Emulator HDPI vs. MDPI vs. LDPI - android

Starting android emulators with the same resolution of 480x800 at different DPIs (120, 160, 240), I would think that the screen with the highest DPI would have the smallest interface elements (images, buttons, etc) and the one with the lowest DPI would have the largest. But exactly the opposite is true. I've included a screen shot to demonstrate what I mean.
My emulator settings are:
HDPI:
Skin resolution: 480x800
Abstracted LCD Density: 240
MDPI:
Skin resolution: 480x800
Abstracted LCD Density: 160
LDPI:
Skin resolution: 480x800
Abstracted LCD Density: 120
I started each of the emulators with the following settings:
Scale display to real size
Screen size: 5 inches
Monitor dpi: 105
Scale: 0.56
Am I doing something wrong, or is this the expected result? If it is, why does it behave in this way? If I do the equivalent in Photoshop (view for print option), I get the exact opposite and correct results.

The problem turns out to be simple math. If we take the formula for calculating DPI as
dpi = sqrt(height^2 + width^2)/(screen size in inches)
it becomes apparent that you cannot choose all three components when running an emulator -- only two, and android will calculate the missing component.
From my original question above, I was specifying a constant resolution (480x800) and a constant screen size (5 inches). But 480x800 always produces a DPI of roughly 186 dpi. So forcing the DPI to be different in each of these cases confused the Android emulator, and I think it discarded my specified original resolution and calculated its own.

This is expected. Android increases the default font size in anticipation of this higher DPI. The goal is so that at a certain physical screen size (say 3") the font has the same physical size, no matter its resolution. Higher density displays have smaller pixels, so when setting the DPI setting higher Android needs use a bigger font to appear the same size relative the screen.

Related

Android layout-swXXdp for galaxy SII [duplicate]

I'm developing an Android Widget and need to differentiate between Galaxy S and Galaxy S2.
I almost read everything about Screen sizes and densities articles.
And I need, of course, to use the new qualifiers with the new qualifier Smallest Width.
My problem is, that the sw320dp qualifier match for Galaxy S and also for Galaxy S2.
But I need another layout for Galaxy S2, but cant find the right qualifier for it.
Definition of Galaxy S, Density 233
Screen Size in Pixels: 480 Pixel x 800 Pixel
Screen Size in dp: 329dp x 549dp (cause 1dp = 1pixel/(density/160)
-> so the qualifier sw320dp must match here. and yes it does
Definition of Galaxy S II, Density 218
Screen Size in Pixels: 480 Pixel x 800 Pixel
Screen Size in dp: 352dp x 587dp (cause 1dp = 1pixel/(density/160)
-> so the qualifier sw340dp must match here, but NO it doesnt
(Tested in emulator and on real device)
The drawables are not the problem, but my layout, especially the height and text sizes are different on these devices, so I really need a specific layout for them.
Anyone has an idea or more experience with it?
Screen density, as defined by the reference material is:
The quantity of pixels within a physical area of the screen; usually referred to as dpi (dots per inch). For example, a "low" density screen has fewer pixels within a given physical area, compared to a "normal" or "high" density screen.
For simplicity, Android groups all actual screen densities into four generalized densities: low, medium, high, and extra high.
low = 120dpi
med = 160dpi
high = 240dpi
xhi = 320dpi
So the Galaxy SII, with a real density of 218, gets assigned a "high" density of 240 in dp calculations. Thus the width of the screen in dp is 480/240*160 = 320.
This sucks, I agree. But it's how it works.
http://developer.android.com/guide/practices/screens_support.html

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).

