I'm quite new to Android development. My understanding is that you can create several versions of the same image with different sizes and put them into the folders drawable-ldpi, drawable-mdpi, drawable-hdpi.
It seems obvious to me that you can handle this problem "the lazy way" by just resizing one image depending on the device's pixel density. For this I programmatically find out what density the device has, like ldpi. The implementation itself is not the problem. I'm just afraid of any drawbacks (that prevent me later from running the app on different devices).
So, are there any (major) drawbacks of scaling images automatically ?
In which of the three folders do I put the image so that the compiler can find it?
You would put the image in your regular drawable folder. That way any phone can find it.
While you can programatically shrink images, shrinking usually has the effect of reducing image detail and causing jaggies.
Adding in smaller assets will also reduce memory usage on smaller phones. Keep in mind that some Android phones are notoriously bad with memory (see: HTC Status), so any and all savings help.
I would recommend just photoshop scaling images down large images yourself. For smaller images, it is not as big a deal.
Android does auto-scale and it works fine in some cases, but it doesn't work for many, notably small images with important details like text. Scaling a larger image down blurs those details. Scaling a smaller image up is worse. This is why icons files have been multi-resolution since the very early days of GUIs. To wit, text scaling is hugely complicated. Ask any font designer, and note Adobe built a company on algorithms to do it automatically.
it's on mdpi folder. It'll change the size automatically. But is not recommended since the image quality drops.
Related
Regarding Android's call to provide multiple versions of a bitmap/image, why can't only the highest resolution image be used?
E.g if the xxhdpi image is available - will that be able to scale down to all lower density versions or will it just mean it will scale bigger than the allocated size (View)?
PS: If I'm using a background image, does scaling matter? E.g. should I still provide multiple versions of 1 image to fit different pixel densities?
Usually image scaling operation is resourceful and the outcome might be worse than using pre-scaled image.
It has already been answered several times, but I will answer it again. Btw I'm not myself a big pro in Android, but I will try to answer in the best way possible.
Automatic scaling is a thing in Android, but using that is a waste of resource, we already know that using a PNG Graphic asset is a waste of CPU/GPU power when we can use XML for basic designs (which uses less resources), so why waste more power for downscaling it (which increases app opening time and makes it laggy), simply creating multiple sized images for different display sizes is the best option.
A simple and convenient option is to use a free software like Adobe XD which supports export into different sizes.
Simple answer: Avoid using PNG(or other image format), but when you don't have other options do create multiple sizes to save resources.
Very much a newbie question here but I cannot find a clear answer on the net or in the books I have. I am designing an app to be compatible with all sizes of android devices and I want to display a images in my app. I understand that android automatically scales images to suit the resolution of the screen being displayed.
My question is what do I look for in the images I use? E.g. I have a picture that's 2418 x 2192 # 240dpi. As far as I can tell, this should be perfect for a larger screen such as a tablet. If I put this into the xhdpi image folder in my project will it be detected by other devices and scaled to suit their dimensions/resolutions? Do I have to create 3 different versions of this image in photoshop and put it into the relevant dpi folders?
I can't find a nice beginners tutorial for this stuff so haven't a clue what I'm doing!
This is the best place to start for multiple screen size support:
http://developer.android.com/guide/practices/screens_support.html
The short answer is, yes, you place the images in the different directories based on resolution and Android will select which image to use based on the device's properties. You should make a smaller set of images, for example, for mdpi and hdpi. You don't "have to" do that, and if you just place the image into drawable it can be scaled down, but that's generally not the best way to go.
This is something you'll deal with on just about all project, because there simply are so many Android devices. This resource has helped me greatly.
If you have a resource in only ONE folder, Android will scale it for you. The different drawable folders are intended to allow the developer to provide properly scaled images with minimal effort. For example, you'll want to provide an xhdpi in addition to the "standard" mdpi image to make assets look better on high-resolution devices. The app would work fine (and have scaled images) in all resolutions, even if you provided only a single image. However, if you provided a xhdpi drawable, then there's a bit of overhead to scale all of those down, and especially for icons, the results may not look very good (or even be recognizable).
I generally provide assets for mdpi and xhdpi, but if the app will see frequent use on low-res devices, I provide the ldpi as well. If possible, I include all four.
