Android - Absolute unit of measurement - android

If I wanted to create something that is exactly one inch apart on every Android screen, I would use pixels correct? Inches and dp seem to scale to the individual size of the screen meaning on one device it could be one inch and on another it could be 1 1/4th.
Also, is there an easier way to do this besides finding how many pixels are in an inch and then adding the views with the correct margin pragmatically?

You would use density independent pixels. Also known as dip or just dp.
Dp ensure that things are nearly the same size on every screen. ("Nearly" because this is android, with a huge fragmentation, and custom roms, ...etc)
So one inch will be a varying amount of pixels on each screen. If you use pixels, things will be smaller on high resolution displays. So use dp and everything will be the correct size on the actual screens.
While using dp might be off by a pixel or two (might!), this is probably as good as it gets. Also, you should try not to create pixel perfect design with android—You will have a hard time with different screen sizes (and not just resolutions)
Generally speaking you should try and follow the material design guidelines by google for android, and rather use multiples of 8dp for sizes, instead of trying to find out how much an inch is.

Density-independent pixels (dp) is the unit of measure which appears to be the same actual length on any device.
Try this: create a view whose width is 100dp and run it on a hdpi device. Measure the width of the view using a ruler or something. Then run the app on a mdpi device and measure the width. You will find that the two widths are about the same.
This means that, just as its name suggests, the actual length of a dp is independent of the screen density.
If you used pixels, however, the actual length will vary from screen density to screen density. If the screen is denser, 100px will appear shorter. If the screen is less dense, 100px will appear longer.
Get it?
tl;dr: Just use dp!

Related

Are there any truly display independent units for placing things on android canvas/screen?

I'm developing a watch face for wear os. I was trying to figure out why the layout is messed up on different screen sizes and resolutions - I was using "dp" for all dimensions so I thought it will be "density independent", yes?
I made few emulators with different dpi and sizes and could not figure out why bigger change id dpi makes my layout look good again, but smaller changes introduce offset. I found out that:
One note about dp/sp that isn't totally obvious: The scaling that occurs for these depends not on the devices real density (dpi) but on which "bucket" of densities it falls into: available buckets are: 120,160,240,320. (...)
Note that pt should give you equivalent results as dp
So are there any truly display independent(proportional to screen) units I can use to position my elements?

UI design implementation for multiple screens

I am in android development for last 6 months, recently got a design from a client. I implemented the design and he said this is not exactly look like what the designer has done. Then again he gave me the design with following specifications
my question is - is this right to add the spacing as he has given will this be proper in all devices else how can I explain him what he says is wrong
Please correct me am I wrong or he is wrong
As other users told you, px is not a relative dimension. As an example, we suppose a mobile phone with 5x10 cm screen dimensions, the model has hdpi resolution (480x854 px). For this device, a horizontal margin of 100px takes up more than 20% of the screen width. But, we also have another phone with the same screen dimensions (5x10 cm), but this one is more expensive and it has higher resolution (xxhdpi -> 1080x1920 px). For this case, a horizontal margin of 100 px will not take up more than 10% of the screen width. Therefore, it is needed a relative dimension as dp.
A possible way to deal with your designer could be decide a device to do the designs (a common one). This is a useful link with some devices and their configurations: https://material.io/tools/devices/ . I could recommend you to design using a 720x1080 px (xhdpi) one as MotoG or Nexus 4. For this case, you only need to divide by 2 the px value that he provides you to get each dp value.
You should take in account 3 Things:
Px - dp proportions:
Read this answer : https://stackoverflow.com/a/2025541/5884956 (actually the whole post is useful)
Percentage doesn't work for you:
What you improve by using dp instead of px is that for screens with same
aspect ratio and different pixel density, the layout looks exactly the same (dp-density independent pixel). It means everything inside the screen will look with the same proportions (buttons, imageviews, margins... etc).
Then, you would imagine all android phones have the same aspect ratio (16:9 for example). Which means that for every 16 dp of high, they have 9 dp of width , or in other words if you divide the height of the phone between the width of the phone will give you the same solution as 16/8.
But this is way far from the reality. The most common one is 16:9 but some phones like "Samsung Galaxy S8" have 18,5:9 and there are a lot more aspect ratios: https://material.io/tools/devices/. If you work with %, the time you see your design in a different aspect ratio, your items will look stretched. And this is not the desired.
Size does matter
By this time you should be convinced that dp is the best solution, if not, someone pease improve my answer. Buuuuuut, as the screen size vary, the number of dp also does. So for a phone of bigger dimensions (even for same aspect ratio) we have more dp. Then you should work knowing that some parts are going to be stretched (it should be the spaces between items and margins).
Ideally (Android Studio should do all this work for you) working with same aspect ratio , % of dp should be the mesure and when changing the aspect ratio
this changes must be reflected in spaces between views. But this is a hard work.
TL;DR
Select a standard device that designers are going to use to design (use a common one).
Tell them the design is not going to look exactly the same for every device (unless you design a different layout for each).
They need to decide which parts of the design are going to be the
stretched (stretch spaces and margins please, not buttons or images).
Let them work with px, they may feel more comfortable (meanwhile you must convert it to dp and work with dp). Also if you choose an 'mdpi' device dp = px.
Look at the layouts that allows you work better with this kind of the
designs ( I feel comfortable with ConstraintLayouts, but by working you will notice that this doesn't fit for everything ), but this is up to you.
Extra Information
https://developer.android.com/training/multiscreen/screensizes

