Android graphics for XXHDPI - android

I'm about to adjust all drawables for an Android app for XXHDPI devices (like sony xperia Z and samsung s4). After thorough reading on Google's documentation, blogs, and SO, I'm confused as to the graphics I'm about to produce.
My concerns are the following:
Google states that I shouldn't worry about this density as it scales up XHDPI graphics - In the same manner, (before XXHDPI devices) why the production of XHDPI graphics was a necessity and it didn't scale up HDPI graphics?
Sony reminds developers not to exclude XXHDPI screens without clarifying if this concerns making adjustments to graphics - Do I have to redesign all graphic elements for XXHDPI?
Based on (2), Sony Xperia Z Ultra has 342dpi density but it is categorized as an XXHDPI device. - If I produce the graphics for an XXHDPI, which is twice the size of an HDPI density, the graphics will scale down by almost 1/3 to match Sony's density and this is undesirable. Why doesn't Xperia Z use the XHDPI drawables? What if I have a pattern and I can't afford any scaling since I'll lose the detail of the pixel-perfect pattern?
Are XXHDPI resources REALLY necessary?
I hope somebody can answer all the questions above.
EDIT
Below are the results of slightly scaling a graphic to adjust to various densities
- xhdpi image (1:1) no scaling
- xhdpi scaled up by 10%
- xhdpi scaled down by 10%
The detail loss is obvious at 2nd and 3rd image.

Unless you actually need your graphics to be "pixel perfect", scaling up from XHDPI will probably be fine for almost all cases. Pixels are so small the user won't be able to tell the difference. Do you actually have an XXHDPI device you can see your graphics on? You might have to provide XXHDPI resources for some drawables, just like you sometimes have to provide MDPI drawables when the HDPI ones don't scale down well.
"do not exclude" in this context means explicitly from the manifest. Some developers target densities in their manifest and that will affect the app not showing in the Play store, this is unrelated to actual graphics.
From that same page, it actually says that the density of that device is 440 dpi? - "One of the awesome features you’ll find in the recently announced Sony Xperia Z is its 5” screen, which boasts a display density of 440 dpi,"

XXHDPI resources are essential for stuff like icons on modern devices. Google will change their story and start to recommend them when they release their own XXHDPI Nexus device.
Think about it this way: xxhdpi devices are pretty much the STANDARD Android devices. Little chance Samsung & HTC are going to roll everything back to XHDPI just because Google can't keep up.

1) Android scales the drawables selecting the drawable that will produce the best result https://stackoverflow.com/a/14004691/936414
2) The post only asks you to include xxhdpi screen support in manifest. All XXHDPI devices take resources from XHDPI and scale them to fit accordingly. So no need of separate resources in XXHDPI folder
3) No need to include resources for XXHDPI.

