Android :: Multiple Screen Sizes - Layouts
Dec 16, 2009
I have created layout-large and testing against android 2.0.1 WVGA. however, its picking layout-normal. Can anybody suggest me what I am doing wrong. Even though, I have 3 layouts ( layout-normal, layout-large, layout- small), Its always picking layout-normal. why its so.
I added properties to manifest file
CODE:.............
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Apr 27, 2010
supporting multiple screens (sizes and resolutions). I´ve searched not only this forum but many different websites and the android documentation but I´m probably doing a small mistake so things are not working properly.
Well, my main layout was designed with a HVGA screen, and it works great. When I try the same app on a WVGA, FWVGA, WQVGA or FWQVGA, I always get an unused space in the end of the layout because the screen ´s "heightnes" is proportionally bigger than HVGA´s.
So I consulted the documentation and decided to give a try on resource qualifiers, so I then created a nonsense UI and placed it on layout- large, created a new AVD using the WVGA skin and launched the app. Well, all I got was my old and not well stretched layout. The same happened to a FWVGA AVD.
This is the first problem. The second is: medium high density medium size screens and medium density large screens have the same resolution: how can I create a layout that is loaded for both, but not for (for example) medium size medium density or small size medium density screens?
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Apr 22, 2010
I've been reviewing the Supporting Multiple Screens documentation on the Android and I just need some additional clarification...
It's my understanding that designing three unique interfaces (ldpi, mdpi, and hdpi) would be the best way to go about supporting all the potential android screens with minimal scaling/distortion.
Yes, I know there are similar questions posted, however... If I create an image for the benchmark mdpi (let's say my image is 300x210, just for example) how to I determine what size I will need to recreate that image at ldpi & hdpi? This post as well as a google search leads me to believe that ldpi is just 75% of the mdpi image, and the hdpi is 150% of the mdpi image. Is this accurate?
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Sep 6, 2010
I'm creating a game where there's a screen that, for the most part, is shared by four different activites - but a key portion of the screen will be completely different, depending upon which activity is active. Basically, on the left will be an image of the player and along the bottom there will be a row of buttons (let's say for Armour, Weapons, Magic, Skills). This leaves the top-right portion, which will need to dynamically change to represent the button pressed. (So, one moment the top-right portion is the armour selection activity, and the next it's the weapon selection activity, and so on.)
Is this possible? Can I have a layout within a layout and dynamically point the nested layout at a (nested) layout.xml of my choosing? Or, am I looking at just duplicating most of the layout four times (for the four different activities?) Or, am I going to be looking at linking the four activities to a (the top-right) view component, and then having to dynamically construct all of *that* view's child views based on the currently active activity? Well, that's about as much sense as I can make this question make.
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Jan 19, 2010
I am currently trying to make my app compliant with all screen sizes / api levels. I have this mostly working, however there is 1 issue i cannot resolve: Layouts in the "layout-hdpi" folder are used by and any phone on 1.5 (API level 3). - Which i dont want, i want API level 3 phones to use the "layout" folder. So to resolve this I added "-v4" onto the folder also, this works, the folder is no longer used by 1.5 phones. However, now the folder is also not used on API Level 6 phones, for example the droid. The droid only picks up the folder if i name the folder: "layout-hdpi-v6". (Also if i put "-v3" on a folder, the layout folder is not used by API level 4 phones) My understanding is that the -v<api level> qualifer allows you to exclude phones on an API level that is too low, so -v4 should mean that the folder will be used by all phones on API level 4 and above. I am finding a folder is only used for that specific API level. Has anybody else ran into this same issue? And does anybody know of any possible solutions?
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Apr 13, 2010
I've read the Android documentation:
http://developer.android.com/guide/practices/screens_support.html
but still have some questions. I'm trying to design a music application which basically has images of the instrument (ImageButton) that play a sound when clicked. However, I'm confused about how to have the ImageButtons scale to fit all the different screen sizes and how to position them.
Which layout is best used for needing to position ImageButtons in specific locations on the screen? (i.e. cymbals on a drum set) FrameLayout, RelativeLayout? If I only really care about medium and large screens, do I need to create different resources (images) for both as well as a different XML layout to position them? I'm trying to find the simplest way to do this without having to create a separate layout XML file for positioning/size and separate image resources for each screen.
