To search your file for certain words or phrases, tap the Find icon in the upper-right corner. Once you've entered your query, you'll see a numerical indicator in the search box of how many times that word or phrase occurs in your document or workbook. You can then use the arrows to scroll through where the found term occurs in your document or workbook. Find will simply find the word or phrase you're looking for in your document or workbook. Select Find and Replace if you want to find a word or phrase and replace it with a different word or phrase.
Select Find and Replace All to find all instances of a word or phrase and replace them all with a different word or phrase. To get to more search options, tap the More Options icon to the left of the search box. Match Word will search only for the exact word you typed rather than suggesting words that contain your query. Once you've entered your query, you'll see a numerical indicator in the search box of how many times that word or phrase occurs in your workbook. Find will simply find the word or phrase you're looking for in your workbook.
Find will simply find the word or phrase you're looking for in your document. Select Replace if you want to find a word or phrase and replace it with a different word or phrase. Select Sounds like to find all words that sound similar to each other.
For example, it would find both caught and cot. For more information about designing for different screens and using this qualifier, see the Supporting Multiple Screens developer guide. This configuration value changes when the orientation changes between landscape and portrait to match the current actual width.
This is often useful to determine whether to use a multi-pane layout, because even on a tablet device, you often won't want the same multi-pane layout for portrait orientation as you do for landscape. Thus, you can use this to specify the minimum width required for the layout, instead of using both the screen size and orientation qualifiers together. When your app provides multiple resource directories with different values for this configuration, the system uses the one closest to without exceeding the device's current screen width.
The value here takes into account screen decorations, so if the device has some persistent UI elements on the left or right edge of the display, it uses a value for the width that is smaller than the real screen size, accounting for these UI elements and reducing the app's available space. Also see the screenWidthDp configuration field, which holds the current screen width. This configuration value changes when the orientation changes between landscape and portrait to match the current actual height.
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However, most apps won't need this qualifier, considering that UIs often scroll vertically and are thus more flexible with how much height is available, whereas the width is more rigid. When your app provides multiple resource directories with different values for this configuration, the system uses the one closest to without exceeding the device's current screen height.
App resources overview | Android Developers
The value here takes into account screen decorations, so if the device has some persistent UI elements on the top or bottom edge of the display, it uses a value for the height that is smaller than the real screen size, accounting for these UI elements and reducing the app's available space.
Screen decorations that aren't fixed such as a phone status bar that can be hidden when full screen are not accounted for here, nor are window decorations like the title bar or action bar, so apps must be prepared to deal with a somewhat smaller space than they specify. Added in API level Also see the screenHeightDp configuration field, which holds the current screen width.
Using a size qualifier does not imply that the resources are only for screens of that size. If you do not provide alternative resources with qualifiers that better match the current device configuration, the system may use whichever resources are the best match. If all your resources use a size qualifier that is larger than the current screen, the system will not use them and your app will crash at runtime for example, if all layout resources are tagged with the xlarge qualifier, but the device is a normal-size screen.
See Supporting Multiple Screens for more information. Also see the screenLayout configuration field, which indicates whether the screen is small, normal, or large. This is based purely on the aspect ratio of the screen a "long" screen is wider. This isn't related to the screen orientation. Also see the screenLayout configuration field, which indicates whether the screen is long. Also see the isScreenRound configuration method, which indicates whether the screen is round.
Also see the isScreenWideColorGamut configuration method, which indicates whether the screen has a wide color gamut. Also see the isScreenHdr configuration method, which indicates whether the screen has a HDR capabilities. This can change during the life of your app if the user rotates the screen. See Handling Runtime Changes for information about how this affects your app during runtime. Also see the orientation configuration field, which indicates the current device orientation.
For information about how your app can respond when the device is inserted into or removed from a dock, read Determining and Monitoring the Docking State and Type. This can change during the life of your app if the user places the device in a dock. You can enable or disable some of these modes using UiModeManager. This can change during the life of your app if night mode is left in auto mode default , in which case the mode changes based on the time of day.
You can enable or disable this mode using UiModeManager. There is a 3: So, a 9x9 bitmap in ldpi is 12x12 in mdpi, 18x18 in hdpi, 24x24 in xhdpi and so on. If you decide that your image resources don't look good enough on a television or other certain devices and want to try tvdpi resources, the scaling factor is 1.
