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diff --git a/docs/html/guide/practices/screens_support.jd b/docs/html/guide/practices/screens_support.jd new file mode 100644 index 000000000000..09347a6bace6 --- /dev/null +++ b/docs/html/guide/practices/screens_support.jd @@ -0,0 +1,1307 @@ +page.title=Supporting Multiple Screens + +@jd:body + +<div id="qv-wrapper"> +<div id="qv"> + + <h2>Multiple screens quickview: </h2> + <ul> + <li>Android runs on devices that have different screen sizes and resolutions.</li> + <li>The screen on which your application is displayed can affect its user interface.</li> + <li>The platform handles most of the work of adapting your app to the current screen.</li> + <li>You can create screen-specific resources for precise control of your UI, if needed. </li> + <li>Older applications run in a compatibility mode that provides best-effort rendering on the current screen.</li> + <li>It's important to follow the best practices described in this document and test your application in all supported screens. </li> + </ul> + + <h2>In this document</h2> + <ol> + <li><a href="#overview">Overview of Screen Support</a></li> + <ol> + <li><a href="#range">Range of screens supported</a></li> + <li><a href="#support">How Android supports multiple screens</a></li> + <li><a href="#density-independence">Density independence</a></li> + <li><a href="#attrs">Manifest attributes</a></li> + <li><a href="#qualifiers">Resource qualifiers</a></li> + </ol> + <li style="padding-top:4px;"><a href="#screen-independence">Best Practices for Screen Independence</a></li> + <li><a href="#strategies">Strategies for Legacy Apps</a></li> + <li><a href="#testing">How to Test Your App</a></li> + + </ol> + + <h2>See Also</h2> + <ol> + <li><code><a href="{@docRoot}guide/topics/manifest/supports-screens-element.html"><supports-screens></a></code></li> + <li><code><a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html"><uses-sdk></a></code></li> + <li><a href="{@docRoot}guide/topics/resources/resources-i18n.html#AlternateResources">Alternate Resources</a></li> + <li><a href="{@docRoot}guide/developing/tools/avd.html">Android Virtual Devices</a></li> + </ol> + +</div> +</div> + +<p>Android is designed to run on a variety of devices that offer a range of +screen sizes and resolutions. For applications, the platform provides a +consistent environment across devices and handles much of the complexity of +adapting an application's UI to the screen on which it is being displayed. At +the same time, the platform exposes APIs that give application developers +precise control over their application's UI when displayed on specific screen +sizes and resolutions. </p> + +<p>This document explains the screens-support features provided by the platform +and how you use them in your application. By following the practices described +here, you can easily create an application that displays properly on all +supported device screens and that you can deploy to any device as a single .apk. +</p> + +<p>If you have already developed and published an application for Android 1.5 or +earlier, you should read this document and consider how you may need to adapt +your application for proper display on new devices that offer different screens +and that are running Android 1.6 or later. In most cases, only minor adjustments +are needed, however you should make sure to <a href="#testing">test your +application</a> on all of the new screens supported in Android 1.6. + +<!--See <a href="#migrating">Migrating</a> for strategies e you can continue using the previous API level and use target API level, or you can just compile. --></p> + +<p>In particular, if you have an existing application that you would like to +make available for users of devices with small screens (such as QVGA), please +see <a href="#strategies">Strategies for Legacy Applications</a> for more +information about how to do that. </p> + + +<h2 id="overview">Overview of Screens Support</h2> + +<p>The sections below provide an overview of the Android platform's support for multiple screens, including an introduction to terms and concepts used in this document and in the API, a summary of the screen configurations that the platform supports, and an overview of the API and underlying screen-compatibility features.</p> + + +<h3>Terms and Concepts</h3> + +<dl> +<dt><em>Screen size</em></dt> + <dd>Actual physical size, measured as the screen's diagonal. + + <p>For simplicity, Android collapses all actual screen sizes into three +generalized sizes: large, normal, and small. Applications can provide custom +layouts for each of these three sizes — the platform transparently handles +the rendering of the layouts at the actual screen size.</p></dd> + +<dt><em>Aspect ratio</em></dt> + <dd>The porportional relationship of the screen's physical width to its +height. Applications can provide layout resources for specific aspect ratios by +using the resource qualifiers <code>long</code> and <code>notlong</code>. </dd> + +<dt><em>Resolution</em></dt> + <dd>The total number of physical pixels on a screen. Note that, although +resolution is often expressed as <em>width</em> x <em>height</em>, resolution +does not imply a specific aspect ratio. In Android, applications do not work +directly with resolution.</dd> + +<dt><em>Density</em></dt> + <dd>Based on the screen resolution, the spread of pixels across the physical +width and height of the screen. + + <p>A screen with lower density has fewer available pixels spread across the +screen width and height, where a screen with higher density has more — +sometimes significantly more — pixels spread across the same area. The +density of a screen is important because, other things being equal, a UI element +(such as a button) whose height and width are defined in terms of screen pixels +will appear larger on the lower density screen and smaller on the higher density +screen. </p> + + <p>For simplicity, Android collapses all actual screen densities into three +generalized densities: high, medium, and low. Applications can provide custom +resources for each of these three densities — the platform handles the +scaling of the resources up or down to meet the actual screen density. </p></dd> +<dt><em>Density independent pixel (dip)</em></dt> + <dd>A virtual pixel unit that applications can use in defining their UI, to +express layout dimensions or position in a density-independent way. + <p>The density-independent pixel is equivalent to one physical pixel on a 160 +dpi screen, the baseline density assumed by the platform (as described later in +this document). At run time, the platform transparently handles any scaling of +the dip units needed, based on the actual density of the screen in use. The +conversion of dip units to screen pixels is simple: <code>pixels = dips * +(density / 160)</code>. For example, on 240 dpi screen, 1 dip would equal 1.5 +physical pixels. Using dip units to define your application's UI is highly +recommended, as a way of ensuring proper display of your UI on different +screens. </p></dd> +</dl> + + +<h3 id="range">Range of Screens Supported</h3> + +<p>Android 1.5 and earlier versions of the platform were designed to support a +single screen configuration — HVGA (320x480) resolution on a 3.2" screen. +Because the platform targeted just one screen, application developers could +write their applications specifically for that screen, without needing to worry +about how their applications would be displayed on other screens. </p> + +<p>Starting from Android 1.6, the platform adds support for multiple screen +sizes and resolutions, reflecting the many new types and sizes of devices on +which the platform will run. This means that developers must design their +applications for proper display on a range of devices and screens.