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author | Scott Main <smain@google.com> | 2012-04-09 17:11:42 -0700 |
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committer | Android Git Automerger <android-git-automerger@android.com> | 2012-04-09 17:11:42 -0700 |
commit | 99ae11bf8d457a14ad5b80ccc4bdc97208a6e790 (patch) | |
tree | 7bdbf4b68e8ce1a344654ae9e1d18d3a64df23c2 | |
parent | 8100960892c89d1c8898fd18fdc4fefca1f3895c (diff) | |
parent | 14d3b807b730e04d90d6dd9c9569decdf12cc9cb (diff) | |
download | frameworks_base-99ae11bf8d457a14ad5b80ccc4bdc97208a6e790.zip frameworks_base-99ae11bf8d457a14ad5b80ccc4bdc97208a6e790.tar.gz frameworks_base-99ae11bf8d457a14ad5b80ccc4bdc97208a6e790.tar.bz2 |
am 14d3b807: am a5894871: Merge "docs: Add 101 class about supporting various devices" into ics-mr1
* commit '14d3b807b730e04d90d6dd9c9569decdf12cc9cb':
docs: Add 101 class about supporting various devices
4 files changed, 501 insertions, 0 deletions
diff --git a/docs/html/training/basics/supporting-devices/index.jd b/docs/html/training/basics/supporting-devices/index.jd new file mode 100644 index 0000000..49ea81d --- /dev/null +++ b/docs/html/training/basics/supporting-devices/index.jd @@ -0,0 +1,49 @@ +page.title=Supporting Different Devices + +trainingnavtop=true +startpage=true +next.title=Supporting Multiple Languages +next.link=languages.html + +@jd:body + +<div id="tb-wrapper"> +<div id="tb"> + +<h2>Dependencies and prerequisites</h2> +<ul> + <li>Android 1.6 or higher</li> +</ul> + +<h2>You should also read</h2> +<ul> + <li><a href="{@docRoot}guide/topics/resources/index.html">Application Resources</a></li> + <li><a href="{@docRoot}training/multiscreen/index.html">Designing for Multiple Screens</a></li> +</ul> + + +</div> +</div> + +<p>Android devices come in many shapes and sizes all around the world. With a wide range of device +types, you have an opportunity to reach a huge audience with your app. In order to be as successful +as possible on Android, your app needs to adapt to various device configurations. Some of the +important variations that you should consider include different languages, screen sizes, and +versions of the Android platform.</p> + +<p>This class teaches you how to use basic platform features that leverage alternative +resources and other features so your app can provide an optimized user experience on a +variety of Android-compatible devices, using a single application package (APK).</p> + +<h2>Lessons</h2> + +<dl> + <dt><b><a href="languages.html">Supporting Different Languages</a></b></dt> + <dd>Learn how to support multiple languages with alternative string resources.</dd> + <dt><b><a href="screens.html">Supporting Different Screens</a></b></dt> + <dd>Learn how to optimize the user experience for different screen sizes and densities.</dd> + <dt><b><a href="platforms.html">Supporting Different Platform Versions</a></b></dt> + <dd>Learn how to use APIs available in new versions of Android while continuing to support +older versions of Android.</dd> +</dl> + diff --git a/docs/html/training/basics/supporting-devices/languages.jd b/docs/html/training/basics/supporting-devices/languages.jd new file mode 100644 index 0000000..fcc95c2 --- /dev/null +++ b/docs/html/training/basics/supporting-devices/languages.jd @@ -0,0 +1,134 @@ +page.title=Supporting Different Languages +parent.title=Supporting Different Devices +parent.link=index.html + +trainingnavtop=true +next.title=Supporting Different Screens +next.link=screens.html + +@jd:body + + +<div id="tb-wrapper"> + <div id="tb"> + <h2>This class teaches you to</h2> + <ol> + <li><a href="#CreateDirs">Create Locale Directories and String Files</a></li> + <li><a href="#UseString">Use the String Resources</a></li> + </ol> + <h2>You should also read</h2> + <ul> + <li><a href="{@docRoot}guide/topics/resources/localization.html">Localization</a></li> + </ul> + </div> +</div> + +<p>It’s always a good practice to extract UI strings from your app code and keep them +in an external file. Android makes this easy with a resources directory in each Android +project.</p> + +<p>If you created your project using the Android SDK +Tools (read <a href="{@docRoot}training/basics/firstapp/creating-project.html">Creating an +Android Project</a>), the tools create a <code>res/</code> directory in the top level of +the project. Within this <code>res/</code> directory are subdirectories for various resource +types. There are also a few default files such as <code>res/values/strings.xml</code>, which holds +your string values.</p> + + +<h2 id="CreateDirs">Create Locale Directories and String Files</h2> + +<p>To add support for more languages, create additional <code>values</code> directories inside +<code>res/</code> that include a hyphen and the ISO country code at the end of the +directory name. For example, <code>values-es/</code> is the directory containing simple +resourcess for the Locales with the language code "es". Android loads the appropriate resources +according to the locale settings of the device at run time.