resources-i18n.jd revision d24b8183b93e781080b2c16c487e60d51c12da31
1page.title=Resources and Internationalization 2parent.title=Resources and Assets 3parent.link=index.html 4@jd:body 5 6<div id="qv-wrapper"> 7<div id="qv"> 8 9 <h2>Key classes</h2> 10 <ol> 11 <li>{@link android.content.res.Resources}</li> 12 </ol> 13 14 <h2>In this document</h2> 15 <ol> 16 <li><a href="#intro">Introduction</a></li> 17 <li><a href="#CreatingResources">Creating Resources</a></li> 18 <li><a href="#UsingResources">Using Resources</a> 19 <ol> 20 <li><a href="#ResourcesInCode">Using Resources in Code</a></li> 21 <li><a href="#ReferencesToResources">References to Resources</a></li> 22 <li><a href="#ReferencesToThemeAttributes">References to Theme Attributes</a></li> 23 <li><a href="#UsingSystemResources">Using System Resources</a></li> 24 </ol> 25 </li> 26 <li><a href="#AlternateResources">Alternate Resources</a></li> 27 <li><a href="#ResourcesTerminology">Terminology</a></li> 28 <li><a href="#i18n">Internationalization (I18N)</a></li> 29 </ol> 30</div> 31</div> 32 33<p>Resources are external files (that is, non-code files) that are used by 34your code and compiled into your application at build time. Android 35supports a number of different kinds of resource files, including XML, 36PNG, and JPEG files. The XML files have very different formats depending 37on what they describe. This document describes what kinds of files are 38supported, and the syntax or format of each.</p> 39<p>Resources are externalized from source code, and XML files are compiled into 40a binary, fast loading format for efficiency reasons. Strings, likewise are compressed 41into a more efficient storage form. It is for these reasons that we have these 42different resource types in the Android platform.</p> 43 44<p>This is a fairly technically dense document, and together with the 45<a href="available-resources.html">Available Resources</a> 46document, they cover a lot of information about resources. It is not necessary 47to know this document by heart to use Android, but rather to know that the 48information is here when you need it.</p> 49 50<a name="intro"></a> 51<h2>Introduction</h2> 52 53<p>This topic includes a terminology list associated with resources, and a series 54 of examples of using resources in code. For a complete guide to the supported 55 Android resource types, see 56 <a href="available-resources.html">Available Resources</a>. 57 </p> 58<p>The Android resource system keeps track of all non-code 59 assets associated with an application. You use the 60 {@link android.content.res.Resources Resources} class to access your 61 application's resources; the Resources instance associated with your 62 application can generally be found through 63 {@link android.content.Context#getResources Context.getResources()}.</p> 64<p>An application's resources are compiled into the application 65binary at build time for you by the build system. To use a resource, 66you must install it correctly in the source tree and build your 67application. As part of the build process, symbols for each 68of the resources are generated that you can use in your source 69code -- this allows the compiler to verify that your application code matches 70up with the resources you defined.</p> 71 72<p>The rest of this section is organized as a tutorial on how to 73use resources in an application.</p> 74 75<a name="CreatingResources" id="CreatingResources"></a> 76<h2>Creating Resources</h2> 77 78<p>Android supports string, bitmap, and many other types of resource. The syntax and format 79of each, and where they're stored, depends upon the type of object. In 80general, though, you create resources from three types of files: XML files 81(everything but bitmaps and raw), bitmap files(for images) and Raw files (anything 82else, for example sound files, etc.). In fact, there are two different types of 83XML file as well, those that get compiled as-is into the package, and those that 84are used to generate resources by aapt. Here is a list of each 85resource type, the format of the file, a description of the file, and details 86of any XML files. </p> 87 88<p>You will create and store your resource files under the appropriate 89subdirectory under the <code>res/</code> directory in your project. Android 90has a resource compiler (aapt) that compiles resources according to which 91subfolder they are in, and the format of the file. Here is a list of the file 92types for each resource. See the 93<a href="available-resources.html">Available Resources</a> for 94descriptions of each type of object, the syntax, and the format or syntax of 95the containing file.