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diff --git a/docs/html/guide/topics/resources/providing-resources.jd b/docs/html/guide/topics/resources/providing-resources.jd new file mode 100644 index 0000000..b495eb8 --- /dev/null +++ b/docs/html/guide/topics/resources/providing-resources.jd @@ -0,0 +1,723 @@ +page.title=Providing Resources +parent.title=Application Resources +parent.link=index.html +@jd:body + +<div id="qv-wrapper"> +<div id="qv"> + <h2>Quickview</h2> + <ul> + <li>Different types of resources belong in different sub-directories of {@code res/}</li> + <li>Alternative resources provide configuration-specific resource files</li> + </ul> + <h2>In this document</h2> + <ol> + <li><a href="#AlternativeResources">Providing Alternative Resources</a> + <ol> + <li><a href="#AliasResources">Creating alias resources</a></li> + </ol> + </li> + <li><a href="#BestMatch">How Android Finds the Best-matching Resource</a></li> + </ol> + + <h2>See also</h2> + <ol> + <li><a href="accessing-resources.html">Accessing Resources</a></li> + <li><a href="available-resources.html">Resource Types</a></li> + </ol> +</div> +</div> + +<p>There are several types of resource files you can +include in your application and each type belongs in a specific sub-directory of your project's +{@code res/} directory. Absolutely no files should be saved directly inside {@code res/}.</p> + +<p>For example, here's the file hierarchy for a simple project:</p> + +<pre class="no-pretty-print"> +MyProject/ + src/ <span style="color:black"> + MyActivity.java </span> + res/ + drawable/ <span style="color:black"> + icon.png </span> + layout/ <span style="color:black"> + main_layout.xml </span> + values/ <span style="color:black"> + strings.xml </span> +</pre> + +<p>This project includes an image resource, a layout resource, and string resource file.</p> + +<p>Table 1 lists the different {@code res/} sub-directories supported +and describes the types of resource files that belong in each one.</p> + +<p class="table-caption" id="table1"><strong>Table 1.</strong> Resource directories. Each directory +belongs inside the project {@code res/} directory.</p> + +<table> + <tr> + <th scope="col">Directory</th> + <th scope="col">Resource Types</th> + </tr> + + <tr> + <td><code>anim/</code></td> + <td>XML files that define tween animations. See <a +href="animation-resource.html">Animation Resources</a>.</td> + </tr> + + <tr> + <td><code>color/</code></td> + <td>XML files that define a state list of colors. See <a href="color-list-resource.html">Color +State List Resources</a></td> + </tr> + + <tr> + <td><code>drawable/</code></td> + <td><p>Bitmap files ({@code .png}, {@code .9.png}, {@code .jpg}, {@code .gif}) or XML files that +are compiled into the following Drawable resource subtypes:</p> + <ul> + <li>Bitmap files</li> + <li>Nine-Patches (re-sizable bitmaps)</li> + <li>State lists</li> + <li>Color drawables</li> + <li>Shapes</li> + <li>Animation drawables</li> + </ul> + <p>See <a href="drawable-resource.html">Drawable Resources</a>.</p> + </td> + </tr> + + <tr> + <td><code>layout/</code></td> + <td>XML files that define a user interface layout. + See <a href="layout-resource.html">Layout Resource</a>.</td> + </tr> + + <tr> + <td><code>menu/</code></td> + <td>XML files that define application menus, such as an Options Menu, Context Menu, or Sub +Menu. See <a href="menu-resource.html">Menu Resource</a>.</td> + </tr> + + <tr> + <td><code>raw/</code></td> + <td><p>Arbitrary files to save in their raw form. Files in here are not compressed by the +system. To open these resources with a raw {@link java.io.InputStream}, call {@link +android.content.res.Resources#openRawResource(int) +Resources.openRawResource()} with the resource ID, which is {@code R.raw.<em>filename</em>}.</p> + <p>However, if you require direct access to original file names and file hierarchy, instead of +using a resource ID to access your files, you might consider saving some resources in the {@code +assets/} directory, instead of {@code res/raw/}. You can query data in the {@code assets/} directory +like an ordinary file system, search through the directory and read raw data using {@link +android.content.res.AssetManager}.</p></td> + </tr> + + <tr> + <td><code>values/</code></td> + <td><p>XML files that contain simple values, such as strings, integers, and colors.</p> + <p>Unlike the other {@code res/} subdirectories, this one + can hold files that contain descriptions of more than one resource, rather than +just one resource for the file. The XML element types of an XML file in {@code values/} control +how these resources are defined in the {@code R} class. For example, a {@code <string>} +element will create an +{@code R.string} resource, and a {@code <color>} element will create an {@code R.color} +resource.