Getting started with AndroidLayoutsGradle for AndroidRecyclerView onClickListenersNavigationViewIntentJSON in Android with org.jsonAndroid StudioResourcesData Binding LibraryExceptionsGetting Calculated View DimensionsAsyncTaskSharedPreferencesEmulatorMaterial DesignLint WarningsServiceStoring Files in Internal & External StorageWebViewProject SDK versionsRecyclerViewGoogle Maps API v2 for AndroidPorterDuff Mode9-Patch ImagesAndroid NDKRecyclerView DecorationsCamera 2 APIViewPagerCardViewHttpURLConnectionSQLiteADB (Android Debug Bridge)ButterKnifeSupporting Screens With Different Resolutions, SizesGlideRetrofit2DialogACRAGreenDAOFormatting StringsNotificationsAlarmManagerFragmentsHandlerCreating Custom ViewsBroadcastReceiverActivitySnackbarRuntime Permissions in API-23 +Logging and using LogcatVectorDrawable and AnimatedVectorDrawableTools AttributesToastInterfacesAnimatorsLocationTheme, Style, AttributeThe Manifest FileParcelableMediaPlayerMultidex and the Dex Method LimitData Synchronization with Sync AdapterMenuInstant Run in Android StudioPicassoBluetooth and Bluetooth LE APIRoboGuiceMemory LeaksUniversal Image LoaderVolleyWidgetsDate and Time PickersIntegrate Google Sign InIn-app BillingFloatingActionButtonContentProviderDagger 2RealmUnit testing in Android with JUnitAndroid VersionsWi-Fi ConnectionsSensorManagerLocalization with resources in AndroidProgressBarCustom FontsVibrationGoogle Awareness APIsText to Speech(TTS)UI LifecycleSpinnerData Encryption/DecryptionTesting UI with EspressoWriting UI tests - AndroidGreenRobot EventBusOkHttpEnhancing Android Performance Using Icon FontsHandling Deep LinksCanvas drawing using SurfaceViewFirebaseCrash Reporting ToolsCheck Internet ConnectivityFacebook SDK for AndroidUnzip File in AndroidAndroid Places APICreating your own libraries for Android applicationsGsonDevice Display MetricsTextViewListViewBuilding Backwards Compatible AppsLoaderProGuard - Obfuscating and Shrinking your codeDetect Shake Event in AndroidTypedef Annotations: @IntDef, @StringDefCapturing ScreenshotsMVP ArchitectureOrientation ChangesXposedSecurityPackageManagerImageViewGesture DetectionDoze ModeAndroid Sound and MediaSearchViewCamera and GalleryCallback URLTwitter APIsDrawablesColorsConstraintLayoutRenderScriptFrescoSwipe to RefreshAutoCompleteTextViewInstalling apps with ADBIntentServiceAdMobImplicit IntentsPublish to Play StoreFirebase Realtime DataBaseImage CompressionEmail ValidationKeyboardButtonTextInputLayoutBottom SheetsCoordinatorLayout and BehaviorsEditTextAndroid Paypal Gateway IntegrationFirebase App IndexingFirebase Crash ReportingDisplaying Google AdsAndroid Vk SdkLocalized Date/Time in AndroidCount Down TimerBarcode and QR code readingOtto Event BusTransitionDrawablePort Mapping using Cling library in AndroidCreating Overlay (always-on-top) WindowsExoPlayerInter-app UI testing with UIAutomatorMediaSessionSpeech to Text ConversionFileProviderPublish .aar file to Apache Archiva with GradleXMPP register login and chat simple exampleAndroid AuthenticatorRecyclerView and LayoutManagersAudioManagerJob SchedulingAccounts and AccountManagerIntegrate OpenCV into Android StudioSplit Screen / Multi-Screen ActivitiesThreadMediaStoreTime UtilsTouch EventsFingerprint API in androidMVVM (Architecture)BottomNavigationViewORMLite in androidYoutube-APITabLayoutRetrofit2 with RxJavaDayNight Theme (AppCompat v23.2 / API 14+)ShortcutManagerLruCacheJenkins CI setup for Android ProjectsZip file in androidVector DrawablesfastlaneDefine step value (increment) for custom RangeSeekBarGetting started with OpenGL ES 2.0+Check Data ConnectionAndroid Java Native Interface (JNI)FileIO with AndroidPerformance OptimizationRobolectricMoshiStrict Mode Policy : A tool to catch the bug in the Compile Time.Internationalization and localization (I18N and L10N)Fast way to setup Retrolambda on an android project.How to use SparseArrayFirebase Cloud MessagingShared Element TransitionsAndroid ThingsVideoViewViewFlipperLibrary Dagger 2: Dependency Injection in ApplicationsFormatting phone numbers with pattern.How to store passwords securelyAndroid Kernel OptimizationPaintAudioTrackWhat is ProGuard? What is use in Android?Create Android Custom ROMsJava on AndroidPagination in RecyclerViewGenymotion for androidHandling touch and motion eventsCreating Splash screenConstraintSetCleverTapPublish a library to Maven Repositoriesadb shellPing ICMPAIDLAndroid programming with KotlinAutosizing TextViewsSign your Android App for ReleaseContextActivity RecognitionSecure SharedPreferencesSecure SharedPreferencesBitmap CacheAndroid-x86 in VirtualBoxJCodecDesign PatternsOkioGoogle signin integration on androidTensorFlowAndroid game developmentNotification Channel Android OBluetooth Low EnergyLeakcanaryAdding a FuseView to an Android ProjectAccessing SQLite databases using the ContentValues classEnhancing Alert DialogsHardware Button Events/Intents (PTT, LWP, etc.)SpannableStringLooperOptimized VideoViewGoogle Drive APIAnimated AlertDialog BoxAnnotation ProcessorSyncAdapter with periodically do sync of dataCreate Singleton Class for Toast MessageFastjsonAndroid Architecture ComponentsJacksonGoogle Play StoreLoading Bitmaps EffectivelyGetting system font names and using the fontsSmartcardConvert vietnamese string to english string Android

