Best quality image allocation from resources based on resolution/density - android

I'm struggling with a pretty trivial task in the Android "multiple-screen sizes" domain.
What I'm trying to achieve
A layout matching the screen width, with a nine-patch background which resizes (only horizontally, since there is always enough vertical space). Here is a dummy image:
My goal is, depending on the screen resolution, to display the image at the highest resolution possible, by using a set of different sizes, eg. 320x45, 480x67, 600x87, 720x101, without any down-scaling. I'm hoping for a non-programmatic solution.
An example with the above mentioned image sizes would be:
3.7" Nexus One (480 x 800) - the 480x67 image would look best.
4.7" Galaxy Nexus (720 x 1280) - the 720x101 image.
4.7" Nexus 4 (768 x 1280) - again the 720x101 image, stretching to the full 768 px width and becoming 768x101.
Issue
The whole Android resource allocation revolves around dps (density-independent pixels), when in fact I want to display an image based on the actual available pixels.
If I allocate the 480x67 image to res/drawable-mdpi and a 600x87 to res/drawable-hdpi, then image would display correctly on a 5.4" display of 480x800, i.e. mdpi display. However, a 4" 480x800 displays qualifies as hdpi and the system would appoint the 600x87 image, which won't fit the screen.
I tried the smallestWidth parameter as described in the online guide, but that yields strange results. For instance, a 3.7" 480 x 800 display (hdpi) uses my drawable-sw320dp image, although there is a drawable-sw480dp resource available too.
What is the best way to assign a stretchable, width-matching image with the best possible quality? Isn't there any non-programmatic solution?
Thanks in advance!

I believe that by combining density and screen size resource qualifiers you can achieve a close to optimal behavior.
Lets assume this kind of resource folders structure:
drawable-normal-hdpi - A normal size dictates minimum width of
320dp. hdpi dictates 1.5X dp to pixel multiplier. So the minimum px
width of the normal hdpi bucket is 480px. We put here a 480px wide
image.
drawable-normal-xhdpi - Again size dictates 320dp but this time
with 2X multiplier. So we use a 640px wide image.
drawable-xlarge-mdpi - Size means at least 720dp. mdpi multiplier
is 1X, so we use a 720px wide image.
Now lets look at some devices to see how they fall in with those buckets:
Nexus one - normal hdpi. Actual px width: 480px. The image fits
perfectly.
Galaxy nexus - normal xhdpi. We could fit a 720px image, so the
640px image we use isn't optimal - but it's very close.
Nexus 4 is just like the Gnex.
Nexus 10.1 (1280X800) - xlarge mdpi. We could fit 800px, our image
is 720px. Again not ideal but close enough.
Worst case scenario: image used could have 5-10% better quality.
Best case: perfect fit.
The main down side of this method is that you need to provide a lot of resources and folders to account for all the permutations of sizes and densities (even worse if you need to combine that with more qualifiers for locale, orientation and so on). However, as far as my Android understanding goes I don't think you can achieve something better than this without coding.
A remark regarding smallestWidth: Your example for the weird behavior is actually the expected behavior.
hdpi multiplier is 1.5 - So a 480px wide hdpi display is exactly 320dp wide. This makes the drawable-sw320dp the right choice, as documented. I'm not sure if you can combine the smallestWidth qualifier with the dpi qualifier. If it's possible you might get more accurate results than just size modifiers. But this would mean a lot more permutations for a 5% increase in image quality. Probably not worth it.