</p> + <p>While the name of a file in this directory is arbitrary and not related to the name given +to a resource produced, you might want to separate different types of resources into different +files for easier maintenance. Here are some filename conventions for some of the different types +of resources you can save here:</p> + <ul> + <li>arrays.xml to define resource arrays (<a +href="more-resources.html#TypedArray">typed arrays</a>).</li> + <li>colors.xml to define <a +href="more-resources.html#Color">color values</a></li> + <li>dimens.xml to define <a +href="more-resources.html#Dimension">dimension values</a>.</li> + <li>strings.xml to define <a href="string-resource.html">string +values</a>.</li> + <li>styles.xml to define <a href="style-resource.html">styles</a>.</li> + </ul> + <p>See <a href="string-resource.html">String Resources</a>, + <a href="style-resource.html">Style Resource</a>, and + <a href="more-resources.html">More Resource Types</a>.</p> + </td> + </tr> + + <tr> + <td><code>xml/</code></td> + <td>Arbitrary XML files that are compiled and can be read at runtime by calling {@link +android.content.res.Resources#getXml(int) Resources.getXML()}. Various XML configuration files +must also be saved here, such as a <a +href="{@docRoot}guide/topics/search/searchable-config.html">searchable configuration</a>. +<!-- or preferences configuration. --></td> + </tr> +</table> + +<p>For more information about certain types of resources, see the <a +href="available-resources.html">Resource Types</a> documentation.</p> + + + + + + +<h2 id="AlternativeResources">Providing Alternative Resources</h2> + + +<div class="figure" style="width:441px"> +<img src="{@docRoot}images/resources/resource_devices_diagram2.png" height="137" alt="" /> +<p class="img-caption"> +<strong>Figure 1.</strong> Two device configurations, one using alternative resources.</p> +</div> + +<p>Almost every application should provide alternative resources to support specific device +configurations. For instance, you should include different drawable resources for different +screen densities and different string resources for different languages. At runtime, Android +will automatically detect the current device configuration and then load the appropriate +resources.</p> + +<p>For each set of resources for which you want to provide configuration-specific alternatives:</p> +<ol> + <li>Create a new directory in {@code res/} named in the form {@code +<em><resources_name></em>-<em><config_qualifier></em>}. + <ul> + <li><em>{@code <resources_name>}</em> is the directory name of the corresponding default +resources.</li> + <li><em>{@code <config_qualifier>}</em> is a name that specifies a configuration +for which these resources are to be used.</li> + </ul> + <p>You can append more than one <em>{@code <config_qualifier>}</em>. Separate each +one with a dash.</p> + </li> + <li>Save your alternative resources in this directory, named exactly the same as the default +resource files.</li> +</ol> + +<p>For example, here are some default and alternative resources:</p> + +<pre class="no-pretty-print"> +res/ + drawable/ <span style="color:black"> + icon.png + background.png </span> + drawable-hdpi/ <span style="color:black"> + icon.png + background.png </span> +</pre> + +<p>The {@code hdpi} qualifier indicates that the resources are for devices with a high-density +screen. While the images in each directory are different, the filenames are +identical. This way, the resource ID that you use to reference the {@code icon.png} image is +always the same. When you request the {@code icon} drawable, Android will select the +version of that drawable that best matches the current device configuration.</p> + +<p>Android supports several configuration qualifiers and you can +add multiple qualifiers to one directory name in order to further specify the configuration, by +separating the qualifiers with dashes. Table 2 lists the valid configuration qualifiers, in order +of precedence—they must be specified in the directory name in the order that they are listed +in the table.</p> + + +<p class="table-caption" id="table2"><strong>Table 2.</strong> Alternative resource qualifier +names.</p> +<table border="1"> + <tr> + <th>Qualifier</th> + <th>Values</th> + <th>Description</th> + </tr> + <tr> + <td>MCC and MNC</td> + <td>Examples:<br/> + <code>mcc310</code><br/> + <code><nobr>mcc310-mnc004</nobr></code><br/> + <code>mcc208-mnc00</code><br/> + etc. + </td> + <td> + <p>Specifies resources based on the mobile country code (MCC), optionally followed by mobile +network code (MNC) + from the SIM in the device. For example, <code>mcc310</code> is U.S. on any carrier, + <code>mcc310-mnc004</code> is U.S. on Verizon, and <code>mcc208-mnc00</code> is France on + Orange.