I have a textview which contains a static text that is long. When viewed on different Android versions (Lollipop and Nougat), some words are broken up differently even though devices have the same screen size and density.
Here is a sample output on Nougat:
| This is my applic-|
| ation that shows |
| long paragraphs. |
However, when viewed on Lollipop, here is its output:
| This is my |
| application that |
| shows long |
| paragraphs. |
Break strategy for paragraphs were added in Marshmallow, thus the difference in behavior.
Sets the break strategy for breaking paragraphs into lines. The default value for TextView is Layout#BREAK_STRATEGY_HIGH_QUALITY, and the default value for EditText is Layout#BREAK_STRATEGY_SIMPLE, the latter to avoid the text "dancing" when being edited.
Pre-Marshmallow, textviews behave as if they are set with BREAK_STRATEGY_SIMPLE break strategy. Thus, to get a uniform behavior, use the following:
<TextView
...
android:breakStrategy="simple" />
Related
I am currently working on an app that I have completed portrait views of everything. This is my first app where I want to have robust orientation support.
So, I'm going through the process of refining the landscape orientation of views. Instead of having a horizontal tab layout on the bottom in the portrait orientation, I would like to present the user with a vertical equivalent of my TabLayout that is hooked up to the ViewPager2 on the right and show the content to the right.
Portrait Mode:
| |
| content |
| |
|------------|
| tab layout |
Desired landscape mode:
| tab | |
| lay | content |
| out | |
I saw another person who faked out the TabLayout by using custom views and changing the orientations by -90. But TabHost may also work?
Is there a "best" or "recommended" way to implement such a different orientation to the user? I obviously want to avoid adding unnecessary code to handling orientations as much as possible.
Just like in many games, I want to do something similar in my app. A set of arrow keys on the bottom left part of the screen so you can control the app.
The thing is, each arrow would be an image. But how to position each of them and how to handle the size is what's confusing me.
Why? Because I don't want to use fixed images, I want them to adjust (scale and move) automatically depending on the screen size.
Any tip on how to handle this?
EDIT:
What I have tried so far was to use a gridlayout, but in a xml layout I can't make the cells work with percentages nor using relative values.
So yeah, as far as I can get is to align that gridlayout on the bottom-left, I get the images look like one of the answers below but I can't adjust the size of each image to look relative to each different screen....
Currently, in a small screen you would see the images HUGE.
And in a big screen you would see 'em ok
I haven't tried this but it seems pretty simply. Just use a TableLayout and then fill the cells you want with the respective button.
___________________
| | | |
| | Up | |
|______|______|_____|
| | | |
| Left | Down |Right|
|______|______|_____|
I'm working on an android app with a number of lists containing tweets/user bios which currently expand to the full width of the device.
E.g.:
--------------------------------------
Hello, My name is Tom and I am trying
to make a nice UI
reply
--------------------------------------
Hello, My you are awesome and I am
hoping you will be able to help
reply
--------------------------------------
When looking at these in landscape mode, especially on tablets, the list stretches to the full width of the tablet, causing the content to stretch also, making it hard to read.
|--------------------------------------------------------------------------------|
|Hello, My name is Tom and I am trying to make a nice UI |
| reply |
|--------------------------------------------------------------------------------|
|Hello, My you are awesome and I am hoping you will be able to help |
| reply |
|--------------------------------------------------------------------------------|
I want to add margin down each side of the list, and a border between the list and the margin, while keeping the rest of the app full-width.
|--------------------------------------|
|Hello, My name is Tom and I am trying |
|to make a nice UI |
| reply |
|--------------------------------------|
|Hello, My you are awesome and I am |
|hoping you will be able to help |
| reply |
|--------------------------------------|
Simple enough, except that when I use margin, touch events beyond the border do not effect the list. This means if a user is trying to scroll while touching the margins, the list does not scroll.
An alternative solution is to use padding, which allows scroll, but then I cannot add a border.
Any ideas?
