Android :: Scale For Different Screen Resolutions / Dimensions?
Aug 5, 2010
I have a class that extends LinearLayout and handles drawing to the screen. (it is in the early stages) How would I go about determining the dimensions of a screen and resizing the images, etc., that this class is drawing to the screen on the fly before actually drawing them to the screen?
What I'm trying to accomplish is support for devices that have varying screen dimensions and resolutions from the same code base, with each device being scaled properly.
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Apr 4, 2010
Android allows for the UI of its OS to be optimized for various screen resolutions and aspect ratios. How about apps? Do they share a common link between the OS and themselves for this resolution optimization? I'm curious in terms of tablets. If you have a 800x480 screen in 16:9. The OS's UI looks great but what about those apps? Is it strictly on an app to app basis how they will be presented? Hope the question is clear.
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Jun 19, 2009
I created some custom elements and I want to programatically place them to the upper right corner (n pixels from the top edge and m pixels from the right edge) therefore I need to get the screen width and screen height and then set position:
int px = screenWidth - m;
int py = screenWidth - n;
Does anyone know how to get screenWidth and screenHeight in the main Activity?
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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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Jun 22, 2010
i have completed my app for the 320x480 size and i don't give two cents about dpi or density, but i want this to work on the larger formats to and i have new artwork for those resolutions for my entire app. Is there an elegant way to set up my xml layouts and artwork around resolution only? In other words a "normal" screen size could be 320x480 or it could also be 400x800 or 400x856 depending on the dpi.
where it specifically applies to only small normal screens with medium density?
how to i account for the 800 vs 854 height difference when clearly xml identifiers won't tell these two apart? My app does not use a lot of relative layout components as it is very heavy on the sprites which obviously have fixed 2D dimensions
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Aug 2, 2010
I'm a web designer by nature, accustomed to changing resolutions and font sizes, but I'm unsure how to design for the Android platform without knowledge of screen sizes, especially when the screen rotates from portrait mode to landscape.
Should I just do generic things that tile, or is there a way to design things of static size?
By this, I mean for the GUI and graphics, not element nodes of the XML.
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Sep 10, 2010
Hey guys, I like to make my own lock screens and wallpapers. What are the resolutions for the wallpaper and lockscreens on the Fascinate?
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Oct 26, 2010
I am currently working on an android app that is causing me some trouble. My app is heavily dependent on images that are fitted correctly to the screen they are being displayed on. Unfortunately things like the FWVGA/WVGA resolution difference 854 vs 800 is causing me some real problems, and that's aside from the other sizes/densieites and resolutions.
I don't know if I'm just missing the point here but how do I go about having my app display correctly on both the resolutions without either "squashing" my images or cutting bits off of giving me black bars etc?
There doesn't seem an immediately present solution where I can just have it display a different image automatically from the drawable folder for the right screen.
I have tried using displaymetrics but unless i have my manifest claim that it supports all screen sizes, the android OS will in fact "lie" to my app about hte current resolution.
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Jun 30, 2012
the cpu scaling of Android.. First, do the system use the lowest frequency when not in use? Aka screem off..After i unlock the phone do it always scale to max frequency or scale it based on the cpu needed? For example write a text makes the phone use thr same freq as playing a game?
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Jan 12, 2010
I have an image put on an ImageButton, which looks good on a mdpi (medium-dpi) screen. However, when the device has a hdpi (high-dpi) screen, the image is still pixel-by-pixel accurate, which look small on the device screen.How do I make such that the image (and therefore the ImageButton) scaled based on the density-independent pixels (dp or dip) instead of pixels?
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Apr 25, 2014
i am developing application on android but i have a problem, how can i fit my app to every screen size and also tablets?
I mean if i have images in the game and background so lets say it looks fine on galaxy s3 but on tablet it will look very small , how can i make the app scale itself to the screen without hurting the image and background looks.
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Feb 25, 2013
Is there a way to scale down or zoom out in an app so the screen is smaller so I can achieve a better resolution?
I specifically want to use it for MyBoy since the app blows up the size on my Note 2 and it doesnt have as good clarity if I could make the screen smaller.
SAMSUNG-SGH-I317
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Mar 29, 2010
I see on the Android SDK pages, it mentions some screen resolutions to expect on Android platforms:
Small screen
QVGA (240x320), 2.6"-3.0" diagonal
Normal screen
WQVGA (240x400), 3.2"-3.5" diagonal
FWQVGA (240x432), 3.5"-3.8" diagonal
HVGA (320x480), 3.0"-3.5" diagonal
WVGA (480x800), 3.3"-4.0" diagonal
FWVGA (480x854), 3.5"-4.0" diagonal
Large screen
WVGA (480x800), 4.8"-5.5" diagonal
FWVGA (480x854), 5.0"-5.8" diagonal
Obviously, testing an app you want to sell on all these resolutions is going to be a pain. Is there any data on what percent of android phones being used use the above resolutions? My hope is that there's only really 3 or so popular resolutions...
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Nov 5, 2010
I would like to find the dimensions of an ImageView to use to scale a Bitmap, prior to to calling view.setImageBitmap. ImageView.getWidth and ImageView.getHeight return 0 if no image has been set. (Presumably because the ImageView has not yet been measured?). Is there anyway to determine the dimensions of the ImageView prior to setting the Bitmap?