</p> + +<p>To simplify the way application developers design their user interfaces for +multiple devices, and to allow more devices to participate without impacting +applications, the platform divides the range of actual supported screen sizes +and resolutions into:</p> + +<ul> +<li>A set of three generalized sizes: <em>large</em>, <em>normal</em>, and <em>small</em>, and </li> +<li>A set of three generalized densities: high (<em>hdpi</em>), medium (<em>mdpi</em>), and low (<em>ldpi</em>) +</ul> + +<!--<p>Applications use to these generalized sizesThe to let you apply custom UI +and enable/disable functionality according to the generalized class of screen, +rather than by the specific screen. When you are developing your application, +you use these generalized sizes and densities and Applications can use these +generalized sizes and densities to tell the platform I will do it or you do it. +Or a combination of both. --> + +<p>Applications can provide custom resources (primarily layouts) for any of the +three generalized sizes, if needed, and they can also provide resources +(primarily drawables such as images) for any of the three generalized densities. +Applications do not need to work with the actual physical size or density of the +device screen. At run time, the platform handles the loading of the correct size +or density resources, based on the generalized size or density of the current +device screen, and adapts them to the actual pixel map of the screen.</p> + +<p>The range of screens supported by Android and the generalized screen +configurations that the platform maps them to are shown in the table below. </p> + + <table id="screens-table" width="80%" style="margin-top:2em;"> + <tbody> + <tr> + <td></td> + <td style="background-color:#f3f3f3"> + <nobr>Low density (120), <em>ldpi</em></nobr> + </td> + <td style="background-color:#f3f3f3"> + <nobr>Medium density (160), <em>mdpi</em></nobr> + </td> + <td style="background-color:#f3f3f3"> + <nobr>High density (240), <em>hdpi</em><nobr> + </td> + </tr> + <tr> + <td style="background-color:#f3f3f3"> + <em>Small</em> screen + </td> + <td style="font-size:.9em;"> + <ul style="padding:0"> + <li style="margin: 0 0 0 1em;padding:.25em 0 0 0; font-size:.9em;">QVGA (240x320), <nobr>2.6"-3.0" diagonal</nobr></li> + </ul> + </td> + <td></td> + <td></td> + </tr> + <tr> + <td style="background-color:#f3f3f3"> + <em>Normal</em> screen + </td> + <td style="font-size:.9em;"> + <ul style="padding:0"> + <li style="margin: 0 0 0 1em;padding:.25em 0 0 0; font-size:.9em;">WQVGA (240x400), <nobr>3.2"-3.5" diagonal</nobr></li> + <li style="margin: 0 0 0 1em;padding:.25em 0 0 0; font-size:.9em;">FWQVGA (240x432), <nobr>3.5"-3.8" diagonal</nobr></li> + </ul> + </td> + <td style="font-size:.9em;background-color:#FFE;"> + <ul style="padding:0"> + <li style="margin: 0 0 0 1em;padding:.25em 0 0 0; font-size:.9em;">HVGA (320x480), <nobr>3.0"-3.5" diagonal</nobr></li> + </ul> + </td> + <td style="font-size:.9em;"> + <ul style="padding:0"> + <li style="margin: 0 0 0 1em;padding:.25em 0 0 0; font-size:.9em;">WVGA (480x800), <nobr>3.3"-4.0" diagonal</nobr></li> + <li style="margin: 0 0 0 1em;padding:.25em 0 0 0; font-size:.9em;">FWVGA (480x854), <nobr>3.5"-4.0" diagonal</nobr></li> + </ul> + </td> + </tr> + <tr> + <td style="background-color:#f3f3f3"> + <em>Large</em> screen + </td> + <td></td> + <td style="font-size:.9em;"> + <ul style="padding:0"> + <li style="margin: 0 0 0 1em;padding:.25em 0 0 0; font-size:.9em;">WVGA (480x800), <nobr>4.8"-5.5" diagonal</nobr></li> + <li style="margin: 0 0 0 1em;padding:.25em 0 0 0; font-size:.9em;">FWVGA (480x854), <nobr>5.0"-5.8" diagonal</nobr></li> + </ul> + </td> + <td></td> + </tr> + </tbody> + </table> + +<p class="caption" style="margin-top:1em;margin-bottom:1.5em;"><strong>Table +1.</strong> Summary of device screens supported by Android. </p> + +<p>As shown above, the various screen configurations are arranged around a +baseline screen — HVGA (320x480) resolution on a 3.2" screen — which +is assigned a size of "normal" and a density of "medium". The HVGA screen is +used as the baseline because all applications written against Android 1.5 or +earlier are (by definition) written for the HVGA screen used on the T-Mobile G1 +and similar devices.</p> + +<!-- <p>Note that each screen configuration spans a range of actual resolutions +and physical screen sizes. For example, the The baseline configuration spans a +range of actual screen sizes — from 3.0" to 3.5" diagonal — all with +the same HVGA resolution. That means that the actual pixel density of devices in +a single screen configuration can vary. </p> + +Because differences in density can affect the displayed size of UI elements +declared in pixels, the framework provides a density-independent pixel (dip) +unit that applications can use to declare UI dimensions, letting the platform +automatically handle the scaling to the actual pixel density of the screen. When +UI dimensions are declared in dip, the result is that they are displayed at the +same physical size on all screens in a given configuration. </p> --> + +<p>Although the platform currently supports the nine possible size-density +configurations listed in the table, you do not necessarily need to custom +resources for each one of them. The platform provides robust compatibility +features, described in the sections below, that can handle most of the work of +rendering your application on the current device screen, provided that the UI is +properly implemented. For more information, see <a +href="#screen-independence">Best Practices for Screen Independence</a>.</p> + + +<h3 id="support">How Android supports multiple screens</h3> + +<div class="sidebox-wrapper"> +<div class="sidebox"> +<h2>Using the alternate resources framework</h2> + +<p>The platform's support for loading screen size- and density-specific +resources at run time is based on the alternate resources framework. + +<p> If you want to use size- or density-specific layouts or drawables in your +application and you are not familiar with resource qualifiers or how the +platform uses them, please read +<a href="{@docRoot}guide/topics/resources/resources-i18n.html#AlternateResources"> +Alternate Resources</a>. +</div> +</div> + +<p>The foundation of Android's support for multiple screens is a set of built-in +compatibility features that together manage the rendering of application +resources in an appropriate way for the current device screen. The platform +handles most of the work of rendering your application, but also gives you two +key ways to control the way your application is displayed, if you need or want +to use them:</p> + +<ul> + <li>The platform provides a set of resource qualifiers that let you provide +size- and density-specific resources, if needed. The qualifiers for +size-specific resources are <code>large</code>, <code>normal</code>, and +<code>small</code>, and those for density-specific resources are +<code>hdpi</code> (high), <code>mdpi</code> (medium), and <code>ldpi</code> +(low). The qualifiers correspond to the generalized densities given in +<a href="#range">Table 1</a>, above.</li> + <li>The platform also provides a +<a href="{@docRoot}guide/topics/manifest/supports-screens-element.html"> +<code><supports-screens></code></a> +element, whose attributes +<code>android:largeScreens</code>, <code>android:normalScreens</code>, and +<code>android:smallScreens</code> let you specify what generalized screen sizes +your application supports. A fourth attribute, <code>android:anyDensity</code>, +lets you indicate whether or not your application includes built-in support for +multiple densities.