</p> + +<p>Once you’ve decided on the languages you will support, create the resource subdirectories and +string resource files. For example:</p> + +<pre class="classic no-pretty-print"> +MyProject/ + res/ + values/ + strings.xml + values-es/ + strings.xml + values-fr/ + strings.xml +</pre> + +<p>Add the string values for each locale into the appropriate file.</p> + +<p>At runtime, the Android system uses the appropriate set of string resources based on the +locale currently set for the user's device.</p> + +<p>For example, the following are some different string resource files for different languages.</p> + + +<p>English (default locale), <code>/values/strings.xml</code>:</p> + +<pre> +<?xml version="1.0" encoding="utf-8"?> +<resources> + <string name="title">My Application</string> + <string name="hello_world">Hello World!</string> +</resources> +</pre> + + +<p>Spanish, <code>/values-es/strings.xml</code>:</p> + +<pre> +<?xml version="1.0" encoding="utf-8"?> +<resources> + <string name="title">Mi Aplicación</string> + <string name="hello_world">Hola Mundo!</string> +</resources> +</pre> + + +<p>French, <code>/values-fr/strings.xml</code>:</p> + +<pre> +<?xml version="1.0" encoding="utf-8"?> +<resources> + <string name="title">Ma Application</string> + <string name="hello_world">Bonjour tout le Monde!</string> +</resources> +</pre> + + +<h2 id="UseString">Use the String Resources</h2> + +<p>You can reference your string resources in your source code and other XML files using the +resource name defined by the {@code <string>} element's {@code name} attribute.</p> + +<p>In your source code, you can refer to a string resource with the syntax {@code +R.string.<string_name>}. There are a variety of methods that accept a string resource this +way.</p> + +<p>For example:</p> + +<pre> +// Get a string resource from your app's {@link android.content.res.Resources} +String hello = {@link android.content.Context#getResources()}.getString(R.string.hello_world); + +// Or supply a string resource to a method that requires a string +TextView textView = new TextView(this); +textView.setText(R.string.hello_world); +</pre> + +<p>In other XML files, you can refer to a string resource with the syntax {@code +@string/<string_name>} whenever the XML attribute accepts a string value.</p> + +<p>For example:</p> + +<pre> +<TextView + android:layout_width="wrap_content" + android:layout_height="wrap_content" + android:text="@string/hello_world" /> +</pre> + + + diff --git a/docs/html/training/basics/supporting-devices/platforms.jd b/docs/html/training/basics/supporting-devices/platforms.jd new file mode 100644 index 0000000..0d4e7d9 --- /dev/null +++ b/docs/html/training/basics/supporting-devices/platforms.jd @@ -0,0 +1,138 @@ +page.title=Supporting Different Platform Versions +parent.title=Supporting Different Devices +parent.link=index.html + +trainingnavtop=true +previous.title=Supporting Different Screens +previous.link=screens.html + +@jd:body + + +<div id="tb-wrapper"> + <div id="tb"> + + <h2>This lesson teaches you to</h2> + <ol> + <li><a href="#sdk-versions">Specify Minimum and Target API Levels</a></li> + <li><a href="#version-codes">Check System Version at Runtime</a></li> + <li><a href="#style-themes">Use Platform Styles and Themes</a></li> + </ol> + + <h2>You should also read</h2> + <ul> + <li><a href="{@docRoot}guide/appendix/api-levels.html">Android API Levels</a></li> + <li><a +href="{@docRoot}sdk/compatibility-library.html">Android Support Library</a></li> + </ul> + </div> +</div> + +<p>While the latest versions of Android often provide great APIs for your app, you should continue +to support older versions of Android until more devices get updated. This +lesson shows you how to take advantage of the latest APIs while continuing to support older +versions as well.</p> + +<p>The dashboard for <a +href="http://developer.android.com/resources/dashboard/platform-versions.html">Platform Versions</a> +is updated regularly to show the distribution of active +devices running each version of Android, based on the number of devices that visit the Google Play +Store. Generally, it’s a good practice to support about 90% of the active devices, while +targeting your app to the latest version.</p> + +<p class="note"><strong>Tip:</strong> In order to provide the best features and +functionality across several Android versions, you should use the <a +href="{@docRoot}sdk/compatibility-library.html">Android Support Library</a> in your app, +which allows you to use several recent platform APIs on older versions.</p> + + + +<h2 id="sdk-versions">Specify Minimum and Target API Levels</h2> + +<p>The <a href="{@docRoot}guide/topics/manifest/manifest-intro.html">AndroidManifest.xml</a> file +describes details about your app and +identifies which versions of Android it supports. Specifically, the <code>minSdkVersion</code> +and <code>targetSdkVersion</code> attributes for the <a +href="{@docRoot}guide/topics/manifest/uses-sdk-element.html">{@code <uses-sdk}</a> element +identify the lowest API level with which your app is compatible and the highest API level against +which you’ve designed and tested your app.