</p> + <p>If the device uses a radio connection (GSM phone), the MCC will come + from the SIM, and the MNC will come from the network to which the + device is attached.</p> + <p>You might sometimes use the MCC alone, for example to include country-specific legal +resources in your application, but if you only need to specify based on language, then use the +language and region qualifier below. If you decide to use the MCC and MNC qualifier, you +should do so with great care and completely test that it works as expected.</p></td> + </tr> + <tr> + <td>Language and region</td> + <td>Examples:<br/> + <code>en</code><br/> + <code>fr</code><br/> + <code>en-rUS</code><br/> + <code>fr-rFR</code><br/> + <code>fr-rCA</code><br/> + etc. + </td> + <td><p>This is defined by a two-letter <a +href="http://www.loc.gov/standards/iso639-2/php/code_list.php">ISO + 639-1</a> language code, optionally followed by a two letter + <a +href="http://www.iso.org/iso/en/prods-services/iso3166ma/02iso-3166-code-lists/list-en1.html">ISO + 3166-1-alpha-2</a> region code (preceded by lowercase "r"). + </p><p> + The codes are <em>not</em> case-sensitive; the {@code r} prefix is used to + distinguish the region portion. + You cannot specify a region alone.</p> + <p>This can change during the life +of your application if the user changes their language in the system settings. See <a +href="runtime-changes.html">Handling Runtime Changes</a> for information about +how this can affect your application during runtime.</p> + <p>See <a href="localization.html">Localization</a> for a complete guide to localizing +your application for other langauges.</p> + </td> + </tr> + <tr> + <td>Screen size</td> + <td> + <code>small</code><br/> + <code>normal</code><br/> + <code>large</code> + </td> + <td> + <ul> + <li> <b>Small screens</b> are based on the space available on a + QVGA low density screen. Considering a portrait HVGA display, this has + the same available width but less height -- it is 3:4 vs. HVGA's + 2:3 aspect ratio. Examples are QVGA low density and VGA high + density.</li> + <li> <b>Normal screens</b> are based on the traditional Android HVGA + medium density screen. A screen is considered to be normal if it is + at least this size (independent of density) and not larger. Examples + of such screens a WQVGA low density, HVGA medium density, WVGA + high density.</li> + <li> <b>Large screens</b> are based on the space available on a + VGA medium density screen. Such a screen has significantly more + available space in both width and height than an HVGA display. + Examples are VGA and WVGA medium density screens.</li> + </ul> + <p>See <a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple +Screens</a> for more information.</p> + </td> + </tr> + <tr> + <td>Wider/taller screens</td> + <td> + <code>long</code><br/> + <code>notlong</code> + </td> + <td> + <p>This is based purely on the aspect ratio of the screen (a "long" screen is wider): + <ul> + <li><strong>Long</strong>: WQVGA, WVGA, FWVGA</li> + <li><strong>Not long</strong>: QVGA, HVGA, and VGA</li> + </ul> + <p>This is not related to the screen orientation.</p> + </td> + </tr> + <tr> + <td>Screen orientation</td> + <td> + <code>port</code><br/> + <code>land</code> <!-- <br/> + <code>square</code> --> + </td> + <td> + <p>Portrait orientation ({@code port}) is vertical and landscape orientation +({@code land}) is horizontal. <!-- Square mode is currently not used. --> </p> + <p>This can change during the life of your application if the user rotates the +screen. See <a href="runtime-changes.html">Handling Runtime Changes</a> for information about +how this affects your application during runtime.</p> + </td> + </tr> + <tr> + <td>Dock mode</td> + <td> + <code>car</code><br/> + <code>desk</code> + </td> + <td> + <p>These configurations can be initiated when the device is placed in a dock.</p> + <p><em>Added in API Level 8.</em></p> + <p>This can change during the life of your application if the user places the device in a +dock. See <a href="runtime-changes.html">Handling Runtime Changes</a> for +information about how this affects your application during runtime. Also see {@link +android.app.UiModeManager}.</p> + </td> + </tr> + <tr> + <td>Night mode</td> + <td> + <code>night</code><br/> + <code>notnight</code> + </td> + <td> + <p> + These configurations can be initiated by the device light sensor (if available).</p> + <p><em>Added in API Level 8.</em></p> + <p>This can change during the life of your application if the device determines that the +user environment is a "night" (dark) setting. See <a href="runtime-changes.html">Handling Runtime +Changes</a> for information about how this affects your application during runtime. You can +also explicitly set this mode using {@link android.app.UiModeManager}.