1page.title=Optimizing Apps for Android 3.0 2excludeFromSuggestions=true 3@jd:body 4 5 6<div id="deprecatedSticker"> 7 <a href="#" 8 onclick="$('#naMessage').show();$('#deprecatedSticker').hide();return false"> 9 <strong>This doc is deprecated</strong></a> 10</div> 11 12 13<div id="naMessage" style="display:block"> 14<div><p><strong>This document has been deprecated.</strong></p> 15 <p>To learn about how you can optimize your app for both tablets and handsets, please 16read the guide to <a href="tablets-and-handsets.html">Supporting Tablets and 17Handsets</a>.</p> 18 19 <input style="margin-top:1em;padding:5px" type="button" 20 value="That's nice, but I still want to read this document" 21onclick="$('#naMessage').hide();$('#deprecatedSticker').show()" /> 22</div> 23</div> 24 25 26 27 28 29 30<div id="qv-wrapper"> 31<div id="qv"> 32<h2>In this document</h2> 33<ol> 34<li><a href="#Setup">Setting Up Your SDK with Android 3.0</a></li> 35<li><a href="#Optimizing">Optimizing Your App for Tablets</a></li> 36<li><a href="#Upgrading">Upgrading or Developing a New App for Tablets</a></li> 37<li><a href="#ManagingAppDist">Managing App Distribution Based on Screen Configuration</a> 38 <ol> 39 <li><a href="#FilteringTabletApps">Filtering a tablet app from mobile devices</a></li> 40 <li><a href="#FilteringMobileApps">Filtering a mobile device app from tablets</a></li> 41 </ol> 42</li> 43<li><a href="#Issues">Other Issues</a> 44 <ol> 45 <li><a href="#Landscape">Adding support for landscape screens</a></li> 46 <li><a href="#Telephony">Using telephony or other variable features</a></li> 47 </ol> 48</li> 49</ol> 50 51<h2>See also</h2> 52 53<ol> 54 <li><a href="tablets-and-handsets.html">Supporting Tablets 55and Handsets</a></li> 56 <li><a 57href="{@docRoot}tools/support-library/index.html">Compatibility Library</a></li> 58 <li><a href="http://code.google.com/p/iosched/">Google I/O App source code</a></li> 59</ol> 60 61</div> 62</div> 63 64<p>Android 3.0 introduces several features that allow 65you to enhance your user's experience on tablets and similar devices. Any application you've already 66published is compatible with devices running Android 3.0, by default, because Android applications 67are forward-compatible. However, new tablet devices running Android 3.0 are now available to the 68public and provide users a new Android experience on a larger screen, so you should make sure 69your application looks and works great on the new platform and new device form-factors.</p> 70 71<p>This document shows how you can optimize your existing application for Android 3.0 and 72maintain compatibility with older versions or upgrade your application completely with new APIs.</p> 73 74 75<p><b>To get started:</b></p> 76 77<ol> 78 <li><a href="#Setup">Set up your SDK with Android 3.0</a>. 79 <p>Install the Android 3.0 platform, new tools, and set up a new AVD.</p></li> 80 <li>Choose to either optimize or upgrade: 81 <ol type="a"> 82 <li><a href="#Optimizing">Optimize your app for tablets and similar devices</a>. 83 <p>Read this section if you have an existing application and want to 84maintain compatibility with older versions of Android. All you need to do is update your 85manifest file to declare support for Android 3.0, test your application on the new platform, and 86add extra resources to support extra large screens, as appropriate.</p> 87 </li> 88 <li><a href="#Upgrading">Upgrade or develop a new app for tablets and similar devices</a>. 89 <p>Read this section if you want to upgrade your application to use APIs introduced in 90Android 3.0 or create a new application targeted to tablets and similar devices. Compared to 91upgrading to previous versions of Android, there's nothing different about upgrading to Android 3.0. 92This section introduces some of the key features and APIs you should use to make an 93application that's fully enhanced for tablets.</p></li> 94 </ol> 95 </li> 96 <li>Consider whether you need to <a href="#ManagingAppDist">manage the distribution of your 97application based on screen configuration</a>.</li> 98 <li>Then review some <a href="#Issue">other issues</a> you might encounter when developing 99for tablets and similar devices.</li> 100</ol> 101 102 103<h2 id="Setup">Set Up Your SDK with Android 3.0</h2> 104 105<p>To start testing and developing your application on Android 3.0, set up your existing Android 106SDK with the new platform:</p> 107 108<p>(If you don't have an existing Android SDK, <a href="{@docRoot}sdk/index.html">download the 109SDK starter package now</a>.)