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      1 page.title=Supporting Different Densities
      2 page.metaDescription=Providing sets of layouts and drawable resources for specific ranges of device screens.
      3 meta.tags="multiple screens"
      4 
      5 parent.title=Designing for Multiple Screens
      6 parent.link=index.html
      7 
      8 trainingnavtop=true
      9 previous.title=Supporting Different Screen Sizes
     10 previous.link=screensizes.html
     11 next.title=Implementing Adaptative UI Flows
     12 next.link=adaptui.html
     13 
     14 @jd:body
     15 
     16 
     17 <!-- This is the training bar -->
     18 <div id="tb-wrapper">
     19 <div id="tb">
     20 
     21 <h2>This lesson teaches you to</h2>
     22 <ol>
     23   <li><a href="#TaskUseDP">Use Density-independent Pixels</a></li>
     24   <li><a href="#TaskProvideAltBmp">Provide Alternative Bitmaps</a></li>
     25 </ol>
     26 
     27 <h2>You should also read</h2>
     28 
     29 <ul>
     30   <li><a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple Screens</a></li>
     31   <li><a href="{@docRoot}design/style/iconography.html">Iconography</a></li>
     32   <li><a href="{@docRoot}guide/practices/ui_guidelines/icon_design.html">Icon Design
     33 Guidelines</a></li>
     34 </ul>
     35 
     36 <h2>Try it out</h2>
     37 
     38 <div class="download-box">
     39 <a href="http://developer.android.com/shareables/training/NewsReader.zip" class="button">Download
     40   the sample app</a>
     41 <p class="filename">NewsReader.zip</p>
     42 </div>
     43 
     44 </div>
     45 </div>
     46 
     47 <p>This lesson shows you how to support different screen densities
     48 by providing different resources and using resolution-independent units of
     49 measurements.</p>
     50 
     51 <h2 id="TaskUseDP">Use Density-independent Pixels</h2>
     52 
     53 <p>One common pitfall you must avoid when designing your layouts is using
     54 absolute pixels to define distances or sizes. Defining layout dimensions with
     55 pixels is a problem because different screens have different pixel densities,
     56 so the same number of pixels may correspond to different physical sizes on
     57 different devices. Therefore, when specifying dimensions, always use either
     58 <code>dp</code> or <code>sp</code> units. A <code>dp</code> is a density-independent pixel
     59 that corresponds to the physical size of a pixel at 160 dpi. An <code>sp</code> is the same
     60 base unit, but is scaled by the user's preferred text size (its a
     61 scale-independent pixel), so you should use this measurement unit when defining
     62 text size (but never for layout sizes).</p>
     63 
     64  <!-- video box -->
     65 <a class="notice-developers-video left" href="https://www.youtube.com/watch?v=zhszwkcay2A">
     66 <div>
     67     <h3>Video</h3>
     68     <p>DesignBytes: Density-independent Pixels</p>
     69 </div>
     70 </a>
     71 
     72 <br style="clear:left">
     73 
     74 <p>For example, when you specify spacing between two views, use <code>dp</code>
     75 rather than <code>px</code>:</p>
     76 
     77 <pre>
     78 &lt;Button android:layout_width="wrap_content"
     79     android:layout_height="wrap_content"
     80     android:text="&#64;string/clickme"
     81     android:layout_marginTop="20dp" /&gt;
     82 </pre>
     83 
     84 <p>When specifying text size, always use <code>sp</code>:</p>
     85 
     86 <pre>
     87 &lt;TextView android:layout_width="match_parent"
     88     android:layout_height="wrap_content"
     89     android:textSize="20sp" /&gt;
     90 </pre>
     91 
     92 
     93 <h2 id="TaskProvideAltBmp">Provide Alternative Bitmaps</h2>
     94 
     95 <p>Since Android runs in devices with a wide variety of screen densities,
     96 you should always provide your bitmap resources tailored to each of
     97 the generalized density buckets: low, medium, high and extra-high density.
     98 This will help you achieve good graphical quality and performance on all
     99 screen densities.</p>
    100 
    101 <p>To generate these images, you should start with your raw resource in
    102 vector format and generate the images for each density using the following
    103 size scale:</p>
    104 
    105 <p><ul>
    106   <li><code>xhdpi</code>: 2.0
    107   <li><code>hdpi</code>: 1.5
    108   <li><code>mdpi</code>: 1.0 (baseline)
    109   <li><code>ldpi</code>: 0.75
    110 </ul></p>
    111 
    112 <p>This means that if you generate a 200x200 image for <code>xhdpi</code>
    113 devices, you should generate the same resource in 150x150 for <code>hdpi</code>,
    114 100x100 for <code>mdpi</code> and finally a 75x75 image for <code>ldpi</code>
    115 devices.</p>
    116 
    117 <p>Then, place the generated image files in the appropriate subdirectory
    118 under <code>res/</code> and the system will pick the correct one automatically
    119 based on the screen density of the device your application is running on:</p>
    120 
    121 <pre class="classic no-pretty-print">
    122 MyProject/
    123   res/
    124     drawable-xhdpi/
    125         awesomeimage.png
    126     drawable-hdpi/
    127         awesomeimage.png
    128     drawable-mdpi/
    129         awesomeimage.png
    130     drawable-ldpi/
    131         awesomeimage.png
    132 </pre>
    133 
    134 <p>Then, any time you reference <code>&#64;drawable/awesomeimage</code>, the system selects the
    135 appropriate bitmap based on the screen's dpi.</p>
    136 
    137 <p>Place your launcher icons in the <code>mipmap/</code> folders. </p>
    138 
    139 <pre>res/...
    140     mipmap-ldpi/...
    141         <em>finished_launcher_asset</em>.png
    142     mipmap-mdpi/...
    143         <em>finished_launcher_asset</em>.png
    144     mipmap-hdpi/...
    145         <em>finished_launcher_asset</em>.png
    146     mipmap-xhdpi/...
    147         <em>finished_launcher_asset</em>.png
    148     mipmap-xxhdpi/...
    149         <em>finished_launcher_asset</em>.png
    150     mipmap-xxxhdpi/...
    151         <em>finished_launcher_asset</em>.png
    152 </pre>
    153 
    154 <p class="note"><strong>Note:</strong> You should place all launcher icons in the
    155 <code>res/mipmap-[density]/</code> folders, rather than <code>drawable/</code> folders to ensure
    156 launcher apps use the best resolution icon. For more information about using the mipmap folders, see
    157 <a href="{@docRoot}tools/projects/index.html#mipmap">Managing Projects Overview</a>.</p>
    158 
    159 <p>For more tips and guidelines for creating icon assets for your application, see the <a
    160 href="{@docRoot}guide/practices/ui_guidelines/icon_design.html">Icon Design
    161 Guidelines</a>.</p>
    162 
    163