</li> +</ul> + +<p>At run time, the platform provides three types of support to your +application, to ensure the best possible display on the current device +screen:</p> + +<ol> +<li><em>Pre-scaling of resources (such as image assets)</em> + + <p>Based on the density of the current screen, the platform automatically +loads any size- or density-specific resources from your application and displays +them without scaling. If no matching resources are available, the platform loads +the default resources and scales them up or down as needed to match the current +screen's generalized density. The platform assumes that default resources are +designed for proper display at the baseline screen density of "medium" (160), +unless they are loaded from a density-specific resource directory.</p> + + <p>For example, if the current screen's density is "high", the platform loads +resources that are tagged with the qualifier <code>hdpi</code> and uses them +without scaling. If no such resources are available, the platform uses the +default resources instead, scaling them from the baseline density ("medium") to +"high". </p> + + <p>For more information about how to create size- and density-specific +resources, see <a href="#qualifiers">Resource qualifiers</a>.</p></li> + +<li><em>Auto-scaling of pixel dimensions and coordinates</em> + + <p>If the application states that it does not support different screen +densities, the platform auto-scales any absolute pixel coordinates, pixel +dimension values, and pixel math used in the application (such as might be used +for specifying the width or padding for a view). It does this to ensure that +pixel-defined screen elements are displayed at approximately the same physical +size as they would be at the baseline density of "medium" (160). The platform +handles this scaling transparently to the application and also reports scaled +overall pixel dimensions to the application, rather than physical pixel +dimensions. </p> + + <p>For instance, suppose a given device is using a WVGA high-denisty screen, +which is 480x800 and about the same size as a traditional HVGA screen, but it's +running an app that states that it does not support multiple densities. In this +case, the system will "lie" to the application when it queries for screen +dimensions, and report 320x533. Then, when the app does drawing operations, such +as invalidating the rectangle from (10,10) to (100, 100), the system will +likewise automatically transform the coordinates by scaling them the appropriate +amount, and actually invalidate the region (15,15) to (150, 150). The same +thing happens in the other direction, if the application is running on a +lower-density screen, coordinates are scaled down.<p> + + <p>For more information, see the <code>android:anyDensity</code> attribute in +<a href="#attrs">Manifest attributes for screens support</a>.</p></li> + +<div class="sidebox-wrapper" xstyle="margin-bottom:2em;margin-top:.5em;width:90%;"> + <img id="rule" src="{@docRoot}assets/images/grad-rule-qv.png"> + <div id="qv-sub-rule"> + <img src="{@docRoot}assets/images/icon_market.jpg" style="float:left;margin:0;padding:0;"> + <p style="color:#669999;">Publishing to Small Screen Devices</p> + <p>To ensure the best experience for users on small-screen devices, Android +Market only shows applications that explicitly declare support for small +screens. If you developed an application on Android 1.5 or earlier and published +it on Android Market, you need to <a href="#testing">test your application</a> +on small screens and then upload an updated version that explicitly +<a href="#attrs">indicates support for small screens</a>. </p> + </div> +</div> + +<li><em>Compatibility-mode display on larger screen-sizes</em> + + <p>If the current screen's size is larger than your application supports, as +specified in the <code>supports-screens</code> element, the platform displays +the application at the baseline size ("normal") and density ("medium). For +screens larger than baseline, the platform displays the application in a +baseline-sized portion of the overall screen, against a black background. </p> + + <p>For instance, suppose a given device is using a WVGA medium density screen, +classified as a "large" screen, but the application states that it does not +support large screens; in this case, the system will again "lie" to the +application when it queries for screen dimensions, and report 320x480. Instead +of scaling the application, however, the application's 320x480 interface will be +placed as a "postage stamp" in the larger 480x800 screen.</p> + + <p>For more information, see the <code>android:anyDensity</code> attribute in +<a href="#attrs">Manifest elements for screens support</a> and the +<a href="#compatibility-examples">Screen-Compatibility Examples</a> +section.</p></li> +</ol> + +<p>In general, these compatibility features ensure that all applications, +including those written against Android 1.5 and earlier platform versions, can +display properly on most devices, especially when the device's screen is at the +baseline "normal" size or larger. </p> + +<p>However, note that applications written for the baseline HVGA screen may need +minor adjustments before they display properly on smaller screens such as QVGA. +With the reduced screen area of small screens, there may be tradeoffs in design, +content, and function that you, as the application developer, need to consider. +For more information about how to prepare an existing application for display on +small screens, see <a href="#strategies">Strategies for Legacy +Applications</a>.</p> + +<p>The sections below provide more information how to take advantage of the +platform's multiple-screens support. </p> + + +<h3 id="density-independence">Density independence</h3> + +<p>The goal of density independence is to preserve the physical size, from the +user's point of view, of user interface elements declared in an application, +when the application is displayed on screens with different densities. Density +independence applies to both layouts and drawables such as icons. Maintaining +density-independence is important because, other things being equal, a UI +element (such as a button) whose height and width are defined in terms of screen +pixels will appear physically larger on the lower density screen and smaller on +the higher density screen. Such density-related size changes can cause problems +in application layout, usability, and consistency with other applications +installed on the device.</p> + +<p>The platform provides density independence to applications by default. It +does this in three ways: </p> + +<ul> +<li>Through pre-scaling of drawable resources (scaled at resource loading +time)</li> +<li>Through auto-scaling of device-independent pixel (dip) values used in +layouts</li> +<li>Through auto-scaling of absolute pixel values used in the application (only +needed if the application has set <code>android:anyDensity="false"</code> in its +manifest)</li> +</ul> + +<p>The example screens below illustrate the density independence provided by the +platform. Note that both the layouts and launcher icons are displayed at the +same physical sizes, although screen sizes, aspect ratios, and densities are +different.</p> + + +<div id=vi09 style=TEXT-ALIGN:left> +<img src="{@docRoot}images/screens_support/dip.png" style="padding-bottom:0;margin-bottom:0;" /> +<p class="caption" style="margin:0 0 1.5em 1em;padding:0 0 0 +1em;"><strong>Figure 1.