Actually, your method is not how it is supposed to be. I will suggest 2 ways for you, one is easy but doing programmatically, other one is using a custom view.
Method 1 - Programmatically
DisplayMetrics displaymetrics = new DisplayMetrics();
getWindowManager().getDefaultDisplay().getMetrics(displaymetrics);
int screenWidth = displaymetrics.widthPixels;
// this will determine "scale ratio" so using which image height and width won't matter
int imageOriginalHeight = 101; // your original image height
int imageOriginalWidth = 720; // your original image width
int imageScaleHeight = (screenWidth*imageOriginalHeight) / imageOriginalWidth;
LinearLayout.LayoutParams params = new LinearLayout.LayoutParams(screenWidth, imageScaleHeight);
imageView.setLayoutParams(params);
imageView.setImageResource(R.drawable.file);
Method 2 - Custom View
You can use a custom view called ScaleImageView which is written by Maurycy Wojtowicz.
Class is defined like below:
This view will auto determine the width or height by determining if
the height or width is set(exact size or match_parent) and scale the
other dimension depending on the images dimension This view also
contains an ImageChangeListener which calls changed(boolean isEmpty)
once a change has been made to the ImageView
Here is how you are going to implement it.
Create a class named ScaleImageView.java and copy contents of the link above.
In your xml file, create a ScaleImageView, just same like ImageView (the example I am writing below is for filling screenwidth, and scaling height according to that so there will be no empty spaces on right/left)
<com.project.customview.ScaleImageView
android:id="#+id/scaleImageView"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:adjustViewBounds="true"
android:scaleType="fitCenter"
android:src="#drawable/file" />
If you need to declare and set programmatically in your Activity, it is also the same as using ImageView:
imageView = (ScaleImageView)findViewById(R.id.scaleImageView);
imageView.setImageResource(R.drawable.file);

In android you have the option hdpi, mdpi, xdpi,etc..
folders for that , you have to create different images according your device resolution and put your images at there after confirming your device resolution and density category.
for the more reference why it'll happen you can see here
here i explain some chart may be helpful to you.
Low density Small screens QVGA 240x320 (120dpi):
drawable-small-ldpi (240x320)
drawable-small-land-ldpi (320x240)
Low density Normal screens WVGA400 240x400 (x432) (120dpi):
drawable-ldpi (240 x 400 )
drawable-land-ldpi (400 x 240 )
Medium density Normal screens HVGA 320x480 (160dpi):
drawable-mdpi (320 x 480 )
drawable-land-mdpi (480 x 320 )
Medium density Large screens HVGA 320x480 (160dpi):
drawable-large-mdpi (320 x 480 )
drawable-large-land-mdpi (480 x 320)
Galaxy Tab ( 240 dpi ):
drawable-large (600 x 1024)
drawable-large-land (1024 x 600)
High density Normal screens WVGA800 480x800 (x854) (240 dpi):
drawable-hdpi (480 x 800)
drawable-land-hdpi (800 x 480)
Xoom (medium density large but 1280x800 res) (160 dpi):
drawable-xlarge (800 x 1280)
drawable-xlarge-land (1280 x 800)

Related

Resolution 768 x 1280

Is it possible to make a layout for this nexus 4 resolution . my app give problem with custom views.
i have
layout-hdpi
layout-xhdpi
layout-xxhdpi
i know xhdpi includes 768 x 1280 and 720 x 1280 .
dpi only partially depends on resolution. It is a measure of how tightly the pixels are packed on the screen. Thus, it is a function of both resolution, as well as the physical size of the screen.
Saying 768 x 1280 px = xhdpi may be correct for some devices, but incorrect for others. For example, what if you have a 10 inch screen that has that resolution? That would most likely be ldpi.
In order to support multiple screens, please follow this guide: http://developer.android.com/guide/practices/screens_support.html
You may want to use dp's instead of pixels in your layouts for setting widths and heights. You can then customize layouts based on the current width of the device by using layout directories such as layout-sw320dp ("smallest width 320 dp").

How should i know the phone that has the specified arguments is the hdpi or ldpi

As the titles,the following is some arguments of the psd of my phone:
The width pixels:
The height pixels:
The width of document is:13.333 inch
The height of document is :7.5 inch
so the dpi will be 96,and we will know the phone is just a ldpi phone as the http://developer.android.com/guide/practices/screens_support.html
can anyone tell me whether it is right or not.
If your graphics are designed to display at 96 pixels/inch, then they are not a good match for Android. The minimum density devices are nominally 120 pixels/inch (called LDPI). If you put your graphics in res/drawable-ldpi, they will appear about 96/120 (or about 3/4) their original size (in inches).
If the images are displayed on a higher density device, Android will automatically scale the images up, so they will keep this size ratio regardless of actual device pixel density.
The only way to fix this is to rescale your images before adding them to yuor project. You will get the best quality if you rescale to each of the nominal pixel densities (120, 160, 240, and 320; you could also throw in 213 for tvdpi screens).