</p> + +<p>For example:</p> + +<pre> +<manifest xmlns:android="http://schemas.android.com/apk/res/android" ... > + <uses-sdk android:minSdkVersion="4" android:targetSdkVersion="15" /> + ... +</manifest> +</pre> + +<p>As new versions of Android are released, some style and behaviors may change. +To allow your app to take advantage of these changes and ensure that your app fits the style of +each user's device, you should set the +<a +href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#target">{@code targetSdkVersion}</a> +value to match the latest Android version +available.</p> + + + +<h2 id="version-codes">Check System Version at Runtime</h2> + +<p>Android provides a unique code for each platform version in the {@link android.os.Build} +constants class. Use these codes within your app to build conditions that ensure the code that +depends on higher API levels is executed only when those APIs are available on the system.</p> + +<pre> +private void setUpActionBar() { + // Make sure we're running on Honeycomb or higher to use ActionBar APIs + if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.HONEYCOMB) { + ActionBar actionBar = getActionBar(); + actionBar.setDisplayHomeAsUpEnabled(true); + } +} +</pre> + + + +<p class="note"><strong>Note:</strong> When parsing XML resources, Android ignores XML +attributes that aren’t supported by the current device. So you can safely use XML attributes that +are only supported by newer versions without worrying about older versions breaking when they +encounter that code. For example, if you set the +<code>targetSdkVersion="11"</code>, your app includes the {@link android.app.ActionBar} by default +on Android 3.0 and higher. To then add menu items to the action bar, you need to set +<code>android:showAsAction="ifRoom"</code> in your menu resource XML. It's safe to do this +in a cross-version XML file, because the older versions of Android simply ignore the +<code>showAsAction</code> attribute (that is, you <em>do not</em> need a separate +version in <code>res/menu-v11/</code>).</p> + + + +<h2 id="style-themes">Use Platform Styles and Themes</h2> + +<p>Android provides user experience themes that give apps the look and feel of the +underlying operating system. These themes can be applied to your app within the +manifest file. By using these built in styles and themes, your app will +naturally follow the latest look and feel of Android with each new release.</p> + +<p>To make your activity look like a dialog box:</p> + +<pre><activity android:theme="@android:style/Theme.Dialog"></pre> + +<p>To make your activity have a transparent background:</p> + +<pre><activity android:theme="@android:style/Theme.Translucent"></pre> + +<p>To apply your own custom theme defined in <code>/res/values/styles.xml</code>:</p> + +<pre><activity android:theme="@style/CustomTheme"></pre> + +<p>To apply a theme to your entire app (all activities), add the <code>android:theme</code> +attribute +to the <a href="{@docRoot}guide/topics/manifest/application-element.html">{@code +<application>}</a> element:</p> + +<pre><application android:theme="@style/CustomTheme"></pre> + +<p>For more about creating and using themes, read the <a +href="{@docRoot}guide/topics/ui/themes.html">Styles and Themes</a> guide.</p> + diff --git a/docs/html/training/basics/supporting-devices/screens.jd b/docs/html/training/basics/supporting-devices/screens.jd new file mode 100644 index 0000000..8697cd5 --- /dev/null +++ b/docs/html/training/basics/supporting-devices/screens.jd @@ -0,0 +1,180 @@ +page.title=Supporting Different Screens +parent.title=Supporting Different Devices +parent.link=index.html + +trainingnavtop=true +previous.title=Supporting Different Languages +previous.link=languages.html +next.title=Supporting Different Platform Versions +next.link=platforms.html + +@jd:body + +<div id="tb-wrapper"> + <div id="tb"> + + <h2>This lesson teaches you to</h2> + <ol> + <li><a href="#create-layouts">Create Different Layouts</a></li> + <li><a href="#create-bitmaps">Create Different Bitmaps</a></li> + </ol> + + <h2>You should also read</h2> + <ul> + <li><a href="{@docRoot}training/multiscreen/index.html">Designing for Multiple +Screens</a></li> + <li><a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple +Screens</a></li> + <li><a href="{@docRoot}design/style/iconography.html">Iconography design guide</a></li> + </ul> + </div> +</div> + +<p>Android categorizes device screens using two general properties: size and density. You should +expect that your app will be installed on devices with screens that range in both size +and density. As such, you should include some alternative resources that optimize your app’s +appearance for different screen sizes and densities.