</strong> Examples of density independence on WVGA high +density (left), HVGA medium density (center), and QVGA low density (right). </p> +</div> + +<p>In most cases, you can take advantage of density independence in your +application simply by making sure that your layouts specify all dimension values +in density-independent pixels (<code>dip</code> or <code>dp</code>) or +scale-independent pixels (<code>sip</code> or <code>sp</code>, for text only). +If you are using absolute pixel values in the application and manifest includes +<a href="#attrs"><code>android:anyDensity="true"</code></a>, you will also need +to scale the pixel values. See <a href="#dips-pels">Converting from dips to +pixels</a> for more information. </p> + + +<h3 id="attrs">Manifest attributes for screens support</h3> + +<p> Android 1.6 introduces a new manifest element, +<a href="{@docRoot}guide/topics/manifest/supports-screens-element.html"><code><supports-screens></code></a>, +whose attributes you can use to control the +display of your application on different classes of device screens, as listed +below. The <code>smallScreens</code>, <code>normalScreens</code>, and +<code>largeScreens</code> attributes correspond to the generalized screen sizes +shown in <a href="#range">Table 1</a>, earlier in this document.</p> + + <table id="vrr8"> + <tr> + <th> + Attribute + </th> + <th > + Description + </th> + </tr> + <tr> + <td> + <code>android:smallScreens</code> + </td> + <td> + Whether or not the application UI is designed for use on +<em>small</em> screens — "<code>true</code>" if it is, and +"<code>false</code>" if not. See <a href="#defaults">Default values for +attributes</a> for information about the assumed value of this attribute, if not +declared. + </td> + </tr> + <tr> + <td> + <code>android:normalScreens</code> + </td> + <td> + Whether or not the application UI is designed for use on +<em>normal</em> screens — "<code>true</code>" if it is, and +"<code>false</code>" if not. The default value is "<code>true</code>". + </td> + </tr> + <tr> + <td> + <code>android:largeScreens</code> + </td> + <td> + Whether or not the application UI is designed for use on +<em>large</em> screens — "<code>true</code>" if it is, and +"<code>false</code>" if not. See <a href="#defaults">Default values for +attributes</a> for information about the assumed value of this attribute, if not +declared. + </td> + </tr> + <tr> + <td> + <code>android:anyDensity</code> + </td> + <td> + <p>Whether or not the application is designed to manage its UI properly +in different density environments — "<code>true</code>" if so, and +"<code>false</code>" if not. </p> + <ul> + <li>If set to "<code>true</code>", the platform disables its +density-compatibility features for all screen densities — specifically, +the auto-scaling of absolute pixel units and math — and relies on the +application to use density-independent pixel units and/or to manage the +adaptation of pixel values according to density of the current screen. </li> + + <li>If set to "<code>false</code>", the platform enables its +density-compatibility features for all screen densities. In this case, the +platform provides a scaled, virtual screen pixel map to the application, against +which it can layout and draw its UI as though against a medium-density screen +(160). The platform then transparently auto-scales the application's pixel units +and math as needed to match the actual device screen density. </li> + </ul> + <p>See <a href="#defaults">Default values for attributes</a> for +information about the assumed value of this attribute, if not declared.</p> + </td> + </tr> + </table> + +<p>In general, when you declare a screen-size attribute +(<code>smallScreens</code>, <code>normalScreens</code>, or +<code>largeScreens</code>) as "true", you are signaling to the platform that +your application wants to manage its UI by itself, for all screen sizes, without +the platform applying any size-compatibility behaviors (such as a virtual HVGA +display area). If you declare a screen-size attribute as "false", you are +signaling that your application is not designed for that screen size. The +effects are conditioned by the screen size that your application does not +support:</p> + +<ul> + <li>If you declare <code>largeScreens="false"</code>, your application can +still be installed by users of devices with large screens. When run on a device +with a large screen, this attribute value causes the platform to run the +application in compatibility mode, rendering it in a baseline HVGA screen area +(normal size, medium density) reserved on the larger screen. See +<a href="#compatibility-examples">Screen-Compatibility Examples</a> for an +illustration of what an application looks like when displayed in compatibility +mode.</li> + <li>If you declare <code>smallScreens="false"</code>, your application can +still be installed by users of devices with small screens. However, this +attribute value causes Android Market to filter your application from the list +of applications available to such users. In effect, this prevents users from +installing the application on small-screen devices. </li> +</ul> + +<p>If you declare the <code>android:anyDensity</code> attribute as "true", you +are signaling to the platform that your application wants to manage its UI by +itself, for all screen densities, using the actual screen dimensions and pixels. +In this case, the application must ensure that it declares its UI dimensions +using device-independent pixels and scales any actual pixel values or math by +the scaling factor available from +{@link android.util.DisplayMetrics#density android.util.DisplayMetrics.density}.</p> + +<p>Note that the setting of the <code>android:anyDensity</code> attribute does +not affect the platform's pre-scaling of drawable resources, such as bitmaps and +nine-patch images, which always takes place by default. </p> + +<p>The following example shows a manifest that declares support for large, +normal, and small screens in any densities.</p> + +<pre><manifest xmlns:android="http://schemas.android.com/apk/res/android"> + + <supports-screens + android:largeScreens="true" + android:normalScreens="true" + android:smallScreens="true" + android:resizable="true" + android:anyDensity="true" /> + </manifest> +</pre> + +<h4 id="defaults"> + Default values for attributes +</h4> + +<p>The default values for the <code><supports-screens></code> attributes +differs, depending on the the value of the +<a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html"><code>android:minSdkVersion</code></a> + attribute in the application's manifest, as well as on +the value of <code>android:targetSdkVersion</code>, if declared:</p> + +<div> + <ul> + <li> + If <code>android:minSdkVersion</code> or +<code>android:targetSdkVersion</code> is "3" (Android 1.5) or lower, the default +value for everything except android:normalScreens is <code>false</code>. If you +are primarily targeting pre-Android 1.6 platforms but also want to support other +densities/screen sizes, you need to set the appropriate attributes to +<code>true</code>. + </li> + <li> + If <code>android:minSdkVersion</code> or +<code>android:targetSdkVersion</code> is "4" (Android 1.6) or higher, the +default value for everything is <code>true</code>. If your application +requires <span style=BACKGROUND-COLOR:#ffffff>Android 1.6 </span>features, +but does not support these densities and/or screen sizes, you need to set the +appropriate attributes to <code>false</code>. + </li> + <li> + Note that <code>android:normalScreens</code> always defaults to +<code>true</code>. + </li> + </ul> +</div> + + +<h3 id="qualifiers">Resource directory qualifiers for screen size and density</h3> + +<p>Android 1.6 supports new resource directory qualifiers for selecting +resources based on the characteristics of the screen on which your application +is running. You can use these qualifiers to provide size- and density-specific +resources in your application. For more information about the generalized sizes +and densities that correspond to the qualifiers, see <a href="#range">Table +1</a>, earlier in this document.</p> + +<table> +<tr> +<th>Screen characteristic</th> +<th>Qualifier</th> +<th>Description</th> +</tr> + +<tr> + <td rowspan="3">Size</td> + <td><code>small</code></td> + <td>Resources for small screens, such as QVGA low density.