Android Tablet "dp" difference

I would like to create a adaptive UI for both mobile and tablet devices. I would like to know for example for mobile devices if I give android:textsize="2dp then how much I should give for tablet devices. I know I should give them in values-w820dp and appropriate folder but how to calculate the difference of this dp. I couldn't find any resource for this. Help me out.
(1) For most text, it's best to size it in sp units so it scales automatically relative to the user's text-size preference. Folks with lesser vision can pick larger text and then be able to read your app without eyestrain.
(2) If you need some text to appear in a fixed size, e.g. a big headline, then use dp units so it scales automatically relative to the screen's pixel density. (Pixel density is independent of the overall screen size. It's a high vs. low density thing, not a phone vs. tablet thing.)
But don't use size 2dp! That'd be unreadably tiny -- the height of 2 physical pixels of a 160 dpi screen.
(3) If you need some text that uses approximately a fixed proportion of the screen size, then it makes sense to either define screen-size-dependent parameters, e.g. in values-w820dp, or to size it in code.
(4) If you need some text in a fixed number of pixels tall even when the pixels are really tiny, e.g. to draw into a raster image, then use px units.
See Supporting Multiple Screens - best practices.
There are no strict rules here. You can have android:textsize="2dp on your tablet as well if you wish so. You can have a look at the following android developer page which tells how to support tablets and contains chapter called: 5. Adjust Font Sizes and Touch Targets

Why use unpredictable dips in Android instead of predictable pts?

72 pts is always equal to 1 inch, yet 160 dip is not always equal to 1 inch.
As such, why do people recommend us to use dips instead of pts?
Isn't it better to base our dimensions on pts which is predictable, instead of dips which is unpredictable?
The reason why you should use dip (Density Indepentdent Pixel) is that this way your application will support multiple screen sizes. This means that if you set a value to 100dip, it would be translated into 75px on a low density screen (ldpi), 100px on a medium density screen (mdpi), 150px on a high density screen (hdpi) and 200px on a extra high density screen (xhdpi) but the layout will look the same on each screen (but scaled to the screen density).
The only reason to use pt is if you actually need the exact size and don't care about the screen density (I can't see when that would be the case).
You should read through this article to better understand why dp/dip is the way to go:
Supporting Multiple Screens
Also this similar question has a good explenation of the difference between the different units:
Difference of px, dp, dip and sp in android
Always use dip (Device Independent Pixel), this will respect the width and height of the device you're running on. So by using dip, the layout will be the same for all devices.
if you want your app to work in just a single device or a single resolution, you can use pts. if you would like your app to work on multiple resolutions (which i think you would) you are better going with dip or dp. Try your app on different resolutions using the emulator and you would see what the issues are. The app will look different in different resolutions.

Resolution support in Android 2.0

Received an email from my first Motorola Droid user. The new 480x854 resolution introduced in Android 2.0 (as opposed to 320x480) is wreaking havoc with my user interfaces. Everything is smaller and ill-positioned.
I was under the impression that if we follow the XML layout guides we were resolution-safe, as no absolute coordinates are used. Does anyone have experience in making the UI resolution-safe? Will we need a main.xml for each resolution times each orientation?
Which dimension units did you use?
AFAIK using dp and sp should keep you safe.
From documentation:
dp
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.
The eclair emulator works wonders for these issues, also make sure to read:
http://developer.android.com/guide/practices/screens_support.html
Your application responds to different resolutions based on many factors, even the min-sdk.
Also, from the page, are some best practices:
Prefer wrap_content, fill_parent and the dip unit to px in XML layout files
Avoid AbsoluteLayout
Do not use hard coded pixel values in your code
Use density and/or resolution specific resources
Aside from the resolution difference, the other thing to consider is that the Droid's WVGA screen has a different aspect ratio from previous devices like the G1. In many older apps that I've downloaded, this manifests as a gap at the bottom of the screen, or elements that are vertically misaligned in portrait mode. You may want to try running your app in the emulator with a WVGA skin to check for any hidden assumptions that your layout makes about the aspect ratio.

Categories

Resources