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CHAPTER 3: An Introduction to the Android Application Development Platform 97

Now that you have saved all of your hard image compositing work, it is time to go back and utilize
what you have learned during this chapter to create all four (or five, if you are developing for LDPI
devices such as smartwatches or flip-phones) ic_launcher.png assets.


In case you are wondering why all of these are called ic_launcher.png, ic_launcher is what is going
to be referenced in your Java code and XML markup, and so that is the name you will need to use.
What prevents these files from overwriting each other’s different pixel resolution versions is the fact
that they are kept separate from each other in different folder structures.


Then, at runtime, which we learned about earlier in the chapter (it seems so long ago, doesn’t
it?), Android will evaluate what hardware device it is running on as well as the physical hardware
specifications of that hardware and decide for you what the optimal new media asset that you
provided would be best served for that device!


Repeat the Work Process for the Lower Density Assets


Now, let’s repeat the work process that you did to create your XXHDPI icon for the XHDPI, HDPI, and
MDPI launcher icons. If you are developing for smartwatches, you can also create an icon to use for
the 36-pixel LDPI density resolution specification. All of these resolution density folders have already
been created for you by the Eclipse New Android Application series of dialogs earlier in this chapter,
so hey, why not use them, and get in some much needed practice!


Figure 3-20. Use a File ➤ Save As menu sequence to save a native GIMP file with your image composite layers

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