</td> +</tr> +<tr> + <td><code>normal</code></td> + <td>Resources for normal (baseline configuration) screens, such as T-Mobile +G1/HTC Magic screen size, or equivalent.</td> +</tr> +<tr> +<td><code>large</code></td> +<td>Resources for large screens. Typical example is a tablet like device.</td> +</tr> + +<tr> +<td rowspan="4">Density</td> +<td><code>ldpi</code></td> +<td>Low-density resources, for 100 to 140 dpi screens.</td> +</tr> +<tr> +<td><code>mdpi</code></td> +<td>Medium-density resources for 140 to 180 dpi screens.</td> +</tr> +<tr> +<td><code>hdpi</code></td> +<td>High-density resources for 190 to 250 dpi screens.</td> +</tr> +<tr> +<td><code>nodpi</code></td> +<td>Density-independent resources. The platform does not auto-scale resources +tagged with this qualifier, regardless of the current screen's density.</td> +</tr> + +<tr> +<td rowspan="2">Aspect ratio</td> +<td><code>long</code></td> +<td>Resources for screens of any size or density that have a significantly +taller (in portrait mode) and wider (in landscape mode) aspect ratio than the +baseline screen configuration.</td> +</tr> +<tr> +<td><code>notlong</code></td> +<td>Resources for use only on screens that have an aspect ratio that is similar +to the baseline screen configuration.</td> +</tr> +<tr> +<td>Platform version</td> +<td><code>v4</code></td> +<td>Resources that are for use only on Android 1.6 (API Level 4) or higher +platform versions. If your application is designed to run on both Android 1.5 +(or lower) and Android 1.6 (and higher), you can use this qualifier to tag +resources that should be excluded when your application is running on Android +1.5 or earlier. Using this qualifier is necessary in some cases, if the older +platform is inadvertently loading resources from an Android 1.6 resources +directory. </td> +</tr> +</table> + +<p> +Note that the density and the screen size are independent parameters and are +interpreted by the system individually. For example, WVGA high density is +considered a normal screen because its physical size is about the same as one of +T-Mobile G1. On the other hand, a WVGA medium density screen is considered a +<i>large</i> screen — it offers the same resolution but at lower pixel +density, meaning that it is both physically larger than the baseline screen and +can display significantly more information than a normal screen size. +</p> + +<p>Here is an example of the resource directory structure of an application that +supports low and high density, and employs different layout schemes.</p> + +<pre>res/layout/my_layout.xml // layout for normal screen size +res/layout-small/my_layout.xml // layout for small screen size +res/layout-large/my_layout.xml // layout for large screen size +res/layout-large-land/my_layout.xml // layout for large screen size in landscape mode + +res/drawable-ldpi/my_icon.png // icon image for low density +res/drawable-mdpi/dpi/my_icon.png // icon for medium density +res/drawable-hdpi/my_icon.png // icon image for high density + +res/drawable-nodpi/composite.xml // density independent resource +</pre> + +<p>For more information about how to use resource qualifiers or how the platform +selects them, please read +<a href="{@docRoot}guide/topics/resources/resources-i18n.html#AlternateResources"> +Alternate Resources</a>.</p> + + +<h2 id="screen-independence">Best practices for Screen Independence</h2> + +<p>The objective of supporting multiple screens is to create an application that +can run properly on any display and function properly on any of the screen +configurations listed in <a href="#range">Table 1</a> earlier in this document. +</p> + +<p>You can easily ensure that your application will display properly on +different screens. Here is a quick checklist:</p> + +<ol> + <li> + Prefer wrap_content, fill_parent and the dip unit to px in XML layout files + </li> + <li> + Avoid AbsoluteLayout + </li> + <li> + Do not use hard coded pixel values in your code + </li> + <li> + Use density and/or resolution specific resources + </li> +</ol> + +<h3 id="use-relative">1. Prefer wrap_content, fill_parent and the dip unit to +absolute pixels<br> </h3> + +<p>When defining the <code>layout_width</code> and <code>layout_height</code> of +views in an XML layout file, using <code>wrap_content</code>, +<code>fill_parent</code> or the <code>dip</code> will guarantee that the view is +given an appropriate size on the current device screen. For instance, a view +with a <code>layout_width="100dip"</code> will measure 100 pixels wide on an +HVGA@160 density display and 150 pixels on a WVGA@240 density display, but the +view will occupy approximately the same physical space. </p> + +<p>Similarly, you should prefer the <code>sp</code> (scale-independent pixel, +the scale factor depends on a user setting) or <code>dip</code> (if you don't +want to allow the user to scale the text) to define font sizes.</p> + +<h3 id="avoid-absolute">2. Avoid AbsoluteLayout </h3> + +<p>{@link android.widget.AbsoluteLayout AbsoluteLayout} +is one of the layout containers offered by the Android UI toolkit. Unlike the +other layouts however, <code>AbsoluteLayout</code> enforces the use of fixed +positions which might easily lead to user interfaces that do not work well on +different displays. Because of this, <code>AbsoluteLayout</code> was deprecated +in Android 1.5 (API Level 3). </p> + +<p>You can achieve much the same layout by using a +{@link android.widget.FrameLayout FrameLayout} instead, and setting +<code>layout_margin</code> attributes of the children. This approach is more +flexible and will yield better results on different screens.</p> + +<h3>3. Do not use hard-coded pixel values in your code</h3> + +<p>For performance reasons and to keep the code simpler, the Android framework +API uses pixels as the standard unit for expressing dimension or coordinate +values. That means that the dimensions of a View are always expressed in the +code in pixels. For instance, if <code>myView.getWidth()</code> returns 10, the +view is 10 pixels wide. In some cases, you may need to scale the pixel values +that you use in your code. The sections below provide more information. </p> + +<h4 id="dips-pels">Converting from dips to pixels</h4> + +<p>In some cases, you will need to express dimensions in <code>dip</code> and +then convert them to pixels. Imagine an application in which a scroll gesture is +recognized after the user's finger has moved by at least 16 pixels. On a +baseline HVGA screen, the user will have to move his finger by 16 pixels / 160 +dpi = 1/10th of an inch (or 2.5 mm) before the gesture is recognized. On a +device with a high (240) density display, the user will move his finger by only +16 pixels / 240 dpi = 1/15th of an inch (or 1.7 mm.) The distance is much +shorter and the application thus appears more sensitive to the user. To fix this +issue, the gesture threshold must be expressed in the code in <code>dip</code> +and then converted to actual pixels.</p> + +<pre>// The gesture threshold expressed in dip +private static final float GESTURE_THRESHOLD_DIP = 16.0f; + +// Convert the dips to pixels +final float scale = getContext().getResources().getDisplayMetrics().density; +mGestureThreshold = (int) (GESTURE_THRESHOLD_DIP * scale + 0.5f);</span> + +// Use mGestureThreshold as a distance in pixels +</pre> + +<p>The {@link android.util.DisplayMetrics#density android.util.DisplayMetrics.density} +field specifies the the scale factor you must use to +convert dips to pixels according to the current screen density. You can access +the current screen's metrics through a <code>Context</code> or +<code>Activity</code>. On a medium (160) density screen, +<code>DisplayMetrics.density</code> equals "1.0", whereas on a high (240) +density screen it equals "1.5". You can refer to the documentation of the +{@link android.util.DisplayMetrics DisplayMetrics} +class for details.