There are a few common questions asked whenever development begins on a new Android app. What assets will be needed? Which devices should be supported and how many can be supported with the team’s available resources? As an Android developer, my goal is to support the majority of devices and reach the broadest audience.

Specifically, when developing a UI for an Android app, the team must consider assets (backgrounds, buttons, etc.) and layouts (the actual XML UI code). To develop the app efficiently, we want to create the lowest multiple of assets while still supporting a wide range of devices. We also want to avoid having to creating the same layout more than once.
When I first began looking into this, I searched the Internet for best practices for supporting as many devices as possible without having to reproduce the same assets multiplied by the growing number of Android devices. Internet documentation seemed to lack any direct answers. I felt a growing concern that the Android architecture was rigid, and that every asset/layout would have to be perfectly defined for every resolution we wanted to support. This could have been ridiculously time consuming.

However, after further research I discovered that Android architecture was actually rather robust. If properly prepared, it was relatively simple for a developer to handle current and future Android devices. This is how it breaks down: when dealing with Android devices we are worried about more than just the resolution, we need to know the Dots Per Inch (DPI). The DPI is the number of individual dots that can be placed in a line within the span of 1 inch. DPI is considered more important than resolution because Android devices come in so many shapes and sizes. Devices are usually grouped by size or by DPI.

I found it easiest to work with the DPI groupings:

Devices Categorized by Dots Per Inch (DPI), Source: http://developer.android.com/guide/practices/screens_support.html

As you can see, the DPI ranges are overlapping.  I recommend generalizing the ranges by the following values:

  • low-dpi = 120
  • med-dpi = 160
  • high-dpi = 240
  • extra high-dpi = 320

These groups also share generally the same relative aspect ratio.  Below is a table of the most common screen configurations.

Common Android Device Screen Configurations, Source: http://developer.android.com/guide/practices/screens_support.html

Which DPIs should you support?  Here is a great way to decide:http://developer.android.com/resources/dashboard/screens.html

Let’s say you have decided you want to support low, medium and high density devices.  How will you create, for example, a background image?  How are we going to support all low density devices when in the table above there are 6 different low-dpi resolutions listed?  This is whereNine-Patch images come into play.  Nine-patch images allow you to define the stretchable areas of a bitmap so that if your bitmap doesn’t already fill a space Android will stretch only these areas to fill the space.

When using Nine-Patch images I would suggest using the lowest resolution so that the image always has room to grow when adjusting for other resolutions.

  • Low-dpi (240×320) at 120 dpi
  • Med-dpi (320×480) at 160 dpi
  • High-dpi (480×800) at 240 dpi

Now that we have these images, where do we put them?  Android has many configuration qualifiers to allow the system to select to correct asset for a device.  In this example we would have 4 folders:

  • drawable-ldpi
  • drawable-mdpi
  • drawable-hdpi
  • drawable-nodpi

In each we would have the corresponding “background.png” which we reference only once in our layout code and Android takes care of which folder to grab the image from.

When dealing with an asset like a button image it is best to use medium DPI as your baseline.  Then define your low and high asset sizes as a factor of the medium DPI asset.

  • Low DPI – 75% Size (120 dpi)
  • Med DPI – 100% Size (160 dpi)
  • High DPI – 150% Size (240 dpi)

When it comes to layouts in most cases, it works to use one layout file for all resolutions.  This works because we define the dp (density-independent pixel) size of the UI elements in our layout. This way the layout scales nicely when switching densities.  There are cases where layouts must be defined for each density.  This is due to the physical screen size between devices varying too much.  It is also possible to apply the ldpi/mdpi/hdpi  configuration qualifiers to the layout folders.

It’s impossible to test your app on every device so be sure to use the emulator extensively to test your assets and layouts.

By applying these steps, your app can efficiently support the majority of Android devices.  Good

android-supporting-multiple-devices的更多相关文章

  1. Android官方文档翻译 十二 3.Supporting Different Devices

    Supporting Different Devices 支持不同设备 Dependencies and prerequisites 依赖关系和先决条件 Android 1.6 or higher A ...

  2. Supporting Multiple Screens 翻译 支持各种屏幕(上)

    Supporting Multiple Screens 支持各种各样的屏幕尺寸.屏幕密度 Android runs on a variety of devices that offer differe ...

