Multiple Screen Resolutions
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
View 4 Replies
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?
View 7 Replies
View Related
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?
View 1 Replies
View Related
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.
View 2 Replies
View Related
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.
View 4 Replies
View Related
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.
View 7 Replies
View Related
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?
View 3 Replies
View Related
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?
View 5 Replies
View Related
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.
View 3 Replies
View Related
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.
View 7 Replies
View Related
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...
View 2 Replies
View Related
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?
View 1 Replies
View Related
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.
View 2 Replies
View Related
Dec 13, 2012
For a while I'm wanting to create live wallpapers, after weeks of searching and weeks of trying out various things (The LWP creator found on XDA etc) I've figured out all of them are not really working with the latest phone's, and lastest screen resolutions.
How to create live wallpapers, for the latest screen resolutions, or just compatible with all.
What I want is to create a "Gif-like" android LWP.
View 1 Replies
View Related
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?
View 1 Replies
View Related
Oct 19, 2009
So I'm trying to make sure my apps are compatible with the 1.6 SDK emulator skins WVGA800 and WVGA854. The Android Developers Blog post regarding this seems strange to me. The post talks about upgrading your app using the 1.6 SDK, then says this:
"Note that not all devices will be upgraded to Android 1.6 at the same time. There will be significant number of users still with Android 1.5 devices. To use the same apk to target Android 1.5 devices and Android 1.6 devices, build your apps using Android 1.5 SDK and test your apps on both Android 1.5 and 1.6 system images to make sure they continue to work well on both types of devices."
Now resource directory qualifiers (e.g. "res/drawable-mdpi/" or "res/ layout-large") don't work with the 1.5 SDK. So right now as a dev I have the choice to either:
1) Update my apps with the 1.6 SDK so that they are compatible with the various 1.6 emulator skins and the various hardware configurations coming out. If I do this, the updates will not be available to those users that still have 1.5, which is a "significant number of users."
2) Continue using the 1.5 SDK, without the available tools in 1.6, but try to somehow get my app to render properly in the various 1.6 emulator skins.
View 9 Replies
View Related
Nov 10, 2009
I have an app that I would like to keep 1.5 compatibility but support the additional display resolutions of more recent devices like the Droid. I've read the suggestions in the dev guide, specially the legacy applications section, since that's exactly what I want to do.I'm not running in compatbility mode, so anyDensity is set to true and all screen sizes are allowed in the manifest. I've recreated all my graphical elements so they don't get upscaled on a 480px-width screen (called "hires-bitmaps" in the following).If I put the hires-bitmaps into drawable-hdpi and leave the others in drawable, the emulator2.0 (WVGA854, density @ 240) displays them perfectly. On the other hand, the emulator1.5 (320x480, density @ 160) - and my HTC Hero - ALSO use the hires graphics in drawable-hdpi. That's a problem because the hires graphics scale slightly differently and I don't want the app to resize too much.As mentioned in the dev guide I can prevent this by adding the API version number to the resource folder. Not very convenient since I'd have to keep the hires bitmaps twice (drawable-hdpi-v4 and drawable-hdpi-v5), but I nevertheless tried it. Result: emulator2.0 uses low-res graphics from "drawable" (which is bad), emulator1.5 as well (which is good). And what's weird: emulator1.6 (WVGA854, density @ 240), uses hires-graphics. Now that seems odd.
View 5 Replies
View Related
May 25, 2014
Eclipse has provided us with different qualifiers like size, ratio , etc. So when I select a qualifier, it provides us with the right emulator screen to make our layout. But are these emulators screen loaded under the right layout folder? I dont understand, how Nexus 10 which is a xlarge screen size is loaded when I load the activity_main under the Normal layout folder?
am I blindly arranging these layouts? Because before this, I had arranged all layouts perfectly and when I went to run it on a Virtual Device, it looked a complete mess. I looked at the xml files and they were completely in the wrong places.
I have used qualifiers like : normal-long, normal-notlong, large-long, large-notlong, small-long, small-notlong, xlarge-long, xlarge-notlong,Should I change the qualifiers?
View 1 Replies
View Related
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:.............
View 2 Replies
View Related
Apr 15, 2010
In my android application, I would like to support multiple screens. So I have my layout xml files in res/layout (the layout are the same across different screen resolution). And I place my high-resolution asserts in res/drawable-hdpi
In my layout xml, I have
CODE:...........
And I have put bkg.png in res/drawable-hdpi
And I have started my emulator with WVGA-800 as avd. But my application crashes:
CODE:................