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Mar 28, 2013
Can you have Multiple Home screen Layouts? Like Like swapping themes but layouts. I designed a bunch of custom wallpapers with corresponding Custom widgets. I'd love a way to just swap between different ones with out having to re-set up all the widgets.
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Aug 20, 2010
I have a layout that has just a ScrollView visible. It has a relative layout as its child. This layout has several other layouts (mainly text views) as its children. When the text is not big enough, the scroll view does not expand itself to fit the whole screen. Instead, it shows a gap at the bottom where the background shows. I tried setting fillViewPort=true on the ScrollView, but that just made the first child layout (RL1) to fill the screen.
CODE:....................
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Mar 1, 2010
i am developing a game and i need to use android1.5 only.
i wrote sample application using 1.6 and kept drawable-hdpi,-ldpi ... and application is working fine in emulator of 1.6. i made apk and opened an emulator (android 1.5) from command prompt application is also working fine.
in 1.6 if i change emulator resolutions the application UI is resizing. but in 1.5 emulators not.
is that mean, the application developed in android 1.6 runs in 1.5 emulator but multi screen support is not achieved?
..."how to achieve multiple screen sizes in android 1.5". multiple screen support is available from 1.6.
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Apr 14, 2010
I'm confused regarding the densities. I see that with medium density, the screen resolution could be either 320x480, 480x800, or 480x854. So if I have an image thats 300px wide in the mdpi folder, how is it going to look the same size on all 3 different screen sizes (mainly 320x480 vs the other 2)? And by look the same size, I mean scale to be bigger or smaller depending upon the screen size.
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Jul 1, 2010
I'm planning to develop and app that presents the users with several different screens (of different information).
Was wondering what would be the best way to implement this?
Is it better to have separate XML layouts and an activity to display and allow the user to interact with each screen of data?
OR would handling all of these in the same activity be more efficient (and dynamically load / unload each layout)?
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Jul 31, 2010
What I'm trying to do is have a clock widget of different sizes (i.e. 2x2, 3x3, 4x4 etc) in one apk and a configuration activity to be able to select which size to add. From what I've learned from documentation:
Widget size is specified in <appwidget-provider> tag in respective xml file
Also in that file I set up the configuration activity for that provider
So it seems that size is a property of AppWidgetProvider and I'll need to somehow create another provider from the code in configuration Activity of the first one. I have read this and this. First one explains how to put multiple wigets in one apk, but it's not clear how to select between them in runtime. Second one is about changing layouts, but not size.
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Dec 7, 2009
I have noticed that when I install some widgets I can later choose from different widget sizes while adding widget. How can I implement that feature in my widget?
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Aug 9, 2010
I'm looking at creating an AppWidget and want to have the user select which size they want before adding it. Thus, the user can choose 1x1, 2x2, etc. The Calendar widget in Android 2.2 (and possibly earlier, but not in 1.6) does this. How is this done?
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Dec 3, 2009
I am getting my feet wet developing software for the Android. My test app will have multiple screens (each having their own layout file). The main screen will direct the user to view the other screens based on user input. I kinda see this as layers of cake. Bottom layer being main; then you add and remove layers as the user makes UI inputs. The crazy trouble is how to view a second layer. I have created a second class which has its own onCreate method, which has its on setContentView(R.layout.secondlayer).
This class extends Activity much like my primary class does. I have a click event on a button within the main layout. This button will instantiate the new second layer class which I have done. And that is where my story endsI don't know what to do from this point. This is surely a newbie question If someone has an example that would be extremely helpful teach me to fish and I will be on my way.
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Aug 22, 2009
I'm beginning in android development, and I've stumbled upon a problem. My application has different layouts stored in xml files, and I use motion events such as onFling or onSingleTapup. These motion events seem to apply whatever layout i'm in. My problem is simply identifying which layout i'm currently using so I can define the appropriate action. I guess what i'm trying to do is a bit like this:
@Override public boolean onSingleTapUp(MotionEvent e) { if(using main layout) { //do this } else if (using settings layout) { // do that } return false;
}
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Aug 5, 2010
I have a ListView on my ListActivity and I'd like the rows of the ListView to be 1 of 3 different layouts. The first item in my list is always going to use layout A, the second item in my list is always going to use layout B, and all subsequent items are going to use layout C.
