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1page.title=Supporting Multiple Screens
2@jd:body
3
4<div id="qv-wrapper">
5<div id="qv">
6
7  <h2>Quickview</h2>
8  <ul>
9    <li>Android runs on devices that have different screen sizes and densities.</li>
10    <li>The screen on which your application is displayed can affect its user interface.</li>
11    <li>The system handles most of the work of adapting your app to the current screen.</li>
12    <li>You should create screen-specific resources for precise control of your UI. </li>
13  </ul>
14
15  <h2>In this document</h2>
16  <ol>
17    <li><a href="#overview">Overview of Screen Support</a>
18      <ol>
19        <li><a href="#terms">Terms and concepts</a></li>
20        <li><a href="#range">Range of screens supported</a></li>
21        <li><a href="#density-independence">Density independence</a></li>
22      </ol></li>
23    <li><a href="#support">How to Support Multiple Screens</a>
24      <ol>
25        <li><a href="#qualifiers">Using configuration qualifiers</a></li>
26        <li><a href="#DesigningResources">Designing alternative layouts and drawables</a></li>
27      </ol></li>
28    <li><a href="#DeclaringTabletLayouts">Declaring Tablet Layouts for Android 3.2</a> <span
29class="new">new!</span>
30      <ol>
31        <li><a href="#NewQualifiers">Using new size qualifiers</a></li>
32        <li><a href="#ConfigurationExamples">Configuration examples</a></li>
33        <li><a href="#DeclaringScreenSizeSupport">Declaring screen size support</a></li>
34      </ol></li>
35    <li><a href="#screen-independence">Best Practices</a></li>
36    <li><a href="#DensityConsiderations">Additional Density Considerations</a>
37      <ol>
38        <li><a href="#scaling">Scaling Bitmap objects created at runtime</a></li>
39        <li><a href="#dips-pels">Converting dp units to pixel units</a></li>
40      </ol></li>
41    <li><a href="#testing">How to Test Your Application on Multiple Screens</a></li>
42  </ol>
43
44  <h2>Related samples</h2>
45  <ol>
46    <li><a href="{@docRoot}resources/samples/MultiResolution/index.html">Multiple
47Resolutions</a></li>
48  </ol>
49
50  <h2>See also</h2>
51  <ol>
52    <li><a
53href="http://android-developers.blogspot.com/2011/09/thinking-like-web-designer.html">Thinking
54Like a Web Designer</a></li>
55    <li><a
56href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">
57Providing Alternative Resources</a></li>
58    <li><a href="{@docRoot}guide/practices/ui_guidelines/icon_design.html">Icon Design
59Guidelines</a></li>
60    <li><a href="{@docRoot}tools/devices/index.html">Managing Virtual Devices</a></li>
61  </ol>
62
63</div>
64</div>
65
66<p>Android runs on a variety of devices that offer different screen sizes and densities. For
67applications, the Android system provides a consistent development environment across devices and
68handles most of the work to adjust each application's user interface to the screen on which it is
69displayed. At the same time, the system provides APIs that allow you to control your
70application's UI for specific screen sizes and densities, in order to optimize your UI
71design for different screen configurations. For example, you might want a UI for tablets
72that's different from the UI for handsets.</p>
73
74<p>Although the system performs scaling and resizing to make your application work on
75different screens, you should make the effort to optimize your application for different screen
76sizes and densities. In doing so, you maximize the user experience for all devices and your users
77believe that your application was actually designed for <em>their</em> devices&mdash;rather than
78simply stretched to fit the screen on their devices.</p>
79
80<p>By following the practices described in this document, you can create an application that
81displays properly and provides an optimized user experience on all supported screen configurations,
82using a single {@code .apk} file.</p>
83
84<p class="note"><strong>Note:</strong> The information in this document assumes that your
85application is designed for Android 1.6 (API Level 4) or higher. If your application supports
86Android 1.5 or lower, please first read <a
87href="{@docRoot}guide/practices/screens-support-1.5.html">Strategies for Android 1.5</a>.
88<br/><br/>
89Also, be aware that <strong>Android 3.2 has introduced new APIs</strong> that allow you to more
90precisely control the layout resources your application uses for different screen sizes. These new
91features are especially important if you're developing an application that's optimized for tablets.
92For details, see the section about <a href="#DeclaringTabletLayouts">Declaring Tablet Layouts for
93Android 3.2</a>.
94</p>
95
96
97
98<h2 id="overview">Overview of Screens Support</h2>
99
100<p>This section provides an overview of Android's support for multiple screens, including: an
101introduction to the terms and concepts used in this document and in the API, a summary of the screen
102configurations that the system supports, and an overview of the API and underlying
103screen-compatibility features.</p>
104
105<h3 id="terms">Terms and concepts</h3>
106
107<dl>
108<dt><em>Screen size</em></dt>
109  <dd>Actual physical size, measured as the screen's diagonal.
110
111  <p>For simplicity, Android groups all actual screen sizes into four generalized sizes: small,
112normal, large, and extra large.</p></dd>
113
114<dt><em>Screen density</em></dt>
115  <dd>The quantity of pixels within a physical area of the screen; usually referred to as dpi (dots
116per inch). For example, a "low" density screen has fewer pixels within a given physical area,
117compared to a "normal" or "high" density screen.</p>
118
119  <p>For simplicity, Android groups all actual screen densities into four generalized densities:
120low, medium, high, and extra high.</p></dd>
121
122<dt><em>Orientation</em></dt>
123  <dd>The orientation of the screen from the user's point of view. This is either landscape or
124portrait, meaning that the screen's aspect ratio is either wide or tall, respectively. Be aware
125that not only do different devices operate in different orientations by default, but the
126orientation can change at runtime when the user rotates the device.
127</dd>
128
129<dt><em>Resolution</em></dt>
130  <dd>The total number of physical pixels on a screen. When adding support for multiple screens,
131applications do not work directly with resolution; applications should be concerned only with screen
132size and density, as specified by the generalized size and density groups.</dd>
133
134<dt><em>Density-independent pixel (dp)</em></dt>
135  <dd>A virtual pixel unit that you should use when defining UI layout, to express layout dimensions
136or position in a density-independent way.
137  <p>The density-independent pixel is equivalent to one physical pixel on a 160 dpi screen, which is
138the baseline density assumed by the system for a "medium" density screen. At runtime, the system
139transparently handles any scaling of the dp units, as necessary, based on the actual density of the
140screen in use. The conversion of dp units to screen pixels is simple:
141<nobr><code>px = dp * (dpi / 160)</code></nobr>.
142For example, on a 240 dpi screen, 1 dp equals 1.5 physical pixels. You should always use dp units
143when defining your application's UI, to ensure proper display of your UI on screens with different
144densities. </p></dd>
145</dl>
146
147
148<h3 id="range">Range of screens supported</h3>
149
150<p>Starting with Android 1.6 (API Level 4), Android provides support for multiple screen sizes and
151densities, reflecting the many different screen configurations that a device may have. You can use
152features of the Android system to optimize your application's user interface for each screen
153configuration and ensure that your application not only renders properly, but provides the best
154user experience possible on each screen.</p>
155
156<p>To simplify the way that you design your user interfaces for multiple screens, Android divides
157the range of actual screen sizes and densities into:</p>
158
159<ul>
160<li>A set of four generalized <strong>sizes</strong>: <em>small</em>, <em>normal</em>,
161<em>large</em>,
162and <em>xlarge</em></em>
163<p class="note"><strong>Note:</strong> Beginning with Android 3.2 (API level 13), these size groups
164are deprecated in favor of a new technique for managing screen sizes based on the available screen
165width. If you're developing for Android 3.2 and greater, see <a
166href="#DeclaringTabletLayouts">Declaring Tablet Layouts for Android 3.2</a> for more
167information.</p>
168</li>
169<li>A set of four generalized <strong>densities</strong>: <em>ldpi</em> (low), <em>mdpi</em>
170(medium),
171<em>hdpi</em> (high), and <em>xhdpi</em> (extra high)
172</li>
173</ul>
174
175<p>The generalized sizes and densities are arranged around a
176baseline configuration that is a <em>normal</em> size and <em>mdpi</em> (medium) density. This
177baseline is based upon the screen configuration for the first Android-powered device, the T-Mobile
178G1, which has an HVGA screen (until Android 1.6, this was the only screen configuration that Android
179supported).</p>
180
181<p>Each generalized size and density spans a range of actual screen sizes and densities. For example,
182two devices that both report a screen size of <em>normal</em> might have actual screen sizes and
183aspect ratios that are slightly different when measured by hand. Similarly, two devices that report
184a screen density of <em>hdpi</em> might have real pixel densities that are slightly different.
