What is the use of the res/values/public.xml file on Android?

本文解释了Android res/values/public.xml文件的用途,它用于分配固定资源ID给Android资源,防止资源ID变动导致应用崩溃,并且对于平台兼容性至关重要。

http://stackoverflow.com/questions/9348614/what-is-the-use-of-the-res-values-public-xml-file-on-android


I've searched on Google, but couldn't find any relevant results.

I also checked the official Android docs and this page (for all the available resources) was all I could find. The relevant links (to the res/values/ directory) I found on this page were:

These pages don't tell anything about the res/values/public.xml file.
Here is an example I found for this type of file.

Small snippet

<?xml version="1.0" encoding="utf-8"?>
<resources>
    <public type="attr" name="commentTextColor" id="0xAA010007" />
    <public type="drawable" name="add_icon_bl" id="0xAA020000" />
    <public type="layout" name="act_date_picker" id="0xAA030001" />
    <public type="anim" name="activity_slide_from_bottom" id="0xAA040000" />
    <public type="xml" name="pref_menu" id="0xAA050000" />
    <public type="raw" name="alert_bell_animation_bl" id="0xAA060000" />
    <public type="array" name="taskRepeat" id="0xAA070000" />
    <public type="color" name="theme_main_color_bl" id="0xAA080000" />
    <public type="string" name="no_internet" id="0xAA0a0001" />
    <public type="id" name="page1" id="0xAA0d0015" />
</resources>

As you can see from the type attribute, it contains pretty much all the standard resource types that you normally put in separate directories under the res directory...


Why would one want to misuse the directories that Android provides and use a single file to store all the values in? Can someone give more information about this?

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2 Answers

up vote 37 down vote accepted

The file res/values/public.xml is used to assign fixed resource IDs to Android resources.

Consider these set of string resources in res/values/strings.xml:

<?xml version="1.0" encoding="utf-8"?>
<resources>
    <string name="string1">String 1</string>
    <string name="string3">String 3</string>
</resources>

The Android Asset Packaging Tool (aapt) might assign the following resource IDs for these resources when the app is compiled:

public final class R {
    // ...
    public static final class string {
        public static final int string1=0x7f040000;
        public static final int string3=0x7f040001;
    }
}

Now, change the set of string resources to

<?xml version="1.0" encoding="utf-8"?>
<resources>
    <string name="string1">String 1</string>
    <string name="string2">String 2</string>
    <string name="string3">String 3</string>
</resources>

and you'll notice that the resource ID for @string/string3 has changed:

public final class R {
    // ...
    public static final class string {
        public static final int string1=0x7f040000;
        public static final int string2=0x7f040001;
        public static final int string3=0x7f040002; // New ID! Was 0x7f040001
    }
}

To prevent this, you can use res/values/public.xml:

<?xml version="1.0" encoding="utf-8"?>
<resources>
    <public type="string" name="string3" id="0x7f040001" />
</resources>

which will result in the resource IDs being assigned as follows:

public final class R {
    // ...
    public static final class string {
        public static final int string1=0x7f040000;
        public static final int string2=0x7f040002;
        public static final int string3=0x7f040001; // Resource ID from public.xml
    }
}

Applications rarely have any use for res/values/public.xml since the resource IDs assigned to resources does not matter. When they change, the entire application is rebuilt anyway so any references in Java code to resources by resource ID will be updated.

The most significant user of res/values/public.xml is the Android platform itself. Applications built against old versions of Android assumes that certain resource have a certain resource ID. For example, the Android resource @android:style/Theme must always have the resource ID 0x01030005 for the platform to be backwards compatible with apps built against old versions of the platform.

If you are curious about more details on how resource IDs are assigned, please refer to this answer: How does the mapping between android resources and resources ID work?

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+1'd && accepted. Thank you very much for explaining me in such detail what I asked :). –  Igor Popov  Feb 20 '12 at 18:53
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Is it not a file just for the use authors of the OS code to define a mapping between symbolic names and system resource ids?

You'll find it in your SDK at YOUR_SDK_LOCATION\platforms\android-??\data\res\values.

It's headed

This file defines the base public resources exported by the platform, which must always exist

and has the caveat:

IMPORTANT NOTE FOR ANYONE MODIFYING THIS FILE READ THIS BEFORE YOU MAKE ANY CHANGES

This file defines the binary compatibility for resources. As such, you must be very careful when making changes here, or you will completely break backwards compatibility with old applications

It has entries such as

<public type="attr" name="smallScreens" id="0x01010284" />
<public type="attr" name="normalScreens" id="0x01010285" />
<public type="attr" name="largeScreens" id="0x01010286" />

in it - all system resurce ids, so anyone changing entries will break their code, insomuch as it won't run on a standard device.