Supporting multiple screens on Android

Have read the doc which is lengthy and still not clear.
Assuming I have an image with size = 120px * 80px, under the default mdpi/160 density, I also need to prepare
ldpi = 90 * 60
hdpi = 180 * 120
xhdpi = 240 * 160
Are the calculation above right? Assume I only have a single layout, so what I need is to prepare the images and place them under the corresponding drawable folders, right?
Thanks
The image sizes you have calculated are correct based on the formula from Google:
pixels = dp * (density / 160)
Knowing the target densities of the various DPIs will allow us to calculate final image sizes:
ldpi = 120 DPI
mdpi = 160 DPI
hdpi = 240 DPI
xhdpi = 320 DPI
Here would be the correct calculation for width, starting with a medium density asset at 120 pixels wide:
ldpi (120 DPI) = 120 * (120 / 160) == 90
mdpi (160 DPI) = 120 * (160 / 160) == 120
hdpi (240 DPI) = 120 * (240 / 160) == 180
xhdpi (320 DPI) = 120 * (320 / 160) == 240
Here would be the correct calculation for height, starting with a medium density asset at 80 pixels tall:
ldpi (120 DPI) = 80 * (120 / 160) == 60
mdpi (160 DPI) = 80 * (160 / 160) == 80
hdpi (240 DPI) = 80 * (240 / 160) == 120
xhdpi (320 DPI) = 80 * (320 / 160) == 160
Making your final images:
ldpi = 90 x 60
mdpi = 120 x 80
hdpi = 180 x 120
xhdpi = 240 x 160
Create the following folders under res/ if they don't already exist and drop the correct assets in:
drawable-ldpi
drawable-mdpi
drawable-hdpi
drawable-xhdpi
Yes, those are the correct sizes.
Yes, just put your various versions in the res/drawable-ldpi, -mdpi, -hdpi, and -xhdpi
folders and you're done.
Depending on your image -- specifically whether it still looks good scaled down automatically -- you could just provide hdpi and xhdpi versions and Android will automatically scale them at run-time for ldpi and mdpi respectively.
Edit: Ok, the calculations are correct. According to the formula px = dp * (dpi / 160) from http://developer.android.com/guide/practices/screens_support.html, where pixels on mdpi = dp.
And here is some additional information:
Dpi tells you how much dots (pixels) are in 1 inch. But it doesn't tell you how much pixels the screen has in total. So, you can have a device, which has, let's say, 400 pixels width and height and the screen has a diagonal of 5 inches. With this you get the dpi value. (Using http://members.ping.de/~sven/dpi.html for example).
Now you have another, device, which has the same dpi value, but has a higher resolution and it's bigger, for example, 1000 x 1000 pixels and also large diagonale.
If you created an image for the first case, of let's say 200 x 200 pixels, it will occupy half of the screen, but in the second case it will be only 1/5 of the screen, although both devices having same dpi, and that's probably not what you want to do.
What I usually do is orientate on the resolution of devices which usually have this dpi (like hdpi -> 480x800, xhdpi -> 720x1280, etc.), and in the layout use dip in combination with scaleType "fitStart", "center", etc. to keep the images proportional. So I put images with different resolutions in ldpi, hdpi and xhdpi folders but I don't use a formula.
There's also the possibility to use screen sizes in combination/instead with dpi, in the case it's necessary:
xlarge screens are at least 960dp x 720dp
large screens are at least 640dp x 480dp
normal screens are at least 470dp x 320dp
small screens are at least 426dp x 320dp
This works with additional folders like dpi.
BTW. Currently it's possible to put different versions of the app in Google Play for different resolutions / screens, so the user doesn't have to download all the files (huge app size, long time downloading, etc.), only the ones necessary for the device.
the scaling ratio of images for the ldpi,mdpi,hdpi,xhdpi is 3:4:6:8 but u think once
1)if there is mobile with ldpi small screen is there then it will be suitable for the screen.
2)if there is mobile with ldpi medium screen is there then the images appear little bit smaller
3)2)if there is mobile with ldpi large screen is there then the images appear smaller.
like this for all the mdpi,hdpi and xhdpi screens.
If there is chance of using nine patch images in your app try those images.
Yes, the calculations on the sizes that you have made are correct.
Now, you need to put them in the respective folders of ldpi , mdpi , hdpi and xhdpi in res/drawable of your project.
Your calculations are correct if your goal is for your image to have (approximately) the same physical size on devices of different pixel densities. The images would go in directories
res/drawable-ldpi
res/drawable-mdpi
res/drawable-hdpi
res/drawable-xhdpi
Android classifies the device into one of these general density classes (which are 120dpi, 160dpi, 240dpi, and 320dpi) and scales images according to those ratios. Since physical devices aren't necessarily exactly one of these densities, the physical size of the image can still vary slightly from device to device. Note that if you don't supply an image for a particular density, Android will generate one by scaling the default/mdpi image. Generally, the result isn't quite to the quality that you would get by providing your own image.
If you run Android Lint, it will tell you about any missing resources (such as forgetting to include a xhdpi image) and it will also tell you if your scaling calculations are substantially off. It's a nice feature to know about.
Note that this entire image scaling approach has nothing to do with screen size, only pixel density. You can also have resource folders for different screen sizes or even for different screen size/density combinations.
However, if you want an image that will display at 120 x 80 pixels regardless of the screen density, the above scheme won't work. Instead, you should put the image in the folder
res/drawable-nodpi
Android won't scale images that it retrieves from there. The result is that your image would be about 3/4" x 1/2" on an mdpi device, 1" x 3/4" on an ldpi device, 3/8" x 1/4" on an xhdpi device, etc.
You can use this to calculate equivalent size in pixels if you know the screen density(dpi) of the device:
equivalentPixels = sizeInDP*(screenDensity/160)
where sizeinDP is the size of widget where you want to display the image. Calculate the sizes in pixels for various screen densities and put them under respective folders.
So if you have an ImageView of size 300dp X 200dp (Width X Height), and the screen density is 320dpi, the image size in pixels should be:
Width = 300*(320/160) = 600px
Height = 200*(320/160) = 400px
Hope this helps!