</p> 110 111<ol> 112 <li><a href="{@docRoot}sdk/exploring.html#launching">Launch the Android SDK 113Manager</a> and install the following: 114 <ul> 115 <li>SDK Platform Android 3.0</li> 116 <li>Android SDK Tools, revision 10</li> 117 <li>Android SDK Platform-tools, revision 3</li> 118 <li>Documentation for Android SDK, API 11</li> 119 <li>Samples for SDK API 11</li> 120 </ul> 121 </li> 122 <li><a href="{@docRoot}tools/devices/managing-avds.html">Create an AVD</a> for a tablet-type 123device: 124 <p>Set the target to "Android 3.0" and the skin to "WXGA" (the default skin).</p></li> 125</ol> 126 127<p>The best way to test your application on Android 3.0 is to use real hardware running Android 3.0, 128such as the <a href="http://www.motorola.com/staticfiles/Consumers/XOOM/index.html">Motorola 129Xoom</a>. Of course, you can also use the Android emulator on your development machine, but because 130the Android emulator must simulate the ARM instruction set on your computer and the WXGA screen is 131significantly larger than a typical virtual device, emulator performance is much slower than a real 132device.</p> 133 134<h3>About emulator performance</h3> 135 136<p>Initializing the emulator can be slow and can take several minutes, depending on 137your hardware. When the emulator is booting, there is limited user feedback, so please be patient 138and wait until you see the home screen (or lock screen) appear. </p> 139 140<p>However, you don't need to boot the emulator each time you rebuild your 141application—typically you only need to boot at the start of a session and keep it running. 142Also see the tip below for information about using a snapshot to drastically reduce startup time 143after the first initialization. </p> 144 145<p>General performance in the emulator is also slow. We're working hard to resolve the performance 146issues and it will improve in future tools releases. If you don't yet have a real device running 147Android 3.0, the emulator is still best way to evaluate your application's appearance and 148functionality on Android 3.0.</p> 149 150<p class="note"><strong>Tip:</strong> To improve the startup time for the emulator, enable snapshots 151for the AVD when you create it with the AVD Manager (there's a checkbox in the AVD creator 152to <strong>Enable</strong> snapshots). Then, start the AVD from the AVD manager and check <b>Launch 153from snapshot</b> and <b>Save to snapshot</b>. This way, when you close the emulator, a snapshot of 154the AVD state is saved and used to quickly relaunch the AVD next time. However, when you choose to 155save a snapshot, the emulator will be slow to close, so you might want to disable <b>Save to 156snapshot</b> after you've acquired an initial snapshot (after you close the AVD for the first 157time).</p> 158 159 160 161<h2 id="Optimizing">Optimizing Your App for Tablets</h2> 162 163<p>If you've already developed an application for an earlier version of Android, there are a few 164things you can do to optimize it for a tablet-style experience on Android 3.0 without changing the 165minimum version required (you don't need to change your manifest's <a 166href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code 167android:minSdkVersion}</a>).</p> 168 169<p class="note"><strong>Note:</strong> All Android applications are forward-compatible, so 170there's nothing you <em>have to</em> do—if your application is a good citizen of the Android 171APIs, your app should work fine on devices running Android 3.0. However, in order to provide users 172a better experience when using your app on an Android 3.0 tablet or similar-size device, you 173should update your application to inherit the new system theme and provide some optimizations for 174larger screens.</p> 175 176<p>Here are a few things you can do to optimize your application for devices running Android 1773.0:</p> 178 179<ol> 180 <li><b>Test your current application on Android 3.0</b> 181 <ol> 182 <li>Build your application as-is and install it on your Android 3.0 AVD (created above during 183<a href="#Setup">setup</a>).</li> 184 <li>Perform your usual tests to be sure everything works and looks as expected.