Background image for android wear notification - android

I want to set background image for Android Wear notification. What should be the size of the image?

The documentation for Android Wear specifies that the background should be 400 x 400 if it should not use parallax scrolling and a size of 640x400 if it should support parallax scrolling.
The image should be put into the drawable-nodpi folder of your android app.
I couldn't make out a difference in the scrolling with different backgrounds. The bigger background is cropped to 400 x 400 and even if scrolling nothing outside the 400 x400 area is shown.

The resolution for square watch faces as of right now is 280x280, whereas the circular watch face has a resolution of 320x320 (although some of this will be cut off, obviously).
However, Android Wear implements a sort of parallax scrolling by default for larger images, so it can handle larger images with great ease, and it is even recommended that you do so (see this previous answer). So you really shouldn't worry about the size of the image, unless you were trying to create a static, full-screen image with specific areas of interaction as a substitute for custom UI elements (which you can do, I might add, although Google recommends you have only one area of interaction per screen on the watch to keep things simple).
If you want to see a good example of multiple images being used for backgrounds with parallax scrolling, I recommend you check out the GridViewPager sample project, which can be found in the SDK samples in the wearable subfolder for API level 20.

In which use cases do you require parallax scrolling? I believe it only works in Notifications and GridViewPager.

Related

Android notification - which image assets for developers

By material design guidelines, this is what a notification looks like on Android M and Android N:
Now, what are the image assets needed for the developer to implement it this way? I haven't found any specific size requirements either, but based on screenshots, the large icon/avatar is 40px in 1.0x mdpi resolution.
Let's say this is the layout of the notification for Android M:
What I thought was needed was the icon as seen in (1) which then gets masked to a circle by code and then the small icon is added using a different image. But I have been told that it's not possible and an image similar to (3) is needed. But that doesn't sound right since it wouldn't be aligned properly with the notifications that don't include the small app icon and since it looks different in Android N, it wouldn't work either.
So the question is, which images (and what size are these) does a developer need to make it look like the image from the design guidelines? I assume that a different image (the small icon) for M and N is needed as well?
Thank you.
/e just to clarify, I am asking as a designer, not a developer, otherwise I would try it myself

Pixel Game in Android

I am making a Game in Android using Android Studio. My Game is beign designed in Pixel Art.
The images that I put on the Game, in the app, are shown with Smooth, they are not pixelated as I have designed.
Is there a way to put the images and show them correctly? Here is an example of what happens. At left, how my App shows the images. At right, how do I need to be shown thw images.
https://stuartspixelgames.files.wordpress.com/2015/10/comparison.png?w=700
What is the supposed size of this image on screen? Perhaps your image file's dimensions are too big sometimes it becomes blur depending also on how you display it.

In Android, what's better for performance: setting a transparency on a view, or adding an overlay view over it?

I've developed a messaging app that's using a RecyclerView with a contact image for every "row". With new messages, I want the contact icon to be full color, but with old messages, I want to have the icon faded. So, I can either do it by setting an alpha on the icon to 0.5, or I can have an overlay image (that's a semi-transparent png) on top of the icon to achieve pretty much the same effect. Which way is more efficient and would lead to smoother scrolling through the list?
I should mention that the app runs on API 14+, so I'll need to make sure that whatever I choose doesn't work much worse on older APIs compared to Lollipop (or vice versa). Or, if there is a significant difference in which way works better on different APIs, I'll design the layouts to work differently for each API.
Thanks
Try both and measure using systrace to see how long your frames take to draw. http://developer.android.com/tools/help/systrace.html
A 3rd option might be to cache the version with .5 alpha, blended with its background (so the final bitmap does not need alpha).
Assuming people in the conversation are not many, this may give the best of both. But again, just measure and see it yourself.

Unity Android NGUI Components shows smaller on the build version than the Emulator version

So i was building this UI for an app in Unity to be deployed on Android Platform.
Here is the preview from the Game Window :
But when i build and run the app on my device, it shows this :
The header log is anchored on Top, the title is anchored on Center and the buttons are anchored on Bottom.
Here is the hierarchy of the components :
Im new to Unity and NGUI so i really dont know what's wrong with this. Thank you guys.
Different behavior is probably caused by different resolution/ration on your device in compare to your editor window. To emulate such behavior in the unity editor, you can force resolution/ration in your game window, or you can add your specific device resolution (what I actually recommend for you to do as a good start):
When you experiment with few of them, you will see that your interface is behaving in different ways.
To change that behavior on different screens, you can check your UIRoot options, especially Scaling, see UIRoot documentation.
Another good places to start is NGUI forum's topic concerned in handling different resolutions or official video about NGUI anchors.
Hope that this will guide you to perfect cross-device interface design.
I think your problem is configuring how is going to work NGUI with your sprites. There are 2 things you could do:
Use a pixel perfect resolution: This will maintain the perfect size of the sprite, and will look the same on every platform (this causes some things to look smaller if the resolution is higher)
Use a fixed Size of the UI and recalculate the sized based on the device.
The problem you are having here.. is because of that. The background for example, should be larger if the screen is larger.
To achieve that.. NGUI provides you with a UIRoot where you can configure the Scaling style to PixelPerfect, FixedSize and FixedSizeOnMobiles.
Try setting that up and the images will adapt to the different sizes.
Hope this works for you, I'll attach an image so you can check out what I'm talking about

What is the "Feature Graphic" for Android apps?

I simply cannot find any documentation on what I'm supposed to include in my Feature Graphic. The only info listed is:
1024w x 500h
24 bit PNG or JPEG (no alpha)
Will be downsized to mini or micro
But what content should it include? Thanks for any help.
EDIT: Google announced the web version of the Android Market earlier today. It appears that the "feature graphic" is used (in a smaller size) for the top features (see large images near the top: http://market.android.com/) and at the top of individual app pages.
The little I found was this:
Use a safe frame of 924x400 (50 pixel
of safe padding on each side). All
the important content of the graphic
should be within this safe frame.
Pixels outside of this safe frame may
be cropped for stylistic purposes.
If incorporating text, use large font
sizes, and keep the graphic simple,
as this graphic may be scaled down
from its original size.
This graphic may be displayed alone
without the app icon.
Based on the size and name alone, I guess that it's most likely to be used for your app if it is featured and the large size is so that it looks good on the tablets that are coming out.
You can add app icon, app title, tagline, photo that represents the idea behind app, etc...
Look at attached images for better idea.
The feature graphic is no longer optional.
See this Google image search for many examples.
android-market-featured-image discusses content do's and don'ts.
It's that flashy image on the top of the (new) market, for when your app is featured there. I didn't bother with it for my app :)

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