</p> + +<h4>Use pre-scaled configuration values</h4> + +<p>The {@link android.view.ViewConfiguration ViewConfiguration} class can be +used to access the most common distances, speeds, and times used in the Android +framework. For instance, the distance in pixels used by the framework as the +scroll threshold can be obtained as follows:</p> + +<pre>ViewConfiguration.get(aContext).getScaledTouchSlop()</pre> + +<p>Methods starting with the <code>getScaled</code> prefix are guaranteed to return a value in pixels that will display properly regardless of the current screen density.</p> + +<h3>4. Use density and/or size-specific resources</h3> + +<div style="float: right;background-color:#fff;margin: 0;padding: 20px 0 20px 20px;"> +<img src="{@docRoot}images/screens_support/scale-test.png" style="padding:0;margin:0;"> +<p class="caption" style="margin:0;padding:0;"><strong>Figure 2.</strong> Comparison of pre-scaled and auto-scaled bitmaps.</p> +</div> + +<p>Even with the size- and density-compatibility features that the platform +provides, you may still want to make adjustments to the UI of your application +when it displayed on certain screen sizes or densities. You can do this by +providing size- or density-specific resources — assets, layouts, strings, +and so on. If you want, you can also take control over the scaling of images +assets. The sections below provide more information.</p> + +<h4 id="resource-dirs">Custom resources and directories</h4> + +<p>If you need to control exactly how your application will look on various +displays, simply adjust your assets and layouts in configuration-specific +resources directories. For example, consider an icon that you want to display on +medium and high density screens. Simply create your icon at two different sizes +(for instance 100x100 for medium density and 150x150 for high density) and put +the two variations in the appropriate directories, using the proper +qualifiers:</p> + +<p style="margin-left:2em;"><code>res/drawable-mdpi/icon.png // +for medium-density screens</code></p> + +<p style="margin-left:2em;"><code>res/drawable-hdpi/icon.png // +for high-density screens</code></p> + +<p>If a density qualifier is not defined in a resource directory name, the +platform assumes that the resources in that directory are designed for the +baseline medium density. It is not recommended that you put density-specific +resources such as images in the default directory.</p> + +<p>For more information about valid resource qualifiers, see +<a href="#qualifiers">Resource directory qualifiers</a>, earlier in this +document.</p> + +<h4 id="scaling">Pre-scaling and auto-scaling of bitmaps and nine-patches</h4> + +<p>When a bitmap or nine-patch image is loaded from the application's resources, +the platform attempts to pre-scale it to match the display's density. For +instance, if you placed a 100x100 icon in the <code>res/drawable/</code> +directory and loaded that icon as a bitmap on a high-density screen, Android +would automatically scale up the icon and produce a 150x150 bitmap.</p> + +<p>This pre-scaling mechanism works independently of the source. For instance, +an application targeted for a high-density screen may have bitmaps only in the +<code>res/drawable-hdpi/</code> directory. If one of the bitmaps is a 240x240 +icon and is loaded on a medium-density screen, the resulting bitmap will measure +160x160.</p> + +<p>The platform pre-scales resources as needed, whether the application is +running with density-compatibility features enabled or not (as specified by the +value of <code>android:anyDensity</code>). However, when running with +density-compatibility enabled, the platform continues to report the size of +pre-scaled bitmaps and other resources as if they were loaded in a +medium-density environment. For example, when density-compatibility is enabled, +if you load a 76x76 image from the default resources for display on a +high-density screen, the platform will pre-scale the image to 114x114 +internally. However, the API still reports the size of the image as 76x76. This +discrepancy may cause unexpected behavior if your application somehow directly +manipulates the scaled bitmap, but this was considered a reasonable trade-off to +keep the performance of existing applications as good as possible.</p> + +<p>This does not apply for the case that an application creates an in-memory +bitmap internally and draws something on it, for later display on the screen. +The platform auto-scales such bitmaps on the fly, at draw time. Other side +effects of such a case might be that fonts drawn in such a bitmap will be scaled +at the bitmap level, when the off-screen bitmap is finally rendered to the +display, resulting in scaling artifacts.</p> + +<p>There are situations in which you may not want Android to automatically scale +a resource. The easiest way to accomplish this is to put it in a "nodpi" +resource directory:</p> + +<p style="margin-left:2em;"><code>res/drawable-nodpi/icon.png</code></p> + +<p>You can also take complete control of the scaling mechanism by using the +{@link android.graphics.BitmapFactory.Options BitmapFactory.Options} class, +which lets you define whether you want the bitmap to be pre-scaled and what the +density of the bitmap should be. For instance, if you are loading a bitmap from +a web server, you may want to force the bitmap's density to be high density. +When pre-scaling is disabled, the resulting bitmap is in auto-scaling mode. The +bitmap is associated with a density (that you may or may not have specified +through the <code>BitmapFactory.Options</code>) which will be used to scale the +bitmap on screen <em>at drawing time</em>. + +<p>Using auto-scaling instead of pre-scaling is more CPU expensive than +pre-scaling but uses less memory. You can refer to the documentation of +{@link android.graphics.BitmapFactory BitmapFactory}, +{@link android.graphics.Bitmap Bitmap}, and +{@link android.graphics.Canvas Canvas} for more +information on auto-scaling.</p> + +<p>Figure 2, at right, demonstrates the results of the pre-scale and auto-scale +mechanisms when loading low (120), medium (160) and high (240) density bitmaps +on a baseline screen. The differences are subtle, because all of the bitmaps are +being scaled to match the current screen density, however the scaled bitmaps +have slightly different appearances depending on whether they are pre-scaled or +auto-scaled at draw time.</p> + +<h2 id="strategies">Strategies for Legacy Applications</h2> + +<p>If you have already developed and published an Android application based on +Android 1.5 or earlier platform version, you need to consider how you will adapt +your application so that it is deployable to </p> + +<ul> +<li>Existing devices, which may be running Android 1.5 (or lower) platform +version, as well as to </li> +<li>Newer devices that are running Android 1.6 (or higher) and offering various +screen sizes and resolutions</li> +</ul> + +<p>To support the newer devices and the different screens they use, you might +need to make some changes in your app, but at the same time your app may be very +stable and so you want to minimize the changes. There are a variety of ways that +you can extend your existing application to support new devices with multiple +screens <em>and</em> existing devices running older platform versions. You +should be able to make these changes to your application such that you can +distribute a single .apk to any and all devices.