Note: The image you mention is much too large to be included in the UI resources and would probably best be placed in assets and loaded on request. Even on xhdpi devices, it would have to be scaled down.
I've recently started testing for my game on other peoples phones. For some reason the whole game is getting really "blurry" for their phones, but not for mine. All of them has got a higher android version then I do.
I've tried finding a good answer around the web for this, but all I can find is the answer for if you are using the res/drawable folders. I am loading my images from the assets folder with a special load method. I am then stretching them out when I draw them onto the screen with the "c.drawBitmap()". I am drawing using an "android.view.View".
So now, anyone that has the answer for turning the anti-aliasing off for bitmaps when creating 8-bit games. It would be an impossibility for me to resize the images before rendering them onto the screen, because of me creating an image from an integer array, that refreshes with a rate of about 60 fps.
That blurriness, is most probably because of low resolution of your bitmaps. It may be fine on the test device of yours, but when you use them on higher resolution screens you will either get raw/pixelated or blurry/AA'd results after scaling. An appropriate solution is to have different images for different resolutions, or to be more accurate; densities. Android already do the choosing part:
ldpi
mdpi
hdpi
...
I am assuming you know these identifiers.
Put your high resolution image to res/drawable-hdpi, low resolution to res/drawable-ldpi etc.
i am NOT an android developer and im trying to understand what they need in terms of graphical resources to make an app that functions across many android devices.
i have (tried to) read this page http://developer.android.com/guide/practices/screens_support.html , but find it somewhat bewildering. they talk as if screen density is the important thing "Supply alternative bitmap drawables for different screen densities" but then, if you dont know the size of the screen, you cant really think in terms of layout. is the idea to make buttons and logos that are the same size on all screens with the same density, such that on a large screen there is just a bunch of space, and on the small screen its all packed in tight? i dont understand how just thinking in pixel density gets me any closer to knowing what to provide.
are you supposed to create resources for every screen size AND pixel density? say it aint so.
anyway can somebody tell me... if you were developing an app what do you need for graphics? is it possible to provide graphics that are large and just let them scale down? is it inevitable that the devloper will have to mess with the graphics himself anyway? or can he be provided with sets of png files of certain sizes that will be ready to use?
thanks!
Here's what we do at my work place. Suppose we get a desing for the app. We make our designer create 3 psds versions for the same desing. the 3 psd's are for the 3 ranges of desnity. The size used for the psd are
240*320 (Low Density)
320*480 (Medium Density)
480*800 (High Density)
Most of the time when I write layouts, I use wrap_content which means a view must take the size of the content it wraps. Which works most of the time as I have a density specific version of the design so the image i use as background should be suitable. The thing to note is that, in android you can can put the 3 sizes of the same image in different folders such as drawable/ldpi, drawable/hdpi.
Eg: you have a bg.png and have a version for large phones and a version for small phones. You put the big bg.png into hdpi folder and the small png in the ldpi folder. Android will automatically select the appropriate image based on the phone density. But you need to make sure the file name is the same.
There are cases where you need to resize you background images without makeing the image looking too scaled. For this android uses the draw9patch tool. With this tool you can specify areas which can scale and areas that shouldn't scale.
9 Patch png's are your friend. Read up on them here:
http://developer.android.com/guide/topics/resources/drawable-resource.html#NinePatch
and here:
http://developer.android.com/guide/developing/tools/draw9patch.html
Those are your best bet for any kind of graphic that will stretch nicely (i.e. not gradients, they will come out slightly pixelated on some screens probably) The power of these types of images is that you can tell the system which pixels to repeat if it needs to stretch the graphic. This means that stretching can be done without loss of image quality (again depending on your image and how you choose to make the nine patch. The "show bad patches" button in the draw9patch program will show you potential problems. Hint: keep your repeatable pixels down to 1 on left and 1 on top and you'll have no problems with bad patches) Any graphics that can be made in to 9 patches will only need 1 size since the system can effectively make it whatever size it needs.
are you supposed to create resources for every screen size AND pixel density?