  3. adb错误:Failed to execute android command 'adb devices'.

    好吧,我是用的phonegap3.0开发的,很简单,安装的时候一句phonegap run android –device就可以了(-device参数非必要,我是为了不跑模拟器,加上此参数限制只跑到设 ...

  4. 【读书笔记】https://source.android.google.cn/devices/bootloader

    https://source.android.google.cn/devices/bootloader 本文主要记录aosp官网关于bootloader的相关资料 Bootloader A bootl ...

  5. Supporting Multiple Versions of WebSocket Protocol 支持多版本WebSocket协议

    https://tools.ietf.org/html/rfc6455#section-4.4 4.4. Supporting Multiple Versions of WebSocket Proto ...

  6. Android调试adb devices找不到设备【转】

    adb驱动已经安装成功,但是adb devices却无法找到设备,USB大容量存储也是正常: 以前如果出现此种情况,我能想到的原因如下: 1.杀毒软件问题(关闭MacAfee) 2.驱动安装有误,重新 ...

  7. [Android问答] px、dp和sp,这些单位有什么区别?

    相信每个Android新手都会遇到这个问题,希望这篇帖子能让你不再纠结. px: 即像素,1px代表屏幕上一个物理的像素点: px单位不被建议使用,因为同样100px的图片,在不同手机上显示的实际大小 ...

  8. Android开发中dp、dpi、px的区别(转)

    一.基本概念 - dp:安卓中的相对大小 - dpi:(dot per inch)每英寸像素多少 - px:像素点 二.详细说明 1.px和dpi - px: 平常所说的1920×1080只是像素数量 ...

  9. Android 图片文字单位 px、dp、sp区别

    文章来源:http://www.cnblogs.com/bjzhanghao/archive/2012/11/06/2757300.html px:像素,一个像素点,1px代表屏幕上一个物理的像素点: ...

  10. px、dp、sp、mm、in、pt这些单位有什么区别?

    相信每个Android新手都会遇到这个问题,希望这篇帖子能让你不再纠结. px: 即像素,1px代表屏幕上一个物理的像素点: px单位不被建议使用,因为同样100px的图片,在不同手机上显示的实际大小 ...

随机推荐

  1. Linux08--Shell程序设计03 shell script

    第一个Shell脚本——HelloWorld [root@localhost ~]# vi sh01.sh #!/bin/bash #!表明使用哪种shell # this is my first s ...

  2. 在Linux下sqlplus 登录时显示SID 和用户名

    一般显示为: SQL> show user USER 为 "SYS" SQL> 在 $ORACLE_HOME/sqlplus/admin目录下 编辑glogin.sql ...

  3. mysql入库中文乱码问题

    mysql> show variables like '%char%';+--------------------------+----------------------------+| Va ...

  4. IE 创建条件样式

    1.HTML 注释 <div id="header">Header Section</div> <!-- End Header Section Con ...

  5. 5.4const对象

    常成员函数 一个const对象可以调用const函数,但不能调用非const成员函数.必须将关键字const放在函数参数表之后,才能说明该函数是一个const成员函数. 声明常成员函数的格式如下: 类 ...

  6. wx.Notebook

    wx.Notebook This class represents a notebook control, which manages multiple windows with associated ...

  7. php 获取汉字拼音首字母的函数

    function getFirstChar($string){ if($string{0}>="A" and $string{0}<="z" )re ...

  8. 关于写的Java书籍进展

    大家好,去年说要写本Java书,近期就快出版了.眼下已经開始打印样书了,最快于本月中旬左右就能够在互动网www.china-pub.com上看到消息,其它各个站点何时会发售要看详细进货情况. 去年我预 ...

  9. Twitter 新一代流处理利器——Heron 论文笔记之Heron架构

    Twitter 新一代流处理利器--Heron 论文笔记之Heron架构 标签(空格分隔): Streaming-process realtime-process Heron Architecture ...

  10. 第三章SignalR在线聊天例子

    第三章SignalR在线聊天例子 本教程展示了如何使用SignalR2.0构建一个基于浏览器的聊天室程序.你将把SignalR库添加到一个空的Asp.Net Web应用程序中,创建用于发送消息到客户端 ...