App resources overview
For example, a px x px image for mdpi screens should be px x px for tvdpi. Using a density qualifier doesn't imply that the resources are only for screens of that density. If you don't provide alternative resources with qualifiers that better match the current device configuration, the system may use whichever resources are the best match. See Supporting Multiple Screens for more information about how to handle different screen densities and how Android might scale your bitmaps to fit the current density.
Also see the touchscreen configuration field, which indicates the type of touchscreen on the device. If you provide keysexposed resources, but not keyssoft resources, the system uses the keysexposed resources regardless of whether a keyboard is visible, as long as the system has a software keyboard enabled. This can change during the life of your app if the user opens a hardware keyboard.
Also see the configuration fields hardKeyboardHidden and keyboardHidden , which indicate the visibility of a hardware keyboard and the visibility of any kind of keyboard including software , respectively. Also see the keyboard configuration field, which indicates the primary text input method available. This can change during the life of your app if the user reveals the navigation keys. Also see the navigationHidden configuration field, which indicates whether navigation keys are hidden. Also see the navigation configuration field, which indicates the type of navigation method available. The API level supported by the device.
For example, v1 for API level 1 devices with Android 1. See the Android API levels document for more information about these values. Some configuration qualifiers have been added since Android 1. Using a new qualifier implicitly adds the platform version qualifier so that older devices are sure to ignore it. For example, using a wdp qualifier automatically includes the v13 qualifier, because the available-width qualifier was new in API level To avoid any issues, always include a set of default resources a set of resources with no qualifiers.
After you save alternative resources into directories named with these qualifiers, Android automatically applies the resources in your app based on the current device configuration. Each time a resource is requested, Android checks for alternative resource directories that contain the requested resource file, then finds the best-matching resource discussed below. If there are no alternative resources that match a particular device configuration, then Android uses the corresponding default resources the set of resources for a particular resource type that doesn't include a configuration qualifier.
When you have a resource that you'd like to use for more than one device configuration but don't want to provide as a default resource , you don't need to put the same resource in more than one alternative resource directory. Instead, you can in some cases create an alternative resource that acts as an alias for a resource saved in your default resource directory. Not all resources offer a mechanism by which you can create an alias to another resource.
For example, imagine you have an app icon, icon. However, two locales, English-Canadian and French-Canadian, need to use the same version. You might assume that you need to copy the same image into the resource directory for both English-Canadian and French-Canadian, but it's not true. Then create an icon. An example XML file is shown below.
For example:. If you save this file as drawables. If you save this file as main. To create an alias to an existing string, simply use the resource ID of the desired string as the value for the new string.
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Other simple values work the same way. For example, a color:. Once you provide a resource in your application, you can apply it by referencing its resource ID. All resource IDs are defined in your project's R class, which the aapt tool automatically generates. For each type of resource, there is an R subclass for example, R. This integer is the resource ID that you can use to retrieve your resource. Although the R class is where resource IDs are specified, you should never need to look there to discover a resource ID.
A resource ID is always composed of:. See Accessing Resources in Code. You can use this syntax in an XML resource any place where a value is expected that you provide in a resource. You can use a resource in code by passing the resource ID as a method parameter.
You can also retrieve individual resources using methods in Resources , which you can get an instance of with getResources. See Resource Types for more information about each resource type and how to reference them. There are many methods that accept a resource ID parameter and you can retrieve resources using methods in Resources. You can get an instance of Resources with Context. You should never modify the R. Any changes are overridden next time you compile.
You can define values for some XML attributes and elements using a reference to an existing resource. You will often do this when creating layout files, to supply strings and images for your widgets. For example, if you add a Button to your layout, you should use a string resource for the button text:. In some cases you must use a resource for a value in XML for example, to apply a drawable image to a widget , but you can also use a resource in XML any place that accepts a simple value.
For example, if you have the following resource file that includes a color resource and a string resource:. In this case you don't need to specify the package name in the resource reference because the resources are from your own package. To reference a system resource, you would need to include the package name.
You should use string resources at all times, so that your application can be localized for other languages. For information about creating alternative resources such as localized strings , see Providing alternative resources. For a complete guide to localizing your application for other languages, see Localization. You can even use resources in XML to create aliases. For example, you can create a drawable resource that is an alias for another drawable resource:. This sounds redundant, but can be very useful when using alternative resource.
