Showing posts with label App Resources. Show all posts
Showing posts with label App Resources. Show all posts

Tuesday, January 3, 2012

[This post is by Adam Powell, an Android Framework engineer who cares about style. —Tim Bray]

Android 4.0 showcases the Holo theme family, further refined since its debut in Android 3.0. But as most developers know, a new system theme for some Android devices isn’t a new or uncommon event. For developers new system themes mean more design targets for their apps. Using system themes means developers can take advantage of a user’s existing expectations and it can save a lot of production time, but only if an app designer can reliably predict the results. Before Android 4.0 the variance in system themes from device to device could make it difficult to design an app with a single predictable look and feel. We set out to improve this situation for the developer community in Ice Cream Sandwich and beyond.



Theme.Holo
If you’re not already familiar with Android’s style and theme system, you should read Styles and Themes before continuing.

Compatibility Standard

In Android 4.0, Holo is different. We’ve made the inclusion of the unmodified Holo theme family a compatibility requirement for devices running Android 4.0 and forward. If the device has Android Market it will have the Holo themes as they were originally designed.

This standardization goes for all of the public Holo widget styles as well. The Widget.Holo styles will be stable from device to device, safe for use as parent styles for incremental customizations within your app.

The Holo theme family in Android 4.0 consists of the themes Theme.Holo, Theme.Holo.Light, and Theme.Holo.Light.DarkActionBar. Examples of these themes in action are shown in the screenshots lining this post.

To use a Holo theme, explicitly request one from your manifest on your activity or application element, e.g. android:theme="@android:style/Theme.Holo". Your app will be displayed using the unmodified theme on all compatible Android 4.0 devices. The Holo themes may also be used as stable parent themes for app-level theme customizations.

What about device themes?

We have no desire to restrict manufacturers from building their own themed experience across their devices. In fact we’ve gone further to make this even easier. In Android 4.0’s API (level 14) we’ve added a new public theme family to complement the Holo family introduced in Android 3.0: DeviceDefault. DeviceDefault themes are aliases for the device’s native look and feel. The DeviceDefault theme family and widget style family offer ways for developers to target the device’s native theme with all customizations intact.



Theme.Holo.Light
Formally separating these theme families will also make future merges easier for manufacturers updating to a new platform version, helping more devices update more quickly. Google’s Nexus devices alias DeviceDefault to the unmodified Holo themes.

Making use of your chosen theme

We’ve added a number of theme attributes to report common metrics and color palette info to apps that want to fit in with a theme. These include highlight colors, default padding and margins for common UI elements such as list items, and more. Apps that wish to integrate with their chosen theme (both Holo and DeviceDefault included) can refer to these theme attributes as in the examples below:

Sample button with system-supplied touch highlight:

<ImageButton android:id="@+id/my_button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:src="@drawable/button_icon"
android:background="?android:attr/selectableItemBackground" />
Sample widget with a custom pressedHighlightColor attribute, value retrieved from the system theme:

<MyWidget android:layout_width="wrap_content"
android:layout_height="wrap_content"
myapp:pressedHighlightColor="?android:attr/colorPressedHighlight" />
Sample list item layout using system-supplied metrics and text appearance:

<LinearLayout android:layout_width="match_parent"
android:layout_height="?android:attr/listPreferredItemHeight"
android:paddingLeft="?android:attr/listPreferredItemPaddingLeft"
android:paddingRight="?android:attr/listPreferredItemPaddingRight">
<TextView android:id="@+id/text"
android:textAppearance="?android:attr/textAppearanceListItem" />
<!-- Other views here -->
</LinearLayout>


Theme.Holo.Light.DarkActionBar

(Available in API level 14 and above)

Defaults for Older Apps

If an app does not explicitly request a theme in its manifest, Android 4.0 will determine the default theme based on the app’s targetSdkVersion to maintain the app’s original expectations: For values less than 11, @android:style/Theme; between 11 and 13 @android:style/Theme.Holo; and for 14 and higher @android:style/Theme.DeviceDefault.