185Android makes these differences abstract to applications, so you can provide UI designed for the
186generalized sizes and densities and let the system handle any final adjustments as necessary. Figure
1871 illustrates how different sizes and densities are roughly categorized into the different size
188and density groups.</p>
189
190<img src="{@docRoot}images/screens_support/screens-ranges.png" style="padding:1em 0 0" alt="" />
191<p class="img-caption"><strong>Figure 1.</strong>
192Illustration of how Android roughly maps actual sizes and densities
193to generalized sizes and densities (figures are not exact).</p>
194
195<p>As you design your UI for different screen sizes, you'll discover that each design requires a
196minimum amount of space. So, each generalized screen size above has an associated minimum
197resolution that's defined by the system. These minimum sizes are in "dp" units&mdash;the same units
198you should use when defining your layouts&mdash;which allows the system to avoid worrying about
199changes in screen density.</p>
200
201<ul>
202  <li><em>xlarge</em> screens are at least 960dp x 720dp</li>
203  <li><em>large</em> screens are at least 640dp x 480dp</li>
204  <li><em>normal</em> screens are at least 470dp x 320dp</li>
205  <li><em>small</em> screens are at least 426dp x 320dp</li>
206</ul>
207
208<p class="note"><strong>Note:</strong> These minimum screen sizes were not as well defined prior to
209Android 3.0, so you may encounter some devices that are mis-classified between normal and large.
210These are also based on the physical resolution of the screen, so may vary across devices&mdash;for
211example a 1024x720 tablet with a system bar actually has a bit less space available to the
212application due to it being used by the system bar.</p>
213
214<p>To optimize your application's UI for the different screen sizes and densities, you can provide
215<a href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">alternative
216resources</a> for any of the generalized sizes and densities. Typically, you should
217provide alternative layouts for some of the different screen sizes and alternative bitmap images for
218different screen densities. At runtime, the system uses the appropriate resources
219for your application, based on the generalized size or density of the current device screen.</p>
220
221<p>You do not need to provide alternative resources for every combination of screen size and
222density. The system provides robust compatibility features that can handle most of the work of
223rendering your application on any device screen, provided that you've implemented your UI using
224techniques that allow it to gracefully resize (as described in the <a
225href="#screen-independence">Best Practices</a>, below).</p>
226
227<p class="note"><strong>Note:</strong> The characteristics that define a device's generalized screen
228size and density are independent from each other. For example, a WVGA high-density screen is
229considered a normal size screen because its physical size is about the same as the T-Mobile G1
230(Android's first device and baseline screen configuration). On the other hand, a WVGA medium-density
231screen is considered a large size screen. Although it offers the same resolution (the same number of
232pixels), the WVGA medium-density screen has a lower screen density, meaning that each pixel is
233physically larger and, thus, the entire screen is larger than the baseline (normal size) screen.</p>
234
235
236
237<h3 id="density-independence">Density independence</h3>
238
239<p>Your application achieves "density independence" when it preserves the physical size (from
240the user's point of view) of user interface elements when displayed on screens with different
241densities.</p>
242
243<p>Maintaining density independence is important because, without it, a UI element (such as a
244button) appears physically larger on a low density screen and smaller on a high density screen. Such
245density-related size changes can cause problems in your application layout and usability. Figures 2
246and 3 show the difference between an application when it does not provide density independence and
247when it does, respectively.</p>
248
249<img src="{@docRoot}images/screens_support/density-test-bad.png" alt=""  />
250<p class="img-caption"><strong>Figure 2.</strong> Example application without support for
251different densities, as shown on low, medium, and high density screens.</p>
252
253<img src="{@docRoot}images/screens_support/density-test-good.png" alt="" />
254<p class="img-caption"><strong>Figure 3.</strong> Example application with good support for
255different densities (it's density independent), as shown on low, medium, and high
256density screens.</p>
257
258<p>The Android system helps your application achieve density independence in two ways: </p>
259
260<ul>
261<li>The system scales dp units as appropriate for the current screen density</li>
262<li>The system scales drawable resources to the appropriate size, based on the current screen
263density, if necessary</li>
264</ul>
265
266<p>In figure 2, the text view and bitmap drawable have dimensions specified in pixels ({@code px}
267units), so the views are physically larger on a low density screen and smaller on a high density
268screen. This is because although the actual screen sizes may be the same, the high density screen
269has more pixels per inch (the same amount of pixels fit in a smaller area). In figure 3, the layout
270dimensions are specified in density-independent pixels ({@code dp} units). Because the baseline for
271density-independent pixels is a medium-density screen, the device with a medium-density screen looks
272the same as it does in figure 2. For the low-density and high-density screens, however, the system
273scales the density-independent pixel values down and up, respectively, to fit the screen as
274appropriate.</p>
275
276<p>In most cases, you can ensure density independence in your application simply by specifying all
277layout dimension values in density-independent pixels (<code>dp</code> units) or with {@code
278"wrap_content"}, as appropriate. The system then scales bitmap drawables as appropriate in order to
279display at the appropriate size, based on the appropriate scaling factor for the current screen's
280density.</p>
281
282<p>However, bitmap scaling can result in blurry or pixelated bitmaps, which you might notice in the
283above screenshots. To avoid these artifacts, you should provide alternative bitmap resources for
284different densities. For example, you should provide higher-resolution bitmaps for high-density
285screens and the system will use those instead of resizing the bitmap designed for medium-density
286screens. The following section describes more about how to supply alternative resources for
287different screen configurations.</p>
288
289
290
291<h2 id="support">How to Support Multiple Screens</h2>
292
293<p>The foundation of Android's support for multiple screens is its ability to manage the rendering
294of an application's layout and bitmap drawables in an appropriate way for the current screen
295configuration. The system handles most of the work to render your application properly on each
296screen configuration by scaling layouts to fit the screen size/density and scaling bitmap drawables
297for the screen density, as appropriate. To more gracefully handle different screen configurations,
298however, you should also:</p>
299
300<ul>
301  <li><strong>Explicitly declare in the manifest which screen sizes your application
302supports</strong>
303    <p>By declaring which screen sizes your application supports, you can ensure that only
304devices with the screens you support can download your application. Declaring support for
305different screen sizes can also affect how the system draws your application on larger
306screens&mdash;specifically, whether your application runs in <a
307href="{@docRoot}guide/practices/screen-compat-mode.html">screen compatibility mode</a>.</p>
308    <p>To declare the screen sizes your application supports, you should include the
309<a href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code
310&lt;supports-screens&gt;}</a> element in your manifest file.</p>
311  </li>
312
313  <li><strong>Provide different layouts for different screen sizes</strong>
314    <p>By default, Android resizes your application layout to fit the current device screen. In most
315cases, this works fine. In other cases, your UI might not look as good and might need adjustments
316for different screen sizes. For example, on a larger screen, you might want to adjust the position
317and size of some elements to take advantage of the additional screen space, or on a smaller screen,
318you might need to adjust sizes so that everything can fit on the screen.</p>
319    <p>The configuration qualifiers you can use to provide size-specific resources are
320<code>small</code>, <code>normal</code>, <code>large</code>, and <code>xlarge</code>. For
321example, layouts for an extra large screen should go in {@code layout-xlarge/}.</p>
322    <p>Beginning with Android 3.2 (API level 13), the above size groups are deprecated and you
323should instead use the {@code sw&lt;N&gt;dp} configuration qualifier to define the smallest
324available width required by your layout resources. For example, if your multi-pane tablet layout
325requires at least 600dp of screen width, you should place it in {@code layout-sw600dp/}. Using the
326new techniques for declaring layout resources is discussed further in the section about <a
327href="#DeclaringTabletLayouts">Declaring Tablet Layouts for Android 3.2</a>.</p>
328  </li>
329
330  <li><strong>Provide different bitmap drawables for different screen densities</strong>
331    <p>By default, Android scales your bitmap drawables ({@code .png}, {@code .jpg}, and {@code
332.gif} files) and Nine-Patch drawables ({@code .9.png} files) so that they render at the appropriate
333physical size on each device. For example, if your application provides bitmap drawables only for
334the baseline, medium screen density (mdpi), then the system scales them up when on a high-density
335screen, and scales them down when on a low-density screen. This scaling can cause artifacts in the
336bitmaps. To ensure your bitmaps look their best, you should include alternative versions at
337different resolutions for different screen densities.</p>
338    <p>The configuration qualifiers you can use for density-specific resources are
339<code>ldpi</code> (low), <code>mdpi</code> (medium), <code>hdpi</code> (high), and
340<code>xhdpi</code> (extra high). For example, bitmaps for high-density screens should go in
