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      1 page.title=Supporting Different Screens
      2 page.tags=layouts
      3 helpoutsWidget=true
      4 
      5 trainingnavtop=true
      6 
      7 @jd:body
      8 
      9 <div id="tb-wrapper">
     10   <div id="tb">
     11     
     12     <h2>This lesson teaches you to</h2>
     13     <ol>
     14       <li><a href="#create-layouts">Create Different Layouts</a></li>
     15       <li><a href="#create-bitmaps">Create Different Bitmaps</a></li>
     16     </ol>
     17     
     18     <h2>You should also read</h2>
     19     <ul>
     20       <li><a href="{@docRoot}training/multiscreen/index.html">Designing for Multiple
     21 Screens</a></li>
     22       <li><a href="{@docRoot}guide/topics/resources/providing-resources.html">Providing
     23         Resources</a></li>
     24       <li><a href="{@docRoot}design/style/iconography.html">Iconography design guide</a></li>
     25     </ul>
     26   </div>
     27 </div>
     28 
     29 <p>Android categorizes device screens using two general properties:  size and density.  You should 
     30 expect that your app will be installed on devices with screens that range in both size 
     31 and density. As such, you should include some alternative resources that optimize your apps 
     32 appearance for different screen sizes and densities.</p>
     33 
     34 <ul>
     35   <li>There are four generalized sizes: small, normal, large, xlarge</li>
     36   <li>And four generalized densities: low (ldpi), medium (mdpi), high (hdpi), extra high
     37 (xhdpi)</li>
     38 </ul>
     39 
     40 <p>To declare different layouts and bitmaps you'd like to use for different screens, you must place
     41 these alternative resources in separate directories, similar to how you do for different language
     42 strings.</p>
     43 
     44 <p>Also be aware that the screens orientation (landscape or portrait) is considered a variation of
     45 screen size, so many apps should revise the layout to optimize the user experience in each
     46 orientation.</p>
     47 
     48 
     49 <h2 id="create-layouts">Create Different Layouts</h2> 
     50 
     51 <p>To optimize your user experience on different screen sizes, you should create a unique layout XML
     52 file for each screen size you want to support. Each layout should be 
     53 saved into the appropriate resources directory, named with a <code>-&lt;screen_size></code> 
     54 suffix.  For example, a unique layout for large screens should be saved under 
     55 <code>res/layout-large/</code>.</p>
     56 
     57 <p class="note"><strong>Note:</strong> Android automatically scales your layout in order to
     58 properly fit the screen. Thus, your layouts for different screen sizes don't
     59 need to worry about the absolute size of UI elements but instead focus on the layout structure that
     60 affects the user experience (such as the size or position of important views relative to sibling
     61 views).</p>
     62 
     63 <p>For example, this project includes a default layout and an alternative layout for <em>large</em>
     64 screens:</p>
     65 
     66 <pre class="classic no-pretty-print">
     67 MyProject/
     68     res/
     69         layout/
     70             main.xml
     71         layout-large/
     72             main.xml
     73 </pre>
     74 
     75 <p>The file names must be exactly the same, but their contents are different in order to provide
     76 an optimized UI for the corresponding screen size.</p>
     77 
     78 <p>Simply reference the layout file in your app as usual:</p>
     79 
     80 <pre>
     81 &#64;Override
     82  protected void onCreate(Bundle savedInstanceState) {
     83      super.onCreate(savedInstanceState);
     84      setContentView(R.layout.main);
     85 }
     86 </pre>
     87 
     88 <p>The system loads the layout file from the appropriate layout directory based on screen size of 
     89 the device on which your app is running. More information about how Android selects the
     90 appropriate resource is available in the <a
     91 href="{@docRoot}guide/topics/resources/providing-resources.html#BestMatch">Providing Resources</a>
     92 guide.</p>
     93 
     94 <p>As another example, here's a project with an alternative layout for landscape orientation:</p>
     95 
     96 <pre class="classic no-pretty-print">
     97 MyProject/
     98     res/
     99         layout/
    100             main.xml
    101         layout-land/
    102             main.xml
    103 </pre>
    104 
    105 <p>By default, the <code>layout/main.xml</code> file is used for portrait orientation.</p>
    106 
    107 <p>If you want to provide a special layout for landscape, including while on large screens, then
    108 you need to use both the <code>large</code> and <code>land</code> qualifier:</p>
    109 
    110 <pre class="classic no-pretty-print">
    111 MyProject/
    112     res/
    113         layout/              # default (portrait)
    114             main.xml
    115         layout-land/         # landscape
    116             main.xml
    117         layout-large/        # large (portrait)
    118             main.xml
    119         layout-large-land/   # large landscape
    120             main.xml
    121 </pre>
    122 
    123 <p class="note"><strong>Note:</strong> Android 3.2 and above supports an advanced method of 
    124 defining screen sizes that allows you to specify resources for screen sizes based on
    125 the minimum width and height in terms of density-independent pixels. This lesson does not cover
    126 this new technique. For more information, read <a
    127 href="{@docRoot}training/multiscreen/index.html">Designing for Multiple
    128 Screens</a>.</p>
    129 
    130 
    131  
    132 <h2 id="create-bitmaps">Create Different Bitmaps</h2>
    133 
    134 <p>You should always provide bitmap resources that are properly scaled to each of the generalized
    135 density buckets: low, medium, high and extra-high density. This helps you achieve good graphical
    136 quality and performance on all screen densities.</p>
    137 
    138 <p>To generate these images, you should start with your raw resource in vector format and generate 
    139 the images for each density using the following size scale:</p>
    140 <ul>
    141 <li>xhdpi: 2.0</li>
    142 <li>hdpi: 1.5</li>
    143 <li>mdpi: 1.0 (baseline)</li>
    144 <li>ldpi: 0.75</li>
    145 </ul>
    146 
    147 <p>This means that if you generate a 200x200 image for xhdpi devices, you should generate the same 
    148 resource in 150x150 for hdpi, 100x100 for mdpi, and 75x75 for ldpi devices.</p>
    149 
    150 <p>Then, place the files in the appropriate drawable resource directory:</p>
    151 
    152 <pre class="classic no-pretty-print">
    153 MyProject/
    154     res/
    155         drawable-xhdpi/
    156             awesomeimage.png
    157         drawable-hdpi/
    158             awesomeimage.png
    159         drawable-mdpi/
    160             awesomeimage.png
    161         drawable-ldpi/
    162             awesomeimage.png
    163 </pre>
    164 
    165 <p>Any time you reference <code>@drawable/awesomeimage</code>, the system selects the 
    166 appropriate bitmap based on the screen's density.</p>
    167 
    168 <p class="note"><strong>Note:</strong> Low-density (ldpi) resources arent always necessary.  When
    169 you provide hdpi assets, the system scales them down by one half to properly fit ldpi
    170 screens.</p>
    171 
    172 <p>For more tips and guidelines about creating icon assets for your app, see the 
    173 <a href="{@docRoot}design/style/iconography.html">Iconography design guide</a>.</p>
    174 
    175 
    176 
    177