</p> 96 97<table width="100%" border="1"> 98 <tr> 99 <th scope="col">Directory</th> 100 <th scope="col">Resource Types </th> 101 </tr> 102 <tr> 103 <td><code>res/anim/</code></td> 104 <td>XML files that are compiled into 105 <a href="available-resources.html#animationdrawable">frame by 106 frame animation</a> or 107 <a href="available-resources.html#tweenedanimation">tweened 108 animation</a> objects </td> 109 </tr> 110 <tr> 111 <td><code>res/drawable/</code></td> 112 <td><p>.png, .9.png, .jpg files that are compiled into the following 113 Drawable resource subtypes:</p> 114 <p>To get a resource of this type, use <code>Resource.getDrawable(<em>id</em>)</code> 115 <ul> 116 <li><a href="available-resources.html#imagefileresources">bitmap files</a></li> 117 <li><a href="available-resources.html#ninepatch">9-patches (resizable bitmaps)</a></li> 118 </ul></td> 119 </tr> 120 <tr> 121 <td><code>res/layout/</code></td> 122 <td>XML files that are compiled into screen layouts (or part of a screen). 123 See <a href="{@docRoot}guide/topics/ui/declaring-layout.html">Declaring Layout</a></td> 124 </tr> 125 <tr> 126 <td><code>res/values/</code></td> 127 <td><p>XML files that can be compiled into many kinds of resource.</p> 128 <p class="note"><strong>Note:</strong> unlike the other res/ folders, this one 129 can hold any number of files that hold descriptions of resources to create 130 rather than the resources themselves. The XML element types control 131 where these resources are placed under the R class.</p> 132 <p>While the files can be named anything, these are 133 the typical files in this folder (the convention is to name 134 the file after the type of elements defined within):</p> 135 <ul> 136 <li><strong>arrays.xml</strong> to define arrays </li> 137 <!-- TODO: add section on arrays --> 138 <li><strong>colors.xml</strong> to define <a href="available-resources.html#colordrawableresources">color 139 drawables</a> and <a href="#colorvals">color string values</a>. 140 Use <code>Resources.getDrawable()</code> and 141 <code>Resources.getColor(), respectively,</code> 142 to get these resources.</li> 143 <li><strong>dimens.xml</strong> to define <a href="available-resources.html#dimension">dimension value</a>. Use <code>Resources.getDimension()</code> to get 144 these resources.</li> 145 <li><strong>strings.xml</strong> to define <a href="available-resources.html#stringresources">string</a> values (use either 146 <code>Resources.getString</code> or preferably <code>Resources.getText()</code> 147 to get 148 these resources. <code>getText()</code> will retain any rich text styling 149 which is usually desirable for UI strings.</li> 150 <li><strong>styles.xml</strong> to define <a href="available-resources.html#stylesandthemes">style</a> objects.</li> 151 </ul></td> 152 </tr> 153 <tr> 154 <td><code>res/xml/</code></td> 155 <td>Arbitrary XML files that are compiled and can be read at run time by 156 calling {@link android.content.res.Resources#getXml(int) Resources.getXML()}.</td> 157 </tr> 158 <tr> 159 <td><code>res/raw/</code></td> 160 <td>Arbitrary files to copy directly to the device. They are added uncompiled 161 to the compressed file that your application build produces. To use these 162 resources in your application, call {@link android.content.res.Resources#openRawResource(int) 163 Resources.openRawResource()} with the resource ID, which is R.raw.<em>somefilename</em>.</td> 164 </tr> 165</table> 166<p>Resources are compiled into the final APK file. Android creates a wrapper class, 167 called R, that you can use to refer to these resources in your code. R contains subclasses 168 named according to the path and file name of the source file</p> 169<a name="colorvals" id="colorvals"></a> 170<h3>Global Resource Notes</h3> 171<ul> 172 <li>Several resources allow you to define colors. Android accepts color values 173 written in various web-style formats -- a hexadecimal constant in any of the 174 following forms: #RGB, #ARGB, #RRGGBB, #AARRGGBB. </li> 175 <li>All color values support setting an alpha channel value, where the first 176 two hexadecimal numbers specify the transparency. Zero in the alpha channel 177 means transparent. The default value is opaque. </li> 178</ul> 179<a name="UsingResources" id="UsingResources"></a> 180<h2>Using Resources </h2> 181<p>This section describes how to use the resources you've created. It includes the 182 following topics:</p> 183<ul> 184 <li><a href="#ResourcesInCode">Using resources in code</a> - How to call 185 resources in your code to instantiate them. </li> 186 <li><a href="#ReferencesToResources">Referring to resources from other resources</a> - 187 You can reference resources from other resources. This lets you reuse common 188 resource values inside resources. </li> 189 <li><a href="#AlternateResources">Supporting Alternate Resources for Alternate 190 Configurations</a> - You can specify different resources 191 to load, depending on the language or display configuration of the host 192 hardware. </li> 193</ul> 194<p>At compile time, Android generates a class named R that contains resource identifiers 195 to all the resources in your program. This class contains several subclasses, 196 one for each type of resource supported by Android, and for which you provided 197 a resource file. Each class contains one or more identifiers for the compiled resources, 198 that you use in your code to load the resource. Here is a small resource file 199 that contains string, layout (screens or parts of screens), and image resources.