</p> + +<p>The recommended strategy is to develop against the most recent version of the +platform you are targeting, and test on the minimum one you want to run on. +Here's how to do that:</p> + +<ol> + <li>Maintain compatibility with existing devices by leaving your application's +<code>android:minSdkVersion</code> attribute as it is. You <em>do not</em> need +to increment the value of the attribute to support new devices and multiple +screens. </li> + <li>Extend compatibility for Android 1.6 devices by adding a new attribute +— <code>android:targetSdkVersion</code> — to the +<code>uses-sdk</code> element. Set the value of the attribute to +"<code>4</code>". This allows your application to "inherit" the platform's +multiple screens support, even though it is technically using an earlier version +of the API. </li> + <li>Add an empty <code><supports-screens></code> element as a child of +<code><manifest></code>. If you need to enable size or density attributes +later, this is where you will add them.</li> + <li>Change your application's build properties, such that it compiles against +the Android 1.6 (API Level 4) library, rather than against the Android 1.5 (or +earlier) library. You will not be able to compile your application against the +older platform because of the new manifest attribute. </li> + <li>Set up AVDs for testing your application on Android 1.6. Create AVDs that +use the screen sizes and densities that you want to support. When you create the +AVDs, make sure to select the Android 1.6 platform as the system image to run. +For more information, see <a href="#testing">How to Test Your Application on +Multiple Screens</a>, below.</li> + <li>Set up AVDs for testing your application on Android 1.5 (or earlier +platform). You need AVDs running the older platforms you are targeting, so that +you can test for compatibility and ensure that there are no functional +regressions. </li> + <li>Compile your application against the Android 1.6 library and run it on the +AVDs you created. Observe the way your application looks and runs, and test all +of the user interactions. </li> + <li>Debug any display or functional issues. For issues that you resolve in +your application code, <span style="color:red">make certain not to use any APIs +introduced in API Level 4 or later</span>. If you are in doubt, refer to SDK +reference documentation and look for the API Level specifier for the API you +want to use. Using an API introduced in API Level 4 or later will mean that your +application will no longer be compatible with devices running Android 1.5 or +earlier.</li> + <li>For resource-related issues, you can try resolving them by: + <ul> + <li>Adding a <code>anyDensity="false"</code> attribute to +<code><supports-screens></code>, to enable density-compatibility +scaling.</li> + <li>Creating any size- or density-specific resources you need and placing +them in directories tagged with the <a href="#qualifiers">correct +qualifiers</a>. Qualifiers must be arranged in a proscribed order. See +<a href="{@docRoot}guide/topics/resources/resources-i18n.html#AlternateResources"> +Alternate Resources</a> for more information. </li> + <li>Note that if you add size- or density-specific resource directories +tagged with any of the Android 1.6 qualifiers listed in this document, you +should make sure to also tag those directories with the <code>v4</code> +qualifier. This ensures that those resources will be ignored when the +application is run on Android 1.5 or lower platform versions.</p></li> + </ul> + </li> + <li>If your application does not offer support (such as custom layouts) for +large screens and you want the platform to display your application in +screen-compatibility mode on larger screens, add a +<code>largeScreens="false"</code> attribute to the +<code><supports-screens></code> element in the manifest. See +<a href="#compatibility-examples">Screen-Compatibility Examples</a> for +illustrations of how the platform displays your application in this case.</li> + <li>If your application does not offer support (such as custom layouts) for +small screens (such as on a QVGA low-density screen) and you do not want Android +Market to offer the application to users of small-screen devices, you +<em>must</em> add a <code>smallScreens="false"</code> attribute to the +<code><supports-screens></code> element. </li> + <li>Continue testing and debugging until your application performs as expected +on all of the platforms and screen sizes your application will support.</li> + <li>Export, zipalign, and sign your application using the same private key you +used when publishing the previous version, then publish the application to users +as an update. </li> +</ol> + +<p>In particular, remember to test your application on an AVD that emulates a +small-screen device. Devices that offer screens with QVGA resolution at low +density are available now. Users of those devices may want to download your +application, so you should understand how your application will look and +function on a small-screen device. In many cases, the reduced screen area and +density mean that you may need to make tradeoffs in design, content, and +function on those devices. </p> + +<h2 id="testing">How to Test Your Application on Multiple Screens</h2> + +<p>Before publishing an application that supports multiple screens, you should +thoroughly test it in all of the targeted screen sizes and densities. You can +test how it displays with the platform's compatibility features enabled or with +screen-specific UI resources included in your application. The Android SDK +includes all the tools you need to test your application on any supported +screen.</p> + +<!-- You can test in any minsdk, and you can test with compatabiltiy code or +not. Once you've tested your application and found that it displays properly on +various screen sizes, you should make sure to add the corresponding size +attribute(s) to your application's manifest. --> + +<p>As a test environment for your applications, set up a series of AVDs that +emulate the screen sizes and densities you want to support. The Android SDK +includes four emulator skins to get you started. You can use the Android AVD +Manager or the <code>android</code> tool to create AVDs that use the various +emulator skins and you can also set up custom AVDs to test densities other than +the defaults. For general information about working with AVDs, see +<a href="{@docRoot}guide/developing/tools/avd.html">Android Virtual +Devices</a>.</p> + +<p>The Android 1.6 SDK includes these emulator skins, which represent the +primary screen configurations that your should test:</p> + +<ul> + <li> + QVGA (240x320, low density, small screen) + </li> + <li> + HVGA (320x480, medium density, normal screen) + </li> + <li> + WVGA800 (480x800, high density, normal screen) + </li> + <li> + WVGA854 (480x854 high density, normal screen) + </li> +</ul> + +<p>If you are using the <code>android</code> tool command line to create your +AVDs, here's an example of how to specify the skin you want to use:</p> + +<pre>android create avd ... --skin WVGA800</pre> + +<p>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 resolutions and densities. To +do so you will need to know the approximate density, in dpi, of your computer +monitor (a 30" Dell monitor has for instance a density of about 96 dpi.). Use +your monitor's dpi as the value of the <code>-scale</code> option, when +launching the emulator, for example:</p> + +<pre>emulator -avd <name> -scale 96dpi</pre> + +<p>If you are working in Eclipse with ADT, you can specify the <code>-scale +96dpi</code> option in the Target tab of run and debug configurations, under +"Additional Emulator Command Line Options" field. </p> + +<p>Note that starting the emulator with the <code>-scale</code> option will +scale the entire emulator display, based on both the dpi of the skin and of your +monitor. Using the default densities, the emulator skins included in the Android +1.6 SDK will emulate the following screen sizes:</p> + +<ul> + <li> + QVGA, low density: 3.3" + </li> + <li> + HVGA, medium density: 3.6" + </li> + <li> + WVGA800, high density: 3.9" + </li> + <li> + WVGA854, high density: 4.1" + </li> +</ul> + +<p>You should also make sure to test your application on different physical +screen sizes within a single size-density configuration. For example, according +to <a href="#range">Table 1</a>, the minimum supported diagonal of QVGA is 2.8". +To display this is on a 30" monitor you will need to adjust the value passed to +<code>-scale</code> to 96*2.8/3.3 = 81dpi. You can also pass a float value to +<code>-scale</code> to specify your own scaling factor:</p> + +<pre>emulator -avd <name> -scale 0.6</pre> + +<p>If you would like to test your application on a screen not supported by the +built-in skins, you can either adjust an existing skin, or create a custom +resolution.