Using Holo while supporting Android 2.x

Most Android developers will still want to support 2.x devices for a while as updates and new devices continue to roll out. This doesn’t stop you from taking advantage of newer themes on devices that support them though. Using Android’s resource system you can define themes for your app that are selected automatically based on the platform version of the device it’s running on.

Theme.Holo and Theme.Holo.Light have been available since API level 11, but Theme.Holo.Light.DarkActionBar is new in API level 14.

res/values/themes.xml:

<resources>
<style name="MyTheme" parent="@android:style/Theme">
<!-- Any customizations for your app running on pre-3.0 devices here -->
</style>
</resources>
res/values-v11/themes.xml:

<resources>
<style name="MyTheme" parent="@android:style/Theme.Holo">
<!-- Any customizations for your app running on devices with Theme.Holo here -->
</style>
</resources>
Finally, in AndroidManifest.xml:

<!-- [...] -->
<application android:name="MyApplication"
android:label="@string/application_label"
android:icon="@drawable/app_icon"
android:hardwareAccelerated="true"
android:theme="@style/MyTheme">
<!-- [...] -->
You can go as far with this idea as you like, up to and including defining your own theme attributes with different values across configurations for use in your other resources. To learn more about Android’s resource system, see Application Resources.

Final Thoughts

Android apps running on 4.0 and forward can use the Holo themes and be assured that their look and feel will not change when running on a device with a custom skin. Apps that wish to use the device’s default styling can do so using the DeviceDefault themes that are now in the public API. These changes let you spend more time on your design and less time worrying about what will be different from one device to another. Finally, Android’s resource system allows you to support features from the latest platform version while offering graceful fallback on older devices.

Tuesday, September 13, 2011

[This post is by Roman Nurik, who is passionate about icons, with input from me and a bunch of the Framework engineers. —Tim Bray]

The number of people working on mobile apps, and specifically Android, is growing fast. Since modern mobile software-development is a relatively new profession, the community is growing by sucking in experts from related domains, one being web design and development.

It turns out that familiarity with web UI development, particularly using modern HTML5 techniques, can be a great primer for Android UI development. The Android framework and SDK have many analogues to tools and techniques in the Web repertoire of HTML, CSS, and JavaScript.

In this blog post, we’ll walk through a few web development features and look for matches in the world of Android UI development.

Device resolutions and physical sizes

One of the most important aspects of both Android UI design and web design is support for multiple screen resolutions and physical sizes. Just as your web app needs to work on any physical display and inside any size browser window, your native app needs to run on a variety of form factors, ranging from 2.5” phones to 10” tablets to (possibly) 50” TVs.

Let’s look at some ways in which CSS and Android allow for flexible and adaptive layouts.

Providing custom layouts for different resolutions

CSS3 media queries allow developers to include additional stylesheets to target different viewport and screen configurations. For example, developers can provide additional style rules or override existing styles for mobile devices. Although the markup (layout hierarchy) remains the same, CSS3 has several sophisticated techniques for completely transforming the placement of elements with different stylesheets.

Android has long offered a similar mechanism in resource directory qualifiers. This extends to many different types of resources (layouts, images or ‘drawables’, styles, dimensions, etc). Thus you can customize the view hierarchy as well as styling depending on device form factor, A base set of layouts for handsets can be extended for tablets by placing additional layouts in res/layout-xlarge or res/layout-sw600dp (smallest width 600 density-independent pixels) directories. Note that the latter syntax requires Android 3.2 or later.

Below is a CSS3 example of how one could hide a ‘left pane’ on smaller devices and show it on screens at least 600 pixels wide:

#leftPane {
display: none;
}

@media screen and (min-device-width:600px) {
#leftPane {
display: block;
}
}

The same could be accomplished on Android using multiple layout directories:

res/layout/foo.xml:

<FrameLayout>
<!-- a single pane -->
<View android:id="main_pane">
</FrameLayout>

res/layout-sw600dp/foo.xml:

<LinearLayout android:orientation="horizontal">
<!-- two panes -->
<View android:id="left_pane">
<View android:id="main_pane">
</LinearLayout>

As a side note, if you plan on creating multi-pane layouts, consider using fragments, which help break up your screens into modular chunks of both layout and code.