</p> + </td> + </tr> + <tr> + <td>Screen pixel density (dpi)</td> + <td> + <code>ldpi</code><br/> + <code>mdpi</code><br/> + <code>hdpi</code><br/> + <code>nodpi</code> + </td> + <td> + <p>The medium + density of traditional HVGA screens (mdpi) is defined to be approximately + 160dpi; low density (ldpi) is 120, and high density (hdpi) is 240. There + is thus a 4:3 scaling factor between each density, so a 9x9 bitmap + in ldpi would be 12x12 in mdpi and 16x16 in hdpi. The special + <code>nodpi</code> density can be used with bitmap resources to prevent + them from being scaled at load time to match the device density. + </p><p> + When Android selects which resource files to use, + it handles screen density differently than the other qualifiers. + In step 1 of <a href="#BestMatch">How Android finds the best + matching directory</a> (below), screen density is always considered to + be a match. In step 4, if the qualifier being considered is screen + density, Android will select the best final match at that point, + without any need to move on to step 5. + </p> + <p>See <a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple +Screens</a> for more information.</p> + </td> + </tr> + <tr> + <td>Touchscreen type</td> + <td> + <code>notouch</code><br/> + <code>stylus</code><br/> + <code>finger</code> + </td> + <td><p>If the device has a resistive touch screen that's suited for use with a stylus, +then it may use the {@code stylus} resources.</p> + </td> + </tr> + <tr> + <td>Keyboard availability</td> + <td> + <code>keysexposed</code><br/> + <code>keyshidden</code><br/> + <code>keyssoft</code> + </td> + <td> + <p>If your application has specific resources that should only be used with a soft keyboard, +use the <code>keyssoft</code> value. If you do not provide <code>keyssoft</code> resources, but do +provide <code>keysexposed</code> and <code>keyshidden</code>, and the device shows a soft keyboard, +the system will use <code>keysexposed</code> resources.</p> + <p>This can change during the life of your application if the user opens a keyboard. See <a +href="runtime-changes.html">Handling Runtime Changes</a> for information about how this affects your +application during runtime.</p> + </td> + </tr> + <tr> + <td>Primary text input method</td> + <td> + <code>nokeys</code><br/> + <code>qwerty</code><br/> + <code>12key</code> + </td> + <td><p>If the device has no hardware keys for text input, then it may use the {@code +nokeys} resources. Even if the device has a QWERTY keyboard but it is currently hidden, it may use +the {@code qwerty} resources.</td> + </tr> + <tr> + <td>Navigation key availability</td> + <td> + <code>navexposed</code><br/> + <code>navhidden</code> + </td> + <td> + <p> + If the device's navigation keys are currently available to + the user, it may use the {@code navexposed} resources; if they are not + available (such as behind a closed lid), it may use the {@code navhidden} resources.</p> + <p>This can change during the life of your application if the user reveals the navigation +keys. See <a href="runtime-changes.html">Handling Runtime Changes</a> for +information about how this affects your application during runtime.</p> + </td> + </tr> + <tr> + <td>Primary non-touch navigation method</td> + <td> + <code>nonav</code><br/> + <code>dpad</code><br/> + <code>trackball</code><br/> + <code>wheel</code> + </td> + <td><p>If the device has no navigation facility other than using the touchscreen, then it +may use the {@code nonav} resources.</p> + </td> + </tr> +<!-- DEPRECATED + <tr> + <td>Screen dimensions</td> + <td>Examples:<br/> + <code>320x240</code><br/> + <code>640x480</code><br/> + etc. + </td> + <td> + <p>The larger dimension must be specified first. <strong>This configuration is deprecated +and should not be used</strong>. Instead use "screen size," "wider/taller screens," and "screen +orientation" described above.</p> + </td> + </tr> +--> + <tr> + <td>API Level</td> + <td>Examples:<br/> + <code>v4</code><br/> + <code>v5</code><br/> + <code>v6</code><br/> + <code>v7</code><br/> + etc.</td> + <td> + <p>The API Level supported by the device, for example <code>v1</code> for API Level 1 +(Android 1.0) or <code>v5</code> for API Level 5 (Android 2.0). See the <a +href="{@docRoot}guide/appendix/api-levels.html">Android API Levels</a> document for more information +about these values.</p> + </td> + </tr> +</table> + +<p>Here are some important rules about using resource qualifier names:</p> + +<ul> + <li>You can specify multiple qualifiers for a single set of resources, separated by dashes. For +example, <code>drawable-en-rUS-land</code> applies to US-English devices in landscape +orientation.