Asset Creation - 9patch SplashScreen and ScreenDensity

So I get the whole Android pixel independency thing.
I'm creating a SplashScreen that is using a 9patch that will stretch its edges to account for all screensizes.
I also use a differenlty sized 9patch image in ldpi mpdi hdpi xhdpi for each splash screen as well.
That way the logo (the non stretched area of the 9patch) will be the correct size.
I know mdpi is 1.0 and hdpi x1.5 in relative size and xhdpi is x2, but when I'm creating that first mdpi image how do I know how many pixels wide/high it should be?
Hope that makes sense.
Really there's no one answer. Firstly though, I wouldn't start at mdpi and scale up -- It's best to start at the highest quality that you can. Vector, if it fits the design, or a high resolution image (even larger than the largest screen size you currently plan to support). Then, from there, just downsize for the device that you plan to test. For example, a typical HDPI resolution would be 480 x 800, so fit it appropriately there. An XHDPI resolution might be something like 1280 x 720. It's best to just leave a good amount of margin on the edges in case it's used on a device with a different aspect ratio, or something. But yeah, basically, design as large as you can, and then just export based on some average screen resolutions for the density bucket you're working on.
(...) when I'm creating that first mdpi image how do I know how many pixels
wide/high it should be?
Since mdpi is the baseline for all other density buckets, 1dp on an mdpi device will translate to exactly 1px. In other words, use an mdpi device to figure out the relative size on the screen and from there on apply the given scaling ratios to produce resources for the ldpi, hdpi and xhdpi buckets. Obviously you do not actually have to scale up that mdpi resource - all you need determine is the size for that screen density and then you can use whatever source file to produce images for all buckets.
The link xBroak has given, is actually the best source of information regarding your question. A quote from there to support above statements:
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.
It may also come in handy to be aware of the simple d(i)p to px formula (also from that same link):
The conversion of dp units to screen pixels is simple: px = dp * (dpi
/ 160)
With this information, you can easily verify that 1dp on an mdpi device (with 160dpi screen) is equal to 1px. Just fill in 160dpi and you get px = dp * (160 / 160), which simplifies to px = dp * 1, and hence px = dp for 160dpi. QED. :)
These are your basic guidelines:
xlarge screens are at least 960dp x 720dp
large screens are at least 640dp x 480dp
normal screens are at least 470dp x 320dp
small screens are at least 426dp x 320dp
320dp: a typical phone screen (240x320 ldpi, 320x480 mdpi, 480x800 hdpi, etc).
480dp: a tweener tablet like the Streak (480x800 mdpi).
600dp: a 7” tablet (600x1024 mdpi).
720dp: a 10” tablet (720x1280 mdpi, 800x1280 mdpi, etc).
More info: http://developer.android.com/guide/practices/screens_support.html

Android screen sizes in Pixels for ldpi, mdpi, hpdi?