</p> 200<p class="note"><strong>Note:</strong> the R class is an auto-generated file and is not 201designed to be edited by hand. It will be automatically re-created as needed when 202the resources are updated.</p> 203<pre class="prettyprint">package com.android.samples; 204public final class R { 205 public static final class string { 206 public static final int greeting=0x0204000e; 207 public static final int start_button_text=0x02040001; 208 public static final int submit_button_text=0x02040008; 209 public static final int main_screen_title=0x0204000a; 210 }; 211 public static final class layout { 212 public static final int start_screen=0x02070000; 213 public static final int new_user_pane=0x02070001; 214 public static final int select_user_list=0x02070002; 215 216 }; 217 public static final class drawable { 218 public static final int company_logo=0x02020005; 219 public static final int smiling_cat=0x02020006; 220 public static final int yellow_fade_background=0x02020007; 221 public static final int stretch_button_1=0x02020008; 222 223 }; 224}; 225</pre> 226<a name="ResourcesInCode" id="ResourcesInCode"></a> 227<h3>Using Resources in Code </h3> 228 229<p>Using resources in code is just a matter of knowing the full resource ID 230and what type of object your resource has been compiled into. Here is the 231syntax for referring to a resource:</p> 232<p><code>R.<em>resource_type</em>.<em>resource_name</em></code></p> 233<p>or</p> 234<p><code>android.R.<em>resource_type</em>.<em>resource_name</em></code></p> 235 236<p>Where <code>resource_type</code> is the R subclass that holds a specific type 237of resource. <code>resource_name</code> is the <em>name</em> attribute for resources 238defined in XML files, or the file name (without the extension) for resources 239defined by other file types. Each type of resource will be added to a specific 240R subclass, depending on the type of resource it is; to learn which R subclass 241hosts your compiled resource type, consult the 242<a href="available-resources.html">Available Resources</a> document. Resources compiled by your own application can 243be referred to without a package name (simply as 244<code>R.<em>resource_type</em>.<em>resource_name</em></code>). Android contains 245a number of standard resources, such as screen styles and button backgrounds. To 246refer to these in code, you must qualify them with <code>android</code>, as in 247<code>android.R.drawable.button_background</code>.</p> 248 249<p>Here are some good and bad examples of using compiled resources in code:</p> 250 251<pre class="prettyprint">// Load a background for the current screen from a drawable resource. 252this.getWindow().setBackgroundDrawableResource(R.drawable.my_background_image); 253 254// WRONG Sending a string resource reference into a 255// method that expects a string. 256this.getWindow().setTitle(R.string.main_title); 257 258// RIGHT Need to get the title from the Resources wrapper. 259this.getWindow().setTitle(Resources.getText(R.string.main_title)); 260 261// Load a custom layout for the current screen. 262setContentView(R.layout.main_screen); 263 264// Set a slide in animation for a ViewFlipper object. 265mFlipper.setInAnimation(AnimationUtils.loadAnimation(this, 266 R.anim.hyperspace_in)); 267 268// Set the text on a TextView object. 269TextView msgTextView = (TextView)findViewByID(R.id.msg); 270msgTextView.setText(R.string.hello_message); </pre> 271 272<a name="ReferencesToResources" id="ReferencesToResources"></a> 273<h3>References to Resources</h3> 274 275<p>A value supplied in an attribute (or resource) can also be a reference to 276a resource. This is often used in layout files to supply strings (so they 277can be localized) and images (which exist in another file), though a reference 278can be any resource type including colors and integers.</p> 279 280<p>For example, if we have 281<a href="available-resources.html#colordrawableresources">color 282resources</a>, we can write a layout file that sets the text color size to be 283the value contained in one of those resources:</p> 284 285<pre> 286<?xml version="1.0" encoding="utf-8"?