</li> 185 </ol> 186 </li> 187 188 <li><b>Apply the new "holographic" theme to your application</b> 189 <ol> 190 <li>Open your manifest file and update the <a 191href="{@docRoot}guide/topics/manifest/uses-sdk-element.html">{@code <uses-sdk>}</a> element to 192set <a 193href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#target">{@code 194android:targetSdkVersion}</a> to {@code "11"}. For example: 195<pre> 196<manifest ... > 197 <uses-sdk android:minSdkVersion="4" 198 android:targetSdkVersion="11" /> 199 <application ... > 200 ... 201 <application> 202</manifest> 203</pre> 204 <p>By targeting the Android 3.0 platform, the system automatically applies the holographic theme 205to each activity when your application runs on an Android 3.0 device. The holographic theme 206provides a new design for widgets, such as buttons and text boxes, and new styles for other 207visual elements. This is the standard theme for applications built for Android 3.0, so your 208application will look and feel consistent with the system and other applications when it is 209enabled.</p> 210 <p>Additionally, when an activity uses the holographic theme, the system enables the <a 211href="{@docRoot}guide/topics/ui/actionbar.html">Action Bar</a> for the activity and removes the 212Options Menu button in the system bar. The Action Bar 213replaces the traditional title bar at the top of the activity window and provides the user access to 214the activity's Options Menu.</p> 215 </li> 216 <li>Build your application against the same version of the Android platform you have been 217using previously (such as the version declared in your <a 218href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code android:minSdkVersion}</a>), 219but install it on the Android 3.0 AVD. (You should not build against Android 3.0 unless you are 220using new APIs.) Repeat your tests to be sure that your user interface works well with the 221holographic theme. 222 <p class="note"><strong>Note:</strong> If you have applied other themes directly to your 223activities, they will override the inherited holographic theme. To resolve this, you can use 224the <a href="{@docRoot}guide/topics/resources/providing-resources.html#VersionQualifier">platform 225version qualifier</a> to provide an alternative theme for Android 3.0 devices that's based on the 226holographic theme. For more information, read how to <a 227href="{@docRoot}guide/topics/ui/themes.html#SelectATheme">select a theme based on platform 228version</a>.</p> 229 </ol> 230 </li> 231 232 <li><b>Supply alternative layout resources for xlarge screens</b> 233 <p>By providing <a 234href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">alternative 235resources</a> when running on extra large screens (using the <code>xlarge</code> resource 236qualifier), you can improve the user experience of your application on tablet-type devices without 237using new APIs.</p> 238 <p>For example, here are some things to consider when creating a new layout for extra large 239screens:</p> 240 <ul> 241 <li>Landscape layout: The "normal" orientation for tablet-type devices is usually landscape 242(wide), so you should be sure that your activities offer a layout that's optimized for a wide 243viewing area. <p>You can specify landscape resources with the <code>land</code> resource 244qualifier, but if you want alternative resources for an extra large landscape screen, you 245should use both the <code>xlarge</code> and <code>land</code> qualifiers. For example, {@code 246res/layout-xlarge-land/}. The order of the qualifier names is important; see <a 247href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources"> 248Providing Alternative Resources</a> for more information.</p></li> 249 <li>Button position and size: Consider whether the position and size of the most common 250buttons in your UI make them easily accessible while holding a tablet with two hands. In some 251cases, you might need to resize buttons, especially if they use {@code "wrap_content"} 252as the width value. To enlarge the buttons, if necessary, you should either: add 253extra padding to the button; specify dimension values with {@code dp} units; or use {@code 254android:layout_weight} when the button is in a <a 255href="{@docRoot}guide/topics/ui/layout-objects.html#linearlayout">linear layout</a>. Use your 256best judgment of proportions for each screen size—you don't want the buttons to be too big, 257either.