341{@code drawable-hdpi/}.</p>
342  </li>
343</ul>
344
345<p>The size and density configuration qualifiers correspond to the generalized sizes and densities
346described in <a href="#range">Range of screens supported</a>, above.</p>
347
348<p class="note"><strong>Note:</strong> If you're not familiar with configuration qualifiers and how
349the system uses them to apply alternative resources, read <a
350href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">Providing
351Alternative Resources</a> for more information.</p>
352
353<p>At runtime, the system ensures the best possible display on the current screen with
354the following procedure for any given resource:</p>
355
356<ol>
357<li>The system uses the appropriate alternative resource
358  <p>Based on the size and density of the current screen, the system uses any size- and
359density-specific resource provided in your application. For example, if the device has a
360high-density screen and the application requests a drawable resource, the system looks for a
361drawable resource directory that best matches the device configuration. Depending on the other
362alternative resources available, a resource directory with the {@code hdpi} qualifier (such as
363{@code drawable-hdpi/}) might be the best match, so the system uses the drawable resource from this
364directory.</p>
365</li>
366
367<li>If no matching resource is available, the system uses the default resource and scales it up
368or down as needed to match the current screen size and density
369  <p>The "default" resources are those that are not tagged with a configuration qualifier. For
370example, the resources in {@code drawable/} are the default drawable resources. The system
371assumes that default resources are designed for the baseline screen size and density, which is a
372normal screen size and a medium density. As such, the system scales default density
373resources up for high-density screens and down for low-density screens, as appropriate.</p>
374  <p>However, when the system is looking for a density-specific resource and does not find it in
375the density-specific directory, it won't always use the default resources. The system may
376instead use one of the other density-specific resources in order to provide better results
377when scaling. For example, when looking for a low-density resource and it is not available, the
378system prefers to scale-down the high-density version of the resource, because the
379system can easily scale a high-density resource down to low-density by a factor of 0.5, with
380fewer artifacts, compared to scaling a medium-density resource by a factor of 0.75.</p>
381</li>
382</ol>
383
384  <p>For more information about how Android selects alternative resources by matching configuration
385qualifiers to the device configuration, read
386<a href="{@docRoot}guide/topics/resources/providing-resources.html#BestMatch">How Android
387Finds the Best-matching Resource</a>.</p>
388
389
390
391
392<h3 id="qualifiers">Using configuration qualifiers</h3>
393
394<p>Android supports several configuration qualifiers that allow you to control how the system
395selects your alternative resources based on the characteristics of the current device screen. A
396configuration qualifier is a string that you can append to a resource directory in your Android
397project and specifies the configuration for which the resources inside are designed.</p>
398
399<p>To use a configuration qualifier:</p>
400<ol>
401  <li>Create a new directory in your project's {@code res/} directory and name it using the
402format: <nobr>{@code &lt;resources_name&gt;-&lt;qualifier&gt;}</nobr>
403    <ul>
404      <li>{@code &lt;resources_name&gt;} is the standard resource name (such as {@code drawable} or
405{@code layout}).</li>
406      <li>{@code &lt;qualifier&gt;} is a configuration qualifier from table 1, below, specifying the
407screen configuration for which these resources are to be used (such as {@code hdpi} or {@code
408xlarge}).</li>
409    </ul>
410    <p>You can use more than one {@code &lt;qualifier&gt;} at a time&mdash;simply separate each
411qualifier with a dash.</p>
412  </li>
413  <li>Save the appropriate configuration-specific resources in this new directory. The resource
414files must be named exactly the same as the default resource files.</li>
415</ol>
416
417<p>For example, {@code xlarge} is a configuration qualifier for extra large screens. When you append
418this string to a resource directory name (such as {@code layout-xlarge}), it indicates to the
419system that these resources are to be used on devices that have an extra large screen.</p>
420
421<p class="table-caption"><strong>Table 1.</strong> Configuration qualifiers that allow you to
422provide special resources for different screen configurations.</p>
423
424<table>
425<tr>
426<th>Screen characteristic</th>
427<th>Qualifier</th>
428<th>Description</th>
429</tr>
430
431<tr>
432  <td rowspan="4">Size</td>
433  <td><code>small</code></td>
434  <td>Resources for <em>small</em> size screens.</td>
435</tr>
436<tr>
437  <td><code>normal</code></td>
438  <td>Resources for <em>normal</em> size screens. (This is the baseline size.)</td>
439</tr>
440<tr>
441<td><code>large</code></td>
442<td>Resources for <em>large</em> size screens.</td>
443</tr>
444<tr>
445<td><code>xlarge</code></td>
446<td>Resources for <em>extra large</em> size screens.</td>
447</tr>
448
449<tr>
450<td rowspan="6">Density</td>
451<td><code>ldpi</code></td>
452<td>Resources for low-density (<em>ldpi</em>) screens (~120dpi).</td>
453</tr>
454<tr>
455<td><code>mdpi</code></td>
456<td>Resources for medium-density (<em>mdpi</em>) screens (~160dpi). (This is the baseline
457density.)</td>
458</tr>
459<tr>
460<td><code>hdpi</code></td>
461<td>Resources for high-density (<em>hdpi</em>) screens (~240dpi).</td>
462</tr>
463<tr>
464<td><code>xhdpi</code></td>
465<td>Resources for extra high-density (<em>xhdpi</em>) screens (~320dpi).</td>
466</tr>
467<tr>
468<td><code>nodpi</code></td>
469<td>Resources for all densities. These are density-independent resources. The system does not
470scale resources tagged with this qualifier, regardless of the current screen's density.</td>
471</tr>
472<tr>
473<td><code>tvdpi</code></td>
474<td>Resources for screens somewhere between mdpi and hdpi; approximately 213dpi. This is not
475considered a "primary" density group. It is mostly intended for televisions and most apps shouldn't
476need it&mdash;providing mdpi and hdpi resources is sufficient for most apps and the system will
477scale them as appropriate. If you find it necessary to provide tvdpi resources, you should size them
478at a factor of 1.33*mdpi. For example, a 100px x 100px image for mdpi screens should be 133px x
479133px for tvdpi.</td>
480</tr>
481<tr>
482<td rowspan="2">Orientation</td>
483<td><code>land</code></td>
484<td>Resources for screens in the landscape orientation (wide aspect ratio).</td>
485</tr>
486<tr>
487<td><code>port</code></td>
488<td>Resources for screens in the portrait orientation (tall aspect ratio).</td>
489</tr>
490
491<tr>
492<td rowspan="2">Aspect ratio</td>
493<td><code>long</code></td>
494<td>Resources for screens that have a significantly taller or wider aspect ratio (when in portrait
495or landscape orientation, respectively) than the baseline screen configuration.</td>
496</tr>
497<tr>
498<td><code>notlong</code></td>
499<td>Resources for use screens that have an aspect ratio that is similar to the baseline screen
500configuration.</td>
501</tr>
502</table>
503
504<p class="note"><strong>Note:</strong> If you're developing your application for Android 3.2 and
505higher, see the section about <a
506href="#DeclaringTabletLayouts">Declaring Tablet Layouts for Android 3.2</a> for information about
507new configuration qualifiers that you should use when declaring layout resources for specific
508screen sizes (instead of using the size qualifiers in table 1).</p></p>
509
510<p>For more information about how these qualifiers roughly correspond to real screen
511sizes and densities, see <a href="#range">Range of Screens Supported</a>, earlier in this
512document.</p>
513
514<p>For example, the following is a list of resource directories in an application that
515provides different layout designs for different screen sizes and different bitmap drawables
516for medium, high, and extra high density screens.</p>
517
518<pre class="classic">
519res/layout/my_layout.xml             // layout for normal screen size ("default")
520res/layout-small/my_layout.xml       // layout for small screen size
521res/layout-large/my_layout.xml       // layout for large screen size
522res/layout-xlarge/my_layout.xml      // layout for extra large screen size
523res/layout-xlarge-land/my_layout.xml // layout for extra large in landscape orientation
524
525res/drawable-mdpi/my_icon.png        // bitmap for medium density
526res/drawable-hdpi/my_icon.png        // bitmap for high density
527res/drawable-xhdpi/my_icon.png       // bitmap for extra high density
528</pre>
529
530<p>For more information about how to use alternative resources and a complete list of
531configuration qualifiers (not just for screen configurations), see
532<a href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">
533Providing Alternative Resources</a>.</p>
534
535<p>Be aware that, when the Android system picks which resources to use at runtime, it uses
536certain logic to determing the "best matching" resources. That is, the qualifiers you use don't
537have to exactly match the current screen configuration in all cases in order for the system to
538use them. Specifically, when selecting resources based on the size qualifiers, the system will
539use resources designed for a screen smaller than the current screen if there are no resources
540that better match (for example, a large-size screen will use normal-size screen resources if
541necessary). However, if the only available resources are <em>larger</em> than the current screen,
542the system will not use them and your application will crash if no other resources match the device
543configuration (for example, if all layout resources are tagged with the {@code xlarge} qualifier,
544but the device is a normal-size screen). For more information about how the system selects
545resources, read <a
546href="{@docRoot}guide/topics/resources/providing-resources.html#BestMatch">How Android Finds the
547Best-matching Resource</a>.</p>
548
549  <p class="note"><strong>Tip:</strong> If you have some drawable resources that the system
550should never scale (perhaps because you perform some adjustments to the image yourself at
551runtime), you should place them in a directory with the {@code nodpi} configuration qualifier.