There are also other neat ways of using resource directory qualifiers. For example, you could create values/dimens.xml and values-sw600dp/dimens.xml files specifying different font sizes for body text, and reference those values in your layouts by setting android:textSize="@dimen/my_body_text_size". The same could be done for margins, line spacing, or other dimensions to help manage whitespace on larger devices.

‘Holy grail’ layouts

Web developers have long dreamt of an easy way to build a ‘holy grail’ 5-pane layout (header/footer + 3 vertical columns). There are a variety of pre-CSS3 tricks including position:fixed, float:left, negative margins, and so on, to build such layouts but CSS3 introduced the flexible box module, which simplifies this tremendously.

Figure: An archetypal “holy grail” layout

It turns out that grail is pretty holy for Android tablet apps, too, and in particular for tablets held sideways in landscape mode. A good approach involves the use of LinearLayout, one of the simplest and most popular of the Android layouts.

LinearLayout has this neat way to stretch its children to fit the remaining space, or to distribute available space to certain children, using the android:layout_weight attribute. If a LinearLayout has two children with a fixed size, and another child with a nonzero layout_weight, that other child view will stretch to fill the remaining available space. For more on layout_weight and other ways to make layouts more efficient (like switching from nested LinearLayouts to RelativeLayout), check out Layout Tricks: Creating Efficient Layouts.

Let’s take a look at some example code for implementing such a ‘holy grail’ layout on Android and on the web:

<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:id="@+id/container"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:orientation="vertical">

<!-- top pane -->
<View android:id="@+id/top_pane"
android:layout_width="match_parent"
android:layout_height="50dp" />

<LinearLayout android:id="@+id/middle_container"
android:layout_width="match_parent"
android:layout_height="0dp"
android:layout_weight="1"
android:orientation="horizontal">

<!-- left pane -->
<View id="@+id/left_pane"
android:layout_width="300dp"
android:layout_height="match_parent" />

<!-- center pane -->
<View id="@+id/center_pane"
android:layout_width="0dp"
android:layout_height="match_parent"
android:layout_weight="1" />

<!-- right pane -->
<View id="@+id/right_pane"
android:layout_width="300dp"
android:layout_height="match_parent" />

</LinearLayout>

<!-- bottom pane -->
<View android:id="@+id/bottom_pane"
android:layout_width="match_parent"
android:layout_height="50dp" />

</LinearLayout>

Note: Android tablet apps in landscape will generally show an action bar as the top pane and will usually have neither a right nor bottom pane. Also note that the action bar layout is automatically provided by the framework as of Android 3.0, and thus you don’t need to worry about positioning it.

And here’s an example implementation using the CSS3 flexible box model; notice the similarities:

<style>
html, body { margin: 0; height: 100%; }

#container {
height: 100%;
display: -webkit-box; /* like LinearLayout */
display: -moz-box;
-webkit-box-orient: vertical; /* like android:orientation */
-moz-box-orient: vertical;
}

#top, #bottom { height: 50px; }

#middle {
-webkit-box-flex: 1; /* like android:layout_weight */
-moz-box-flex: 1;
display: -webkit-box;
-webkit-box-orient: horizontal;
-moz-box-orient: horizontal;
}

#left, #right { width: 300px; }

#center {
-webkit-box-flex: 1;
-moz-box-flex: 1;
}
</style>

<div id="container">
<div id="top"></div>
<div id="middle">
<div id="left"></div>
<div id="center"></div>
<div id="right"></div>
</div>
<div id="bottom"></div>
</div>

Layered content

In CSS, with position:absolute, you can overlay your UI elements. On Android, you can use FrameLayout to achieve this. The child views in a frame layout are laid out on top of each other, with optional layout_gravity attributes indicating alignment with the parent frame layout.