Read more about Creating alias resources. A style attribute resource allows you to reference the value of an attribute in the currently-applied theme. Referencing a style attribute allows you to customize the look of UI elements by styling them to match standard variations supplied by the current theme, instead of supplying a hard-coded value. Referencing a style attribute essentially says, "use the style that is defined by this attribute, in the current theme. To reference a style attribute, the name syntax is almost identical to the normal resource format, but instead of the at-symbol , use a question-mark?
For instance:. For example, here's how you can reference an attribute to set the text color to match the "primary" text color of the system theme:. Here, the android: Android now uses the value applied to the android: Because the system resource tool knows that an attribute resource is expected in this context, you do not need to explicitly state the type which would be? While uncommon, you might need access your original files and directories. Android contains a number of standard resources, such as styles, themes, and layouts.
To access these resource, qualify your resource reference with the android package name. For example, Android provides a layout resource you can use for list items in a ListAdapter:.
You can use this instead of creating your own layout for list items. In order for your app to support multiple device configurations, it's very important that you always provide default resources for each type of resource that your app uses. If you instead put all your string files in directories that have a language and region qualifier, then your app will crash when run on a device set to a language that your strings don't support. Likewise, if you provide different layout resources based on the screen orientation, you should pick one orientation as your default.
Providing default resources is important not only because your app might run on a configuration you hadn't anticipated, but also because new versions of Android sometimes add configuration qualifiers that older versions don't support.
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If you use a new resource qualifier, but maintain code compatibility with older versions of Android, then when an older version of Android runs your app, it will crash if you don't provide default resources, because it cannot use the resources named with the new qualifier. For example, if your minSdkVersion is set to 4, and you qualify all of your drawable resources using night mode night or notnight , which were added in API Level 8 , then an API level 4 device cannot access your drawable resources and will crash.
So, in order to provide the best device compatibility, always provide default resources for the resources your app needs to perform properly. Then create alternative resources for specific device configurations using the configuration qualifiers. There is one exception to this rule: If your app's minSdkVersion is 4 or greater, you don't need default drawable resources when you provide alternative drawable resources with the screen density qualifier.
Even without default drawable resources, Android can find the best match among the alternative screen densities and scale the bitmaps as necessary. However, for the best experience on all types of devices, you should provide alternative drawables for all three types of density. When you request a resource for which you provide alternatives, Android selects which alternative resource to use at runtime, depending on the current device configuration. To demonstrate how Android selects an alternative resource, assume the following drawable directories each contain different versions of the same images:.
By comparing the device configuration to the available alternative resources, Android selects drawables from drawable-en-port. Figure 2. Flowchart of how Android finds the best-matching resource. Screen pixel density is the one qualifier that is not eliminated due to a contradiction. More information is available in the Supporting Multiple Screens document. If the qualifier in question is screen pixel density, Android selects the option that most closely matches the device screen density. In general, Android prefers scaling down a larger original image to scaling up a smaller original image.
See Supporting Multiple Screens. Though this procedure is executed for each resource requested, the system further optimizes some aspects. One such optimization is that once the device configuration is known, it might 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 is never included in the pool of resources checked though a resource directory without the language qualifier is still included. When selecting resources based on the screen size qualifiers, the system uses resources designed for a screen smaller than the current screen if there are no resources that better match for example, a large-size screen uses normal-size screen resources if necessary.
However, if the only available resources are larger than the current screen, the system doesn't use them and your app will crash if no other resources match the device configuration for example, if all layout resources are tagged with the xlarge qualifier, but the device is a normal-size screen. The precedence of the qualifier in table 2 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 drawable-en has only one parameter that matches language. However, language has a higher precedence than these other qualifiers, so drawable-port-notouchkey is out. Content and code samples on this page are subject to the licenses described in the Content License. App Basics. Build your first app.
App resources. Resource types. App manifest file. App permissions. Device compatibility. Thanks Umesh. Its working fine. Do you have any idea like how i can get the text next to it. Not granted, Umesh. You are searching for a pattern inside a bytes buffer. If the wanted word is hacked by buffer, can be never found. For an easy example, lets reduce the buffer size to Search the word "pumpkin" on text "i like this tasty pumpkin" No match on first buffer, no match on second "s tasty pu" and no match on last "mpkin". Same to bigger buffer sizes. Sign up or log in Sign up using Google.