> 287<EditText id="text" 288 xmlns:android="http://schemas.android.com/apk/res/android" 289 android:layout_width="fill_parent" android:layout_height="fill_parent" 290 <strong>android:textColor="@color/opaque_red"</strong> 291 android:text="Hello, World!" /> 292</pre> 293 294<p>Note here the use of the '@' prefix to introduce a resource reference -- the 295text following that is the name of a resource in the form 296of <code>@[package:]type/name</code>. In this case we didn't need to specify 297the package because we are referencing a resource in our own package. To 298reference a system resource, you would need to write:</p> 299 300<pre> 301<?xml version="1.0" encoding="utf-8"?> 302<EditText id="text" 303 xmlns:android="http://schemas.android.com/apk/res/android" 304 android:layout_width="fill_parent" android:layout_height="fill_parent" 305 android:textColor="@<strong>android:</strong>color/opaque_red" 306 android:text="Hello, World!" /> 307</pre> 308 309<p>As another example, you should always use resource references when supplying 310strings in a layout file so that they can be localized:</p> 311 312<pre> 313<?xml version="1.0" encoding="utf-8"?> 314<EditText id="text" 315 xmlns:android="http://schemas.android.com/apk/res/android" 316 android:layout_width="fill_parent" android:layout_height="fill_parent" 317 android:textColor="@android:color/opaque_red" 318 android:text="@string/hello_world" /> 319</pre> 320 321<p>This facility can also be used to create references between resources. 322For example, we can create new drawable resources that are aliases for 323existing images:</p> 324 325<pre> 326<?xml version="1.0" encoding="utf-8"?> 327<resources> 328 <drawable id="my_background">@android:drawable/theme2_background</drawable> 329</resources> 330</pre> 331 332<a name="ReferencesToThemeAttributes"></a> 333<h3>References to Theme Attributes</h3> 334 335<p>Another kind of resource value allows you to reference the value of an 336attribute in the current theme. This attribute reference can <em>only</em> 337be used in style resources and XML attributes; it allows you to customize the 338look of UI elements by changing them to standard variations supplied by the 339current theme, instead of supplying more concrete values.</p> 340 341<p>As an example, we can use this in our layout to set the text color to 342one of the standard colors defined in the base system theme:</p> 343 344<pre> 345<?xml version="1.0" encoding="utf-8"?> 346<EditText id="text" 347 xmlns:android="http://schemas.android.com/apk/res/android" 348 android:layout_width="fill_parent" android:layout_height="fill_parent" 349 <strong>android:textColor="?android:textDisabledColor"</strong> 350 android:text="@string/hello_world" /> 351</pre> 352 353<p>Note that this is very similar to a resource reference, except we are using 354an '?' prefix instead of '@'. When you use this markup, you are supplying 355the name of an attribute resource that will be looked up in the theme -- 356because the resource tool knows that an attribute resource is expected, 357you do not need to explicitly state the type (which would be 358<code>?android:attr/android:textDisabledColor</code>).</p> 359 360<p>Other than using this resource identifier to find the value in the 361theme instead of raw resources, the name syntax is identical to the '@' format: 362<code>?[namespace:]type/name</code> with the type here being optional.</p> 363 364<a name="UsingSystemResources"></a> 365<h3>Using System Resources</h3> 366 367<p>Many resources included with the system are available to applications. 368All such resources are defined under the class "android.R". For example, 369you can display the standard application icon in a screen with the following 370code:</p> 371 372<pre class="prettyprint"> 373public class MyActivity extends Activity 374{ 375 public void onStart() 376 { 377 requestScreenFeatures(FEATURE_BADGE_IMAGE); 378 379 super.onStart(); 380 381 setBadgeResource(android.R.drawable.sym_def_app_icon); 382 } 383} 384</pre> 385 386<p>In a similar way, this code will apply to your screen the standard 387"green background" visual treatment defined by the system:</p> 388 389<pre class="prettyprint"> 390public class MyActivity extends Activity 391{ 392 public void onStart() 393 { 394 super.onStart(); 395 396 setTheme(android.R.style.Theme_Black); 397 } 398} 399</pre> 400 401<a name="AlternateResources" id="AlternateResources"></a> 402<h2>Alternate Resources (for alternate languages and configurations)</h2> 403 404<p>You can supply different resources for your product according to the UI 405language or hardware configuration on the device. Note that although you can 406include different string, layout, and other resources, the SDK does not expose 407methods to let