Below is a contrived example of a FrameLayout with three children.

Figure: Example FrameLayout with three children (2 with top-left and 1 bottom-right alignment)

Figure: Isometric view of the example FrameLayout and its children.

The code for this example is as follows:

<FrameLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="300dp"
android:layout_height="200dp">

<!-- bottom-most child, with bottom-right alignment -->
<View android:layout_gravity="bottom|right"
android:layout_width="100dp"
android:layout_height="150dp" />

<!-- middle child, with top-left alignment -->
<View android:layout_gravity="top|left"
android:layout_width="200dp"
android:layout_height="175dp" />

<!-- top-most child, with top-left alignment →
<!-- also stretched to fill vertically -->
<View android:layout_gravity="top|left"
android:layout_width="100dp"
android:layout_height="match_parent" />

</FrameLayout>

Scrollable content

HTML, by default, flows in reading order and scrolls vertically. When content extends beyond the bottom of the browser, scrollbars automatically appear. Content panes can also be made individually scrollable using overflow:scroll or overflow:auto.

Android screen content isn’t scrollable by default. However, many content Views such as ListView and EditText offer scrolling, and any layout can be made scrollable by wrapping it in a ScrollView or HorizontalScrollView.

It’s also possible to add custom scrolling to views by using methods like View.scrollTo and helpers like Scroller in response to touch events. And for horizontal, snap-to-page-bounds scrolling, one can use the excellent new ViewPager class in the support library.

Below is an example of a ScrollView containing a single TextView child and the code needed to implement something like this.

Figure: A TextView inside a ScrollView, scrolled about half way.


<ScrollView xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent">

<!-- the scrollable content -->
<TextView android:layout_gravity="bottom|right"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:padding="32dp"
android:textSize="48sp"
android:text="The\nquick\nbrown\nfox\njumps\nover..." />

</ScrollView>

Custom layouts

Sometimes the positioning and layout behaviors you can achieve with CSS aren’t enough to achieve your desired layout. In those cases, developers fall back on JavaScript coupled with absolute positioning to place and size elements as needed.

Programmatically defined layouts are also possible on Android. In fact, they’re sometimes the most elegant and/or performant way of implementing a unique or otherwise tricky layout. Not happy with nesting LinearLayouts for implementing a 2x3 grid of navigation icons? Just extend ViewGroup and implement your own layout logic! (see an example DashboardLayout here). All the built-in layouts such as LinearLayout, FrameLayout, and RelativeLayout are implemented this way, so there generally aren’t the same performance implications with custom layouts as there are with scripted layout on the web.

Device densities

Web designers have long dealt with the reality that display densities vary, and that there wasn’t much they could do about it. This meant that for a long time web page graphics and UI elements had different physical sizes across different displays. Your 100px wide logo could be 1” wide on a desktop monitor or ¾” on a netbook. This was mostly OK, given that (a) pointing devices such as mice offered generally good precision in interacting with such elements and (b) browsers allowed visually-impaired users to zoom pages arbitrarily.

However, on touch-enabled mobile devices, designers really need to begin thinking about physical screen size, rather than resolution in pixels. A 100px wide button on a 120dpi (low density) device is ~0.9” wide while on a 320dpi (extra-high density) screen it’s only ~0.3” wide. You need to avoid the fat-finger problem, where a crowded space of small touch targets coupled with an imprecise pointing tool (your finger) leads to accidental touches. The Android framework tries really hard to take your layout and scale elements up or down as necessary to work around device-density differences and get a usable result on a wide range of them. This includes the browser, which scales a 160px <img> at 100% browser zoom up to 240px on a 240dpi screen, such that its physical width is always 1”.

Developers can achieve finer-grained control over this browser scaling by providing custom stylesheets and images for different densities, using CSS3 media query filters such as -webkit-max-device-pixel-ratio and <meta> viewport arguments such as target-densitydpi=device-dpi. For an in-depth discussion on how to tame this mobile browser behavior see this blog post: Pixel-perfect Android web UIs.

