Where is res raw folder android
Drag and drop your. Make sure that it starts with a small letter. Create a raw android resource directory. After following the above procedure, you should be able to access your media files by using R. Even if its showing unresolved reference: raw in the Android Studio, it does still run. That should start showing additional folders, e. Asked By: Ksice. Answered By: Stefan H Singer.
Answered By: Misbah Farooqi. Answered By: Nebulous. Answered By: Mandel. Answered By: Parkofadown. Katana24 Katana24 7, 17 17 gold badges 69 69 silver badges bronze badges. It won't come until you put some file's into the folder. Reference it with R.
Add a comment. Active Oldest Votes. Improve this answer. Leandroid Leandroid 1, 2 2 gold badges 17 17 silver badges 19 19 bronze badges. Misbah Farooqi Misbah Farooqi 1, 11 11 silver badges 16 16 bronze badges. Hope it will clear all your doubts. Vivek Vivek 3, 6 6 gold badges 34 34 silver badges 49 49 bronze badges. Kesha Kesha 5 5 silver badges 18 18 bronze badges.
I tried it, it did not work, but then i closed android studio and reopened it and it solved the problem. TechChef TechChef 1 1 1 bronze badge. Tabish Hafeez Tabish Hafeez 33 1 1 silver badge 11 11 bronze badges. AmrDeveloper AmrDeveloper 1, 10 10 silver badges 18 18 bronze badges. The Overflow Blog. Does ES6 make JavaScript frameworks obsolete? Podcast Do polyglots have an edge when it comes to mastering programming 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.
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. Exception: 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. Exception: 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.
Note: 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. Device compatibility.
Multiple APK support. Tablets, large screens, and foldables. Build responsive UIs. Build for foldables. Getting started. Handling data. User input. Watch Face Studio.
Health services. Creating watch faces. Android TV. Build TV Apps. Build TV playback apps. Help users find content on TV. Recommend TV content. Watch Next. Build TV games. Build TV input services. TV Accessibility. Android for Cars. Build media apps for cars. Build navigation, parking, and charging apps for cars. Android Things. Supported hardware. Advanced setup. Build apps. Create a Things app. Communicate with wireless devices.
Configure devices. Interact with peripherals. Build user-space drivers. Manage devices. Create a build. Push an update. Chrome OS devices. App architecture. Architecture Components. UI layer libraries. View binding. Data binding library.
Lifecycle-aware components. Paging Library. Paging 2. Data layer libraries. How-To Guides. 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.
0コメント