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+page.title=Optimizing Layouts for TV
+parent.title=Designing for TV
+parent.link=index.html
+
+trainingnavtop=true
+next.title=Optimizing Navigation for TV
+next.link=optimizing-navigation-tv.html
+
+@jd:body
+
+<div id="tb-wrapper">
+<div id="tb">
+
+<h2>This lesson teaches you to</h2>
+<ol>
+ <li><a href="#DesignLandscapeLayouts">Design Landscape Layouts</a></li>
+ <li><a href="#MakeTextControlsEasyToSee">Make Text and Controls Easy to See</a></li>
+ <li><a href="#DesignForLargeScreens">Design for High-Density Large Screens</a></li>
+ <li><a href="#HandleLargeBitmaps">Handle Large Bitmaps in Your Application</a></li>
+</ol>
+
+<h2>You should also read</h2>
+<ul>
+ <li><a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple Screens</a></li>
+</ul>
+
+</div>
+</div>
+
+<p>
+When your application is running on a television set, you should assume that the user is sitting about
+ten feet away from the screen. This user environment is referred to as the
+<a href="http://en.wikipedia.org/wiki/10-foot_user_interface">10-foot UI</a>. To provide your
+users with a usable and enjoyable experience, you should style and lay out your UI accordingly..
+</p>
+<p>
+This lesson shows you how to optimize layouts for TV by:
+</p>
+<ul>
+ <li>Providing appropriate layout resources for landscape mode.</li>
+ <li>Ensuring that text and controls are large enough to be visible from a distance.</li>
+ <li>Providing high resolution bitmaps and icons for HD TV screens.</li>
+</ul>
+
+<h2 id="DesignLandscapeLayouts">Design Landscape Layouts</h2>
+
+<p>
+TV screens are always in landscape orientation. Follow these tips to build landscape layouts optimized for TV screens:
+</p>
+<ul>
+ <li>Put on-screen navigational controls on the left or right side of the screen and save the
+ vertical space for content.</li>
+ <li>Create UIs that are divided into sections, by using <a href="{@docRoot}guide/topics/fundamentals/fragments.html">Fragments</a>
+ and use view groups like {@link android.widget.GridView} instead
+ of {@link android.widget.ListView} to make better use of the
+ horizontal screen space.</li>
+ <li>Use view groups such as {@link android.widget.RelativeLayout}
+ or {@link android.widget.LinearLayout} to arrange views.
+ This allows the Android system to adjust the position of the views to the size, alignment,
+ aspect ratio, and pixel density of the TV screen.</li>
+ <li>Add sufficient margins between layout controls to avoid a cluttered UI.</li>
+</ul>
+
+<p>
+For example, the following layout is optimized for TV:
+</p>
+
+<img src="{@docRoot}images/training/panoramio-grid.png" />
+
+<p>
+In this layout, the controls are on the lefthand side. The UI is displayed within a
+{@link android.widget.GridView}, which is well-suited to landscape orientation.
+In this layout both GridView and Fragment have the width and height set
+dynamically, so they can adjust to the screen resolution. Controls are added to the left side Fragment programatically at runtime.
+The layout file for this UI is {@code res/layout-land-large/photogrid_tv.xml}.
+(This layout file is placed in {@code layout-land-large} because TVs have large screens with landscape orientation. For details refer to
+<a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple Screens</a>.)</p>
+
+res/layout-land-large/photogrid_tv.xml
+<pre>
+&lt;RelativeLayout
+ android:layout_width="fill_parent"
+ android:layout_height="fill_parent" &gt;
+
+ &lt;fragment
+ android:id="@+id/leftsidecontrols"
+ android:layout_width="0dip"
+ android:layout_marginLeft="5dip"
+ android:layout_height="match_parent" /&gt;
+
+ &lt;GridView
+ android:id="@+id/gridview"
+ android:layout_width="wrap_content"
+ android:layout_height="wrap_content" /&gt;
+
+&lt;/RelativeLayout>
+</pre>
+
+<p>
+To set up action bar items on the left side of the screen, you can also include the <a
+href="http://code.google.com/p/googletv-android-samples/source/browse/#git%2FLeftNavBarLibrary">
+Left navigation bar library</a> in your application to set up action items on the left side
+of the screen, instead of creating a custom Fragment to add controls:
+</p>
+
+<pre>
+LeftNavBar bar = (LeftNavBarService.instance()).getLeftNavBar(this);
+</pre>
+
+<p>
+When you have an activity in which the content scrolls vertically, always use a left navigation bar;
+otherwise, your users have to scroll to the top of the content to switch between the content view and
+the ActionBar. Look at the
+<a href="http://code.google.com/p/googletv-android-samples/source/browse/#git%2FLeftNavBarDemo">
+Left navigation bar sample app</a> to see how to simple it is to include the left navigation bar in your app.
+</p>
+
+<h2 id="MakeTextControlsEasyToSee">Make Text and Controls Easy to See</h2>
+<p>
+The text and controls in a TV application's UI should be easily visible and navigable from a distance.