Application Skeleton to support multiple screens

As we know Android coming with various device which having different
Features, Resolution, and Screen-size so while developing an Application which support
multiple (small and big) screen there is an obstacle of size and layout.
This leads to different combinations of screen sizes, resolutions, and DPIs and creates quite a challenge when designing and developing for Android devices. While some other Manufacturer (non Android) have different resolutions and DPI, they share the same screen size and the resolutions follow the same aspect ratio. Therefore, an image can be created to fit the non Android devices.
My question is that is there a proper flow or architecture that one should follow to meet the requirement?
Remember we do have Tablets of different Size and Resolution.
I'm aware that Android Developer contains this information but my view is from implementation.
From my knowledge what I understood is that for designing Android graphics even Programmer must know the designing concept.
Finally created a structure which handle layouts and icon for multiple screen.
Android generalises device displays into categories based on two parameters:
Screen size, the physical size of the display (measured diagonally)
Screen density, the physical pixel density of the display (in pixels-per-inch, or ppi)`
To determine screen size & density quickly, please install "What's my Size" app for Android.
Screen size
Android defines four generalised screen sizes:
Qualifier Size
small ~3 inches (approx)
normal ~4 inches (approx)
large Exceeds 4 inches
xlarge Exceeds 7 inches
Most phones are classified as small or normal (roughly 3 to 4 inches diagonally). But now, there are many phones with large screen such as Galaxy S4, HTC One, Xperia Z
A small tablet like the Samsung Galaxy Tab is classified as large (larger than 4 inches)
Extra-large applies to large devices, for example large tablets
Android defines four generalised screen densities:
Qualifier Description Nominal value
ldpi low density 120 ppi
mdpi medium density 160 ppi
hdpi high density 240 ppi
xhdpi extra high density 320 ppi
Typically:
screen size has most impact on your app layouts
screen density has most impact on your image and graphic resources
It is listed here the percentage difference of device screen
Ldpi- 75%
Mdpi- 100% (base according to Android developer site)
Hdpi- 150%
XHdpi- 200%
But as we know now most of device coming with 480X800 so I'm consider this as based device, so our new calculation will like this
Ldpi- 50%
Mdpi- 66.67%
Hdpi- 100%
XHdpi- 133.33%
which means that first icon and design will be created for 480X800 only and then for rest ones(i.e. Ldpi, Mdpi, Xhdpi).
There are images which are common for all layout and must uniform in color and shape(no complex shape, no curve) so for this kind of image we are creating 9patch which to be put in “drawable(no-suffix)” folder. To create 9Patch image you can either use DrawNinePatch or BetterNinePatch
Now just rename your images based on Android's standards and complete your application with hdpi and then just take drawable-hdpi folder and Open Adode Photoshop(recommended)
create Action of multiple size(just change the size according to percentage ratio) once Action created for all size then just do Batch Automate and give source(drawable-hdpi) and destination(drawable-ldpi, drawable-mdpi, drawable-xdpi).
The reason I insist you to use Photoshop because it will resize automatically your image with Actions and one more plus point is that you need not to rename the file(it will assign same name as original one).
once you completed with creation of all images, refresh your project and test it.
Sometimes there may be possibility that the layout which support screen(xhdpi, hdpi, mdpi) may be get cut in small screen(ldpi) so for handling this just create separate Layout folder(layout-small) for it and add ScrollView(mostly). Thats it.
Tablet
Tablets are categorized into two size.
7"(1024X(600-48(navigation bar))) = 1024X552 (drawable-large)
10"(1280X(800-48(navigation bar))) = 1280X752 (drawable-xlarge)
In this we need to create image for both the screen and just put them accordingly
So all in all we will have this folder in our application to support multiple screen.
drawable
drawable-ldpi
drawable-mdpi
drawable-hdpi
drawable-xhdpi
drawable-large
drawable-xlarge
will be more qualifier combination with Screen size and Screen density
drawable-large-ldpi
drawable-large-mdpi
drawable-large-hdpi
drawable-large-xhdpi
more qualifier with Screen density and Version
drawable-ldpi-v11
drawable-mdpi-v11
drawable-hdpi-v11
drawable-xhdpi-v11
and more qualifier with Screen size and Version
drawable-large-v11
drawable-xlarge-v11
and more qualifier with Smallest width concept(SW)
drawable-sw???dp
Further more in Android V3.0 Honeycomb they introduced new concept of SW(smallest width) in which device are categorized into screen width, so if we are creating a folder named drawable-sw360dp then the device with 720dp(either width or height) will use resource from the this folder.
for example to find the Samsung Galaxy S3 dp to suffix to drawable-sw?dp
With reference of DP Calculation, If you want to support your layout or drawable to S3 then the calculation says
px= Device's width = 720
dpi= Device's density= 320
formula given
px = dp * (dpi / 160)
interchanging formula because we have px's value
dp = px / (dpi / 160)
now putting value,
dp= 720 / (320/160);
dp=360.
so drawable-sw360dp will do the job
Get you Device configuaration from GsmArena
Sameway you can also create folder according to Device's Android API version i.e. drawable-hdpi-v11` so the device which is having API11 and it is Hdpi then it will use this resources.
Additional Tips:
Use relative layouts, dp, sp, and mm
dp units - device independent pixels normalised to 1 physical pixel on a 160 ppi screen i.e. medium density. Scaled at runtime. Use for screen element dimensions
sp units - scaled pixels, specified as floating point values, based on dp units but additionally scaled for the user's font-size preference setting. Scaled at runtime. Use for font sizes
you should always use RelativeLayout for layouts; AbsoluteLayout is deprecated and should not be used.
Use appropriate image formats - PNG versus JPEG
Android "prefers" PNG for bitmap image files, "accepts" JPEG, and "discourages" GIF.
However, PNG and JPEG are not equivalents. They have different quality trade offs, and PNG is not always best:
JPEG can offer up to 50% file-size reductions over PNG, which is significant if your app is image-intensive
A higher quality "lossy" JPEG may look better than a highly compressed "lossless" PNG, for the same file size
Add labels to your images and graphics for debugging
Use the supports-screens element
Configure your emulators with real device values
Conventionally, desktop systems display at 72ppi (Mac), or 96ppi (Windows, Linux). Compared with mobile, desktop displays are always low density.
Always configure your Android emulators to mimic real device values, and always set them to scale to emulate device density.
In Eclipse, it's easy to create multiple emulators (from the Eclipse menu bar, select Window > AVD Manager > New) configured with values for real devices:
Name the emulator for the real device it's emulating
Specify Resolution, don't use Built-in generic sizes
Set the device density to match the real device (in the Hardware pane set Abstracted LCD Property to the real density, always an integer value)
When you launch the device, always select Scale display to real size, and type in the real screen dimension in inches.
If you don't set the device density, the emulator defaults to low density, and always loads ldpi-specific resources. Resolution (pixel dimensions) will be correct, but your density-dependent image resources will not display as intended.
Of course, nothing you do will reproduce higher density image quality on a lower density desktop display.
Here is the Data collected during a 7-day period ending on October 1, 2012. To see the latest statistic about Android platform version, go to here
Based on Screen Size
Based on Screen Density
Designers should create base designs of
base size of mdpi devices * density conversion factor of highest supported density bucket
size.Base screen size is 320 X 480 px and density buckets are as follows:
ldpi: 0.75
mdpi: 1.0 (base density)
hdpi: 1.5
xhdpi: 2.0
xxhdpi: 3.0
xxxhdpi: 4.0
And to tackle extra available space on Android devices should use stretchable components in both the directions (horizontally and vertically). Detailed info is available here:
http://vinsol.com/blog/2014/11/20/tips-for-designers-from-a-developer/

