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1page.title=Supporting Different Densities
2page.metaDescription=Providing sets of layouts and drawable resources for specific ranges of device screens.
3meta.tags="multiple screens"
4
5parent.title=Designing for Multiple Screens
6parent.link=index.html
7
8trainingnavtop=true
9previous.title=Supporting Different Screen Sizes
10previous.link=screensizes.html
11next.title=Implementing Adaptative UI Flows
12next.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}guide/practices/ui_guidelines/icon_design.html">Icon Design
32Guidelines</a></li>
33</ul>
34
35<h2>Try it out</h2>
36
37<div class="download-box">
38<a href="http://developer.android.com/shareables/training/NewsReader.zip" class="button">Download
39  the sample app</a>
40<p class="filename">NewsReader.zip</p>
41</div>
42
43
44</div>
45</div>
46
47<p>This lesson shows you how to support different screen densities
48by providing different resources and using resolution-independent units of
49measurements.</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
54absolute pixels to define distances or sizes. Defining layout dimensions with
55pixels is a problem because different screens have different pixel densities,
56so the same number of pixels may correspond to different physical sizes on
57different 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
59that corresponds to the physical size of a pixel at 160 dpi. An <code>sp</code> is the same
60base unit, but is scaled by the user's preferred text size (it’s a
61scale-independent pixel), so you should use this measurement unit when defining
62text size (but never for layout sizes).</p>
63
64<p>For example, when you specify spacing between two views, use <code>dp</code>
65rather than <code>px</code>:</p>
66
67<pre>
68&lt;Button android:layout_width="wrap_content"
69    android:layout_height="wrap_content"
70    android:text="&#64;string/clickme"
71    android:layout_marginTop="20dp" /&gt;
72</pre>
73
74<p>When specifying text size, always use <code>sp</code>:</p>
75
76<pre>
77&lt;TextView android:layout_width="match_parent"
78    android:layout_height="wrap_content"
79    android:textSize="20sp" /&gt;
80</pre>
81
82
83<h2 id="TaskProvideAltBmp">Provide Alternative Bitmaps</h2>
84
85<p>Since Android runs in devices with a wide variety of screen densities,
86you should always provide your bitmap resources tailored to each of
87the generalized density buckets: low, medium, high and extra-high density.
88This will help you achieve good graphical quality and performance on all
89screen densities.</p>
90
91<p>To generate these images, you should start with your raw resource in
92vector format and generate the images for each density using the following
93size scale:</p>
94
95<p><ul>
96  <li><code>xhdpi</code>: 2.0
97  <li><code>hdpi</code>: 1.5
98  <li><code>mdpi</code>: 1.0 (baseline)
99  <li><code>ldpi</code>: 0.75
100</ul></p>
101
102<p>This means that if you generate a 200x200 image for <code>xhdpi</code>
103devices, you should generate the same resource in 150x150 for <code>hdpi</code>,
104100x100 for <code>mdpi</code> and finally a 75x75 image for <code>ldpi</code>
105devices.</p>
106
107<p>Then, place the generated image files in the appropriate subdirectory
108under <code>res/</code> and the system will pick the correct one automatically
109based on the screen density of the device your application is running on:</p>
110
111<pre class="classic no-pretty-print">
112MyProject/
113  res/
114    drawable-xhdpi/
115        awesomeimage.png
116    drawable-hdpi/
117        awesomeimage.png
118    drawable-mdpi/
119        awesomeimage.png
120    drawable-ldpi/
121        awesomeimage.png
122</pre>
123
124<p>Then, any time you reference <code>&#64;drawable/awesomeimage</code>, the system selects the
125appropriate bitmap based on the screen's dpi.</p>
126
127<p>For more tips and guidelines for creating icon assets for your application, see the <a
128href="{@docRoot}guide/practices/ui_guidelines/icon_design.html">Icon Design
129Guidelines</a>.</p>
130
131