For native Android apps, developers can use resource directory qualifiers to provide different images per density (such as drawable-hdpi and drawable-mdpi). In addition, Android offers a special dimension unit called ‘density independent pixels’ (dp) which can (and should!) be used in layout definitions to offset the density factors and create UI elements that have consistent physical sizes across screens with different densities.

Features you don’t have out of the box

There are a few features that web designers and developers rely on that aren’t currently available in the Android UI toolkit.

Developers can defer to user-driven browser zooming and two-dimensional panning for content that is too small or too large for its viewport, respectively. Android doesn’t currently provide an out-of-the-box mechanism for two-dimensional layout zooming and panning, but with some extra legwork using existing APIs, these interactions are possible. However, zooming and panning an entire UI is not a good experience on mobile, and is generally more appropriate for individual content views such as lists, photos, and maps.

Additionally, vector graphics (generally implemented with SVG) are gaining in popularity on the Web for a number of reasons: the need for resolution independence, accessibility and ‘indexability’ for text-heavy graphics, tooling for programmatic graphic generation, etc. Although you can’t currently drop an SVG into an Android app and have the framework render it for you, Android’s version of WebKit supports SVG as of Android 3.0. As an alternative, you can use the very robust Canvas drawing methods, similar to HTML5’s canvas APIs, to render vector graphics. There are also community projects such as svg-android that support rendering a subset of the SVG spec.

Conclusion

Web developers have a number of different tools for frontend layout and styling at their disposal, and there are analogues for almost all of these in the world of Android UI engineering. If you’re wondering about analogues to other web- or CSS-isms, start a conversation out there in the Android community; you’ll find you’re not alone.

Wednesday, July 27, 2011

[This post is by Dianne Hackborn and a supporting cast of thousands; Dianne’s fingerprints can be found all over the Android Application Framework — Tim Bray]



Android 3.2 includes new tools for supporting devices with a wide range of screen sizes. One important result is better support for a new size of screen; what is typically called a “7-inch” tablet. This release also offers several new APIs to simplify developers’ work in adjusting to different screen sizes.

This a long post. We start by discussing the why and how of Android “dp” arithmetic, and the finer points of the screen-size buckets. If you know all that stuff, you can skip down to “Introducing Numeric Selectors” to read about what’s new. We also provide our recommendations for how you can do layout selection in apps targeted at Android 3.2 and higher in a way that should allow you to support the maximum number of device geometries with the minimum amount of effort.

Of course, the official write-up on Supporting Multiple Screens is also required reading for people working in this space.

Understanding Screen Densities and the “dp”

Resolution is the actual number of pixels available in the display, density is how many pixels appear within a constant area of the display, and size is the amount of physical space available for displaying your interface. These are interrelated: increase the resolution and density together, and size stays about the same. This is why the 320x480 screen on a G1 and 480x800 screen on a Droid are both the same screen size: the 480x800 screen has more pixels, but it is also higher density.

To remove the size/density calculations from the picture, the Android framework works wherever possible in terms of "dp" units, which are corrected for density. In medium-density ("mdpi") screens, which correspond to the original Android phones, physical pixels are identical to dp's; the devices’ dimensions are 320x480 in either scale. A more recent phone might have physical-pixel dimensions of 480x800 but be a high-density device. The conversion factor from hdpi to mdpi in this case is 1.5, so for a developer's purposes, the device is 320x533 in dp's.

Screen-size Buckets

Android has included support for three screen-size “buckets” since 1.6, based on these “dp” units: “normal” is currently the most popular device format (originally 320x480, more recently higher-density 480x800); “small” is for smaller screens, and “large” is for “substantially larger” screens. Devices that fall in the “large” bucket include the Dell Streak and original 7” Samsung Galaxy Tab. Android 2.3 introduced a new bucket size “xlarge”, in preparation for the approximately-10” tablets (such as the Motorola Xoom) that Android 3.0 was designed to support.