Related

Android xxx-hdpi real devices

I'm gonna release my app, it's a 1.2Mb apk that includes about 120 icons in 4 different formats (ldpi, mdpi, hdpi, x-hdpi).
If I add xx-dpi and xxx-hdpi icons the apk grows bigger and loading time increases.
There are many entry-level devices out there with really loooow memory and I'd like my app to run everywhere.
Do I really need to add xx-hdpi?
And is there a real device that requires xxx-hdpi?
You shouldn't really need xxxhdpi. It was only introduced because of the way that launcher icons are scaled on the nexus 5's launcher
Edit
Back when I answered in Jan 2014, the Nexus 5 was the only device using xxxhdpi. Now many devices including the Nexus 6 and LG G3 use it. So it would be a good idea to include it in your app.
We had to add xxxhdpi to our app for the Nexus 6, LG G3, and Samsung Galaxy Note 4. There will be more xxxdhpi devices in the future.
You do not need xxxhpdi for most of your images. You only need xxxhdpi for your launcher icon. Please see http://developer.android.com/guide/practices/screens_support.html
You should not use the xxxhdpi qualifier for UI elements other than the launcher icon.
It's pretty clear in the above quote. In the example folder layout they give, they show all the densities for the res/drawable folders up to -xxhdpi, but then they show the res/mipmap folders up to -xxxhdpi. Here are more quotes:
xxxhdpi Resources for extra-extra-extra-high-density (xxxhdpi) uses (~640dpi). Use this for the launcher icon only, see note above.
The mipmap-xxxhdpi qualifier is necessary only to provide a launcher icon that can appear larger than usual on an xxhdpi device. You do not need to provide xxxhdpi assets for all your app's images.
You don't need ldpi, because Android downsizes hdpi to ldpi.
From https://developer.android.com/design/style/iconography.html
Note: Android also supports low-density (LDPI) screens, but you normally don't need to create custom assets at this size because Android effectively down-scales your HDPI assets by 1/2 to match the expected size.
From Android iconography documentation itself:
Some devices scale-up the launcher icon by as much as 25%. For example, if your highest density launcher icon image is already extra-extra-high density, the scaling process will make it appear less crisp. So you should provide a higher density launcher icon in the drawable-xxxhdpi directory, which the system uses instead of scaling up a smaller version of the icon.
Note: the drawable-xxxhdpi qualifier is necessary only to provide a launcher icon that can appear larger than usual on an xxhdpi device. You do not need to provide xxxhdpi assets for all your app's images.
more on: http://developer.android.com/design/style/iconography.html
I don't know if there is a device that requires xxx-hdpi, but xx-hdpi is not yet used very often. But the same goes for ldpi, almost no device still requires ldpi. If you just do mdpi, hdpi and xhdpi, it will be just fine. If a device requires something bigger or smaller android just scales it to the right size.
Heres what Android says about this:
Provide different bitmap drawables for different screen densities
By default, Android scales your bitmap drawables (.png, .jpg, and .gif
files) and Nine-Patch drawables (.9.png files) so that they render at
the appropriate physical size on each device. For example, if your
application provides bitmap drawables only for the baseline, medium
screen density (mdpi), then the system scales them up when on a
high-density screen, and scales them down when on a low-density
screen. This scaling can cause artifacts in the bitmaps. To ensure
your bitmaps look their best, you should include alternative versions
at different resolutions for different screen densities. The
configuration qualifiers you can use for density-specific resources
are ldpi (low), mdpi (medium), hdpi (high), and xhdpi (extra high).
For example, bitmaps for high-density screens should go in
drawable-hdpi/.
You can find the documentation here:
https://developer.android.com/guide/practices/screens_support.html
Hope this helps
I think you should focus on the most popular screen densities, which are hdpi, xhdpi, and xxhdpi. See this link for the current worldwide average distribution of each density.
Forget Everything & make it Simple !
Just store highest resolution images in only one folder. Either in drawable-hdpi, & delete other images from the rest drawable folders.
I have tested it in various devices & it works like a charm...

Galaxy s4 res folder

Galaxy s4
Screen: 4.99", 1920x1080 (FullHD).
Which the res folder would be used in FHD and what's the dpi value should be set?
xhdpi or xxhdpi? And how can I calculate it?
I didn't find any info in the developer docs and in the screens_support article
It's 441 dpi, isn't it? So almost certainly xxhdpi, which is already supported in the Android framework. But why worry about it at this time? Assuming you're already supporting xhdpi, the likelihood that the average user can detect the different between xhdpi and xxhdpi assets is becoming increasingly small.
-- Edit --
Actually, I'd say it's certain to be xxhdpi, given that this is already in use with the new HTC One (which is at 468dpi).

how can i develop application for all android devices ? what setting can i put on simulator that work on most devices?