You may if you like. This would ensure that the application will look great across all devices. I understand that this is not feasible for all projects though. In general if you make separate resources for the different densities you'll get something that looks acceptable on most of the devices out there. All of the devices are classified as ldpi, mdpi, or hdpi (there may be an "extra high" level now too, I am not certain off the top of my head) So if you supply graphics for those 3 densities then the system will know where the device falls under and will pull the correct graphics.
is it possible to provide graphics that are large and just let them scale down?
Yes the system will scale down your graphics if needbe. But be aware there are consequences with this approach. First every time the system hast to scale a graphic up or down it is going to taking up CPU and memory to do so. This may not be an issue if you have relatively few things to scale, but if you have many it could cause noticeable lag time during on the lower power phones. Second, To my knowledge all of the graphics in android are raster, which means if you are letting the system scale something up or down image quality is going to decrease some. Again depending on the specific images this may be more or less noticeable on the actually device at runtime.
My best advice is supply them with resources of a few different sizes and run the app on as many different devices as you can. Once you see how your different resources look on the devices of different sizes you'll have a much better feel for which ones you need to supply to get the UI looking as consistent as possible across the largest swath of screen sizes and densities.
I've been through this post (and others) as well as through the documentation about supporting different screen resolutions in Android, but I couldn't find a clear answer to a (simple) question:
Is it ok to just use "res/drawable" for images in an android app?
Background: The only images that are needed in this specific app are the app icon itself and an icon for a notification, there won't be any images in any layout.So in my understanding, if no "hdpi"-, "mdpi"- and "ldpi"-folders are found, Android will use "res/drawable" as the fallback.As the only pitfall with different screen-resolution seems to be that Android will scale images for a specific resolution if no special one is found, this should only be a problem when UPscaling, because the image will get blurry. But if I provide all "hdpi"-images in "res/drawable" (instead of 3 different ones), won't Android just DOWNscale those images if the size is too big?If that's true, I could save some APK-space by just a third of the images.
Follow-Up question: I read that for API-level 3 a dir by the name "drawable-v3" is required. Is that true or is "drawable" the fallback for this API-level also?
Any hint is appreciated.
The images in the drawables folder are assumed to be at mdpi resolution, so they will get scaled up/down if you don't provide the others.
Scaled up images will be low-resolution and look fuzzy. Scaled down images will have pixels missing and look jaggy.
So your app will "work" with only one set of default images, but will look awful on many devices. I strongly advise that you create the images in different sizes, so it looks great on all devices - it's a bit boring, but not hard to do.
It won't be long before we have xhdpi devices, so while you're at it you may want to create those too.
I assume you've read this
Not a complete answer, but: highly downscaled images can and usually do look just as bad as upscaled images (but in a different way), because graphics libraries almost exclusively use interpolation methods for resizing, and interpolation methods are limited in terms of how much they can shrink an image before serious information loss (to about 50% for linear methods and down to about 25% for bicubic methods). This is why most platforms have evolved conventions (like hdpi, mdpi etc.) that let you embed images that are best for each screen size.
I use drawable/ all the time, and then I go to BestBuy and all the local wireless stores and test my apps on small/large/huge(tablet) devices and they look just fine.
Unless you have some reason to target pre-Donut devices (now only 4% of the devices according to http://developer.android.com/resources/dashboard/platform-versions.html), then you should put your bitmaps in one of the -Xdpi directories. The generic "drawable" directory is a synonym of "drawable-mdpi" for compatibility reasons, but a modern well-written app should be putting its drawables in a directory matching the density they are designed for.
res/drawable is the fallback
the caveat is that scaling not only degrades the image but takes processing time too.
I have not even read the API-Level 3 docs yet, sorry for 1/2 an answer
For what it is worth I found the image handling of Android to be tedious and unreliable. The concept of including different size images for different screens will result in large application files bloated with images. There are already screens that don't fit in the standard resolution ranges. I have found it is best not to let android handle the scaling, it seems to create a base image for the smallest screen you target and then scale it up resulting in ordinary looking images on large screens. This happens even if you made the image specifically for the large screen.
My solution that seems to work on everything from a 2" samsung phone to a Sony Tablet is to create images at high resolution and use Bitmap.createScaledBitmap() to get the size I need.
caveat: I am new to Android and have lots to learn.