How do I know how much DPI the device has?

How do I know how much DPIs a device has (and thus if it's ldpi / mdpi / hdpi / xhdpi, - and screen size, which is also measured in dp - xlarge / large / normal / small - according to http://developer.android.com/guide/practices/screens_support.html)?
I know the device's resolution and diagonal size, for example:
Display TFT LCD, 3.5 in (89 mm) diagonal.
320×480 px HVGA with Gorilla Glass
16M colors
(Taken from http://en.wikipedia.org/wiki/Samsung_Galaxy_Ace)
Don't need it programmatically, just to calculate myself.
Use DPI calculator to calculate dpis, and Figure 1 in the dev docs to determine whether its ldpi, mdpi, etc.
I think DPI reffers to printers... IN your case DPI = PPI. Please correct me if i'm wrong [edit: I'm wrong :P]
'So a 1200 dpi printer uses 1200 dots of ink in every inch to make up the colours. If you were printing a 300 PPI image, then every pixel would be made up of 16 smaller ink dots (1200 DPI x 1200 DPI / 300 PPI x 300 PPI). A lower DPI would have fewer ink dots making up each pixel, which would make the colour look worse. A higher DPI would have more ink dots for each pixel and should give more accurate colour (especially under close examination).'

Determining Android Screensize based on Resolution

What are the criteria for a tablet device to fall under largescreens or xlargescreens?
I was looking at the Android dev guide and there is a clear definition for smallScreens and normalScreens, but the documentation is a bit vague regarding largescreens and xlargescreens.
smallScreens
HVGA resolution
normalScreens
HVGA with medium density
WQVGA with low density
WVGA with high density
largeScreens
A large screen is defined as a screen that is significantly larger than a "normal" handset screen.
xlargeScreens
An xlarge screen is defined as a screen that is significantly larger than a "large" screen.
Is there a resolution cut-off for largescreens? For example anything higher than or WSVGA (1024 × 600), and XGA (1024 × 768) is considered xlargeScreens?
smallScreens HVGA resolution
No.
normalScreens HVGA with medium density WQVGA with low density WVGA with high density
Sorta.
Is there a resolution cut-off for largescreens?
Resolution has nothing much to do with screen size. Screen size is self-explanatory: it is the size of the screen. I can have a 480x320 screen that is 1mm, 1cm, 1m, 1km, or 1 parsec in size.
Given resolution and density, you can compute a size, which is why your description of the normal screen size is close to correct.
The Range of Screens Supported section of the Supporting Multiple Screen Sizes documentation shows the diagonal screen sizes buckets that Android supports and what physical sizes those tend to map to:

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