1129 </li> 1130 1131 </ol> 1132 1133 1134 <p>If your application manipulates bitmaps or directly interacts with pixels on the screen in some 1135 other way, you might need to take additional steps to support different screen densities. For 1136 example, if you respond to touch gestures by counting the number of pixels that a finger 1137 crosses, you need to use the appropriate density-independent pixel values, instead of actual 1138 pixels.</p> 1139 1140 1141 <h3 id="scaling">Scaling Bitmap objects created at runtime</h3> 1142 1143 <div class="figure" style="width:300px"> 1144 <img src="{@docRoot}images/screens_support/scale-test.png" alt="" /> 1145 <p class="img-caption"><strong>Figure 5.</strong> Comparison of pre-scaled and auto-scaled 1146 bitmaps. 1147 </p> 1148 </div> 1149 1150 <p>If your application creates an in-memory bitmap (a {@link android.graphics.Bitmap} object), the 1151 system assumes that the bitmap is designed for the baseline medium-density screen, by default, and 1152 auto-scales the bitmap at draw time. The system applies "auto-scaling" to a {@link 1153 android.graphics.Bitmap} when the bitmap has unspecified density properties. If you don't properly 1154 account for the current device's screen density and specify the bitmap's density properties, the 1155 auto-scaling can result in scaling artifacts the same as when you don't provide alternative 1156 resources.</p> 1157 1158 <p>To control whether a {@link android.graphics.Bitmap} created at runtime is scaled or not, you can 1159 specify the density of the bitmap with {@link android.graphics.Bitmap#setDensity setDensity()}, 1160 passing a density constant from {@link android.util.DisplayMetrics}, such as {@link 1161 android.util.DisplayMetrics#DENSITY_HIGH} or {@link android.util.DisplayMetrics#DENSITY_LOW}.</p> 1162 1163 <p>If you're creating a {@link android.graphics.Bitmap} using {@link 1164 android.graphics.BitmapFactory}, such as from a file or a stream, you can use {@link 1165 android.graphics.BitmapFactory.Options BitmapFactory.Options} to define properties of the bitmap as 1166 it already exists, which determine if or how the system will scale it. For example, you can use the 1167 {@link android.graphics.BitmapFactory.Options#inDensity} field to define the density for which the 1168 bitmap is designed and the {@link 1169 android.graphics.BitmapFactory.Options#inScaled} field to specify whether the bitmap should scale to 1170 match the current device's screen density.</p> 1171 1172 <p>If you set the {@link 1173 android.graphics.BitmapFactory.Options#inScaled} field to {@code false}, then you disable any 1174 pre-scaling that the system may apply to the bitmap and the system will then auto-scale it at draw 1175 time. Using auto-scaling instead of pre-scaling can be more CPU expensive, but uses 1176 less memory.</p> 1177 1178 <p>Figure 5 demonstrates the results of the pre-scale and auto-scale mechanisms when loading low 1179 (120), medium (160) and high (240) density bitmaps on a high-density screen. The differences are 1180 subtle, because all of the bitmaps are being scaled to match the current screen density, however the 1181 scaled bitmaps have slightly different appearances depending on whether they are pre-scaled or 1182 auto-scaled at draw time.</p> 1183 1184 <p class="note"><strong>Note:</strong> In Android 3.0 and above, there should be no perceivable 1185 difference between pre-scaled and auto-scaled bitmaps, due to improvements in the graphics 1186 framework.</p> 1187 1188 1189 1190 1191 1192 <h3 id="dips-pels">Converting dp units to pixel units</h3> 1193 1194 <p>In some cases, you will need to express dimensions in <code>dp</code> and then convert them to 1195 pixels. Imagine an application in which a scroll or fling gesture is recognized after the user's 1196 finger has moved by at least 16 pixels. On a baseline screen, a user's must move by {@code 16 pixels 1197 / 160 dpi}, which equals 1/10th of an inch (or 2.5 mm) before the gesture is recognized. On a device 1198 with a high-density display (240dpi), the user's must move by {@code 16 pixels / 240 dpi}, which 1199 equals 1/15th of an inch (or 1.7 mm). The distance is much shorter and the application thus appears 1200 more sensitive to the user.