552Resources with this qualifier are considered density-agnostic and the system will not scale
553them.</p>
554
555
556<h3 id="DesigningResources">Designing alternative layouts and drawables</h3>
557
558<p>The types of alternative resources you should create depends on your application's needs.
559Usually, you should use the size and orientation qualifiers to provide alternative layout resources
560and use the density qualifiers to provide alternative bitmap drawable resources.</p>
561
562<p>The following sections summarize how you might want to use the size and density qualifiers to
563provide alternative layouts and drawables, respectively.</p>
564
565
566<h4>Alternative layouts</h4>
567
568<p>Generally, you'll know whether you need alternative layouts for different screen sizes once
569you test your application on different screen configurations. For example:</p>
570
571<ul>
572  <li>When testing on a small screen, you might discover that your layout doesn't quite fit on the
573screen. For example, a row of buttons might not fit within the width of the screen on a small screen
574device. In this case you should provide an alternative layout for small screens that adjusts the
575size or position of the buttons.</li>
576  <li>When testing on an extra large screen, you might realize that your layout doesn't make
577efficient use of the big screen and is obviously stretched to fill it.
578In this case, you should provide an alternative layout for extra large screens that provides a
579redesigned UI that is optimized for bigger screens such as tablets.
580    <p>Although your application should work fine without an alternative layout on big screens, it's
581quite important to users that your application looks as though it's designed specifically for their
582devices. If the UI is obviously stretched, users are more likely to be unsatisfied with the
583application experience.</p></li>
584  <li>And, when testing in the landscape orientation compared to the portrait orientation, you
585might notice that UI elements placed at the bottom of the screen for the portrait orientation
586should instead be on the right side of the screen in landscape orientation.</li>
587</ul>
588
589<p>To summarize, you should be sure that your application layout:</p>
590<ul>
591  <li>Fits on small screens (so users can actually use your application)</li>
592  <li>Is optimized for bigger screens to take advantage of the additional screen space</li>
593  <li>Is optimized for both landscape and portrait orientations</li>
594</ul>
595
596<p>If your UI uses bitmaps that need to fit the size of a view even after the system scales
597the layout (such as the background image for a button), you should use <a
598href="{@docRoot}guide/topics/graphics/2d-graphics.html#nine-patch">Nine-Patch</a> bitmap files. A
599Nine-Patch file is basically a PNG file in which you specific two-dimensional regions that are
600stretchable. When the system needs to scale the view in which the bitmap is used, the system
601stretches the Nine-Patch bitmap, but stretches only the specified regions. As such, you don't
602need to provide different drawables for different screen sizes, because the Nine-Patch bitmap can
603adjust to any size. You should, however, provide alternate versions of your Nine-Patch files for
604different screen densities.</p>
605
606
607<h4>Alternative drawables</h4>
608
609<div class="figure" style="width:223px;margin:0">
610<img src="{@docRoot}images/screens_support/screens-densities.png" alt="" />
611<p class="img-caption"><strong>Figure 4.</strong> Relative sizes for bitmap drawables
612that support each density.</p>
613</div>
614
615<p>Almost every application should have alternative drawable resources for different screen
616densities, because almost every application has a launcher icon and that icon should look good on
617all screen densities. Likewise, if you include other bitmap drawables in your application (such
618as for menu icons or other graphics in your application), you should provide alternative versions or
619each one, for different densities.</p>
620
621<p class="note"><strong>Note:</strong> You only need to provide density-specific drawables for
622bitmap files ({@code .png}, {@code .jpg}, or {@code .gif}) and Nine-Path files ({@code
623.9.png}). If you use XML files to define shapes, colors, or other <a
624href="{@docRoot}guide/topics/resources/drawable-resource.html">drawable resources</a>, you should
625put one copy in the default drawable directory ({@code drawable/}).</p>
626
627<p>To create alternative bitmap drawables for different densities, you should follow the
628<b>3:4:6:8 scaling ratio</b> between the four generalized densities. For example, if you have
629a bitmap drawable that's 48x48 pixels for medium-density screen (the size for a launcher icon),
630all the different sizes should be:</p>
631
632<ul>
633  <li>36x36 for low-density</li>
634  <li>48x48 for medium-density</li>
635  <li>72x72 for high-density</li>
636  <li>96x96 for extra high-density</li>
637</ul>
638
639<p>For more information about designing icons, see the <a
640href="{@docRoot}guide/practices/ui_guidelines/icon_design.html">Icon Design Guidelines</a>,
641which includes size information for various bitmap drawables, such as launcher icons, menu
642icons, status bar icons, tab icons, and more.</p>
643
644
645
646
647<h2 id="DeclaringTabletLayouts">Declaring Tablet Layouts for Android 3.2</h2>
648
649<p>For the first generation of tablets running Android 3.0, the proper way to declare tablet
650layouts was to put them in a directory with the {@code xlarge} configuration qualifier (for example,
651 {@code res/layout-xlarge/}). In order to accommodate other types of tablets and screen
652sizes&mdash;in particular, 7" tablets&mdash;Android 3.2 introduces a new way to specify resources
653for more discrete screen sizes. The new technique is based on the amount of space your layout needs
654(such as 600dp of width), rather than trying to make your layout fit the generalized size groups
655(such as <em>large</em> or <em>xlarge</em>).</p>
656
657<p>The reason designing for 7" tablets is tricky when using the generalized size groups is
658that a 7" tablet is technically in the same group as a 5" handset (the <em>large</em> group). While
659these two devices are seemingly close to each other in size, the amount of space for an
660application's UI is significantly different, as is the style of user interaction. Thus, a 7" and 5"
661screen should not always use the same layout. To make it possible for you to provide different
662layouts for these two kinds of screens, Android now allows you to specify your layout resources
663based on the width and/or height that's actually available for your application's layout, specified
664in dp units.</p>
665
666<p>For example, after you've designed the layout you want to use for tablet-style devices, you might
667determine that the layout stops working well when the screen is less than 600dp wide. This threshold
668thus becomes the minimum size that you require for your tablet layout. As
669such, you can now specify that these layout resources should be used only when there is at least
670600dp of width available for your application's UI.</p>
671
672<p>You should either pick a width and design to it as your minimum size, or test what is the
673smallest width your layout supports once it's complete.</p>
674
675<p class="note"><strong>Note:</strong> Remember that all the figures used with these new size APIs
676are density-indpendent pixel (dp) values and your layout dimensions should also always be defined
677using dp units, because what you care about is the amount of screen space available after the system
678accounts for screen density (as opposed to using raw pixel resolution). For more information about
679density-indpendent pixels, read <a href="#terms">Terms and concepts</a>, earlier in this
680document.</p>
681
682
683<h3 id="NewQualifiers">Using new size qualifiers</h3>
684
685<p>The different resource configurations that you can specify based on the space available for your
686layout are summarized in table 2. These new qualifiers offer you more control over the specific
687screen sizes your application supports, compared to the traditional screen size groups (small,
688normal, large, and xlarge).</p>
689
690<p class="note"><strong>Note:</strong> The sizes that you specify using these qualifiers are
691<strong>not the actual screen sizes</strong>. Rather, the sizes are for the width or height in dp
692units that are <strong>available to your activity's window</strong>. The Android system
693might use some of the screen for system UI (such as the system bar at the bottom of the screen or
694the status bar at the top), so some of the screen might not be available for your layout. Thus, the
695sizes you declare should be specifically about the sizes needed by your activity&mdash;the system
696accounts for any space used by system UI when declaring how much space it provides for your layout.
