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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</div>
44</div>
45
46<p>This lesson shows you how to support different screen densities
47by providing different resources and using resolution-independent units of
48measurements.</p>
49
50<h2 id="TaskUseDP">Use Density-independent Pixels</h2>
51
52<p>One common pitfall you must avoid when designing your layouts is using
53absolute pixels to define distances or sizes. Defining layout dimensions with
54pixels is a problem because different screens have different pixel densities,
55so the same number of pixels may correspond to different physical sizes on
56different devices. Therefore, when specifying dimensions, always use either
57<code>dp</code> or <code>sp</code> units. A <code>dp</code> is a density-independent pixel
58that corresponds to the physical size of a pixel at 160 dpi. An <code>sp</code> is the same
59base unit, but is scaled by the user's preferred text size (it’s a
60scale-independent pixel), so you should use this measurement unit when defining
61text size (but never for layout sizes).</p>
62
63 <!-- video box -->
64<a class="notice-developers-video left" href="https://www.youtube.com/watch?v=zhszwkcay2A">
65<div>
66    <h3>Video</h3>
67    <p>DesignBytes: Density-independent Pixels</p>
68</div>
69</a>
70
71<br style="clear:left">
72
73<p>For example, when you specify spacing between two views, use <code>dp</code>
74rather than <code>px</code>:</p>
75
76<pre>
77&lt;Button android:layout_width="wrap_content"
78    android:layout_height="wrap_content"
79    android:text="&#64;string/clickme"
80    android:layout_marginTop="20dp" /&gt;
81</pre>
82
83<p>When specifying text size, always use <code>sp</code>:</p>
84
85<pre>
86&lt;TextView android:layout_width="match_parent"
87    android:layout_height="wrap_content"
88    android:textSize="20sp" /&gt;
89</pre>
90
91
92<h2 id="TaskProvideAltBmp">Provide Alternative Bitmaps</h2>
93
94<p>Since Android runs in devices with a wide variety of screen densities,
95you should always provide your bitmap resources tailored to each of
96the generalized density buckets: low, medium, high and extra-high density.
97This will help you achieve good graphical quality and performance on all
98screen densities.</p>
99
100<p>To generate these images, you should start with your raw resource in
101vector format and generate the images for each density using the following
102size scale:</p>
103
104<p><ul>
105  <li><code>xhdpi</code>: 2.0
106  <li><code>hdpi</code>: 1.5
107  <li><code>mdpi</code>: 1.0 (baseline)
108  <li><code>ldpi</code>: 0.75
109</ul></p>
110
111<p>This means that if you generate a 200x200 image for <code>xhdpi</code>
112devices, you should generate the same resource in 150x150 for <code>hdpi</code>,
113100x100 for <code>mdpi</code> and finally a 75x75 image for <code>ldpi</code>
114devices.</p>
115
116<p>Then, place the generated image files in the appropriate subdirectory
117under <code>res/</code> and the system will pick the correct one automatically
118based on the screen density of the device your application is running on:</p>
119
120<pre class="classic no-pretty-print">
121MyProject/
122  res/
123    drawable-xhdpi/
124        awesomeimage.png
125    drawable-hdpi/
126        awesomeimage.png
127    drawable-mdpi/
128        awesomeimage.png
129    drawable-ldpi/
130        awesomeimage.png
131</pre>
132
133<p>Then, any time you reference <code>&#64;drawable/awesomeimage</code>, the system selects the
134appropriate bitmap based on the screen's dpi.</p>
135
136<p>For more tips and guidelines for creating icon assets for your application, see the <a
137href="{@docRoot}guide/practices/ui_guidelines/icon_design.html">Icon Design
138Guidelines</a>.</p>
139
140