I've read 10 articles yet still cant find any relation between ldpi, mdpi, hdpi and the actual dimensions in pixels!? Can anybody give a straightforward answer please(if there is one!)
I'm basically trying to put together a splash screen that needs to work on multiple devices without stretching - but i'm struggling as everything I try is either squashed or stretched!?
Cheers
Paul
The ldpi, mdpi and hdpi refer to screen density, which means how much pixels can fit into a single inch.
the ratio in pixels between them is:
ldpi = 1:0.75
mdpi = 1:1
hdpi = 1:1.5
xhdpi = 1:2
xxhdpi = 1:3
xxxhdpi = 1:4
so lets take an image with about the size of 100X100:
for mdpi it should be 100X100
for ldpi it should be 75X75
for hdpi it should be 150X150
for xhdpi it should be 200X200
for xxhdpi it should be 300X300
for xxxhdpi it should be 400X400
this way, for screens with the same size but different DPI, all the images seem the same size on screen.
Also you have multiple screen size types small, normal, large, xlarge and each one of them can be ldpi, mdpi, hdpi, xhdpi, xxhdpi (Nexus 10) or xxxhdpi.
You can try to create a splash screen image that fit to each and every screen type
which gives you 4*5 = 20 different images (it seems to much for me).
For now only the Nexus 10 is at the xxhdpi category.
Install ImageMagick and use this shell script to generate your splash and icon files for multiple devices - iOS, Android, Bada and Windows Phone. You can use cygwin/gitbash if you are on Windows
I just did and I'm pretty happy with it :-)
The screen sizes are inside the script and are -
480x800 - screen-hdpi-portrait.png
320x200 - screen-ldpi-landscape.png
720x1280 - screen-xhdpi-portrait.png
320x480 - screen-mdpi-portrait.png
480x320 - screen-mdpi-landscape.png
200x320 - screen-ldpi-portrait.png
800x480 - screen-hdpi-landscape.png
The definitions are:
xlarge screens are at least 960dp x 720dp. large screens are at
least 640dp x 480dp. normal screens are at least 470dp x 320dp.
small screens are at least 426dp x 320dp. (Android does not currently
support screens smaller than this.)
Also, check out this blogpost from Dianne Hackborne:
http://android-developers.blogspot.com/2011/07/new-tools-for-managing-screen-sizes.html
Probably the easiest thing is to use an image view and set the scaletype to CENTER_CROP.
(Scale the image uniformly (maintain the image's aspect ratio) so that both dimensions (width and height) of the image will be equal to or larger than the corresponding dimension of the view).
Make sure that you use the src tag rather than setting the background.
<ImageView
android:id="#+id/home_video_layout"
android:src="#drawable/splash_image"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:scaleType="centerCrop"
/>
Updated:
Understanding Screen Densities and the “dp”
Resolution is the actual number of pixels available in the display, density is how many pixels appear within a constant area of the display, and size is the amount of physical space available for displaying your interface. These are interrelated: increase the resolution and density together, and size stays about the same. This is why the 320x480 screen on a G1 and 480x800 screen on a Droid are both the same screen size: the 480x800 screen has more pixels, but it is also higher density.
To remove the size/density calculations from the picture, the Android framework works wherever possible in terms of "dp" units, which are corrected for density. In medium-density ("mdpi") screens, which correspond to the original Android phones, physical pixels are identical to dp's; the devices’ dimensions are 320x480 in either scale. A more recent phone might have physical-pixel dimensions of 480x800 but be a high-density device. The conversion factor from hdpi to mdpi in this case is 1.5, so for a developer's purposes, the device is 320x533 in dp's.
I have found this online dip <--> pixels calculator very useful.
https://pixplicity.com/dp-px-converter/
I support previous answers but don't forget the power of Draw9Patch or using NinePatchDrawables
These refer to screen pixel density, not screen dimension. You need to look into screen size specifiers like small, medium, large, and xlarge instead if you really need to change behavior based on screen size in pixels.
The Android docs explain what densities and sizes match these identifiers.
Android devices can have different width-to-height ratios, while your image has a fixed one. If you do not want your image stretched, you will have to fill the blank spaces above and below or left and right.

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