</p> + +<ul> + <li>There are four generalized sizes: small, normal, large, xlarge</li> + <li>And four generalized densities: low (ldpi), medium (mdpi), high (hdpi), extra high +(xhdpi)</li> +</ul> + +<p>To declare different layouts and bitmaps you'd like to use for different screens, you must place +these alternative resources in separate directories, similar to how you do for different language +strings.</p> + +<p>Also be aware that the screens orientation (landscape or portrait) is considered a variation of +screen size, so many apps should revise the layout to optimize the user experience in each +orientation.</p> + + +<h2 id="create-layouts">Create Different Layouts</h2> + +<p>To optimize your user experience on different screen sizes, you should create a unique layout XML +file for each screen size you want to support. Each layout should be +saved into the appropriate resources directory, named with a <code>-<screen_size></code> +suffix. For example, a unique layout for large screens should be saved under +<code>res/layout-large/</code>.</p> + +<p class="note"><strong>Note:</strong> Android automatically scales your layout in order to +properly fit the screen. Thus, your layouts for different screen sizes don't +need to worry about the absolute size of UI elements but instead focus on the layout structure that +affects the user experience (such as the size or position of important views relative to sibling +views).</p> + +<p>For example, this project includes a default layout and an alternative layout for <em>large</em> +screens:</p> + +<pre class="classic no-pretty-print"> +MyProject/ + res/ + layout/ + main.xml + layout-large/ + main.xml +</pre> + +<p>The file names must be exactly the same, but their contents are different in order to provide +an optimized UI for the corresponding screen size.</p> + +<p>Simply reference the layout file in your app as usual:</p> + +<pre> +@Override + protected void onCreate(Bundle savedInstanceState) { + super.onCreate(savedInstanceState); + setContentView(R.layout.main); +} +</pre> + +<p>The system loads the layout file from the appropriate layout directory based on screen size of +the device on which your app is running. More information about how Android selects the +appropriate resource is available in the <a +href="{@docRoot}guide/topics/resources/providing-resources.html#BestMatch">Providing Resources</a> +guide.</p> + +<p>As another example, here's a project with an alternative layout for landscape orientation:</p> + +<pre class="classic no-pretty-print"> +MyProject/ + res/ + layout/ + main.xml + layout-land/ + main.xml +</pre> + +<p>By default, the <code>layout/main.xml</code> file is used for portrait orientation.</p> + +<p>If you want a provide a special layout for landscape, including while on large screens, then +you need to use both the <code>large</code> and <code>land</code> qualifier:</p> + +<pre class="classic no-pretty-print"> +MyProject/ + res/ + layout/ # default (portrait) + main.xml + layout-land/ # landscape + main.xml + layout-large/ # large (portrait) + main.xml + layout-large-land/ # large landscape + main.xml +</pre> + +<p class="note"><strong>Note:</strong> Android 3.2 and above supports an advanced method of +defining screen sizes that allows you to specify resources for screen sizes based on +the minimum width and height in terms of density-independent pixels. This lesson does not cover +this new technique. For more information, read <a +href="{@docRoot}training/multiscreen/index.html">Designing for Multiple +Screens</a>.</p> + + + +<h2 id="create-bitmaps">Create Different Bitmaps</h2> + +<p>You should always provide bitmap resources that are properly scaled to each of the generalized +density buckets: low, medium, high and extra-high density. This helps you achieve good graphical +quality and performance on all screen densities.</p> + +<p>To generate these images, you should start with your raw resource in vector format and generate +the images for each density using the following size scale:</p> +<ul> +<li>xhdpi: 2.0</li> +<li>hdpi: 1.5</li> +<li>mdpi: 1.0 (baseline)</li> +<li>ldpi: 0.75</li> +</ul> + +<p>This means that if you generate a 200x200 image for xhdpi devices, you should generate the same +resource in 150x150 for hdpi, 100x100 for mdpi, and 75x75 for ldpi devices.</p> + +<p>Then, place the files in the appropriate drawable resource directory:</p> + +<pre class="classic no-pretty-print"> +MyProject/ + res/ + drawable-xhdpi/ + awesomeimage.png + drawable-hdpi/ + awesomeimage.png + drawable-mdpi/ + awesomeimage.png + drawable-ldpi/ + awesomeimage.png +</pre> + +<p>Any time you reference <code>@drawable/awesomeimage</code>, the system selects the +appropriate bitmap based on the screen's density.</p> + +<p class="note"><strong>Note:</strong> Low-density (ldpi) resources aren’t always necessary. When +you provide hdpi assets, the system scales them down by one half to properly fit ldpi +screens.</p> + +<p>For more tips and guidelines about creating icon assets for your app, see the +<a href="{@docRoot}design/style/iconography.html">Iconography design guide</a>.</p> + + + |