Here is my getView function: Code...
R.id.label1 and R.id.label2 are TextViews on R.layout.layout_A. However, txtLabel1 and txtLabel2 are null after trying to set them. Why?
I stepped through this code in the debugger and it inflated the correct layout (R.layout.layout_A) and fell into the correct case below to set the R.id.label1 and R.id.label2 text. Also, if there is a better way to do this, please let me know.
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Oct 19, 2010
I'm trying to create a title bar that is the same throughout my application and have been creating layouts like this for each of my activities:
main.xml:
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="vertical"
android:layout_width="fill_parent" android:layout_height="fill_parent">
<include layout="@layout/title_bar_layout" android:id="@+id/title_bar_layout" />
<include layout="@layout/main_body" android:id="@+id/main_body" />
</LinearLayout>
main_body.xml:
<?xml version="1.0" encoding="utf-8"?>
<TableLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:id="@+id/main_table" android:layout_width="fill_parent"
android:layout_height="fill_parent" android:stretchColumns="1"
android:orientation="vertical">
</TableLayout> Code...
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Mar 25, 2009
I am new to android and trying to create a customized list. Every item in the list has TextView and one Ratingbar. I now want add a couple of command buttons at the end of the list (like BACK, HOME, , NEXT). When I add these extra views to the layout xml file then they get added along with every item in the list. I think there should be another layout defined for the buttons to be displayed separate from the list. Anyone has an idea on how to do this?
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Jun 26, 2010
I'm trying to create an app that offers the user 3 different kinds of layouts. The only common portion for all 3 would be the TextView (located at the top) that would display information specific to the currently displayed layout and 3 buttons to select the required layouts.
Is there some way we can create this UI in XML to keep only one constant part(the upper TextView) and dynamically display any one of the 3 layouts below it?
Would it be better to create separate XML's for each of the layouts (each including the upper TextView in them)?
OR would doing this via code be better?
Fast switching between the 3 layouts is important. TIA
[EDIT 1]
Actually they are 3 different layouts, with several "child" layouts and views within each of them. Could a ViewFlipper be used for switching between these? I was thinking that a ViewFlipper was only for switching between View elements?
I do have them in individual XML's right now but am looking for some way to load and unload them fast. Not sure how to do the hiding thing, will try reading up on that. [/EDIT 1]
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Jun 2, 2009
I am working on developing several individual android applications. We had created common UI Layout View XMLs, classes and resources. I would like to share these common layout xml, classes and resources across all of my android applications. I dont want to duplicate them in my applications. Is there any easy way to do this?
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Nov 13, 2009
I've got a quick question about screen size support. Currently, I've got an application that is rockin' along just fine on 1.5 and 1.6. Today the client called and says they want to run on Droid. While I've downloaded the 2.0 SDK, I'm a little wary of compiling against it. Will it break 1.5 and 1.6 compatilbility? How will the "medium" phones (G1, MyTouch) know to use those layouts?
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Oct 15, 2010
I want to develop an application for a tablet of 480*800 screen pixels. I had developed an application for normal mobiles, but now this screen size is large than normal size. what precaution should I take while developing the application? Because device is not available right now so I must have to work on the project using emulator.
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Aug 25, 2009
G1, Dream, Magic, Hero, Galaxy and more to come... Does anybody have a rundown of their screen sizes (and of some of the devices to come out)?
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Nov 29, 2009
Hello, I would like to ask what settings are necessary for my application to be available on all screen sizes: Is it enough to compile it using SDK 1.6 (but target is set to 1.5 and API level to 3) or maybe I have to set target to 1.6 and API level to 4?
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Mar 28, 2010
I have read the documentation on "supporting multiple screens" but can't seem to figure it out. I mean, i understand that resolution effects it but it just doesn't make sense to me that the droid and the T-Mobile G1 both use the regular "layout" directory. I developed the app on a droid and got everything to work but there is one view that i need to use hard-coded pixels.....which im using dpi. Now when installing the app on the G1 things on that view are getting cut off because the G1 has a much smaller screen. If I redo it to work on the G1 then everything is all squished together on the droid and even tho everything is visible this way, it looks silly.