</li> + <li>The qualifiers must be in the order listed in <a href="#table2">Table 2</a> above. For +example: + <ul> + <li>Wrong: <code>drawable-hdpi-port/</code></li> + <li>Correct: <code>drawable-port-hdpi/</code></li> + </ul> + </li> + <li>Qualified directories cannot be nested. For example, you cannot have +<code>res/drawable/drawable-en/</code>.</li> + <li>Values are case-insensitive. The resource compiler converts directory names + to lower case before processing to avoid problems on case-insensitive + file systems. Any capitalization in the names is only to benefit readability.</li> + <li>Only one value for each qualifier type is supported. For example, if you want to use +the same drawable files for Spain and France, you <em>cannot</em> have a directory named +<code>drawable-rES-rFR/</code>. Instead you need two resource directories, such as +<code>drawable-rES/</code> and <code>drawable-rFR/</code>, which contain the appropriate files. +However, you are not required to actually duplicate the same files in both locations (which +could multiply the size of your package if the files are large). Instead, you can create a +reference to one instance of the resources. See <a href="#AliasResources">Creating +alias resources</a>, below.</li> +</ul> + + + +<h3 id="AliasResources">Creating alias resources</h3> + +<p>When you have a resource that you'd like to use for more than one device +configuration (but not for all configurations), you <em>don't</em> have to put the same resource in +each of the alternative resource directories. Instead, you can (in some cases) create an alternative +resource that acts as an alias for a resource saved in your default resource directory.</p> + +<p>For example, imagine you have an image, {@code icon.png}, and you have different versions of it +for different locales, but two locales, English-Canadian and French-Canadian, need to +use the same version. You might assume that you need to copy the Canadian version of the +icon into the alternative resource directory for both English-Canadian and French-Canadian, but it's +not true. What you can do instead is save the Canadian version as {@code icon_ca.png} (any name +other than {@code icon.png}) and put +it in the default {@code res/drawable/} directory. Then create an {@code icon.xml} file in {@code +res/drawable-en-rCA/} and {@code res/drawable-fr-rCA/} that refers to the {@code icon_ca.png} +resource using the {@code <bitmap>} element. This allows you to store just one version of the +PNG file and two small XML files that point to it. (An example XML file is shown below.)</p> + +<p class="note"><strong>Note:</strong> Not all resources offer a mechanism by which you can +create an alias to another resource. In particular, animation, menu, raw, and other unspecified +resources in the {@code xml/} directory don't provide this kind of feature.</p> + + +<h4>Drawable</h4> + +<p>To create an alias to an existing drawable, use the {@code <bitmap>} element. +For example:</p> + +<pre> +<?xml version="1.0" encoding="utf-8"?> +<bitmap xmlns:android="http://schemas.android.com/apk/res/android" + android:src="@drawable/icon_ca" /> +</pre> + +<p>If you save this file as {@code icon.xml}, it will be compiled into a resource that you +can reference as {@code R.drawable.icon}, but is actually an alias for the {@code +R.drawable.icon_ca} resource.</p> + + +<h4>Layout</h4> + +<p>To create an alias to an existing layout, use the {@code <include>} +element, wrapped in a {@code <merge>}. For example:</p> + +<pre> +<?xml version="1.0" encoding="utf-8"?> +<merge> + <include layout="@layout/main_ltr"/> +</merge> +</pre> + +<p>If you save this file as {@code main.xml}, it will be compiled into a resource you can reference +as {@code R.layout.main}, but is actually an alias for the {@code R.layout.main_ltr} +resource.</p> + + +<h4>Strings and other simple values</h4> + +<p>To create an alias to an existing string, simply use the resource ID of the desired +string as the value for the new string. For example:</p> + +<pre> +<?xml version="1.0" encoding="utf-8"?> +<resources> + <string name="hello">Hello</string> + <string name="hi">@string/hello</string> +</resources> +</pre> + +<p>The {@code R.string.hi} resource is now an alias for the {@code R.string.hello}.</p> + +<p> <a href="{@docRoot}guide/topics/resources/more-resources.html">Other simple values</a> work the +same way. For example, a color:</p> + +<pre> +<?xml version="1.0" encoding="utf-8"?