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I didn't know about the file being part of the Android SDK... Anyway, the example I found doesn't change existing values, it just creates other, custom ones... so I don't think the restriction you posted applies in this case. –   Igor Popov  Feb 19 '12 at 11:52 
 
I guess that it must be for the use of people who want to develop custom OS ROMs. If you added a new system resource name/id, then you could compile the app code and ROM code to make use of it. The app would only run on your custom ROM phone though. –   NickT Feb 19 '12 at 12:01
 
No, I found this in a normal app, not in a custom ROM. –   Igor Popov  Feb 19 '12 at 12:02 

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Don't add jars that you do not need, since extra jars can slow # down the build process. Allows wildcards matching, for example: # OUYA-ODK/libs/*.jar #android.add_jars = foo.jar,bar.jar,path/to/more/*.jar # (list) List of Java files to add to the android project (can be java or a # directory containing the files) #android.add_src = # (list) Android AAR archives to add #android.add_aars = # (list) Put these files or directories in the apk assets directory. # Either form may be used, and assets need not be in 'source.include_exts'. # 1) android.add_assets = source_asset_relative_path # 2) android.add_assets = source_asset_path:destination_asset_relative_path #android.add_assets = # (list) Put these files or directories in the apk res directory. # The option may be used in three ways, the value may contain one or zero ':' # Some examples: # 1) A file to add to resources, legal resource names contain ['a-z','0-9','_'] # android.add_resources = my_icons/all-inclusive.png:drawable/all_inclusive.png # 2) A directory, here 'legal_icons' must contain resources of one kind # android.add_resources = legal_icons:drawable # 3) A directory, here 'legal_resources' must contain one or more directories, # each of a resource kind: drawable, xml, etc... # android.add_resources = legal_resources #android.add_resources = # (list) Gradle dependencies to add #android.gradle_dependencies = # (bool) Enable AndroidX support. Enable when 'android.gradle_dependencies' # contains an 'androidx' package, or any package from Kotlin source. # android.enable_androidx requires android.api >= 28 #android.enable_androidx = True # (list) add java compile options # this can for example be necessary when importing certain java libraries using the 'android.gradle_dependencies' option # see https://developer.android.com/studio/write/java8-support for further information # android.add_compile_options = "sourceCompatibility = 1.8", "targetCompatibility = 1.8" # (list) Gradle repositories to add {can be necessary for some android.gradle_dependencies} # please enclose in double quotes # e.g. android.gradle_repositories = "maven { url 'https://kotlin.bintray.com/ktor' }" #android.add_gradle_repositories = # (list) packaging options to add # see https://google.github.io/android-gradle-dsl/current/com.android.build.gradle.internal.dsl.PackagingOptions.html # can be necessary to solve conflicts in gradle_dependencies # please enclose in double quotes # e.g. android.add_packaging_options = "exclude 'META-INF/common.kotlin_module'", "exclude 'META-INF/*.kotlin_module'" #android.add_packaging_options = # (list) Java classes to add as activities to the manifest. #android.add_activities = com.example.ExampleActivity # (str) OUYA Console category. Should be one of GAME or APP # If you leave this blank, OUYA support will not be enabled #android.ouya.category = GAME # (str) Filename of OUYA Console icon. 