you specify which alternate resource set to load. Android 408detects the proper set for the hardware and location, and loads them as 409appropriate. Users can select alternate language settings using the settings 410panel on the device. </p> 411<p>To include alternate resources, create parallel resource folders with 412qualifiers appended to the folder names, indicating the configuration it 413applies to (language, screen orientation, and so on). For example, here is a 414project that holds one string resource file for English, and another for 415French:</p> 416 417<pre> 418MyApp/ 419 res/ 420 values-en/ 421 strings.xml 422 values-fr/ 423 strings.xml 424</pre> 425 426<p>Android supports several types of qualifiers, with various values for each. 427Append these to the end of the resource folder name, separated by dashes. You 428can add multiple qualifiers to each folder name, but they must appear in the 429order they are listed here. For example, a folder containing drawable 430resources for a fully specified configuration would look like:</p> 431 432<pre> 433MyApp/ 434 res/ 435 drawable-en-rUS-port-160dpi-finger-keysexposed-qwerty-dpad-480x320/ 436</pre> 437 438<p>More typically, you will only specify a few specific configuration options 439that a resource is defined for. You may drop any of the values from the 440complete list, as long as the remaining values are still in the same 441order:</p> 442 443<pre> 444MyApp/ 445 res/ 446 drawable-en-rUS-finger/ 447 drawable-port/ 448 drawable-port-160dpi/ 449 drawable-qwerty/ 450</pre> 451 452<table border="1"> 453 <tr> 454 <th> Qualifier </th> 455 <th> Values </th> 456 </tr> 457 <tr> 458 <td>Language</td> 459 <td>The two letter <a href="http://www.loc.gov/standards/iso639-2/php/code_list.php">ISO 460 639-1</a> language code in lowercase. For example: 461 <code>en</code>, <code>fr</code>, <code>es</code> </td> 462 </tr> 463 <tr> 464 <td>Region</td> 465 <td>The two letter 466 <a href="http://www.iso.org/iso/en/prods-services/iso3166ma/02iso-3166-code-lists/list-en1.html">ISO 467 3166-1-alpha-2</a> language code in uppercase preceded by a lowercase 468 "r". For example: <code>rUS</code>, <code>rFR</code>, <code>rES</code></td> 469 </tr> 470 <tr> 471 <td>Screen orientation</td> 472 <td><code>port</code>, <code>land</code>, <code>square</code> </td> 473 </tr> 474 <tr> 475 <td>Screen pixel density</td> 476 <td><code>92dpi</code>, <code>108dpi</code>, etc. </td> 477 </tr> 478 <tr> 479 <td>Touchscreen type</td> 480 <td><code>notouch</code>, <code>stylus</code>, <code>finger</code></td> 481 </tr> 482 <tr> 483 <td>Whether the keyboard is available to the user</td> 484 <td><code>keysexposed</code>, <code>keyshidden</code> </td> 485 </tr> 486 <tr> 487 <td>Primary text input method</td> 488 <td><code>nokeys</code>, <code>qwerty</code>, <code>12key</code> </td> 489 </tr> 490 <tr> 491 <td>Primary non-touchscreen<br /> 492 navigation method</td> 493 <td><code>nonav</code>, <code>dpad</code>, <code>trackball</code>, <code>wheel</code> </td> 494 </tr> 495 <tr> 496 <td>Screen dimensions</td> 497 <td><code>320x240</code>, <code>640x480</code>, etc. The larger dimension 498 must be specified first. </td> 499 </tr> 500</table> 501 502<p>This list does not include device-specific parameters such as carrier, 503branding, device/hardware, or manufacturer. Everything that an application 504needs to know about the device that it is running on is encoded via the 505resource qualifiers in the table above.</p> 506 507<p>Here are some general guidelines on qualified resource directory names:</p> 508 509<ul> 510 <li>Values are separated by a dash (as well as a dash after the base directory 511 name) </li> 512 <li>Values are case-sensitive (even though they must be unique across all folder 513 names in a case-insensitive way)<br />For example,</li> 514 <ul> 515 <li>A portrait-specific <code>drawable</code> directory must be named 516 <code>drawable-port</code>, not <code>drawable-PORT</code>.</li> 517 <li>You may not have two directories named <code>drawable-port</code> 518 and <code>drawable-PORT</code>, even if you had intended "port" and 519 "PORT" to refer to different parameter values.</li> 520 </ul> 521 <li>Only one value for each qualifier type is supported (that is, you cannot 522 specify <code>drawable-rEN-rFR/</code>)</li> 523 <li>You can specify multiple parameters to define specific configurations, 524 but they must always be in the order listed above. 525 For example, <code>drawable-en-rUS-land</code> will apply to landscape view, 526 US-English devices. </li> 527 <li>Android will try to find the most specific matching directory for the current 528 configuration, as described below</li> 529 <li>The order of parameters listed in this table is used to break a tie in case 530 of multiple qualified directories (see the example given below) </li> 531 <li>All directories, both qualified and unqualified, live under the <code>res/</code> folder. 