> +<resources> + <color name="yellow">#f00</color> + <color name="highlight">@color/red</color> +</resources> +</pre> + + + + + + +<h2 id="BestMatch">How Android Finds the Best-matching Resource</h2> + +<p>Once you have saved alternative resources for your application, Android will pick which of the +various underlying resource files should be used at runtime for each resource +requested, depending on the current device configuration. To demonstrate how Android will select the +resource to use, assume the following drawables are available:</p> + +<pre class="no-pretty-print"> +res/drawable/ +res/drawable-en/ +res/drawable-fr-rCA/ +res/drawable-en-port/ +res/drawable-en-notouch-12key/ +res/drawable-port-ldpi/ +res/drawable-port-notouch-12key +</pre> + +<p>And assume the following is the device configuration:</p> + +<p style="margin-left:2em;"> +Locale = <code>en-GB</code> <br/> +Screen orientation = <code>port</code> <br/> +Screen pixel density = <code>hdpi</code> <br/> +Touchscreen type = <code>notouch</code> <br/> +Primary text input method = <code>12key</code> +</p> + + +<p>Here is how Android makes the drawable selection and how a drawable will be selected from the +configuration above: </p> + +<ol> + <li>Eliminate resource files that contradict the device configuration. + <p>The <code>drawable-fr-rCA/</code> directory will be eliminated, because it +contradicts the locale of the device.</p> +<pre class="no-pretty-print"> +drawable/ +drawable-en/ +<strike>drawable-fr-rCA/</strike> +drawable-en-port/ +drawable-en-notouch-12key/ +drawable-port-ldpi/ +drawable-port-notouch-12key +</pre> +<p class="note"><strong>Exception: </strong>Screen pixel density is the one qualifier that is not +used to eliminate files. Even though the screen density of the device is mdpi, +<code>drawable-port-ldpi/</code> is not eliminated because every screen density is +considered to be a match at this point.</p></li> + + <li>From <a href="#table2">Table 2</a>, pick the (next) highest-precedence qualifier in +the list. (Start with MCC, then move down through the list.) </li> + <li>Do any of the available resource directories include this qualifier? </li> + <ul> + <li>If No, return to step 2 and look at the next qualifier. In the example, + the answer is "no" until the language qualifier is reached.</li> + <li>If Yes, move on to step 4.</li> + </ul> + </li> + + <li>Eliminate resource directories that do not include this qualifier. In the example, the system +eliminates all the directories that do not include a language qualifier:</li> +<pre class="no-pretty-print"> +<strike>drawable/</strike> +drawable-en/ +drawable-en-port/ +drawable-en-notouch-12key/ +<strike>drawable-port-ldpi/</strike> +<strike>drawable-port-notouch-12key</strike> +</pre> +<p class="note"><strong>Exception:</strong> If the qualifier in question is screen pixel density, +Android will +select the option that most closely matches the device, and the selection process will be complete. +In general, Android will prefer scaling down a larger original image to scaling up a smaller +original image.</p> + </li> + + <li>Go back and repeat steps 2, 3, and 4 until only one choice remains. In the example, screen +orientation is the next qualifier for which there are any matches. +So, resources that do not specify a screen orientation are eliminated: +<pre class="no-pretty-print"> +<strike>drawable-en/</strike> +drawable-en-port/ +<strike>drawable-en-notouch-12key/</strike> +</pre> +<p>Only one choice remains, so the drawable will be taken from the {@code drawable-en-port} +directory.</p> + </li> +</ol> + +<p>Though this procedure is executed for each resource requested, the system will further optimize +some aspects. One such optimization is that once the device configuration is known, it might +completely eliminate alternative resources that can never match. For example, if the configuration +language is English ("en"), then any resource directory that has a language qualifier set to +something other than English will never be included in the pool of resources checked (though a +resource directory <em>without</em> the language qualifier is still included).</p> + +<p class="note"><strong>Note:</strong> The <em>precedence</em> of the qualifier (in <a +href="#table2">Table 2</a>) is more important +than the number of qualifiers that exactly match the device. For example, in step 4 above, the last +choice on the list includes three qualifiers that exactly match the device (orientation, touchscreen +type, and input method), while <code>drawable-en</code> has only one parameter that matches +(language). However, language has a higher precedence than these other qualifiers, so +<code>drawable-port-notouch-12key</code> +is out.</p> + +<p>The following flowchart summarizes how Android selects the resource directory to use.</p> +<p><img src="{@docRoot}images/resources/res-selection-flowchart.png" alt="" +height="471" /></p> + |