The definitions are:

  • xlarge screens are at least 960dp x 720dp.


  • large screens are at least 640dp x 480dp.


  • normal screens are at least 470dp x 320dp.


  • small screens are at least 426dp x 320dp. (Android does not currently support screens smaller than this.)


Here are some more examples of how this works with real screens:

  • A QVGA screen is 320x240 ldpi. Converting to mdpi (a 4/3 scaling factor) gives us 426dp x 320dp; this matches the minimum size above for the small screen bucket.


  • The Xoom is a typical 10” tablet with a 1280x800 mdpi screen. This places it into the xlarge screen bucket.


  • The Dell Streak is a 800x480 mdpi screen. This places it into the bottom of the large size bucket.


  • A typical 7” tablet has a 1024x600 mdpi screen. This also counts as a large screen.


  • The original Samsung Galaxy Tab is an interesting case. Physically it is a 1024x600 7” screen and thus classified as “large”. However the device configures its screen as hdpi, which means after applying the appropriate ⅔ scaling factor the actual space on the screen is 682dp x 400dp. This actually moves it out of the “large” bucket and into a “normal” screen size. The Tab actually reports that it is “large”; this was a mistake in the framework’s computation of the size for that device that we made. Today no devices should ship like this.


Issues With Buckets

Based on developers’ experience so far, we’re not convinced that this limited set of screen-size buckets gives developers everything they need in adapting to the increasing variety of Android-device shapes and sizes. The primary problem is that the borders between the buckets may not always correspond to either devices available to consumers or to the particular needs of apps.

The “normal” and “xlarge” screen sizes should be fairly straightforward as a target: “normal” screens generally require single panes of information that the user moves between, while “xlarge” screens can comfortably hold multi-pane UIs (even in portrait orientation, with some tightening of the space).

The “small” screen size is really an artifact of the original Android devices having 320x480 screens. 240x320 screens have a shorter aspect ratio, and applications that don’t take this into account can break on them. These days it is good practice to test user interfaces on a small screen to ensure there are no serious problems.

The “large” screen size has been challenging for developers — you will notice that it encompases everything from the Dell Streak to the original Galaxy Tab to 7" tablets in general. Different applications may also reasonably want to take different approaches to these two devices; it is also quite reasonable to want to have different behavior for landscape vs. portrait large devices because landscape has plenty of space for a multi-pane UI, while portrait may not.

Introducing Numeric Selectors

Android 3.2 introduces a new approach to screen sizes, with the goal of making developers' lives easier. We have defined a set of numbers describing device screen sizes, which you can use to select resources or otherwise adjust your UI. We believe that using these will not only reduce developers’ workloads, but future-proof their apps significantly.

The numbers describing the screen size are all in “dp” units (remember that your layout dimensions should also be in dp units so that the system can adjust for screen density). They are:

  • width dp: the current width available for application layout in “dp” units; changes when the screen switches orientation between landscape and portrait.


  • height dp: the current height available for application layout in “dp” units; also changes when the screen switches orientation.


  • smallest width dp: the smallest width available for application layout in “dp” units; this is the smallest width dp that you will ever encounter in any rotation of the display.


Of these, smallest width dp is the most important. It replaces the old screen-size buckets with a continuous range of numbers giving the effective size. This number is based on width because that is fairly universally the driving factor in designing a layout. A UI will often scroll vertically, but have fairly hard constraints on the minimum space it needs horizontally; the available width is also the key factor in determining whether to use a phone-style one-pane layout or tablet-style multi-pane layout.

Typical numbers for screen width dp are:

  • 320: a phone screen (240x320 ldpi, 320x480 mdpi, 480x800 hdpi, etc).


  • 480: a tweener tablet like the Streak (480x800 mdpi).


  • 600: a 7” tablet (600x1024).


  • 720: a 10” tablet (720x1280, 800x1280, etc).


