does android supports SVG or Tiny SVG ? I am having doubt like if i want to publish my application to android market which will cover different sizes of android devices then in that case i need to create same images with different densities, sizes etc.. and need to put on the different folders as specified in android developer guides. I just want to avoid it because it will unnecessarily increase the apk file size so rather than using this approach can we create the vector graphics file and store all image related information and add it in to the apk file.
but I am not able to find whether vector graphics approach will work in android or not and if it is working then how to use it?
Please provide me some valuable information about it.
Regards,
Piks
I found TinyLine. I have not tried it, but it seems to be sophisticated.
Related
I need to use Vuforia, to implement AR in an android app using Android Studio.
I was able to run the samples separately with no issues. My doubt is if any one knows how to use the video playback and image target samples at the same time when the camera is active?
For example, I have two images in my database located on assets. When the first image is recognized, I need to play a video (video playback) and when the second image is recognized, another image is placed with AR above the target (image target).
I know this is a bit late, but perhaps it could be of an assistance nevertheless. I cannot give you any code, but I can tell you for sure that there is no real problem of doing this - in fact, it is only a matter of a correct integration between two of Vuforia's samples. Once you have implemented the functions for drawing an image on a target and for drawing a video on a target, you simply invoke the relevant function based on the target id. Looking at a specific difficulty and trying to help on that would be a lot easier, once you actually did the integration.
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.
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.
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
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