Supporting Screens With Different Resolutions, Sizes

Other topics

Remarks:

Terms and concepts

Screen size

Actual physical size, measured as the screen's diagonal. For simplicity, Android groups all actual screen sizes into four generalized sizes: small, normal, large, and extra-large.

Screen density

The quantity of pixels within a physical area of the screen; usually referred to as dpi (dots per inch). For example, a "low" density screen has fewer pixels within a given physical area, compared to a "normal" or "high" density screen. For simplicity, Android groups all actual screen densities into six generalized densities: low, medium, high, extra-high, extra-extra-high, and extra-extra-extra-high.

Orientation

The orientation of the screen from the user's point of view. This is either landscape or portrait, meaning that the screen's aspect ratio is either wide or tall, respectively. Be aware that not only do different devices operate in different orientations by default, but the orientation can change at runtime when the user rotates the device. Resolution The total number of physical pixels on a screen. When adding support for multiple screens, applications do not work directly with resolution; applications should be concerned only with screen size and density, as specified by the generalized size and density groups. Density-independent pixel (dp) A virtual pixel unit that you should use when defining UI layout, to express layout dimensions or position in a density-independent way. The density-independent pixel is equivalent to one physical pixel on a 160 dpi screen, which is the baseline density assumed by the system for a "medium" density screen. At runtime, the system transparently handles any scaling of the dp units, as necessary, based on the actual density of the screen in use. The conversion of dp units to screen pixels is simple: px = dp * (dpi / 160). For example, on a 240 dpi screen, 1 dp equals 1.5 physical pixels. You should always use dp units when defining your application's UI, to ensure proper display of your UI on screens with different densities.


Units

  • px

    Pixels - corresponds to actual pixels on the screen.

  • in

    Inches - based on the physical size of the screen. 1 Inch = 2.54 centimeters

  • mm

    Millimeters - based on the physical size of the screen.

  • pt

    Points - 1/72 of an inch based on the physical size of the screen.

  • dp or dip

    Density-independent Pixels - an abstract unit that is based on the physical density of the screen. These units are relative to a 160 dpi screen, so one dp is one pixel on a 160 dpi screen. The ratio of dp-to-pixel will change with the screen density, but not necessarily in direct proportion. Note: The compiler accepts both "dip" and "dp", though "dp" is more consistent with "sp".