532 Qualified directories cannot be nested (you cannot have <code>res/drawable/drawable-en</code>) </li> 533 <li>All resources will be referenced in code or resource reference syntax by 534 their simple, undecorated name. So if a resource is named this:<br /> 535 <code>MyApp/res/drawable-port-92dp/myimage.png</code><br /> 536 It would be referenced as this:<br /> 537 <code>R.drawable.myimage</code> (code)<br /> 538 <code>@drawable/myimage</code> (XML)</li> 539</ul> 540 541<h3>How Android finds the best matching directory </h3> 542 543<p>Android will pick which of the various underlying resource files should be 544used at runtime, depending on the current configuration. The selection process 545is as follows:</p> 546 547<ol> 548 <li> 549 Eliminate any resources whose configuration does not match the current 550 device configuration. For example, if the screen pixel density is 108dpi, 551 this would eliminate only <code>MyApp/res/drawable-port-92dpi/</code>. 552 <blockquote> 553 <pre> 554MyApp/res/drawable/myimage.png 555MyApp/res/drawable-en/myimage.png 556MyApp/res/drawable-port/myimage.png 557<strike>MyApp/res/drawable-port-92dpi/myimage.png</strike> 558</pre> 559 </blockquote> 560 </li> 561 <li> 562 Pick the resources with the highest number of matching configurations. 563 For example, if our locale is en-GB and orientation is port, then we 564 have two candidates with one matching configuration each: 565 <code>MyApp/res/drawable-en/</code> and <code>MyApp/res/drawable-port/</code>. 566 The directory <code>MyApp/res/drawable/</code> is eliminated because 567 it has zero matching configurations, while the others have one matching 568 configuration. 569 <blockquote> 570 <pre> 571<strike>MyApp/res/drawable/myimage.png</strike> 572MyApp/res/drawable-en/myimage.png 573MyApp/res/drawable-port/myimage.png 574</pre> 575 </blockquote> 576 </li> 577 <li> 578 Pick the final matching file based on configuration precedence, which 579 is the order of parameters listed in the table above. That is, it is 580 more important to match the language than the orientation, so we break 581 the tie by picking the language-specific file, <code>MyApp/res/drawable-en/</code>. 582 <blockquote> 583 <pre>MyApp/res/drawable-en/myimage.png 584<strike>MyApp/res/drawable-port/myimage.png</strike> 585</pre> 586 </blockquote> 587 </li> 588</ol> 589 590<a name="ResourcesTerminology"></a> 591<h2>Terminology</h2> 592 593<p>The resource system brings a number of different pieces together to 594form the final complete resource functionality. To help understand the 595overall system, here are some brief definitions of the core concepts and 596components you will encounter in using it:</p> 597 598<p><strong>Asset</strong>: A single blob of data associated with an application. This 599includes object files compiled from the Java source code, graphics (such as PNG 600images), XML files, etc. These files are organized in a directory hierarchy 601that, during final packaging of the application, is bundled together into a 602single ZIP file.</p> 603 604<p><strong>aapt</strong>: Android Asset Packaging Tool. The tool that generates the 605final ZIP file of application assets. In addition to collecting raw assets 606together, it also parses resource definitions into binary asset data.</p> 607 608<p><strong>Resource Table</strong>: A special asset that aapt generates for you, 609describing all of the resources contained in an application/package. 610This file is accessed for you by the Resources class; it is not touched 611directly by applications.</p> 612 613<p><strong>Resource</strong>: An entry in the Resource Table describing a single 614named value. Broadly, there are two types of resources: primitives and 615bags.</p> 616 617<p><strong>Resource Identifier</strong>: In the Resource Table all resources are 618identified by a unique integer number. In source code (resource descriptions, 619XML files, Java source code) you can use symbolic names that stand as constants for 620the actual resource identifier integer.</p> 621 622<p><strong>Primitive Resource</strong>: All primitive resources can be written as a 623simple string, using formatting to describe a variety of primitive types 624included in the resource system: integers, colors, strings, references to 625other resources, etc. Complex resources, such as bitmaps and XML 626describes, are stored as a primitive string resource whose value is the path 627of the underlying Asset holding its actual data.