</p> 1201 1202 <p>To fix this issue, the gesture threshold must be expressed in code in <code>dp</code> and then 1203 converted to actual pixels. For example:</p> 1204 1205 <pre>// The gesture threshold expressed in dp 1206 private static final float GESTURE_THRESHOLD_DP = 16.0f; 1207 1208 // Get the screen's density scale 1209 final float scale = {@link android.content.ContextWrapper#getResources getResources()}.{@link 1210 android.content.res.Resources#getDisplayMetrics getDisplayMetrics()}.density; 1211 // Convert the dps to pixels, based on density scale 1212 mGestureThreshold = (int) (GESTURE_THRESHOLD_DP * scale + 0.5f);</span> 1213 1214 // Use mGestureThreshold as a distance in pixels... 1215 </pre> 1216 1217 <p>The {@link android.util.DisplayMetrics#density DisplayMetrics.density} field specifies the scale 1218 factor you must use to convert {@code dp} units to pixels, according to the current screen density. 1219 On a medium-density screen, {@link android.util.DisplayMetrics#density DisplayMetrics.density} 1220 equals 1.0; on a high-density screen it equals 1.5; on an extra-high-density screen, it equals 2.0; 1221 and on a low-density screen, it equals 0.75. This figure is the factor by which you should multiply 1222 the {@code dp} units on order to get the actual pixel count for the current screen. (Then add {@code 1223 0.5f} to round the figure up to the nearest whole number, when converting to an integer.) For more 1224 information, refer to the {@link android.util.DisplayMetrics DisplayMetrics} class.</p> 1225 1226 <p>However, instead of defining an arbitrary threshold for this kind of event, you should 1227 use pre-scaled configuration values that are available from {@link 1228 android.view.ViewConfiguration}.</p> 1229 1230 1231 <h4 id="pre-scaled-values">Using pre-scaled configuration values</h4> 1232 1233 <p>You can use the {@link android.view.ViewConfiguration} class to access common distances, 1234 speeds, and times used by the Android system. For instance, the 1235 distance in pixels used by the framework as the scroll threshold can be obtained with {@link 1236 android.view.ViewConfiguration#getScaledTouchSlop()}:</p> 1237 1238 <pre> 1239 private static final int GESTURE_THRESHOLD_DP = ViewConfiguration.get(myContext).getScaledTouchSlop(); 1240 </pre> 1241 1242 <p>Methods in {@link android.view.ViewConfiguration} starting with the <code>getScaled</code> prefix 1243 are guaranteed to return a value in pixels that will display properly regardless of the current 1244 screen density.</p> 1245 1246 1247 1248 1249 1250 1251 <h2 id="testing">How to Test Your Application on Multiple Screens</h2> 1252 1253 <div class="figure" style="width:500px;margin:0"> 1254 <img src="{@docRoot}images/screens_support/avds-config.png" alt="" /> 1255 <p class="img-caption"><strong>Figure 6.</strong> 1256 A set of AVDs for testing screens support.</p> 1257 </div> 1258 1259 <p>Before publishing your application, you should thoroughly test it in all of the supported screen 1260 sizes and densities. The Android SDK includes emulator skins you can use, which 1261 replicate the sizes and densities of common screen configurations on which your application is 1262 likely to run. You can also modify the default size, density, and resolution of the emulator skins 1263 to replicate the characteristics of any specific screen. Using the emulator skins and additional 1264 custom configurations allows you to test any possible screen configuration, so you don't 1265 have to buy various devices just to test your application's screen support.</p> 1266 1267 <p>To set up an environment for testing your application's screen support, you should create a 1268 series of AVDs (Android Virtual Devices), using emulator skins and screen configurations that 1269 emulate the screen sizes and densities you want your application to support. To do so, you can use 1270 the AVD Manager to create the AVDs and launch them with a graphical interface.</p> 1271 1272 <p>To launch the Android SDK Manager, execute the {@code 1273 SDK Manager.exe} from your Android SDK directory (on Windows only) or execute {@code android} from 1274 the {@code <sdk>/tools/} directory (on all platforms). Figure 6 shows the AVD 1275 Manager with a selection of AVDs, for testing various screen configurations.</p> 1276 1277 <p>Table 3 shows the various emulator skins that are available in the Android SDK, which you can use 1278 to emulate some of the most common screen configurations.