  • sp

    Scale-independent Pixels - this is like the dp unit, but it is also scaled by the user's font size preference. It is recommend you use this unit when specifying font sizes, so they will be adjusted for both the screen density and user's preference. From Understanding Density Independence In Android:


UnitDescriptionUnits Per Physical InchDensity IndependentSame Physical Size On Every Screen
pxPixelsVariesNoNo
inInches1YesYes
mmMillimeters25.4YesYes
ptPoints72YesYes
dpDensity Independent Pixels~160YesNo
spScale Independent Pixels~160YesNo

References:

Using configuration qualifiers

Android supports several configuration qualifiers that allow you to control how the system selects your alternative resources based on the characteristics of the current device screen. A configuration qualifier is a string that you can append to a resource directory in your Android project and specifies the configuration for which the resources inside are designed.

To use a configuration qualifier:

  1. Create a new directory in your project's res/ directory and name it using the format: <resources_name>-<qualifier>. <resources_name> is the standard resource name (such as drawable or layout).
  2. <qualifier> is a configuration qualifier, specifying the screen configuration for which these resources are to be used (such as hdpi or xlarge).

For example, the following application resource directories provide different layout designs for different screen sizes and different drawables. Use the mipmap/ folders for launcher icons.

res/layout/my_layout.xml              // layout for normal screen size ("default")
res/layout-large/my_layout.xml        // layout for large screen size
res/layout-xlarge/my_layout.xml       // layout for extra-large screen size
res/layout-xlarge-land/my_layout.xml  // layout for extra-large in landscape orientation

res/drawable-mdpi/graphic.png         // bitmap for medium-density
res/drawable-hdpi/graphic.png         // bitmap for high-density
res/drawable-xhdpi/graphic.png        // bitmap for extra-high-density
res/drawable-xxhdpi/graphic.png       // bitmap for extra-extra-high-density

res/mipmap-mdpi/my_icon.png         // launcher icon for medium-density
res/mipmap-hdpi/my_icon.png         // launcher icon for high-density
res/mipmap-xhdpi/my_icon.png        // launcher icon for extra-high-density
res/mipmap-xxhdpi/my_icon.png       // launcher icon for extra-extra-high-density
res/mipmap-xxxhdpi/my_icon.png      // launcher icon for extra-extra-extra-high-density

Converting dp and sp to pixels

When you need to set a pixel value for something like Paint.setTextSize but still want it be scaled based on the device, you can convert dp and sp values.

DisplayMetrics metrics = Resources.getSystem().getDisplayMetrics();
float pixels = TypedValue.applyDimension(TypedValue.COMPLEX_UNIT_SP, 12f, metrics);

DisplayMetrics metrics = Resources.getSystem().getDisplayMetrics();
float pixels = TypedValue.applyDimension(TypedValue.COMPLEX_UNIT_DIP, 12f, metrics);

Alternatively, you can convert a dimension resource to pixels if you have a context to load the resource from.

<?xml version="1.0" encoding="utf-8"?>
<resources>
    <dimen name="size_in_sp">12sp</dimen>
    <dimen name="size_in_dp">12dp</dimen>
</resources>

// Get the exact dimension specified by the resource
float pixels = context.getResources().getDimension(R.dimen.size_in_sp);
float pixels = context.getResources().getDimension(R.dimen.size_in_dp);

// Get the dimension specified by the resource for use as a size.
// The value is rounded down to the nearest integer but is at least 1px.
int pixels = context.getResources().getDimensionPixelSize(R.dimen.size_in_sp);
int pixels = context.getResources().getDimensionPixelSize(R.dimen.size_in_dp);

// Get the dimension specified by the resource for use as an offset.
// The value is rounded down to the nearest integer and can be 0px.
int pixels = context.getResources().getDimensionPixelOffset(R.dimen.size_in_sp);
int pixels = context.getResources().getDimensionPixelOffset(R.dimen.size_in_dp);

Text size and different android screen sizes

Sometimes, it's better to have only three options

 style="@android:style/TextAppearance.Small"
 style="@android:style/TextAppearance.Medium"
 style="@android:style/TextAppearance.Large"

Use small and large to differentiate from normal screen size.

<TextView
        android:id="@+id/TextViewTopBarTitle"
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"
        style="@android:style/TextAppearance.Small"/>

For normal, you don't have to specify anything.

<TextView
        android:id="@+id/TextViewTopBarTitle"
        android:layout_width="wrap_content"
        android:layout_height="wrap_content"/>

Using this, you can avoid testing and specifying dimensions for different screen sizes.

Contributors

Topic Id: 1086

Example Ids: 3485,10998,23311

This site is not affiliated with any of the contributors.