697Also beware that the <a href="{@docRoot}guide/topics/ui/actionbar.html">Action Bar</a> is considered
698a part of your application's window space, although your layout does not declare it, so it reduces
699the space available for your layout and you must account for it in your design.</p>
700
701<p class="table-caption"><strong>Table 2.</strong> New configuration qualifers for screen size
702(introduced in Android 3.2).</p>
703<table>
704  <tr><th>Screen configuration</th><th>Qualifier values</th><th>Description</th></tr>
705  <tr><td>smallestWidth</td>
706      <td><code>sw&lt;N&gt;dp</code><br/><br/>
707        Examples:<br/>
708        <code>sw600dp</code><br/>
709        <code>sw720dp</code><br/>
710      </td>
711      <td>
712        <p>The fundamental size of a screen, as indicated by the shortest dimension of the available
713screen area. Specifically, the device's smallestWidth is the shortest of the screen's available
714height and width (you may also think of it as the "smallest possible width" for the screen). You can
715use this qualifier to ensure that, regardless of the screen's current orientation, your
716application's has at least {@code &lt;N&gt;} dps of width available for it UI.</p>
717        <p>For example, if your layout requires that its smallest dimension of screen area be at
718least 600 dp at all times, then you can use this qualifer to create the layout resources, {@code
719res/layout-sw600dp/}. The system will use these resources only when the smallest dimension of
720available screen is at least 600dp, regardless of whether the 600dp side is the user-perceived
721height or width. The smallestWidth is a fixed screen size characteristic of the device; <strong>the
722device's smallestWidth does not change when the screen's orientation changes</strong>.</p>
723  <p>The smallestWidth of a device takes into account screen decorations and system UI. For
724example, if the device has some persistent UI elements on the screen that account for space along
725the axis of the smallestWidth, the system declares the smallestWidth to be smaller than the actual
726screen size, because those are screen pixels not available for your UI.</p>
727  <p>This is an alternative to the generalized screen size qualifiers (small, normal, large, xlarge)
728that allows you to define a discrete number for the effective size available for your UI.
729Using smallestWidth to determine the general screen size is useful because width is
730often the driving factor in designing a layout. A UI will often scroll vertically, but have fairly
731hard constraints on the minimum space it needs horizontally. The available width is also the key
732factor in determining whether to use a one-pane layout for handsets or multi-pane layout for
733tablets. Thus, you likely care most about what the smallest possible width will be on each
734device.</p>
735    </td>
736  </tr>
737    <tr>
738      <td>Available screen width</td>
739      <td><code>w&lt;N&gt;dp</code><br/><br/>
740        Examples:<br/>
741        <code>w720dp</code><br/>
742        <code>w1024dp</code><br/>
743      </td>
744      <td>
745        <p>Specifies a minimum available width in dp units at which the resources should be
746used&mdash;defined by the <code>&lt;N&gt;</code> value. The system's corresponding value for the
747width changes when the screen's orientation switches between landscape and portrait to
748reflect the current actual width that's available for your UI.</p>
749        <p>This is often useful to determine whether to use a multi-pane layout, because even on a
750tablet device, you often won't want the same multi-pane layout for portrait orientation as you do
751for landscape. Thus, you can use this to specify the minimum width required for the layout, instead
752of using both the screen size and orientation qualifiers together.</p>
753      </td>
754    </tr>
755    <tr>
756      <td>Available screen height</td>
757      <td><code>h&lt;N&gt;dp</code><br/><br/>
758        Examples:<br/>
759        <code>h720dp</code><br/>
760        <code>h1024dp</code><br/>
761        etc.
762      </td>
763      <td>
764        <p>Specifies a minimum screen height in dp units at which the resources should be
765used&mdash;defined by the <code>&lt;N&gt;</code> value. The system's corresponding value for
766the height changes when the screen's orientation switches between landscape and portrait to
767reflect the current actual height that's available for your UI.</p>
768        <p>Using this to define the
769height required by your layout is useful in the same way as <code>w&lt;N&gt;dp</code> is for
770defining the required width, instead of using both the screen size and orientation qualifiers.
771However, most apps won't need this qualifier, considering that UIs often scroll vertically and are
772thus more flexible with how much height is available, whereas the width is more rigid.</p>
773      </td>
774    </tr>
775</table>
776
777<p>While using these qualifiers might seem more complicated than using screen size groups, it should
778actually be simpler once you determine the requirements for your UI.  When you design your UI,
779the main thing you probably care about is the actual size at which your application switches between
780a handset-style UI and a tablet-style UI that uses multiple panes. The exact point of this switch
781will depend on your particular design&mdash;maybe you need a 720dp width for your tablet layout,
782maybe 600dp is enough, or 480dp, or some number between these. Using these qualifiers in table 2,
783you are in control of the precise size at which your layout changes.</p>
784
785<p>For more discussion about these size configuration qualifiers, see the <a
786href="{@docRoot}guide/topics/resources/providing-resources.html#SmallestScreenWidthQualifier">
787Providing Resources</a> document.</p>
788
789
790<h3 id="ConfigurationExamples">Configuration examples</h3>
791
792<p>To help you target some of your designs for different types of devices, here are some
793numbers for typical screen widths:</p>
794
795<ul>
796  <li>320dp: a typical phone screen (240x320 ldpi, 320x480 mdpi, 480x800 hdpi, etc).</li>
797  <li>480dp: a tweener tablet like the Streak (480x800 mdpi).</li>
798  <li>600dp: a 7” tablet (600x1024 mdpi).</li>
799  <li>720dp: a 10” tablet (720x1280 mdpi, 800x1280 mdpi, etc).</li>
800</ul>
801
802<p>Using the size qualifiers from table 2, your application can switch between your different layout
803resources for handsets and tablets using any number you want for width and/or height.  For example,
804if 600dp is the smallest available width supported by your tablet layout, you can provide these two
805sets of layouts:</p>
806
807<pre class="classic">
808res/layout/main_activity.xml           # For handsets
809res/layout-sw600dp/main_activity.xml   # For tablets
810</pre>
811
812<p>In this case, the smallest width of the available screen space must be 600dp in order for the
813tablet layout to be applied.</p>
814
815<p>For other cases in which you want to further customize your UI to differentiate between sizes
816such as 7” and 10” tablets, you can define additional smallest width layouts:</p>
817
818<pre class="classic">
819res/layout/main_activity.xml           # For handsets (smaller than 600dp available width)
820res/layout-sw600dp/main_activity.xml   # For 7” tablets (600dp wide and bigger)
821res/layout-sw720dp/main_activity.xml   # For 10” tablets (720dp wide and bigger)
822</pre>
823
824<p>Notice that the previous two sets of example resources use the "smallest width" qualifer, {@code
825sw&lt;N&gt;dp}, which specifies the smallest of the screen's two sides, regardless of the
826device's current orientation. Thus, using {@code sw&lt;N&gt;dp} is a simple way to specify the
827overall screen size available for your layout by ignoring the screen's orientation.</p>
828
829<p>However, in some cases, what might be
830important for your layout is exactly how much width or height is <em>currently</em> available. For
831example, if you have a two-pane layout with two fragments side by side, you might want to use it
832whenever the screen provides at least 600dp of width, whether the device is in landscape or
833portrait orientation. In this case, your resources might look like this:</p>
834
835<pre class="classic">
836res/layout/main_activity.xml         # For handsets (smaller than 600dp available width)
837res/layout-w600dp/main_activity.xml  # Multi-pane (any screen with 600dp available width or more)
838</pre>
839
840<p>Notice that the second set is using the "available width" qualifier, {@code w&lt;N&gt;dp}. This
841way, one device may actually use both layouts, depending on the orientation of the screen (if
842the available width is at least 600dp in one orientation and less than 600dp in the other
843orientation).</p>
844
845<p>If the available height is a concern for you, then you can do the same using the {@code
846h&lt;N&gt;dp} qualifier. Or, even combine the {@code w&lt;N&gt;dp} and {@code h&lt;N&gt;dp}
847qualifiers if you need to be really specific.</p>
848
849
850<h3 id="DeclaringScreenSizeSupport">Declaring screen size support</h3>
851
852<p>Once you've implemented your layouts for different screen sizes, it's equally important that you
853declare in your manifest file which screens your application supports.</p>
854
855<p>Along with the new configuration qualifiers for screen size, Android 3.2 introduces new
856attributes for the <a
857href="{@docRoot}guide/topics/manifest/supports-screens-element.html">&lt;supports-screens&gt;</a>
858manifest element:</p>
859
860<dl>
861
862  <dt><a
863href="{@docRoot}guide/topics/manifest/supports-screens-element.html#requiresSmallest">
864{@code android:requiresSmallestWidthDp}</a></dt>
865  <dd>Specifies the minimum smallestWidth required. The smallestWidth is the shortest dimension of
866the screen space (in {@code dp} units) that must be available to your application UI&mdash;that is,
867the shortest of the available screen's two dimensions. So, in order for a device to be considered
868compatible with your application, the device's smallestWidth must be equal to or greater than this
869value. (Usually, the value you supply for this is the "smallest width" that your layout supports,
870regardless of the screen's current orientation.)
