Android looking for resources to download






















Advanced Concepts. Threading in WorkManager. App entry points. App shortcuts. App navigation. Navigation component. App links. Dependency injection. Core topics. App compatibility. Interact with other apps. Package visibility. Intents and intent filters. User interface. Add motion to your layout with MotionLayout. MotionLayout XML reference.

Improving layout performance. Custom view components. Look and feel. Splash screens. Add the app bar. Control the system UI visibility. Supporting swipe-to-refresh.

Pop-up messages overview. Adding search functionality. Creating backward-compatible UIs. Home channels for mobile apps. App widgets. Media app architecture. Building an audio app. Building a video app. The Google Assistant. Routing between devices. Background tasks. Manage device awake state.

Save to shared storage. Save data in a local database. Sharing simple data. Sharing files. Sharing files with NFC. Printing files. Content providers. Autofill framework. Contacts provider. Data backup.

Remember and authenticate users. User location. Using touch gestures. Handling keyboard input. Supporting game controllers. Input method editors. Performing network operations. Transmit network data using Volley. Perform network operations using Cronet. Transferring data without draining the battery. Reduce network battery drain. Transfer data using Sync Adapters. Bluetooth Low Energy. Wi-Fi infrastructure. Discover and connect. Runtime API reference. Web-based content.

Android App Bundles. Google Play. Play Asset Delivery. Play Feature Delivery. In-app reviews. In-app updates. Google Play Instant. Get started with instant apps. Get started with instant games. Integrate with Firebase.

Play Install Referrer. Play Install Referrer Library. Application Licensing. Android GPU Inspector.

System profiling. Analyze a system profile. GPU performance counters. Frame profiling. Analyze a frame profile. Frame Profiler UI. Customize or port game engines. Process input events. Support game controllers. Achieve proper frame pacing. Frame pacing in Vulkan. Integrate Android Performance Tuner.

Output audio. Manage memory. Use prebuilt or turnkey game engines. Develop with Defold. Develop with Godot.

Develop with Unity. Use Android Performance Tuner. Game best practices. Maximize device availability. Art assets. OpenGL and Vulkan. Game Mode. Best practices. Building effective unit tests. Automating UI tests. Testing app component integrations. Android Vitals. Optimizing for Battery Life.

System tracing. Build and test apps for accessibility. Advanced topics. Protecting against security threats with SafetyNet. Build for Billions. Build for Enterprise. App feedback. Device management.

Dedicated devices. Android versions. Android Developers. See Layout Resource. See Menu Resource. For example, here are some filename conventions for resources you can create in this directory: arrays. Various XML configuration files must be saved here, such as a searchable configuration. For more information about fonts as resources, go to Fonts in XML.

Providing alternative resources Almost every app should provide alternative resources to support specific device configurations. Save the respective alternative resources in this new directory.

The resource files must be named exactly the same as the default resource files. Table 2. Configuration qualifier names. Layout Direction ldrtl ldltr The layout direction of your app. This can apply to any resource such as layouts, drawables, or values.

Screen size small normal large xlarge small : Screens that are of similar size to a low-density QVGA screen. The minimum layout size for a small screen is approximately x dp units. The minimum layout size for a normal screen is approximately x dp units. The minimum layout size for a large screen is approximately x dp units.

The minimum layout size for an xlarge screen is approximately x dp units. In most cases, devices with extra-large screens would be too large to carry in a pocket and would most likely be tablet-style devices. Added in API level 9. Added in API level 4. Round screen round notround round : Round screens, such as a round wearable device notround : Rectangular screens, such as phones or tablets Added in API level Screen orientation port land port : Device is in portrait orientation vertical land : Device is in landscape orientation horizontal This can change during the life of your app if the user rotates the screen.

UI mode car desk television appliance watch vrheadset car : Device is displaying in a car dock desk : Device is displaying in a desk dock television : Device is displaying on a television, providing a "ten foot" experience where its UI is on a large screen that the user is far away from, primarily oriented around DPAD or other non-pointer interaction appliance : Device is serving as an appliance, with no display watch : Device has a display and is worn on the wrist vrheadset : Device is displaying in a virtual reality headset Added in API level 8, television added in API 13, watch added in API Screen pixel density dpi ldpi mdpi hdpi xhdpi xxhdpi xxxhdpi nodpi tvdpi anydpi nnn dpi ldpi : Low-density screens; approximately dpi.

Added in API Level 16 xxxhdpi : Extra-extra-extra-high-density uses launcher icon only, see the note in Supporting Multiple Screens ; approximately dpi. Added in API Level 18 nodpi : This can be used for bitmap resources that you don't want to be scaled to match the device density. This isn't considered a "primary" density group. It is mostly intended for televisions and most apps shouldn't need it—providing mdpi and hdpi resources is sufficient for most apps and the system scales them as appropriate.

Added in API Level 13 anydpi : This qualifier matches all screen densities and takes precedence over other qualifiers. This is useful for vector drawables. Added in API Level 21 nnn dpi : Used to represent non-standard densities, where nnn is a positive integer screen density.

This shouldn't be used in most cases. Use standard density buckets, which greatly reduces the overhead of supporting the various device screen densities on the market.

Gayan Priyanatha Gayan Priyanatha 1 1 1 bronze badge. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. The Overflow Blog. Podcast what if you could invest in your favorite developer? Who owns this outage? Building intelligent escalation chains for modern SRE.

Featured on Meta. Now live: A fully responsive profile. Reducing the weight of our footer. Visit chat. Linked 9. So, basically, you are suggesting that instead of using Android's resource system, to just use their file storage instead? I would upvote this answer, except that your first sentence says "Yes its possible", when it actually can't be done and this is just a work around.

If you correct this, then I will upvote it — Casebash. Casebash i dint get by what you mean by "If you correct this".. So basically you cannot replace the drawable folder ie resource folder , but can refer to images taken from runtime path. So by its possible i did not mean , replacing the images from resource folder but solution for replacing the images at runtime is possible provided you supply the runtime path..

Sorry for all the inconvenience caused. Your answer would be clearer if it said something like: "No it is not possible, but here is what you can do instead. Casebash : : will take care next time : — Alok Kulkarni.

Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. The Overflow Blog. Podcast what if you could invest in your favorite developer? Who owns this outage? Building intelligent escalation chains for modern SRE.



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