Hello
Android devices come in many shapes and sizes all around the world. With a wide range of device types, you have an opportunity to reach a huge audience with your app. In order to be as successful as possible on Android, your app needs to adapt to various device configurations. Some of the important variations that you should consider include different languages, screen sizes, and versions of the Android platform.
This post teaches you how to use basic platform features that leverage alternative resources and other features so your app can provide an optimized user experience on a variety of Android-compatible devices, using a single application package (APK).
This post will cover the following
- Supporting Different Languages
- Learn how to support multiple languages with alternative string resources.
- Supporting Different Screens
- Learn how to optimize the user experience for different screen sizes and densities.
- Supporting Different Platform Versions
- Learn how to use APIs available in new versions of Android while continuing to support older versions of Android.
1. Supporting Different Languages
It’s always a good practice to extract UI strings from your app code and keep them in an external file. Android makes this easy with a resources directory in each Android project.
If you created your project using the Android SDK Tools (read Creating an Android Project), the tools create a res/
directory in the top level of the project. Within this res/
directory are subdirectories for various resource types. There are also a few default files such as res/values/strings.xml
, which holds your string values.
Create Locale Directories and String Files
To add support for more languages, create additional values
directories inside res/
that include a hyphen and the ISO country code at the end of the directory name. For example, values-es/
is the directory containing simple resourcess for the Locales with the language code "es". Android loads the appropriate resources according to the locale settings of the device at run time.
Once you’ve decided on the languages you will support, create the resource subdirectories and string resource files. For example:
MyProject/
res/
values/
strings.xml
values-es/
strings.xml
values-fr/
strings.xml
Add the string values for each locale into the appropriate file.
At runtime, the Android system uses the appropriate set of string resources based on the locale currently set for the user's device.
For example, the following are some different string resource files for different languages.
English (default locale), /values/strings.xml
:
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="title">My Application</string>
<string name="hello_world">Hello World!</string>
</resources>
Spanish, /values-es/strings.xml
:
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="title">Mi AplicaciĆ³n</string>
<string name="hello_world">Hola Mundo!</string>
</resources>
French, /values-fr/strings.xml
:
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="title">Mon Application</string>
<string name="hello_world">Bonjour le monde !</string>
</resources>
Note: You can use the locale qualifier (or any configuration qualifer) on any resource type, such as if you want to provide localized versions of your bitmap drawable. For more information, see Localization.
Use the String Resources
You can reference your string resources in your source code and other XML files using the resource name defined by the <string>
element's name
attribute.
In your source code, you can refer to a string resource with the syntax R.string.<string_name>
. There are a variety of methods that accept a string resource this way.
For example:
// Get a string resource from your app's Resources
String hello = getResources()
.getString(R.string.hello_world);
// Or supply a string resource to a method that requires a string
TextView textView = new TextView(this);
textView.setText(R.string.hello_world);
In other XML files, you can refer to a string resource with the syntax @string/<string_name>
whenever the XML attribute accepts a string value.
For example:
<TextView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="@string/hello_world" />
2. Supporting Different Screens
Android categorizes device screens using two general properties: size and density. You should expect that your app will be installed on devices with screens that range in both size and density. As such, you should include some alternative resources that optimize your app’s appearance for different screen sizes and densities.
- There are four generalized sizes: small, normal, large, xlarge
- And four generalized densities: low (ldpi), medium (mdpi), high (hdpi), extra high (xhdpi)
To declare different layouts and bitmaps you'd like to use for different screens, you must place these alternative resources in separate directories, similar to how you do for different language strings.
Also be aware that the screens orientation (landscape or portrait) is considered a variation of screen size, so many apps should revise the layout to optimize the user experience in each orientation
You can create diffrent AVG using the AVG build in skins . This allow you to simulate different screens
Create Different Layouts
To optimize your user experience on different screen sizes, you should create a unique layout XML file for each screen size you want to support. Each layout should be saved into the appropriate resources directory, named with a -<screen_size>
suffix. For example, a unique layout for large screens should be saved under res/layout-large/
.
Note: Android automatically scales your layout in order to properly fit the screen. Thus, your layouts for different screen sizes don't need to worry about the absolute size of UI elements but instead focus on the layout structure that affects the user experience (such as the size or position of important views relative to sibling views).
For example, this project includes a default layout and an alternative layout for large screens:
MyProject/
res/
layout/
main.xml
layout-large/
main.xml
The file names must be exactly the same, but their contents are different in order to provide an optimized UI for the corresponding screen size.
Simply reference the layout file in your app as usual:
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
}
The system loads the layout file from the appropriate layout directory based on screen size of the device on which your app is running. More information about how Android selects the appropriate resource is available in the Providing Resources guide.
As another example, here's a project with an alternative layout for landscape orientation:
MyProject/
res/
layout/
main.xml
layout-land/
main.xml
By default, the layout/main.xml
file is used for portrait orientation.
If you want a provide a special layout for landscape, including while on large screens, then you need to use both the large
and land
qualifier:
MyProject/
res/
layout/ # default (portrait)
main.xml
layout-land/ # landscape
main.xml
layout-large/ # large (portrait)
main.xml
layout-large-land/ # large landscape
main.xml
Note: Android 3.2 and above supports an advanced method of defining screen sizes that allows you to specify resources for screen sizes based on the minimum width and height in terms of density-independent pixels. This lesson does not cover this new technique. For more information, read Designing for Multiple Screens.