I tried using the different attributes in my manifest but that didn't help but since i'm using minSDK as 4, the support different screen size attributes are true by default anyway.
Am i missing something very simple and obvious or is it just the way it is?? Isn't the physical screen size of the G1 like an 1" smaller?? I'm still kinda new to Android development so forgive me if i am missing something simple.
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Jul 1, 2010
I'm currently developing my first android app, and my first game. I've been developing on a netbook with a CliqXT (HVGA). Things are going well, it renders perfectly on the smaller screen. I knew I'd have some issues when rendering on larger screens, but the issues I'm having are not what I was expecting and I'm kind of stuck.
So basically the game consists of a main SurfaceView which I'm rendering the tiled game world on to. I followed this tutorial to get started, and my structure is still pretty similar except that it calculates the boundries based on the player location:
http://www.droidnova.com/create-a-scrollable-map-with-cells-part-i,654.html
The game also has various buildings the player can enter. Upon entering it launches another activity for that particular building. The building activities are just normal Views with Android UI stuff defined in XML (Buttons, TextViews, etc).
What I expected to happen:
So I expected the the building UIs to render correctly on the larger screen. I specified all dimensions in "dp" and fonts in "sp" in hopes that they'd scale correctly. I expected the actual game tilemap to render generally correctly, but maybe be really tiny due to the higher resolution / dpi. I'm using a very similar function to the tutorial linked above (calculateLoopBorders(), my version is pasted below) to calculate how many tiles to render based on screen height and width (getHeight() and getWidth()).
What is actually happening:
The whole game is just being rendered as if it's HVGA. The tilemap, and the building UIs are just scaled down to the smaller screen size, leaving black borders around the left, right, and bottom (see images).
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Aug 12, 2010
With the many devices available, each with different screen density and resolution, I am wondering - how many versions of an image should I make for the different device screen sizes? Is it 3? small, medium, large or just 1.
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Apr 4, 2010
I tracked the behaviour of the different screen sizes when I increased the position of a graphic by 10 pixel. Unfortunately happened what I already thought. When the display is bigger, I'm able move a graphic a lot of times more to get to the bottom of the screen. So the ratio between the graphic and its environment is not correct anymore (so not 10 pixel as on normal screen) although the change of the graphic on the different screens looks correct (On big screen it is bigger, on small screens it is smaller). When I move the graphic from the top of the screen to the bottom, I can move that on 480x800 about 65 times, on 480x854 70 times, and on the 320x480 screen only about 25 times. So the target must be to calculate the right ratio so that 10 pixels on the small screen are 17 pixel (or sth. similar) on big screens. What approaches do I have to do that? I already thought about getting the value of res.getConfiguration().screenLayout to know if I have a small, normal, or big size to be able to calculate anyhow the right ratio, but this both seems to be pretty cumbersome and moreover I get values from res.getConfiguration().screenLayout I can't explain. I launched 6 emulator instances and got the following values from res.getConfiguration().screenLayout:
240x320 QVGA low density: 17 320x480 HVGA medium density: 18 480x854 WVGA high density: 34 480x800 WVGA high density: 34 240x400 WQVGA low density: 34 240x432 WQVGA low density: 266435490 (yes, I really get this value!)
This approach seems to be useless because I cannot even distinguish between 480x854 and 480x800, much less of the last value which seems to be corrupt.
How can I solve it to move a graphic on the different screens with the right ratio? How do game developers solve this when they support all screens?
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Jun 1, 2010
I am a current iPhone 3gs user migrating over to Android this Friday and getting the Evo 4g. Now, all iPhone/iPod touch screen sizes are the same and all the hardware specs are the same for the most part, but with Android you all kinds of resolutions, screen sizes, processors, etc etc...
Are all apps made for Android stretched to accomodate bigger screen sizes? For instance, I have played with my friend's Droid on Verizon and the screen is 3.7" at a resolution of 854x480 and he has showed me games on it like Gameloft's NOVA which is a full 3D first person shooter. So his phone essentially has a bigger resolution slightly than the HTC EVO 4G but smaller screen size (3.7" vs. 4.3"). So would the same game be stretched to fit my phone?
I'm wondering with different apps, are there any conflicts in relation to different spec phones?
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