871  <p>For example, if your application is only for tablet-style devices with a 600dp
872smallest available width:</p>
873<pre>
874&lt;manifest ... &gt;
875    &lt;supports-screens android:requiresSmallestWidthDp="600" /&gt;
876    ...
877&lt;/manifest&gt;
878</pre>
879  <p>However, if your application supports all screen sizes supported by Android (as small as
880426dp x 320dp), then you don't need to declare this attribute, because the smallest width your
881application requires is the smallest possible on any device.</p>
882
883  <p class="caution"><strong>Caution:</strong> The Android system does not pay attention to this
884attribute, so it does not affect how your application behaves at runtime. Instead, it is used
885to enable filtering for your application on services such as Google Play. However,
886<strong>Google Play currently does not support this attribute for filtering</strong> (on Android
8873.2), so you should continue using the other size attributes if your application does not support
888small screens.</p>
889</dd>
890
891  <dt><a
892href="{@docRoot}guide/topics/manifest/supports-screens-element.html#compatibleWidth">
893{@code android:compatibleWidthLimitDp}</a></dt>
894  <dd>This attribute allows you to enable <a
895href="{@docRoot}guide/practices/screen-compat-mode.html">screen compatibility mode</a> as a
896user-optional feature by specifying the maximum "smallest width" that your application
897supports. If the smallest side of a device's available screen is greater than your value here,
898users can still install your application, but are offered to run it in screen compatibility mode. By
899default, screen compatibility mode is disabled and your layout is resized to fit the screen as
900usual, but a button is available in the system bar that allows users to toggle screen compatibility
901mode on and off.
902  <p class="note"><strong>Note:</strong> If your application's layout properly resizes for large
903screens, you do not need to use this attribute. We recommend that you avoid using this
904attribute and instead ensure your layout resizes for larger screens by following the
905recommendations in this document.</p></dd>
906
907  <dt><a
908href="{@docRoot}guide/topics/manifest/supports-screens-element.html#largestWidth">
909{@code android:largestWidthLimitDp}</a></dt>
910  <dd>This attribute allows you to force-enable <a
911href="{@docRoot}guide/practices/screen-compat-mode.html">screen compatibility mode</a> by specifying
912the maximum "smallest width" that your application supports. If the smallest
913side of a device's available screen is greater than your value here, the application runs in screen
914compatibility mode with no way for the user to disable it.
915  <p class="note"><strong>Note:</strong> If your application's layout properly resizes for large
916screens, you do not need to use this attribute.  We recommend that you avoid using this
917attribute and instead ensure your layout resizes for larger screens by following the
918recommendations in this document.</p></dd>
919</dl>
920
921<p class="caution"><strong>Caution:</strong> When developing for Android 3.2 and higher, you
922should not use the older screen size attributes in combination with the attributes
923listed above. Using both the new attributes and the older size attributes might cause
924unexpected behavior.</p>
925
926<p>For more information about each of these attributes, follow the respective links above.</p>
927
928
929
930
931<h2 id="screen-independence">Best Practices</h2>
932
933<p>The objective of supporting multiple screens is to create an application that can function
934properly and look good on any of the generalized screen configurations supported by Android. The
935previous sections of this document provide information about how Android adapts your
936application to screen configurations and how you can customize the look of your application on
937different screen configurations. This section provides some additional tips and an overview of
938techniques that help ensure that your application scales properly for different screen
939configurations.</p>
940
941<p>Here is a quick checklist about how you can ensure that your application displays properly
942on different screens:</p>
943
944<ol>
945  <li>Use {@code wrap_content}, {@code fill_parent}, or {@code dp} units when specifying
946dimensions in an XML layout file</li>
947  <li>Do not use hard coded pixel values in your application code</li>
948  <li>Do not use {@code AbsoluteLayout} (it's deprecated)</li>
949  <li>Supply alternative bitmap drawables for different screen densities</li>
950</ol>
951
952<p>The following sections provide more details.</p>
953
954
955<h3 id="use-relative">1. Use wrap_content, fill_parent, or the dp unit for layout dimensions</h3>
956
957<p>When defining the <a
958href="{@docRoot}reference/android/view/ViewGroup.LayoutParams.html#attr_android:layout_width"
959>{@code android:layout_width}</a> and <a
960href="{@docRoot}reference/android/view/ViewGroup.LayoutParams.html#attr_android:layout_height"
961>{@code android:layout_height}</a> for
962views in an XML layout file, using <code>"wrap_content"</code>,
963<code>"fill_parent"</code> or <code>dp</code> units guarantees that the view is
964given an appropriate size on the current device screen.</p>
965
966<p>For instance, a view with a <code>layout_width="100dp"</code> measures 100 pixels wide on
967medium-density screen and the system scales it up to 150 pixels wide on high-density screen, so
968that the view occupies approximately the same physical space on the screen.</p>
969
970<p>Similarly, you should prefer the <code>sp</code> (scale-independent pixel) to define text
971sizes. The <code>sp</code> scale factor depends on a user setting and the system scales the
972size the same as it does for {@code dp}.</p>
973
974
975<h3>2. Do not use hard-coded pixel values in your application code</h3>
976
977<p>For performance reasons and to keep the code simpler, the Android system uses pixels as the
978standard unit for expressing dimension or coordinate values. That means that the dimensions of a
979view are always expressed in the code using pixels, but always based on the current screen density.
980For instance, if <code>myView.getWidth()</code> returns 10, the view is 10 pixels wide on the
981current screen, but on a device with a higher density screen, the value returned might be 15. If you
982use pixel values in your application code to work with bitmaps that are not pre-scaled for the
983current screen density, you might need to scale the pixel values that you use in your code to match
984the un-scaled bitmap source.</p>
985
986<p>If your application manipulates bitmaps or deals with pixel values at runtime, see the section
987below about <a href="#DensityConsiderations">Additional Density Considerations</a>.</p>
988
989
990<h3 id="avoid-absolute">3. Do not use AbsoluteLayout </h3>
991
992<p>Unlike the other layouts widgets, {@link android.widget.AbsoluteLayout} enforces
993the use of fixed positions to lay out its child views, which can easily lead to user interfaces that
994do not work well on different displays. Because of this, {@link android.widget.AbsoluteLayout} was
995deprecated in Android 1.5 (API Level 3).</p>
996
997<p>You should instead use {@link android.widget.RelativeLayout}, which uses relative positioning
998to lay out its child views. For instance, you can specify that a button widget should appear "to
999the right of" a text widget.</p>
1000
1001
1002<h3>4. Use size and density-specific resources</h3>
1003
1004<p>Although the system scales your layout and drawable resources based on the current screen
1005configuration, you may want to make adjustments to the UI on different screen sizes and provide
1006bitmap drawables that are optimized for different densities. This essentially reiterates the
1007information from earlier in this document.</p>
1008
1009<p>If you need to control exactly how your application will look on various
1010screen configurations, adjust your layouts and bitmap drawables in configuration-specific
1011resource directories. For example, consider an icon that you want to display on
1012medium and high density screens. Simply create your icon at two different sizes
1013(for instance 100x100 for medium density and 150x150 for high density) and put
1014the two variations in the appropriate directories, using the proper
1015qualifiers:</p>
1016
1017<pre class="classic">
1018res/drawable-mdpi/icon.png&nbsp;&nbsp;&nbsp;//for medium-density screens
1019res/drawable-hdpi/icon.png&nbsp;&nbsp;&nbsp;//for high-density screens
1020</pre>
1021
1022<p class="note"><strong>Note:</strong> If a density qualifier is not defined in a directory name,
1023the system assumes that the resources in that directory are designed for the baseline medium
1024density and will scale for other densities as appropriate.</p>
1025
1026<p>For more information about valid configuration qualifiers, see <a href="#qualifiers">Using
1027configuration qualifiers</a>, earlier in this document.</p>
1028
1029
1030
1031
1032
1033<h2 id="DensityConsiderations">Additional Density Considerations</h2>
1034
1035<p>This section describes more about how Android performs scaling for bitmap drawables on different
1036screen densities and how you can further control how bitmaps are drawn on different densities. The