Using the New Selectors

When you are designing your UI, the main thing you probably care about is where you switch between a phone-style UI and a tablet-style multi-pane UI. The exact point of this switch will depend on your particular design — maybe you need a full 720dp width for your tablet layout, maybe 600dp is enough, or 480dp, or even some other number between those. Either pick a width and design to it; or after doing your design, find the smallest width it supports.

Now you can select your layout resources for phones vs. tablets using the number you want. For example, if 600dp is the smallest width for your tablet UI, you can do this:

res/layout/main_activity.xml           # For phones
res/layout-sw600dp/main_activity.xml # For tablets

For the rare case where you want to further customize your UI, for example for 7” vs. 10” tablets, you can define additional smallest widths:

res/layout/main_activity.xml           # For phones
res/layout-sw600dp/main_activity.xml # For 7” tablets
res/layout-sw720dp/main_activity.xml # For 10” tablets

Android will pick the resource that is closest to the device’s “smallest width,” without being larger; so for a hypothetical 700dp x 1200dp tablet, it would pick layout-sw600dp.

If you want to get fancier, you can make a layout that can change when the user switches orientation to the one that best fits in the current available width. This can be of particular use for 7” tablets, where a multi-pane layout is a very tight fit in portrait::

res/layout/main_activity.xml          # Single-pane
res/layout-w600dp/main_activity.xml # Multi-pane when enough width

Or the previous three-layout example could use this to switch to the full UI whenever there is enough width:

res/layout/main_activity.xml                 # For phones
res/layout-sw600dp/main_activity.xml # Tablets
res/layout-sw600dp-w720dp/main_activity.xml # Large width

In the setup above, we will always use the phone layout for devices whose smallest width is less than 600dp; for devices whose smallest width is at least 600dp, we will switch between the tablet and large width layouts depending on the current available width.

You can also mix in other resource qualifiers:

res/layout/main_activity.xml                 # For phones
res/layout-sw600dp/main_activity.xml # Tablets
res/layout-sw600dp-port/main_activity.xml # Tablets when portrait

Selector Precedence

While it is safest to specify multiple configurations like this to avoid potential ambiguity, you can also take advantage of some subtleties of resource matching. For example, the order that resource qualifiers must be specified in the directory name (documented in Providing Resources) is also the order of their “importance.” Earlier ones are more important than later ones. You can take advantage of this to, for example, easily have a landscape orientation specialization for your default layout:

res/layout/main_activity.xml                 # For phones
res/layout-land/main_activity.xml # For phones when landscape
res/layout-sw600dp/main_activity.xml # Tablets

In this case when running on a tablet that is using landscape orientation, the last layout will be used because the “swNNNdp” qualifier is a better match than “port”.

Combinations and Versions

One final thing we need to address is specifying layouts that work on both Android 3.2 and up as well as previous versions of the platform.

Previous versions of the platform will ignore any resources using the new resource qualifiers. This, then, is one approach that will work:

res/layout/main_activity.xml           # For phones
res/layout-xlarge/main_activity.xml # For pre-3.2 tablets
res/layout-sw600dp/main_activity.xml # For 3.2 and up tablets

This does require, however, that you have two copies of your tablet layout. One way to avoid this is by defining the tablet layout once as a distinct resource, and then making new versions of the original layout resource that point to it. So the layout resources we would have are:

res/layout/main_activity.xml           # For phones
res/layout/main_activity_tablet.xml # For tablets

To have the original layout point to the tablet version, you put <item> specifications in the appropriate values directories. That is these two files:

res/values-xlarge/layout.xml
res/values-sw600dp/layout.xml

Both would contain the following XML defining the desired resource:

<?xml version="1.0" encoding="utf-8"?>
<resources>
<item type="layout" name="main_activty">
@layout/main_activity_tablet
</item>
</resources>

Of course, you can always simply select the resource to use in code. That is, define two or more resources like “layout/main_activity” and “layout/main_activity_tablet,” and select the one to use in your code based on information in the Configuration object or elsewhere. For example:

public class MyActivity extends Activity {
@Override protected void onCreate(Bundle savedInstanceState) {
super.onCreate();

Configuration config = getResources().getConfiguration();
if (config.smallestScreenWidthDp >= 600) {
setContentView(R.layout.main_activity_tablet);
} else {
setContentView(R.layout.main_activity);
}
}
}

Conclusion

We strongly recommend that developers start using the new layout selectors for apps targeted at Android release 3.2 or higher, as we will be doing for Google apps. We think they will make your layout choices easier to express and manage.