View 1 Replies
View Related
Mar 25, 2010
is it possible to show two activies on same screen at a time.and each activity is showing data which changes with time.
View 1 Replies
View Related
Aug 10, 2010
I have a bitmap that I load from the SD card by allowing the user to choose a picture to display. Once the bitmap is created, I set the Bitmap in an ImageView:
CODE:.........................
This works fine. But, if I change the screen orientation from portrait to landscape, and back again a few times, I always get an OutOfMemory exception.
In onPause, I call mBitmap.recycle(), and then on onResume, I call the above code again to create the bitmap and set the ImageView. Since I'm recycling the image each time, how can I get an OutOfMemory error?
In any case, since that failed, I found a post that said to try using onRetainNonConfigurationInstance() and getLastNonConfigurationInstance(). See post http://stackoverflow.com/questions/3250987/save-cache-when-rotate-device/3252547#3252547. I changed my code to work this way, and I still get an error. Changing the code, I had the call to getLastNonConfigurationInstance() in onCreate(), and removed all code in onPause and onResume. provide some way to simply load an image, and then be able to pause and resume the Activity without running out of memory?
View 3 Replies
View Related
Sep 30, 2010
I have an interesting problem and I was looking for a solution; Hoping that someone here can help me out.(I did read through related questions on this topic but they have solutions which are not relevant to my situation).I have two activities. One is a simple list view to list available audio tracks. Another is a complex audio toolbar with controls to play/pause, ffd, and reviewing the currently playing audio.The audio toolbar uses a wrapper class that wraps the Android MediaPlayer object and this wrapper class is a singleton object. Which means that I eventually wish to use the audio toolbar anywhere in my app and control the singleton instance of my MediaPlayer wrapper.For this reason, I cannot have the audio toolbar and the audio listview in the same activity since I want the toolbar to be a separate entity altogether that pops up whenever the user wants to control the music, without having to see the listview.Now, since the user would pop up the toolbar from anywhere in the app, I would love to know of a way to combine the current activity and the toolbar activity into one screen.I do know that one option available to me is dialogs. I was looking for a more elegant solution where I could have the audio toolbar pop up at the bottom of the screen the user is on, without exiting the activity he is currently doing.Anyone know of a way to do this? I didn't come across anything for this in the docs but if someone does know, even pointing me to the correct docs would be extremely useful.
View 2 Replies
View Related
Nov 7, 2010
How to create multiple View in one screen?
View 2 Replies
View Related
Jul 16, 2010
i have a requirement where i need to run multiple applications simultaneously sharing the same screen space at one time. For Ex. one part of the screen might be displaying a youtube video, while to right of it, the user might be chatting with his friend, and below some application download progress...
In Short, different applications sharing same screen.I guess this has already been done as i when i google for droid tablets, i can see images that show multiple apps running simultaneously, displayed side-by-side to each other. how it can be done and if i can simulate it on ADT and AVD?
View 2 Replies
View Related
Jan 31, 2012
I would like to use my tablet to replace the navigation interface in my car.It would be nice if I can split the screen 3/4 to 1/4. for the navigation and Pandora.
View 2 Replies
View Related
Feb 9, 2013
I am looking for a launcher/app that allows multiple horizontal scrollable docks. Does something like this exist? Or even a dock that can be placed in the middle of the home screen rather than the top or bottom. I guess I just assumed something like this existed.
You could have a 5x1 " games" row that would allow you to scroll through all your games. I would imaging it could hold approximately 7 apps total. And a "social" row that you could scroll through to access all social apps.
View 2 Replies
View Related
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.
View 2 Replies
View Related
Dec 9, 2009
I have a project compiled with and targeting 1.5. I now want to support different screen sizes instead of letting android handle the scaling.That's all I need to do, right? All my layouts are using dip, so it should scale, and I don't want to mess with different size bitmaps just yet.
View 1 Replies
View Related
Mar 6, 2010
I want to develop UI of the application which looks similar on all screen sizes. I have gone through the Android developer article regarding this. I am using supports-screen tag but then also the screen is displayed not displayed properly in the larger screens. The screen is displayed properly in HVGA and not in WVGA.
I have developed the application using Android 1.6 and set the minimum SDK version as 4. The application is running properly on HVGA avd but not on WVGA avd. Can I know the reason for it? Is there any solution for this? I want that the user interface of the application should look uniform in all the handsets.
View 3 Replies
View Related