1037information in this section shouldn't be important to most applications, unless you have encountered
1038problems in your application when running on different screen densities or your application
1039manipulates graphics.</p>
1040
1041<p>To better understand how you can support multiple densities when manipulating graphics at
1042runtime, you should understand that the system helps ensure the proper scale for bitmaps in the
1043following ways:</p>
1044
1045<ol>
1046<li><em>Pre-scaling of resources (such as bitmap drawables)</em>
1047
1048  <p>Based on the density of the current screen, the system uses any size- or density-specific
1049resources from your application and displays them without scaling. If resources are not available in
1050the correct density, the system loads the default resources and scales them up or down as needed to
1051match the current screen's density. The system assumes that default resources (those from a
1052directory without configuration qualifiers) are designed for the baseline screen density (mdpi),
1053unless they are loaded from a density-specific resource directory. Pre-scaling is, thus, what the
1054system does when resizing a bitmap to the appropriate size for the current screen
1055density.</p>
1056
1057  <p>If you request the dimensions of a pre-scaled resource, the system returns values
1058representing the dimensions <em>after</em> scaling. For example, a bitmap designed at 50x50 pixels
1059for an mdpi screen is scaled to 75x75 pixels on an hdpi screen (if there is no alternative resource
1060for hdpi) and the system reports the size as such.</p>
1061
1062<p>There are some situations in which you might not want Android to pre-scale
1063a resource. The easiest way to avoid pre-scaling is to put the resource in a resource directory
1064with the {@code nodpi} configuration qualifier. For example:</p>
1065
1066<pre class="classic">res/drawable-nodpi/icon.png</pre>
1067
1068<p>When the system uses the {@code icon.png} bitmap from this folder, it does not scale it
1069based on the current device density.</p>
1070</li>
1071
1072<li><em>Auto-scaling of pixel dimensions and coordinates</em>
1073
1074  <p>An application can disable pre-scaling by setting <a
1075href="{@docRoot}guide/topics/manifest/supports-screens-element.html#any">{@code
1076android:anyDensity}</a> to {@code "false"} in the manifest or programmatically for a {@link
1077android.graphics.Bitmap} by setting {@link android.graphics.BitmapFactory.Options#inScaled} to
1078{@code "false"}. In this case, the system auto-scales any absolute pixel coordinates and pixel
1079dimension values at draw time. It does this to ensure that pixel-defined screen elements are still
1080displayed at approximately the same physical size as they would be at the baseline screen density
1081(mdpi). The system handles this scaling transparently to the application and reports the scaled
1082pixel dimensions to the application, rather than physical pixel dimensions.</p>
1083
1084  <p>For instance, suppose a device has a WVGA high-density screen, which is 480x800 and about the
1085same size as a traditional HVGA screen, but it's running an application that has disabled
1086pre-scaling. In this case, the system will "lie" to the application when it queries for screen
1087dimensions, and report 320x533 (the approximate mdpi translation for the screen density). Then, when
1088the application does drawing operations, such as invalidating the rectangle from (10,10) to (100,
1089100), the system transforms the coordinates by scaling them the appropriate amount, and actually
1090invalidate the region (15,15) to (150, 150). This discrepancy may cause unexpected behavior if
1091your application directly manipulates the scaled bitmap, but this is considered a reasonable
1092trade-off to keep the performance of applications as good as possible. If you encounter this
1093situation, read the following section about <a href="#dips-pels">Converting dp units to pixel
1094units</a>.</p>
1095
1096  <p>Usually, <strong>you should not disable pre-scaling</strong>. The best way to support multiple
1097screens is to follow the basic techniques described above in <a href="#support">How to Support
1098Multiple Screens</a>.<p>
1099</li>
1100
1101</ol>
1102
1103
1104<p>If your application manipulates bitmaps or directly interacts with pixels on the screen in some
1105other way, you might need to take additional steps to support different screen densities. For
1106example, if you respond to touch gestures by counting the number of pixels that a finger
1107crosses, you need to use the appropriate density-independent pixel values, instead of actual
1108pixels.</p>
1109
1110
1111<h3 id="scaling">Scaling Bitmap objects created at runtime</h3>
1112
1113<div class="figure" style="width:300px">
1114<img src="{@docRoot}images/screens_support/scale-test.png" alt="" />
1115<p class="img-caption"><strong>Figure 5.</strong> Comparison of pre-scaled and auto-scaled
1116bitmaps, from <a
1117href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/DensityActivity.html">
1118ApiDemos</a>.
1119</p>
1120</div>
1121
1122<p>If your application creates an in-memory bitmap (a {@link android.graphics.Bitmap} object), the
1123system assumes that the bitmap is designed for the baseline medium-density screen, by default, and
1124auto-scales the bitmap at draw time. The system applies "auto-scaling" to a {@link
1125android.graphics.Bitmap} when the bitmap has unspecified density properties. If you don't properly
1126account for the current device's screen density and specify the bitmap's density properties, the
1127auto-scaling can result in scaling artifacts the same as when you don't provide alternative
1128resources.</p>
1129
1130<p>To control whether a {@link android.graphics.Bitmap} created at runtime is scaled or not, you can
1131specify the density of the bitmap with {@link android.graphics.Bitmap#setDensity setDensity()},
1132passing a density constant from {@link android.util.DisplayMetrics}, such as {@link
1133android.util.DisplayMetrics#DENSITY_HIGH} or {@link android.util.DisplayMetrics#DENSITY_LOW}.</p>
1134
1135<p>If you're creating a {@link android.graphics.Bitmap} using {@link
1136android.graphics.BitmapFactory}, such as from a file or a stream, you can use {@link
1137android.graphics.BitmapFactory.Options BitmapFactory.Options} to define properties of the bitmap as
1138it already exists, which determine if or how the system will scale it. For example, you can use the
1139{@link android.graphics.BitmapFactory.Options#inDensity} field to define the density for which the
1140bitmap is designed and the {@link
1141android.graphics.BitmapFactory.Options#inScaled} field to specify whether the bitmap should scale to
1142match the current device's screen density.</p>
1143
1144<p>If you set the {@link
1145android.graphics.BitmapFactory.Options#inScaled} field to {@code false}, then you disable any
1146pre-scaling that the system may apply to the bitmap and the system will then auto-scale it at draw
1147time. Using auto-scaling instead of pre-scaling can be more CPU expensive, but uses
1148less memory.</p>
1149
1150<p>Figure 5 demonstrates the results of the pre-scale and auto-scale mechanisms when loading low
1151(120), medium (160) and high (240) density bitmaps on a high-density screen. The differences are
1152subtle, because all of the bitmaps are being scaled to match the current screen density, however the
1153scaled bitmaps have slightly different appearances depending on whether they are pre-scaled or
1154auto-scaled at draw time. You can find the source code for this sample application, which
1155demonstrates using pre-scaled and auto-scaled bitmaps, in <a
1156href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/DensityActivity.html">
1157ApiDemos</a>.</p>
1158
1159<p class="note"><strong>Note:</strong> In Android 3.0 and above, there should be no perceivable
1160difference between pre-scaled and auto-scaled bitmaps, due to improvements in the graphics
1161framework.</p>
1162
1163
1164
1165
1166
1167<h3 id="dips-pels">Converting dp units to pixel units</h3>
1168
1169<p>In some cases, you will need to express dimensions in <code>dp</code> and then convert them to
1170pixels. Imagine an application in which a scroll or fling gesture is recognized after the user's
1171finger has moved by at least 16 pixels. On a baseline screen, a user's must move by {@code 16 pixels
1172/ 160 dpi}, which equals 1/10th of an inch (or 2.5 mm) before the gesture is recognized. On a device
1173with a high density display (240dpi), the user's must move by {@code 16 pixels / 240 dpi}, which
1174equals 1/15th of an inch (or 1.7 mm). The distance is much shorter and the application thus appears
1175more sensitive to the user.</p>
1176
1177<p>To fix this issue, the gesture threshold must be expressed in code in <code>dp</code> and then
1178converted to actual pixels. For example:</p>
1179
1180<pre>// The gesture threshold expressed in dp
1181private static final float GESTURE_THRESHOLD_DP = 16.0f;
1182
1183// Get the screen's density scale
1184final float scale = {@link android.content.ContextWrapper#getResources getResources()}.{@link
1185android.content.res.Resources#getDisplayMetrics getDisplayMetrics()}.density;
1186// Convert the dps to pixels, based on density scale
1187mGestureThreshold = (int) (GESTURE_THRESHOLD_DP * scale + 0.5f);</span>
1188
1189// Use mGestureThreshold as a distance in pixels...