</p> + +<p>For example, to test on a large WVGA800 screen with medium density:</p> + +<ol> + <li>Create an AVD based on the WVGA800 skin (using the <code>android</code> +tool's command line.)<br></li> + <li>Answer "yes" when asked about using custom hardware</li> + <li>enter "160" when asked about the value for <em>hw.lcd.density</em> +(120-low, 160-medium, 240-high).</li> +</ol> + +<p>When running this AVD, the emulator will emulate a 5.8" WVGA screen.</p> + +<p>As an alternative to adjusting the emulator skin configuration, you can use +the emulator skin's default density and add the <code>-dpi-device</code> option +to the emulator command line when starting the AVD. For example, </p> + +<pre>emulator -avd WVGA800 -scale 96dpi -dpi-device 160</pre> + +<p>If you would like to test your application with a resolution not supported by +the provided skins, you can use the desired resolution in place of the skin +name. For instance, for FWQVGA you would use:</p> + +<pre>android create avd ... --skin 240x432</pre> + +<p>Next, you would need to set the proper density for the screen. When asked by +the tool whether you want to create a custom hardware profile for the new AVD, +enter "yes". Continue through the various profile settings until the tools asks +you to specify "Abstracted LCD density". Consult <a href="#range">Table 1</a>, +earlier in this document, and enter the appropriate value. For the FWQVGA +screen, the density should be "160", or medium.</p> + +<div id="f9.5" style="text-align:left;margin:0;padding:0;"> + <img src="{@docRoot}images/screens_support/avds-config.png" style="padding:0;margin:0;"> + <p class="caption" style="margin:0 0 1.5em 1em;padding:0 0 0 1em;"><strong>Figure 3.</strong> + A typical set of AVDs for testing screens support.</p> +</div> + + +<h2 id="compatibility-examples">Screen-Compatibility Examples</h2> + +<p>This section provides examples of how the Android platform displays an +application written for the baseline screen configuration — HVGA (320x480) +resolution on a 3.2" screen — with all of the platform's size- and +density-compatibility features enabled. That is, the examples show how +the platform displays an application that doesn't provide built-in support +for the screen on which it is being rendered, but which instead relies completely +on the platform.</p> + +<p>The platform's screen-compatibility features are designed to provide such +an application with a virtual baseline screen environment against which to run, +while at the same time ensuring for the user a physical display that is +approximately the same as the baseline screen size and density. </p> + +<p>Legacy applications that have not been modified to support multiple +screens would be typical examples of such applications. In most cases, +you would want to add multiple-screens support to a legacy application and +publish an updated version, as described in <a href="#strategies">Strategies +for Legacy Applications</a>. However, if you did not do so, the +platform still performs best-effort rendering of your application, as +illustrated below.</p> + +<p> Internally, these are the compatibility features that the platform +provides, based on the current device screen:</p> + + <ul> + <li> + If the device's screen density is <em>not medium</em>, the application's +layout and drawing of its content is as if the screen <em>is</em> medium density, but the +framework scales the layout and images (if the image for the target density is +not available) to fit the target density. It scales 1.5 times if the target +density is high density (160->240 virtual dpi), or 0.75 times if the target +density is low density (160 -> 120 virtual dpi). + </li> + <li> + If the device's screen size is <em>small</em>, there are few options +options for making Android 1.5 applications work well on such a screen, so +Android Market will filter applications that are not known to support these +screens from the device. + </li> + <li> + If the device's screen size is <em>large</em>, it limits the application's +screen to the normal size and draws a black background around the application. +For example, if an application supports high density, but does not support large +screens, it only uses a 480x720 area of the screen and the rest will be filled +with a black background (see example below). + </li> + </ul> + +<table style="width:10%;margin-left:.5em;"> + <tr> + <td> + HVGA, normal size, normal density<br> + [ emulator -skin HVGA ]<br> + <img height=149 src="{@docRoot}images/screens_support/afdvfckr9j_15dcsvrscg_b.png" width=225> + </td> + <td> + WVGA, normal size, high density<br> + [emulator -skin WVGA854 -dpi-device 240]<br> + <img height=143 src="{@docRoot}images/screens_support/afdvfckr9j_18c6mhm3cm_b.png" width=254><br> + <p>The application occupies full screen as its considered to be normal size. (close to 480x720)</p> + </td> + </tr> + <tr> + <td> + VGA, large size, medium density<br> + [ emulator -skin 640x480 ]<br> + <img height=243 src="{@docRoot}images/screens_support/afdvfckr9j_14fj6dhsc3_b.png" width=324> + <p>The application occupies 320x480 of VGA.</p> + </td> + <td> + SVGA, large size, high density<br> + [ emulator -skin 800x600 -dpi-device 240]<br> + <img height=223 src="{@docRoot}images/screens_support/afdvfckr9j_19c743p6cr_b.png" width=294> + <p>The application occupies 480x720 (=1.5 x [320x480]) of 800x600.</p> + </td> + </tr> +</table> + + +<h3>Screen-compatibility limitations on small, low-density screens</h3> + +<p>Because these device has smaller state/resolution, there are known +limitations when application runs in compatibility mode.</p> + +<h4>QVGA</h4> + +<p>Because QVGA (240x320) screens have less screen area available and lower +density than normal, which is 240x360 in low density, some applications cannot +render all their content properly on those screens. As a result, on a QVGA +device, Android Market will filter out all applications that do not declare they +support small screens.</p> + +<p>Examples:</p> + +<table style="width:10%;margin-left:.5em;"> + <tr> + <td>The part of z value graph is chopped.</td> + <td>The lap time area is chopped.<br></td> + </tr> + <tr> + <td><img height=207 src="{@docRoot}images/screens_support/afdvfckr9j_16g95wjqg3_b.png" width="155"></td> + <td><img height=186 src="{@docRoot}images/screens_support/afdvfckr9j_17p2w4txgc_b.png" width="139"></td> + </tr> +</table> + + +<h4>Images with 1 pixel height/width.</h4> + +<p>If an image has 1 pixel height or width, it may not be shown on the screen +due to rounding issue. This is inevitable as it just does not have enough +pixels.</p> + +<p>For example, in the screen below, the divider in the menu is invisible +because the width of the image is trancated to 0. (This particular problem is +solvable because menu is handled inside framework, but there is no generic +solution as it just does not have enough pixels.)</p> + +<img height=222 src="{@docRoot}images/screens_support/afdvfckr9j_20fvptbbdd_b.png" width=166> + + + |