How To create Responsive Layout - android-layout

I am new to android and i dont know how to make responsive layout which can be
display equal in all devices,please help me out by providing some code for that.

All android resources are correctly scaled for whatever device you put them on.
However, you may want completely different or just slight different layouts (even though the scaling is handled perfectly) for the purpose of functionality.
For this, you'll need to use the android resource systems constraints and most likely fragments.
Fragments are covered in the following link
http://developer.android.com/guide/components/fragments.html

Related

Best way for responsive design in Android Studio

Which of these is the best for responsive design
create layouts like this:
res/layout-small
res/layout-normal
res/layout-large
res/layout-xlarge
or create only one layout and set its width and height to percent
I don’t know whether this is a stupid question or not, I’m just wondering what many ladies do in such situations.Thanks
I think using ConstraintLayout properly can make your app responsive almost to all screen sizes.
learn about ConstraintsLayout here.
read more about responsive design here.
Although you will still need to provide different design for landscape mode and you might need a different design for tablets.
if you need more clarifications, let me know in the comments!

What is the purpose of /drawable-v14 or /drawable-v11?

I've seen that some Google's or other open source projects have resource directories like /drawable-v14 or /drawable-hdpi-v11.
Now, I understand what this means: all devices with SDK larger or equal than v11/v14 should use these images.
But what is the purpose of this? Why and when should I use them? Why devices of HDPI resolution and SDK v11 should ever use images different than HDPI devices and SDK 10?
I just cannot see when I will ever use one image for SDK 10 and another for SDK 17, for example. Makes no sense to me.
As a side note, the usage of resources /values-v{11/14/17} is logical and has the practical benefit.
This can be use in order to style your icons to the current UI guidelines on the given Android version.
Android has had a lot of evolution on its GUI style from its beginning. In Cupcake, icons had to show a 3D effect with a shadow. With ICS, there is more flat icons. And it will keep on changing with android 5 and more... (Let's watch the Google i/o 2014 to know more about it! ... by the way: its today!)
So basically you can stick to the GUI guidelines even from different Android versions. It's probably not the only use case but it is one of them.

xml layout in android that supports different screen sizes

how should we set the xml layout in android that supports different screen sizes.
I tried using wrap content and match parent but its not working properly. Please guide me for this.
Thanks in advance.
The comment about, Supporting Multiple Screens is defiantly a good starting place! By default your xml does support different screen sizes.
Although the system performs scaling and resizing to make your application work on different screens, you should make the effort to optimize your application for different screen sizes and densities. In doing so, you maximize the user experience for all devices and your users believe that your application was actually designed for their devices—rather than simply stretched to fit the screen on their devices.
However, like it says you need to optimize it. This refers to images or a completely different xml per screen size/orientation. Does this help any?
If you need something a little more specific to your situation you'll need to provide more information.

How to create Liquid Layout in android

I am into a project in university, I would like to know that how can I use liquid layout in android so that different screen sizes must see the application according to its resolution?
In simple words, I would like to create an application whose layout is perfect in all the type of screens :)
I know how to create it in simple html/css in websites for PCs, but how to do it in android?
Can anyone please give suggestions/help/tutorial link?
Thanks,
Usman
Android provides "liquid" layouts out of the box - the layout dimensions and contained elements adapt to screen resolution automatically. It is gracefully handled by the Android framework. There are various kind of layouts available (LinearLayout, FrameLayout etc.) so you need to check carefully which type of layout is the best for you.
You should avoid AbsoluteLayout. While it is true it lets you specify exact locations (x/y coordinates) of its children it is less flexible and harder to maintain than other types of layouts without absolute positioning. It is now deprecated anyway.
Useful links:
To read more about different layouts see: http://developer.android.com/guide/topics/ui/layout-objects.html
Good tutorials are also available here: http://developer.android.com/resources/tutorials/views/index.html in the "Layouts" section.
AbsoluteLayout doc: http://developer.android.com/reference/android/widget/AbsoluteLayout.html
Update:
Layout itself will adapt to different kind of resolutions automatically but you need to keep it mind that elements contained in a layout can look differently. The same image will be smaller on high-res screen than on low-res screen. Luckily, Android provides a way to deal with this problem in a simple manner. You can supply different images depending on the resolution that a device has (this is a bit of a simplification because there are other factors eg. pixel density in addition to resolution that matters). By the same token, it is also possible to supply a different layout but it is not that common.
Links:
Full story on multiple screen support: http://developer.android.com/guide/practices/screens_support.html
Sample code: http://developer.android.com/resources/samples/MultiResolution/index.html

Designing an MFC App That Will Work on All Resolutions?

I'm currently designing my first ever GUI for Windows. I'm using MFC and Visual Studio 2008. The monitor I have been designing my program on has 1680x1050 native resolution. If I compile and send my program to one of my coworkers to run on their computer (generally a laptop running at 1024x768), my program will not fit on their screen.
I have been trying to read up on how to design an MFC application so that it will run on all resolutions, but I keep finding misleading information. Everywhere I look it seems that DLUs are supposed to resize your application for you, and that the only time you should run into problems is when you have an actual bitmap whose resolution you need to worry about. But if this is the case, why will my program no longer fit on my screen when I set my monitor to a lower resolution? Instead of my program "shrinking" to take up the same amount of screen real estate that it uses at 1680x1050, it gets huge and grainy.
The "obvious" solution here is to set my resolution to 1024x768 and redesign my program to fit on the screen. Except that I've already squished everything on my dialogs as much as possible to try and get my program to fit on screen running at 1024x768. My dialog fonts are set to Microsoft Sans Serif 8 but still appear huge (much larger than 8 points) when running at 1024x768.
I know there HAS to be a way to make my program keep the same scaling... right? Or is this the wrong way to approach the problem? What is the correct/standard way to go about designing an MFC program so that it can run on many resolutions, say 800x600 and up?
I assume your application GUI is dialog based (the main window is a dialog)?
In that case you have a problem, because, as you discovered, MFC has no support for resizing a dialog correctly. Your options are:
Redesign your GUI to use a SDI or MDI GUI.
Use a dialog resize extension. There are many available, for some very good suggestions see this question. Another options are this one and this one.
Don't use MFC. wxWidgets has much better support for dialog resizing.
MFC is only a thin wrapper over the Windows API. They both make an assumption which is hardly ever true: if you have a higher resolution screen, you'll adjust the DPI or font size in Windows to get larger characters. Most of the time, a larger screen size means a larger physical monitor, or a laptop where you want to squeeze as much information into a small screen as possible; people value more information over greater detail. Thus the assumption fails.
If you can't squeeze your entire UI into the smallest size screen you need to support, you'll have to find another way to make it smaller. Without knowing anything about your UI, I might suggest using tabs to group the controls into pages.
I've had good luck making my windows resizable, so that people with larger screens can see more information at once. You need to do this the hard way, responding to the WM_SIZE message to the window and deciding which controls should be made larger and which ones should just move.
There is no automatic way to resize the content of your dialogs when resolution changes. So, you need to set some boundaries.
Option 1.
If you are developing your app for customers, pick one minimum resolution (like 1024x7678), redesign you dialogs so that everything fits. Maybe break up some into several, or use tab strip control.
Option 2.
Create separate dialog forms for each resolution you'd like to support, but use the same class to handle it. At runtime detect resolution and use the appropriate form.
Option 3.
Write your own resizing functionality, so that user could adjust the size of your dialogs to his liking.

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