1190</pre>
1191
1192<p>The {@link android.util.DisplayMetrics#density DisplayMetrics.density} field specifies the scale
1193factor you must use to convert {@code dp} units to pixels, according to the current screen density.
1194On a medium-density screen, {@link android.util.DisplayMetrics#density DisplayMetrics.density}
1195equals 1.0; on a high-density screen it equals 1.5; on an extra high-density screen, it equals 2.0;
1196and on a low-density screen, it equals 0.75. This figure is the factor by which you should multiply
1197the {@code dp} units on order to get the actual pixel count for the current screen. (Then add {@code
11980.5f} to round the figure up to the nearest whole number, when converting to an integer.) For more
1199information, refer to the {@link android.util.DisplayMetrics DisplayMetrics} class.</p>
1200
1201<p>However, instead of defining an arbitrary threshold for this kind of event, you should
1202use pre-scaled configuration values that are available from {@link
1203android.view.ViewConfiguration}.</p>
1204
1205
1206<h4 id="pre-scaled-values">Using pre-scaled configuration values</h4>
1207
1208<p>You can use the {@link android.view.ViewConfiguration} class to access common distances,
1209speeds, and times used by the Android system. For instance, the
1210distance in pixels used by the framework as the scroll threshold can be obtained with {@link
1211android.view.ViewConfiguration#getScaledTouchSlop()}:</p>
1212
1213<pre>
1214private static final int GESTURE_THRESHOLD_DP = ViewConfiguration.get(myContext).getScaledTouchSlop();
1215</pre>
1216
1217<p>Methods in {@link android.view.ViewConfiguration} starting with the <code>getScaled</code> prefix
1218are guaranteed to return a value in pixels that will display properly regardless of the current
1219screen density.</p>
1220
1221
1222
1223
1224
1225
1226<h2 id="testing">How to Test Your Application on Multiple Screens</h2>
1227
1228<div class="figure" style="width:500px;margin:0">
1229  <img src="{@docRoot}images/screens_support/avds-config.png" alt="" />
1230  <p class="img-caption"><strong>Figure 6.</strong>
1231  A set of AVDs for testing screens support.</p>
1232</div>
1233
1234<p>Before publishing your application, you should thoroughly test it in all of the supported screen
1235sizes and densities. The Android SDK includes emulator skins you can use, which
1236replicate the sizes and densities of common screen configurations on which your application is
1237likely to run. You can also modify the default size, density, and resolution of the emulator skins
1238to replicate the characteristics of any specific screen. Using the emulator skins and additional
1239custom configurations allows you to test any possible screen configuration, so you don't
1240have to buy various devices just to test your application's screen support.</p>
1241
1242<p>To set up an environment for testing your application's screen support, you should create a
1243series of AVDs (Android Virtual Devices), using emulator skins and screen configurations that
1244emulate the screen sizes and densities you want your application to support. To do so, you can use
1245the AVD Manager to create the AVDs and launch them with a graphical interface.</p>
1246
1247<p>To launch the Android SDK Manager, execute the {@code
1248SDK Manager.exe} from your Android SDK directory (on Windows only) or execute {@code android} from
1249the {@code &lt;sdk&gt;/tools/} directory (on all platforms). Figure 6 shows the AVD
1250Manager with a selection of AVDs, for testing various screen configurations.</p>
1251
1252<p>Table 3 shows the various emulator skins that are available in the Android SDK, which you can use
1253to emulate some of the most common screen configurations.</p>
1254
1255<p>For more information about creating and using AVDs to test your application, see <a
1256href="{@docRoot}tools/devices/managing-avds.html">Managing AVDs with AVD
1257Manager</a>.</p>
1258
1259
1260<p class="table-caption" id="screens-table"><strong>Table 3.</strong> Various screen
1261configurations available from emulator skins in the Android SDK (indicated in bold) and other
1262representative resolutions.</p>
1263
1264  <table class="normal-headers">
1265    <tbody>
1266    <tr>
1267      <th></th>
1268      <th>
1269        <nobr>Low density (120), <em>ldpi</em></nobr>
1270      </th>
1271      <th>
1272        <nobr>Medium density (160), <em>mdpi</em></nobr>
1273      </th>
1274      <th>
1275        <nobr>High density (240), <em>hdpi</em><nobr>
1276      </th>
1277      <th>
1278        <nobr>Extra high density (320), <em>xhdpi</em><nobr>
1279      </th>
1280    </tr>
1281    <tr>
1282      <th>
1283        <em>Small</em> screen
1284      </th>
1285      <td><strong>QVGA (240x320)</strong></td>
1286      <td></td>
1287      <td>480x640</td>
1288      <td></td>
1289    </tr>
1290    <tr>
1291      <th>
1292        <em>Normal</em> screen
1293      </th>
1294      <td><strong>WQVGA400 (240x400)</strong>
1295        <br><strong>WQVGA432 (240x432)</strong></td>
1296      <td><strong>HVGA (320x480)</strong></td>
1297      <td><strong>WVGA800 (480x800)</strong>
1298        <br><strong>WVGA854 (480x854)</strong>
1299        <br>600x1024</td>
1300      <td>640x960</td>
1301    </tr>
1302    <tr>
1303      <th>
1304        <em>Large</em> screen
1305      </th>
1306      <td><strong>WVGA800** (480x800)</strong>
1307        <br><strong>WVGA854** (480x854)</strong></td>
1308      <td><strong>WVGA800* (480x800)</strong>
1309        <br><strong>WVGA854* (480x854)</strong>
1310        <br>600x1024</td>
1311      <td></td>
1312      <td></td>
1313    </tr>
1314    <tr>
1315      <th>
1316        <em>Extra Large</em> screen
1317      </th>
1318      <td>1024x600</td>
1319      <td><strong>WXGA (1280x800)</strong><sup>&dagger;</sup><br>
1320          1024x768<br>1280x768</td>
1321      <td>1536x1152<br>1920x1152
1322        <br>1920x1200</td>
1323      <td>2048x1536<br>2560x1536
1324        <br>2560x1600</td>
1325    </tr>
1326    <tr>
1327      <td colspan="5" style="border:none;font-size:85%;">* To emulate this configuration, specify a
1328custom density of 160 when creating an AVD that uses a WVGA800 or WVGA854 skin.<br/>
1329        ** To emulate this configuration, specify a custom density of 120 when creating an AVD that
1330uses a WVGA800 or WVGA854 skin.<br/>
1331        &dagger; This skin is available with the Android 3.0 platform
1332      </td>
1333    </tr>
1334</table>
1335
1336<p>To see the relative numbers of active devices that support any given screen configuration, see
1337the <a href="{@docRoot}resources/dashboard/screens.html">Screen Sizes and Densities</a>
1338dashboard.</p>
1339
1340<div class="figure" style="width:204px">
1341  <img src="{@docRoot}images/screens_support/avd-start.png" alt="" />
1342  <p class="img-caption"><strong>Figure 7.</strong>
1343  Size and density options you can set, when starting an AVD from the AVD
1344Manager.</p>
1345</div>
1346
1347<p>We also recommend that you test your application in an emulator that is set
1348up to run at a physical size that closely matches an actual device. This makes
1349it a lot easier to compare the results at various sizes and densities. To
1350do so you need to know the approximate density, in dpi, of your computer
1351monitor (for instance, a 30" Dell monitor has a density of about 96 dpi). When you launch an AVD
1352from the AVD Manager, you can specify the screen size for the emulator and your
1353monitor dpi in the Launch Options, as shown in figure 7.</p>
1354
1355<p>If you would like to test your application on a screen that uses a resolution
1356or density not supported by the built-in skins, you can create an AVD that uses a custom resolution
1357or density. When creating the AVD from the AVD Manager, specify the Resolution,
1358instead of selecting a Built-in Skin.</p>
1359
1360<p>If you are launching your AVD from the command line, you can specify the scale for
1361the emulator with the <code>-scale</code> option. For example:</p>
1362
1363<pre>emulator -avd &lt;avd_name&gt; -scale 96dpi</pre>
1364
1365<p>To refine the size of the emulator, you can instead pass the {@code -scale} option a number
1366between 0.1 and 3 that represents the desired scaling factor.</p>
1367
1368<p>For more information about creating AVDs from the command line, see <a
1369href="{@docRoot}tools/devices/managing-avds-cmdline.html">Managing AVDs from the
1370Command Line</a></p>
1371