What simulator resolution i should keep when developing application for Samsung galaxy s2 and galaxy s3 ?
What i found that samsung galaxy s2 has 480x800 resolution and s3 has 1280x720 resolution so what i have understood up till now that I should ask my graphics designer to provide me hdpi graphics that contain 480x800 background images and to implement same background image in galaxy s3 mobile, I will use image of size 1280x720 and put in xhdpi folder so that it can work on s3.
The background image is something which covers whole available area for mobile app. so am i right ??
You will need to create several emulators or get various devices.
There are some pretty important ones, so generally you need to make sure you have:
ldpi, mdpi, hdpi, xhdpi
and
small, medium, large, xlarge
Some people choose to exclude certain sizes (like small and ldpi) but htat's up to you,
if you go with some or all of the following, it should be a good start:
480x320 (SE Mini 10), 480x800 (GS2, Desire, etc), 1280x720 (GS3, Galaxy Nexus etc), 1280x800 (Note, Xoom, various other tablets)
HTC ChaCha (because it's landscape default)
You need to make sure you create resources in the relevant folders for each density, usually, I tend to ignore ldpi and just put resources in:
mdpi,hdpi and xhdpi (mdpi will be scaled down for ldpi devices,
automatically)
You may also need to create various portrait and landscape layouts in different sizes.
Reading this page provides most of the necessary information:
http://developer.android.com/guide/practices/screens_support.html
This page also contains important information regarding size distribution and popularity that is constantly up to date:
Android Stats
One thing that Android does for you is that it manages resolution. If you use the proper size formats (dp, sp, etc), your layout will scale to almost all resolutions. If you place images in the proper drawable folders (hdpi, ldpi, mdpi, etc), the OS will also swap those out as necessary.
Also, the emulator should handle resolutions for specific devices, if I recall correctly.
Desing lazout in smart way! Usualy it means don't put to mutch content in one layout.
Make sure that evrything looks good on smallest size and bigest size. It is better to treat tablets separetly. Read how providing alternative resources works, you can build sepereate layouts for each screen size.
Check if the hardware is available on that device before using it. hasSystemFeature() can be used for checking.

Drawable folders for high resolution handhelds

I can't figure out how to produce drawables for the new "high-res" handhelds like the Galaxy Nexus, One X, Galaxy S3 etc that have a resolution of 1280x720 or higher.
I always try to make as few layout-versions as possible. Preferably just one but at times a layout-long and notlong is necessary. And make the xml smart enough to handle all devices. But that's only possible if the drawable resources are there to supply all the different resolutions and sizes.
All has been nice and smooth until the new big phones arrived and I find that the drawables are to small for them. No xxhdpi-folder yet from Google so I must be doing something wrong.
I know it's forbidden to mention pixels here but still you have to use photoshop or some other pixel based application to make the drawables. Therefore you need to know how big to make these drawables.
This is what i've done so far:
xhdpi: 640x960
hdpi: 480x640
mdpi: 320x480
ldpi: 240x320
The problem is that when a 1280x720 device gets the drawables from the xhdpi folder things starts looking bad, the images are too small and there's too much space between them.
What do you base your drawable source files on? xhdpi in 1028x720? That messes up the lower res versions for me.
I have an ad agency breathing down my neck wondering why it doesn't look as perfect as on the iPhone...
Well, as I said above I can't find any handhelds with Android on it that's got a resolution of 640x960. So I based all my images on 720x1280 instead and put the 640x960 resolution stuff in a large-hdpi folder.
Now my app looks great on the latest Nexus, the Galaxy S3, HTC One-X and all of the other newer hires models. I think the tablets when looking for resources will go for large first, then hdpi where they will find the 2x scaled images.
This is what I ended up with:
xhdpi: 720x1280
large-hdpi: 640x960
hdpi: 480x640
mdpi: 320x480
ldpi: 240x320
I have a Galaxy Nexus, and I use the xhdpi resource folder (at a 2.0 scaling factor) and the images look great. Do you have an example (screenshot preferably) of what issue you're having? If you're hardcoding spacing and sizes in pixels, then yeah, it'll probably look weird at higher densities. Are you trying to hardcode a background image 1:1 at a specific pixel size? If so, that's never a good idea on Android.

Density of android phones

I am confused about the density of the Android phones. I want to know the screen resolution of high density, medium density, and low density Android phones.
I also want to know the density of HTC Google nexus and Droid. Can any one help me with this?
To add to Andrei's answer.
To help out with your burden you could always use: http://members.ping.de/~sven/dpi.html to calculate the dpi.
And wikipedia lists a lot of different devices so it's only for you to go through them and calculate. Of course if it's not stated somewhere else like sven's calculator.
But first read through http://developer.android.com/guide/practices/screens_support.html
You should read http://developer.android.com/guide/practices/screens_support.html
It will answer to many your questions.
Google Nexus One and Motorola Droid have hdpi (in practice, all phones, not tablets, with 480x800 and higher resolutions, have hdpi, 320x480 phones - mdpi)

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