</li> 258 <li>Font sizes: Be sure your application uses {@code sp} units when setting font 259sizes. This alone should ensure a readable experience on tablet-style devices, because it is a 260scale-independent pixel unit, which will resize as appropriate for the current screen configuration. 261In some cases, however, you still might want to consider larger font sizes for <code>xlarge</code> 262configurations.</li> 263 </ul> 264 <p>In general, always be sure that your application follows the <a 265href="{@docRoot}guide/practices/screens_support.html#screen-independence">Best Practices 266for Screen Independence</a>.</p> 267 </li> 268</ol> 269 270 271 272 273<h2 id="Upgrading">Upgrading or Developing a New App for Tablets</h2> 274 275<div class="sidebox-wrapper"> 276<div class="sidebox"> 277 <h3>Use the Compatibility Library to remain backward-compatible</h3> 278<p>It is possible for you to upgrade your application with some new 279APIs <em>and</em> remain compatible with older versions of Android. Usually, this requires that you 280use techniques such as reflection to check for the availability of certain APIs at runtime. However, 281to help you add features from Android 3.0 without requiring you to change your <a 282href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code android:minSdkVersion}</a> 283or build target, we're providing a static library called the <a 284href="{@docRoot}tools/support-library/index.html">Compatibility Library</a> 285(downloadable from the Android SDK Manager).</p> 286<p>This library includes APIs for <a 287href="{@docRoot}guide/components/fragments.html">fragments</a>, <a 288href="{@docRoot}guide/components/loaders.html">loaders</a>, and some updated classes. By 289simply adding this library to your Android project, you can use these APIs in your application and 290remain compatible with Android 1.6. For information about how to get the library and start 291using it in your application, see the <a 292href="{@docRoot}tools/support-library/index.html">Compatibility Library</a> document.</p> 293</div> 294</div> 295 296 297<p>If you want to develop an application that's fully enhanced for tablet-type devices running 298Android 3.0, then you need to use new APIs in Android 3.0. This section introduces some of 299the new features you should use.</p> 300 301 302<h3>Declare the minimum system version</h3> 303 304<p>The first thing to do when you upgrade or create a project for Android 3.0 is set your manifest's 305<a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code 306android:minSdkVersion}</a> to {@code "11"}. This declares that your application uses APIs available 307in Android 3.0 and greater, so it should not be available to devices running an older version of 308Android. For example:</p> 309 310<pre> 311<manifest ... > 312 <uses-sdk android:minSdkVersion="11" /> 313 <application ... > 314 ... 315 <application> 316</manifest> 317</pre> 318 319<p>Not only is this necessary in order to declare the minimum API level your application requires, 320but it enables the new holographic theme to each of your activities. The holographic theme is the 321standard theme for the Android 3.0 system and all applications designed for it. It includes new 322designs for the system widgets and overall appearance.</p> 323 324<p>Additionally, the holographic theme enables the Action Bar for each activity.</p> 325 326 327<h3>Use the Action Bar</h3> 328 329<p>The Action Bar is a widget for activities that replaces the traditional title bar at the top of 330the screen. By default, the Action Bar includes the application logo on the left side, followed by 331the activity title, and access to items from the Options Menu in a drop-down list on the right 332side.</p> 333 334<p>You can enable items from the Options Menu to appear directly in the Action Bar as 335"action items" by adding {@code showAsAction="ifRoom"} to specific menu items in your <a 336href="{@docRoot}guide/topics/resources/menu-resource.html">menu resource</a>. You can also add 337navigation features to the Action Bar, such as tabs, and use the application icon to navigate to 338your application's "home" activity or to navigate "up" the application's activity hierarchy.</p> 339 340<p>For more information, read <a href="{@docRoot}guide/topics/ui/actionbar.html">Using the 341Action Bar</a>.