1page.title=Supporting Different Densities 2parent.title=Designing for Multiple Screens 3parent.link=index.html 4 5trainingnavtop=true 6previous.title=Supporting Different Screen Sizes 7previous.link=screensizes.html 8next.title=Implementing Adaptative UI Flows 9next.link=adaptui.html 10 11@jd:body 12 13 14<!-- This is the training bar --> 15<div id="tb-wrapper"> 16<div id="tb"> 17 18<h2>This lesson teaches you to</h2> 19<ol> 20 <li><a href="#TaskUseDP">Use Density-independent Pixels</a></li> 21 <li><a href="#TaskProvideAltBmp">Provide Alternative Bitmaps</a></li> 22</ol> 23 24<h2>You should also read</h2> 25 26<ul> 27 <li><a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple Screens</a></li> 28 <li><a href="{@docRoot}guide/practices/ui_guidelines/icon_design.html">Icon Design 29Guidelines</a></li> 30</ul> 31 32<h2>Try it out</h2> 33 34<div class="download-box"> 35<a href="http://developer.android.com/shareables/training/NewsReader.zip" class="button">Download 36 the sample app</a> 37<p class="filename">NewsReader.zip</p> 38</div> 39 40 41</div> 42</div> 43 44<p>This lesson shows you how to support different screen densities 45by providing different resources and using resolution-independent units of 46measurements.</p> 47 48<h2 id="TaskUseDP">Use Density-independent Pixels</h2> 49 50<p>One common pitfall you must avoid when designing your layouts is using 51absolute pixels to define distances or sizes. Defining layout dimensions with 52pixels is a problem because different screens have different pixel densities, 53so the same number of pixels may correspond to different physical sizes on 54different devices. Therefore, when specifying dimensions, always use either 55<code>dp</code> or <code>sp</code> units. A <code>dp</code> is a density-independent pixel 56that corresponds to the physical size of a pixel at 160 dpi. An <code>sp</code> is the same 57base unit, but is scaled by the user's preferred text size (it’s a 58scale-independent pixel), so you should use this measurement unit when defining 59text size (but never for layout sizes).</p> 60 61<p>For example, when you specify spacing between two views, use <code>dp</code> 62rather than <code>px</code>:</p> 63 64<pre> 65<Button android:layout_width="wrap_content" 66 android:layout_height="wrap_content" 67 android:text="@string/clickme" 68 android:layout_marginTop="20dp" /> 69</pre> 70 71<p>When specifying text size, always use <code>sp</code>:</p> 72 73<pre> 74<TextView android:layout_width="match_parent" 75 android:layout_height="wrap_content" 76 android:textSize="20sp" /> 77</pre> 78 79 80<h2 id="TaskProvideAltBmp">Provide Alternative Bitmaps</h2> 81 82<p>Since Android runs in devices with a wide variety of screen densities, 83you should always provide your bitmap resources tailored to each of 84the generalized density buckets: low, medium, high and extra-high density. 85This will help you achieve good graphical quality and performance on all 86screen densities.</p> 87 88<p>To generate these images, you should start with your raw resource in 89vector format and generate the images for each density using the following 90size scale:</p> 91 92<p><ul> 93 <li><code>xhdpi</code>: 2.0 94 <li><code>hdpi</code>: 1.5 95 <li><code>mdpi</code>: 1.0 (baseline) 96 <li><code>ldpi</code>: 0.75 97</ul></p> 98 99<p>This means that if you generate a 200x200 image for <code>xhdpi</code> 100devices, you should generate the same resource in 150x150 for <code>hdpi</code>, 101100x100 for <code>mdpi</code> and finally a 75x75 image for <code>ldpi</code> 102devices.</p> 103 104<p>Then, place the generated image files in the appropriate subdirectory 105under <code>res/</code> and the system will pick the correct one automatically 106based on the screen density of the device your application is running on:</p> 107 108<pre class="classic no-pretty-print"> 109MyProject/ 110 res/ 111 drawable-xhdpi/ 112 awesomeimage.png 113 drawable-hdpi/ 114 awesomeimage.png 115 drawable-mdpi/ 116 awesomeimage.png 117 drawable-ldpi/ 118 awesomeimage.png 119</pre> 120 121<p>Then, any time you reference <code>@drawable/awesomeimage</code>, the system selects the 122appropriate bitmap based on the screen's dpi.</p> 123 124<p>For more tips and guidelines for creating icon assets for your application, see the <a 125href="{@docRoot}guide/practices/ui_guidelines/icon_design.html">Icon Design 126Guidelines</a>.</p> 127 128