</p> 1279 1280 <p>For more information about creating and using AVDs to test your application, see <a 1281 href="{@docRoot}tools/devices/managing-avds.html">Managing AVDs with AVD 1282 Manager</a>.</p> 1283 1284 1285 <p class="table-caption" id="screens-table"><strong>Table 3.</strong> Various screen 1286 configurations available from emulator skins in the Android SDK (indicated in bold) and other 1287 representative resolutions.</p> 1288 1289 <table class="normal-headers"> 1290 <tbody> 1291 <tr> 1292 <th></th> 1293 <th> 1294 <nobr>Low density (120), <em>ldpi</em></nobr> 1295 </th> 1296 <th> 1297 <nobr>Medium density (160), <em>mdpi</em></nobr> 1298 </th> 1299 <th> 1300 <nobr>High density (240), <em>hdpi</em><nobr> 1301 </th> 1302 <th> 1303 <nobr>Extra-high-density (320), <em>xhdpi</em><nobr> 1304 </th> 1305 </tr> 1306 <tr> 1307 <th> 1308 <em>Small</em> screen 1309 </th> 1310 <td><strong>QVGA (240x320)</strong></td> 1311 <td></td> 1312 <td>480x640</td> 1313 <td></td> 1314 </tr> 1315 <tr> 1316 <th> 1317 <em>Normal</em> screen 1318 </th> 1319 <td><strong>WQVGA400 (240x400)</strong> 1320 <br><strong>WQVGA432 (240x432)</strong></td> 1321 <td><strong>HVGA (320x480)</strong></td> 1322 <td><strong>WVGA800 (480x800)</strong> 1323 <br><strong>WVGA854 (480x854)</strong> 1324 <br>600x1024</td> 1325 <td>640x960</td> 1326 </tr> 1327 <tr> 1328 <th> 1329 <em>Large</em> screen 1330 </th> 1331 <td><strong>WVGA800** (480x800)</strong> 1332 <br><strong>WVGA854** (480x854)</strong></td> 1333 <td><strong>WVGA800* (480x800)</strong> 1334 <br><strong>WVGA854* (480x854)</strong> 1335 <br>600x1024</td> 1336 <td></td> 1337 <td></td> 1338 </tr> 1339 <tr> 1340 <th> 1341 <em>Extra-Large</em> screen 1342 </th> 1343 <td>1024x600</td> 1344 <td><strong>WXGA (1280x800)</strong><sup>†</sup><br> 1345 1024x768<br>1280x768</td> 1346 <td>1536x1152<br>1920x1152 1347 <br>1920x1200</td> 1348 <td>2048x1536<br>2560x1536 1349 <br>2560x1600</td> 1350 </tr> 1351 <tr> 1352 <td colspan="5" style="border:none;font-size:85%;">* To emulate this configuration, specify a 1353 custom density of 160 when creating an AVD that uses a WVGA800 or WVGA854 skin.<br/> 1354 ** To emulate this configuration, specify a custom density of 120 when creating an AVD that 1355 uses a WVGA800 or WVGA854 skin.<br/> 1356 † This skin is available with the Android 3.0 platform 1357 </td> 1358 </tr> 1359 </table> 1360 1361 <p>To see the relative numbers of active devices that support any given screen configuration, see 1362 the <a href="{@docRoot}resources/dashboard/screens.html">Screen Sizes and Densities</a> 1363 dashboard.</p> 1364 1365 <div class="figure" style="width:204px"> 1366 <img src="{@docRoot}images/screens_support/avd-start.png" alt="" /> 1367 <p class="img-caption"><strong>Figure 7.</strong> 1368 Size and density options you can set, when starting an AVD from the AVD 1369 Manager.</p> 1370 </div> 1371 1372 <p>We also recommend that you test your application in an emulator that is set 1373 up to run at a physical size that closely matches an actual device. This makes 1374 it a lot easier to compare the results at various sizes and densities. To 1375 do so you need to know the approximate density, in dpi, of your computer 1376 monitor (for instance, a 30" Dell monitor has a density of about 96 dpi). When you launch an AVD 1377 from the AVD Manager, you can specify the screen size for the emulator and your 1378 monitor dpi in the Launch Options, as shown in figure 7.</p> 1379 1380 <p>If you would like to test your application on a screen that uses a resolution 1381 or density not supported by the built-in skins, you can create an AVD that uses a custom resolution 1382 or density. When creating the AVD from the AVD Manager, specify the Resolution, 1383 instead of selecting a Built-in Skin.</p> 1384 1385 <p>If you are launching your AVD from the command line, you can specify the scale for 1386 the emulator with the <code>-scale</code> option. For example:</p> 1387 1388 <pre>emulator -avd <avd_name> -scale 96dpi</pre> 1389 1390 <p>To refine the size of the emulator, you can instead pass the {@code -scale} option a number 1391 between 0.1 and 3 that represents the desired scaling factor.</p> 1392 1393 <p>For more information about creating AVDs from the command line, see <a 1394 href="{@docRoot}tools/devices/managing-avds-cmdline.html">Managing AVDs from the 1395 Command Line</a>.</p>