</p> 628 629<p><strong>Bag Resource</strong>: A special kind of resource entry that, instead of a 630simple string, holds an arbitrary list of name/value pairs. Each name is 631itself a resource identifier, and each value can hold 632the same kinds of string formatted data as a normal resource. Bags also 633support inheritance: a bag can inherit the values from another bag, selectively 634replacing or extending them to generate its own contents.</p> 635 636<p><strong>Kind</strong>: The resource kind is a way to organize resource identifiers 637for various purposes. For example, drawable resources are used to 638instantiate Drawable objects, so their data is a primitive resource containing 639either a color constant or string path to a bitmap or XML asset. Other 640common resource kinds are string (localized string primitives), color 641(color primitives), layout (a string path to an XML asset describing a view 642layout), and style (a bag resource describing user interface attributes). 643There is also a standard "attr" resource kind, which defines the resource 644identifiers to be used for naming bag items and XML attributes</p> 645 646<p><strong>Style</strong>: The name of the resource kind containing bags that are used 647to supply a set of user interface attributes. For example, a TextView class may 648be given a style resource that defines its text size, color, and alignment. 649In a layout XML file, you associate a style with a bag using the "style" 650attribute, whose value is the name of the style resource.</p> 651 652<p><strong>Style Class</strong>: Specifies a related set of attribute resources. 653This data is not placed in the resource table itself, but used to generate 654constants in the source code that make it easier for you to retrieve values out of 655a style resource and/or XML tag's attributes. For example, the 656Android platform defines a "View" style class that 657contains all of the standard view attributes: padding, visibility, 658background, etc.; when View is inflated it uses this style class to 659retrieve those values from the XML file (at which point style and theme 660information is applied as approriate) and load them into its instance.</p> 661 662<p><strong>Configuration</strong>: For any particular resource identifier, there may be 663multiple different available values depending on the current configuration. 664The configuration includes the locale (language and country), screen 665orientation, screen density, etc. The current configuration is used to 666select which resource values are in effect when the resource table is 667loaded.</p> 668 669<p><strong>Theme</strong>: A standard style resource that supplies global 670attribute values for a particular context. For example, when writing an 671Activity the application developer can select a standard theme to use, such 672as the Theme.White or Theme.Black styles; this style supplies information 673such as the screen background image/color, default text color, button style, 674text editor style, text size, etc. When inflating a layout resource, most 675values for widgets (the text color, selector, background) if not explicitly 676set will come from the current theme; style and attribute 677values supplied in the layout can also assign their value from explicitly 678named values in the theme attributes if desired.</p> 679 680<p><strong>Overlay</strong>: A resource table that does not define a new set of resources, 681but instead replaces the values of resources that are in another resource table. 682Like a configuration, this is applied at load time 683to the resource data; it can add new configuration values (for example 684strings in a new locale), replace existing values (for example change 685the standard white background image to a "Hello Kitty" background image), 686and modify resource bags (for example change the font size of the Theme.White 687style to have an 18 pt font size). This is the facility that allows the 688user to select between different global appearances of their device, or 689download files with new appearances.</p> 690 691<h2>Resource Reference</h2> 692<p>The <a href="available-resources.html">Available Resources</a> 693document provides a detailed list of the various types of resource and how to use them 694from within the Java source code, or from other references.</p> 695 696<a name="i18n" id="i18n"></a> 697<h2>Internationalization and Localization</h2> 698<p class="note"><strong>Coming Soon:</strong> Internationalization and Localization are 699critical, but are also not quite ready yet in the current SDK. As the 700SDK matures, this section will contain information on the Internationalization 701and Localization features of the Android platform. In the meantime, it is a good 702idea to start by externalizing all strings, and practicing good structure in 703creating and using resources.</p> 704 705