+Follow these tips to make them easier to see from a distance :
+</p>
+
+<ul>
+ <li>Break text into small chunks that users can quickly scan.</li>
+ <li>Use light text on a dark background. This style is easier to read on a TV.</li>
+ <li>Avoid lightweight fonts or fonts that have both very narrow and very broad strokes. Use simple sans-serif
+ fonts and use anti-aliasing to increase readability.</li>
+ <li>Use Android's standard font sizes:
+ <pre>
+ &lt;TextView
+ android:id="@+id/atext"
+ android:layout_width="wrap_content"
+ android:layout_height="wrap_content"
+ android:gravity="center_vertical"
+ android:singleLine="true"
+ android:textAppearance="?android:attr/textAppearanceMedium"/&gt;
+ </pre></li>
+ <li>Ensure that all your view widgets are large enough to be clearly visible to someone sitting 10 feet away
+ from the screen (this distance is greater for very large screens). The best way to do this is to use
+ layout-relative sizing rather than absolute sizing, and density-independent pixel units instead of absolute
+ pixel units. For example, to set the width of a widget, use wrap_content instead of a pixel measurement,
+ and to set the margin for a widget, use dip instead of px values.
+ </li>
+</ul>
+<p>
+
+</p>
+
+<h2 id="DesignForLargeScreens">Design for High-Density Large Screens</h2>
+
+<p>
+The common HDTV display resolutions are 720p, 1080i, and 1080p. Design your UI for 1080p, and then
+allow the Android system to downscale your UI to 720p if necessary. In general, downscaling (removing pixels)
+does not degrade the UI (Notice that the converse is not true; you should avoid upscaling because it degrades
+UI quality).
+</p>
+
+<p>
+To get the best scaling results for images, provide them as <a href="{@docRoot}guide/developing/tools/draw9patch.html">
+9-patch image</a> elements if possible.
+If you provide low quality or small images in your layouts, they will appear pixelated, fuzzy, or grainy. This
+is not a good experience for the user. Instead, use high-quality images.
+</p>
+
+<p>
+For more information on optimizing apps for large screens see <a href="{@docRoot}training/multiscreen/index.html">
+Designing for multiple screens</a>.
+</p>
+
+<h2 id="HandleLargeBitmaps">Design to Handle Large Bitmaps</h2>
+
+<p>
+The Android system has a limited amount of memory, so downloading and storing high-resolution images can often
+cause out-of-memory errors in your app. To avoid this, follow these tips:
+</p>
+
+<ul>
+ <li>Load images only when they're displayed on the screen. For example, when displaying multiple images in
+ a {@link android.widget.GridView} or
+ {@link android.widget.Gallery}, only load an image when
+ {@link android.widget.Adapter#getView(int, View, ViewGroup) getView()}
+ is called on the View's {@link android.widget.Adapter}.
+ </li>
+ <li>Call {@link android.graphics.Bitmap#recycle()} on
+ {@link android.graphics.Bitmap} views that are no longer needed.
+ </li>
+ <li>Use {@link java.lang.ref.WeakReference} for storing references
+ to {@link android.graphics.Bitmap} objects in a in-memory
+ <a href="{@link java.util.Collection}.</li>
+ <li>If you fetch images from the network, use {@link android.os.AsyncTask}
+ to fetch them and store them on the SD card for faster access.
+ Never do network transactions on the application's UI thread.
+ </li>
+ <li>Scale down really large images to a more appropriate size as you download them; otherwise, downloading the image
+ itself may cause an "Out of Memory" exception. Here is sample code that scales down images while downloading:
+
+ <pre>
+ // Get the source image's dimensions
+ BitmapFactory.Options options = new BitmapFactory.Options();
+ // This does not download the actual image, just downloads headers.
+ options.inJustDecodeBounds = true;
+ BitmapFactory.decodeFile(IMAGE_FILE_URL, options);
+ // The actual width of the image.
+ int srcWidth = options.outWidth;
+ // The actual height of the image.
+ int srcHeight = options.outHeight;
+
+ // Only scale if the source is bigger than the width of the destination view.
+ if(desiredWidth > srcWidth)
+ desiredWidth = srcWidth;
+
+ // Calculate the correct inSampleSize/scale value. This helps reduce memory use. It should be a power of 2.
+ int inSampleSize = 1;
+ while(srcWidth / 2 > desiredWidth){
+ srcWidth /= 2;
+ srcHeight /= 2;
+ inSampleSize *= 2;
+ }
+
+ float desiredScale = (float) desiredWidth / srcWidth;
+
+ // Decode with inSampleSize
+ options.inJustDecodeBounds = false;
+ options.inDither = false;
+ options.inSampleSize = inSampleSize;
+ options.inScaled = false;
+ // Ensures the image stays as a 32-bit ARGB_8888 image.
+ // This preserves image quality.
+ options.inPreferredConfig = Bitmap.Config.ARGB_8888;
+
+ Bitmap sampledSrcBitmap = BitmapFactory.decodeFile(IMAGE_FILE_URL, options);
+
+ // Resize
+ Matrix matrix = new Matrix();
+ matrix.postScale(desiredScale, desiredScale);
+ Bitmap scaledBitmap = Bitmap.createBitmap(sampledSrcBitmap, 0, 0,
+ sampledSrcBitmap.getWidth(), sampledSrcBitmap.getHeight(), matrix, true);
+ sampledSrcBitmap = null;
+
+ // Save
+ FileOutputStream out = new FileOutputStream(LOCAL_PATH_TO_STORE_IMAGE);
+ scaledBitmap.compress(Bitmap.CompressFormat.JPEG, 100, out);
+ scaledBitmap = null;
+ </pre>
+ </li> </ul> \ No newline at end of file