Supporting Different Densities
One common pitfall you must avoid when designing your layouts is using absolute pixels to define distances or sizes. Defining layout dimensions with pixels is a problem because different screens have different pixel densities, so the same number of pixels may correspond to different physical sizes on different devices. Therefore, when specifying dimensions, always use either dp
or sp
units. A dp
is a density-independent pixel that corresponds to the physical size of a pixel at 160 dpi. An sp
is the same base unit, but is scaled by the user's preferred text size (it’s a scale-independent pixel), so you should use this measurement unit when defining text size (but never for layout sizes).
For example, when you specify spacing between two views, use dp
rather than px
:
<Button android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="@string/clickme"
android:layout_marginTop="20dp" />
When specifying text size, always use sp
:
<TextView android:layout_width="match_parent"
android:layout_height="wrap_content"
android:textSize="20sp" />
Create Different Bitmaps
You should always provide bitmap resources that are properly scaled to each of the generalized density buckets: low, medium, high and extra-high density. This helps you achieve good graphical quality and performance on all screen densities.
To generate these images, you should start with your raw resource in vector format and generate the images for each density using the following size scale:
- xhdpi: 2.0
- hdpi: 1.5
- mdpi: 1.0 (baseline)
- ldpi: 0.75
This means that if you generate a 200x200 image for xhdpi devices, you should generate the same resource in 150x150 for hdpi, 100x100 for mdpi, and 75x75 for ldpi devices.
Then, place the files in the appropriate drawable resource directory:
MyProject/
res/
drawable-xhdpi/
awesomeimage.png
drawable-hdpi/
awesomeimage.png
drawable-mdpi/
awesomeimage.png
drawable-ldpi/
awesomeimage.png
Any time you reference @drawable/awesomeimage
, the system selects the appropriate bitmap based on the screen's density.
Note: Low-density (ldpi) resources aren’t always necessary. When you provide hdpi assets, the system scales them down by one half to properly fit ldpi screens.
How to Test Your Application on Multiple Screens
How to Test Your Application on Multiple Screens
Before publishing your application, you should thoroughly test it in all of the supported screen sizes and densities. The Android SDK includes emulator skins you can use, which replicate the sizes and densities of common screen configurations on which your application is likely to run. You can also modify the default size, density, and resolution of the emulator skins to replicate the characteristics of any specific screen. Using the emulator skins and additional custom configurations allows you to test any possible screen configuration, so you don't have to buy various devices just to test your application's screen support.
To set up an environment for testing your application's screen support, you should create a series of AVDs (Android Virtual Devices), using emulator skins and screen configurations that emulate the screen sizes and densities you want your application to support. To do so, you can use the AVD Manager to create the AVDs and launch them with a graphical interface.
To launch the Android SDK Manager, execute the SDK Manager.exe
from your Android SDK directory (on Windows only) or execute android
from the <sdk>/tools/
directory (on all platforms). Figure 6 shows the AVD Manager with a selection of AVDs, for testing various screen configurations.
Table 3 shows the various emulator skins that are available in the Android SDK, which you can use to emulate some of the most common screen configurations.
Table 3. Various screen configurations available from emulator skins in the Android SDK (indicated in bold) and other representative resolutions.
To see the relative numbers of active devices that support any given screen configuration, see the Screen Sizes and Densities dashboard.
We also recommend that you test your application in an emulator that is set up to run at a physical size that closely matches an actual device. This makes it a lot easier to compare the results at various sizes and densities. To do so you need to know the approximate density, in dpi, of your computer monitor (for instance, a 30" Dell monitor has a density of about 96 dpi). When you launch an AVD from the AVD Manager, you can specify the screen size for the emulator and your monitor dpi in the Launch Options, as shown in figure 7.
If you would like to test your application on a screen that uses a resolution or density not supported by the built-in skins, you can create an AVD that uses a custom resolution or density. When creating the AVD from the AVD Manager, specify the Resolution, instead of selecting a Built-in Skin.
If you are launching your AVD from the command line, you can specify the scale for the emulator with the -scale
option. For example:
emulator -avd <avd_name> -scale 96dpi
To refine the size of the emulator, you can instead pass the -scale
option a number between 0.1 and 3 that represents the desired scaling factor.
3. Supporting Different Platform Versions
While the latest versions of Android often provide great APIs for your app, you should continue to support older versions of Android until more devices get updated.
The dashboard for Platform Versions is updated regularly to show the distribution of active devices running each version of Android, based on the number of devices that visit the Google Play Store. Generally, it’s a good practice to support about 90% of the active devices, while targeting your app to the latest version.
Tip: In order to provide the best features and functionality across several Android versions, you should use the Android Support Library in your app, which allows you to use several recent platform APIs on older versions
Specify Minimum and Target API Levels
The AndroidManifest.xml file describes details about your app and identifies which versions of Android it supports. Specifically, the minSdkVersion
and targetSdkVersion
attributes for the <uses-sdk
element identify the lowest API level with which your app is compatible and the highest API level against which you’ve designed and tested your app.
For example:
<manifest xmlns:android="http://schemas.android.com/apk/res/android" ... >
<uses-sdk android:minSdkVersion="4" android:targetSdkVersion="15" />
...
</manifest>
As new versions of Android are released, some style and behaviors may change. To allow your app to take advantage of these changes and ensure that your app fits the style of each user's device, you should set the targetSdkVersion
value to match the latest Android version available.
The following
app was published using this post.
Source :
Nathan