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May 7, 2010
I have a image in drawable folder and i need to get dimensions of that image.
i tried BitmapFactory,getHeight etc but it is rerunning me null.
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Sep 23, 2010
I have a texture.png which I would like to tile, to create a textured background for my window.
Will I run into any problems with different screen resolutions?
If so, what is the best way to support a textured background for multiple devices?
Should I have 1 image instead? How large should it be?
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Jul 6, 2010
I'm trying to develop a little game, with 2D Graphics. I want my "gaming board" to be at a specific position on my screen, so that I can display in-game informations above and below the box. But since there is beginning to be a lot of Android phones out there, I was thinking about getting "dynamic" values so that I can adapt my font size to every device.
My game is not in full screen (but it could be, it's no big deal), but in a window with no title bar.
I'm using an extension of the default SurfaceView class, implementing SurfaceHolder.Callback. I tried writing the following method :
CODE:................
But the values returned are zeroes.
(even if it means changing display strategy) ?
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Jan 6, 2010
Which are the default dimension of the Home wallpaper/background for the various Android screen configurations (small, normal and large screens with low, medium and high density)?
Are 9-patch PNG files supported for the wallpaper? Should I be using these instead?
I found a method in API level 5 that gives you the minimum size of the wallpaper, but I would like to support previous versions of Android as well.
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Jun 18, 2010
My Android app uses a GLSurfaceView so that I can draw to screen directly from native code. As part of the app, I invoke the Android softKeyboard when necessary to receive input. I then feed the input to the native app via JNI. All this works well.. Now, the problem is that I need to know the dimensions of the soft keyboard or any other Input Method windows that are displayed so that I can pan, scroll the native application correctly.
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Oct 23, 2010
I am in middle of learning application development. I have created an application in 2.2 and tested that in my HTC Nexus One device. I looks like fine. My client testing same application setup in his device (Droid2). I don't have that device to test.
He said there are some font sizes are vary and button alignments are missing. When I testing in my device everything looks fine. So, I need to test my application in Simulator which resembles like Droid2 device. Can anyone tell me how to create emulator and setup like Droid2. And also, is there any need to adjust my code or anything in manifest file.
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Dec 21, 2009
I had posted a similar thread a while back and received no feedback, so let me try to be more clear.I am able to use Androids components to build the most basic layouts, which include images, buttons, text areas, etc. These are like Android Lego! I can build the castle. BUT I want to design my own component, my own Lego, that draws on the screen and uses the available area that the Android components have not used. ie, I want to have a top layer of buttons, and the rest of the screen, whatever it is, I want to use to draw 2d graphics. So, I want to make my own Lego, and use it with the other Android Lego. However, I'm also trying to be a good developer and making this for whatever resolution is thrown my way. What is the best way to do this considering the deluge of different resolutions Android developers must cope with? Is there a way to do a table view and return the remaining screen size? Or, am I stuck making an entire new box of Lego here?
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May 5, 2010
I have a written a game that works fine on the 'normal' 320x480 screen of my G1.
I tried it on a friends Xperia x10 and it leaves a large blank section on the right hand side of the screen. How do I fix this? I've read that I need to include an extra directory in res/drawable for different densities. How do I do this?
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Nov 24, 2010
I found that it is possible to set dimensions of my interface elements in XML layouts using DIPs as in following fragment : "android:layout_width="10dip" But all Java interface takes integer as arguments and there is no way to specify dimensions in DIPs. What is the correct way to calculate this? I figured that I have to use property density of DisplayMetrics class but is this a correct way ? May I rely on that formula:
pixels * DisplayMetrics.density = dip
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Nov 7, 2010
The Android Developer guidance on Creating a Custom Dialog specifies a layout that starts:
code:........
If I use this code I get a dialog that sits in the centre of the screen with about 40 pixels of the underlying view visible on each side.
What exactly does "fill_parent" mean (for the width and height)?
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Oct 4, 2010
I have a button which I want to occupy 75% of the screen:
On a 480x800 resolution screen this would be 360 pixels wide.
On a 280x320 resolution screen this would be 210 pixels wide.
How do I go about specifying this in my layout XML file?
I understand there is a DIP unit of measurement, but does that also work to scale screen images for resolutions? What DIP measurement would I use for this, and do the images need to be saved at 160dpi.
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Nov 15, 2010
How do you display different images for different screen resolutions (hdpi, ldpi, mdpi) in an embedded HTML resource of an Android app?
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Jan 29, 2010
How can I size a view based on the size of its parent layout. For example I have a relativelayout that fills the full screen, and I want a child view, say an imageview, to take up the whole height, and 1/2 the width? I've tried overriding all on onMeasu onLayout onSizeChanged etc and I couldn't get it working....
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Sep 18, 2010
Question before I dive deeper into converting my current rendering system to openGL. I heard that textures needed to be in base2 sizes in order to be stored for rendering. Is this true?
My application is very tight on memory, but most of the bitmaps are not a perfect square. Does storing non-base 2 textures waste extra memory?
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Nov 24, 2010
I am adding a series of custom views to a LinearLayout. I have overridden the onMeasure method of these custom views, to return the dimensions based on certain parameters. Based on user input, I would like to change these parameters, to change the size of the views. How can I force the LinearLayout to "re-layout" it's children, to reflect the new dimensions?
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Nov 2, 2010
What video formats and resolutions can the desire HD use? I've put a few videos on but they don't seem to work.
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