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Another platform dependency: ios-deploy # Uncomment to use a custom checkout #ios.ios_deploy_dir = ../ios_deploy # Or specify URL and branch ios.ios_deploy_url = https://github.com/phonegap/ios-deploy ios.ios_deploy_branch = 1.10.0 # (bool) Whether or not to sign the code ios.codesign.allowed = false # (str) Name of the certificate to use for signing the debug version # Get a list of available identities: buildozer ios list_identities #ios.codesign.debug = "iPhone Developer: <lastname> <firstname> (<hexstring>)" # (str) The development team to use for signing the debug version #ios.codesign.development_team.debug = <hexstring> # (str) Name of the certificate to use for signing the release version #ios.codesign.release = %(ios.codesign.debug)s # (str) The development team to use for signing the release version #ios.codesign.development_team.release = <hexstring> # (str) URL pointing to .ipa file to be installed # This option should be defined along with `display_image_url` and `full_size_image_url` options. #ios.manifest.app_url = # (str) URL pointing to an icon (57x57px) to be displayed during download # This option should be defined along with `app_url` and `full_size_image_url` options. #ios.manifest.display_image_url = # (str) URL pointing to a large icon (512x512px) to be used by iTunes # This option should be defined along with `app_url` and `display_image_url` options. #ios.manifest.full_size_image_url = ###[app] # =============== SDL镜像加速 =============== # SDL主库镜像(替换引用[1]的GitHub源) #sdl2.url = http://mirrors.ustc.edu.cn/sdl/release/SDL2-{version}.tar.gz # SDL_image镜像(解决卡顿问题) #sdl2.image.url = http://mirrors.ustc.edu.cn/sdl_image/release/SDL2_image-{version}.tar.gz # SDL_gfx镜像(替换引用[2]的问题源) #sdl2.gfx.url = http://mirrors.ustc.edu.cn/sdl_gfx/release/SDL2_gfx-{version}.tar.gz #[app] # 主库(参考引用[1]最新稳定版) sdl2.url = http://mirrors.ustc.edu.cn/sdl/release/SDL2-2.30.3.tar.gz # 图像库(参考引用[2]版本) sdl2.image.url = http://mirrors.ustc.edu.cn/sdl_image/release/SDL2_image-2.8.0.tar.gz # 图形扩展库 sdl2.gfx.url = http://mirrors.ustc.edu.cn/sdl_gfx/release/SDL2_gfx-1.0.4.tar.gz # 字体扩展库 sdl2_ttf.url = http://mirrors.ustc.edu.cn/sdl_ttf/release/SDL2_ttf-2.20.2.tar.gz ### [android] # 替换默认的GitHub源为国内镜像(阿里云+清华源) recipe_urls = https://mirrors.aliyun.com/pypi/simple/, https://pypi.tuna.tsinghua.edu.cn/simple/ # 启用本地缓存(避免重复下载) cache_dir = ~/.buildozer/android/cache cache_validity = 30 # 缓存有效期30天 [buildozer] # (str) Creator creator = 霆霓益行 # (int) Log level (0 = error only, 1 = info, 2 = debug (with command output)) log_level = 2 # (int) Display warning if buildozer is run as root (0 = False, 1 = True) warn_on_root = 1 # (str) Path to build artifact storage, absolute or relative to spec file # build_dir = ./.buildozer # (str) Path to build output (i.e. .apk, .aab, .ipa) storage # bin_dir = ./bin ### # 设置国内PyPI镜像源 pypi_mirror = https://pypi.tuna.tsinghua.edu.cn/simple # Android SDK镜像源(腾讯云) android.sdk_mirror = https://mirrors.cloud.tencent.com/AndroidSDK/ # Android NDK镜像源 android.ndk_mirror = https://mirrors.cloud.tencent.com/AndroidSDK/ndk-bundle/ # 自动接受SDK许可证(避免卡在确认界面) android.accept_license = yes ### # 设置清华镜像源 android.mirror.android_sdk_repo = https://mirrors.tuna.tsinghua.edu.cn/android/repository/ android.mirror.gradle = https://mirrors.cloud.tencent.com/gradle/ # 设置阿里云Maven镜像 android.gradle_repository = https://maven.aliyun.com/repository/public ###[buildozer] # 替换 pip 源为国内镜像 pip_index_url = https://pypi.tuna.tsinghua.edu.cn/simple # 替换 GitHub 仓库为国内镜像(如 Gitee) android.p4a_fork = https://gitee.com/mirrors/python-for-android.git # ----------------------------------------------------------------------------- # List as sections # # You can define all the "list" as [section:key]. # Each line will be considered as a option to the list. # Let's take [app] / source.exclude_patterns. # Instead of doing: # #[app] #source.exclude_patterns = license,data/audio/*.wav,data/images/original/* # # This can be translated into: # #[app:source.exclude_patterns] #license #data/audio/*.wav #data/images/original/* # # ----------------------------------------------------------------------------- # Profiles # # You can extend section / key with a profile # For example, you want to deploy a demo version of your application without # HD content. You could first change the title to add "(demo)" in the name # and extend the excluded directories to remove the HD content. # #[app@demo] #title = My Application (demo) # #[app:source.exclude_patterns@demo] #images/hd/* # # Then, invoke the command line with the "demo" profile: # #buildozer --profile demo android debug 能否实现从国内镜像源下载所有所需文件
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