Furthermore, we can see a remarkably wide variety of Android-device form factors coming down the pipe. This is a good thing, and will expand the market for your work. These new layout selectors are specifically designed to make it straightforward for you to make your apps run well in a future hardware ecosystem which is full of variety (and surprises).

Monday, July 11, 2011

[This post is by Scott Main, lead tech writer for developer.android.com. — Tim Bray]

Android tablets are becoming more popular, and we're pleased to note that the vast majority of apps resize to the larger screens just fine. To keep the few apps that don't resize well from frustrating users with awkward-looking apps on their tablets, Android 3.2 introduces a screen compatibility mode that makes these apps more usable on tablets. If your app is one of the many that do resize well, however, you should update your app as soon as possible to disable screen compatibility mode so that users experience your app the way you intend.

Beginning with Android 3.2, any app that does not target Android 3.0 (set either android:minSdkVersion or android:targetSdkVersion to “11” or higher) or does not explicitly set android:xlargeScreens="true" in the <supports-screens> element will include a button in the system bar that, when touched, allows users to select between two viewing modes on large-screen devices.

“Stretch to fill screen” is normal layout resizing (using your app’s alternative resources for size and density) and “Zoom to fill screen” is the new screen compatibility mode.

When the user enables this screen compatibility mode, the system no longer resizes your layout to fit the screen. Instead, it runs your app in an emulated normal/mdpi screen (approximately 320dp x 480dp) and scales that up to fill the screen---imagine viewing your app at the size of a phone screen then zooming in about 200%. The effect is that everything is bigger, but also more pixelated, because the system does not resize your layout or use your alternative resources for the current device (the system uses all resources for a normal/mdpi device). Here’s a comparison of what it looks like (screen compatibility mode enabled on the right):

In cases where an app does not properly resize for larger screens, this screen compatibility mode can improve the app’s usability by emulating the app’s phone-style look, but zoomed in to fill the screen on a tablet.

However, most apps (even those that don’t specifically target Honeycomb) look just fine on tablets without screen compatibility mode, due to the use of alternative layouts for different screen sizes and the framework’s flexibility when resizing layouts. Unfortunately, if you haven’t said so in your manifest file, the system doesn’t know that your application properly supports large screens. Thus, if you’ve developed your app against any version lower than Android 3.0 and do not declare support for large screens in your manifest, the system is going to offer users the option to enable screen compatibility mode.

So, if your app is actually designed to resize for large screens, screen compatibility mode is probably an inferior user experience for your app and you should prevent users from using it. The easiest way to make sure that users cannot enable screen compatibility mode for your app is to declare support for xlarge screens in your manifest file’s <supports-screens> element. For example:

<manifest ... >
<supports-screens android:xlargeScreens="true" />
...
</manifest>

That’s it! No more screen compatibility mode.

Note: If your app is specifically designed to support Android 3.0 and declares either android:minSdkVersion or android:targetSdkVersion with a value of “11” or greater, then your app is already in the clear and screen compatibility mode will not be offered to users, but adding this attribute certainly won’t hurt.

In conclusion, if your app has set the android:minSdkVersion and android:targetSdkVersion both with values less than “11” and you believe your app works well on large and xlarge screens (for example, you’ve tested on a Honeycomb tablet), you should make the above addition to your manifest file in order to disable the new screen compatibility mode.

If your app does not resize properly for large screens, then users might better enjoy your app using screen compatibility mode. However, please follow our guide to Supporting Multiple Screens so that you can also disable screen compatibility mode and provide a user experience that’s optimized for large-screen devices.

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