You can use layout_weight along with empty elements, and a RelativeLayout to achieve the same effects as margins.
I am using an emulator to build my first android app. When I publish my app on my phone with the realease .apk, I don't have the desired results.
<Button
android:text="Log In"
android:layout_width="match_parent"
android:layout_height="100px"
android:layout_marginTop="482px"
android:id="#+id/loginButton"
android:background="#76988F"
/>
What I want is for someone to explain how you can set buttons or any other interface controls to look alike on any devices. All devices are different so let's say I put the margins like this in my XAML and boot up the emulator, I'm going to see the following interface :
-----------------------
| |
| |
| |
| |
| |
| |
| |
| |
| MyButton |
-----------------------
But when I boot it on my device, the button will appear elsewhere :
-----------------------
| |
| |
| |
| MyButton |
| |
| |
| |
| |
| |
-----------------------
Probably because according to the device I'm on and the emulator I tried before, the margin of x pixels won't take me to the same place. How can I make these controls stay on a good place on all devices ?
It is kind of hard to search for that information because I don't have the name of the way to let elements stay in a fixed place.
Because there are many devices with so many different screen sizes, resolutions, etc., probably the main thing you have to avoid is using absolute positions when placing layout elements. The Android SDK has some powerful structures to avoid absolute positioning (i.e. LinearLayout, RelativeLayout), so try working with them and instead of defining positions like "12dp", use the correct combination of layout_width, layout_height (wrap_content or match_parent) and layout_weight, which can help you to place layout elements without specifying absolute positions.
Seeing your code the first thing i thought is
Do not use hard coded pixel values in your application code.
You should refer to Best Practices. As the doc says
For performance reasons and to keep the code simpler, the Android system uses pixels as the standard unit for expressing dimension or coordinate values. That means that the dimensions of a view are always expressed in the code using pixels, but always based on the current screen density. For instance, if myView.getWidth() returns 10, the view is 10 pixels wide on the current screen, but on a device with a higher density screen, the value returned might be 15. If you use pixel values in your application code to work with bitmaps that are not pre-scaled for the current screen density, you might need to scale the pixel values that you use in your code to match the un-scaled bitmap source.
Another mistake you made is working with px. Indeed, screens have different densities, and pixels have different sizes depending on this density. So you'll probably prefer using dp, a density dependent measure unit. As for your text sizes you'll have to use sp.
when you use this attribution android:layout_marginTop="482px", you shouldn't use px.
You should use dp.
We have an idea for a game running under Android and I've been playing around with the views a bit but cannot come up with something adequate.
The idea of the game is a fixed size matrix, and each cell in that matrix can hold a tile similar to Scrabble tiles.
By that I mean there's a letter on the tile and a score. The letter takes up most of the tile and the score is a little bit of text in the corner (no critiques on my graphical skills, this isn't the final product):
+---------+ +---------+
| # | | #### |
| # # | | # # |
| # # | | #### |
| ##### | | # # |
| # # | | #### |
| 17| | 22|
+---------+ +---------+
Unlike Scrabble, the score of a tile is not related to its letter value so we need to be able to populate tiles with an arbitrary letter and score.
I've been using textviews and trying to turn them into a grid with borders around each cell (with a background image) but I can't seem to get views within views working, which I believe I need to ensure the border surrounds both textviews.
I've tried to use a table with each cell also a table, containing the letter and score. But I can't get a satisfactory result.
The number of letter/score combos will be quite high so I'm loathe to create images for each possible tile.
Has anyone else come across a similar problem, and what's the best way to solve it?
You will be quickest creating the letters only (not combinations)
Create a view called TileView which implements imageview and draw the score on the tile corner using the 2d methods described in the developer guide.
I think im misunderstanding something...
But its a simple customView with a Textview that can be styled, in a relative layout and on bottom right of parent another TextView with another styled textView.
Then you can add this component to each tile of your game.
For the tile you can use your asset as background or define it in an xml.