</p> 342 343 344 345<h3>Divide your activities into fragments</h3> 346 347<p>A fragment represents a behavior or a portion of user interface in an activity. You can think of 348a fragment as a modular section of an activity, which has its own lifecycle, receives its own input 349events, and which you can add or remove while the activity is running. Fragments are an optional 350component for your activities that allow you to build a multi-pane UI and reuse them in multiple 351activities. If you're building an application for tablets, we recommend that you use fragments to 352create activities that offer a more dynamic and flexible user interface.</p> 353 354<p>For example, a news application can use one fragment to show a list of articles on the left and 355another fragment to display an article on the right—both fragments appear in one activity, 356side by side, and each fragment has its own set of lifecycle callback methods and handles its own 357input events. Thus, instead of using one activity to select an article and another activity to 358read the article, the user can select an article and read it all within the same activity.</p> 359 360<p>For more information, read the <a 361href="{@docRoot}guide/components/fragments.html">Fragments</a> document.</p> 362 363 364<h3>Use new animation APIs for transitions</h3> 365 366<p>An all-new animation framework allows you to animate arbitrary properties of any object 367(such as a View, Drawable, Fragment, or anything else). You can define several animation aspects 368(such as duration, repeat, interpolation, and more) for an object's int, float, and hexadecimal 369color values, by default. That is, when an object has a property field for one of these types, you 370can change its value over time to affect an animation.</p> 371 372<p>The {@link android.view.View} class also provides new APIs that leverage the new animation 373framework, allowing you to easily apply 2D and 3D transformations to views in your activity layout. 374New transformations are made possible with a set of object properties that define the view's layout 375position, orientation, transparency and more.</p> 376 377<p>For more information, read the <a 378href="{@docRoot}guide/topics/graphics/prop-animation.html">Property Animation</a> document.</p> 379 380 381<h3>Enable hardware acceleration</h3> 382 383<p>Android 3.0 adds a hardware-accelerated OpenGL renderer that gives a performance boost to most 2D 384graphics operations. You can enable hardware-accelerated rendering in your application by setting 385{@code android:hardwareAccelerated="true"} in your manifest's <a 386href="{@docRoot}guide/topics/manifest/application-element.html">{@code <application>}</a> 387element or for individual <a href="{@docRoot}guide/topics/manifest/activity-element.html">{@code 388<activity>}</a> elements. Hardware acceleration results in smoother animations, smoother 389scrolling, and overall better performance and response to user interaction. When enabled, be sure 390that you thoroughly test your application on a device that supports hardware acceleration.</p> 391 392 393<h3>Enhance your app widgets</h3> 394 395<p>App widgets allow users to access information from your application directly from the Home 396screen and interact with ongoing services (such as preview their email and control music playback). 397Android 3.0 enhances these capabilities by enabling collections, created with widgets such as 398{@link android.widget.ListView}, {@link android.widget.GridView}, and the new {@link 399android.widget.StackView}. These widgets allow you to create more interactive app 400widgets, such as one with a scrolling list, and can automatically update their data through a {@link 401android.widget.RemoteViewsService}.</p> 402 403<p>Additionally, you should create a preview image of your app widget using the Widget Preview 404application (pre-installed in an Android 3.0 AVD) and reference it with the {@link 405android.appwidget.AppWidgetProviderInfo#previewImage android:previewImage} attribute, so that users 406can see what the app widget looks like before adding it to their Home screen.</p> 407 408 409<h3>Add other new features</h3> 410 411<p>Android 3.0 introduces many more APIs that you might find valuable for your 412application, such as drag and drop APIs, new Bluetooth APIs, a system-wide clipboard framework, a 413new graphics engine called Renderscript, and more.</p> 414 415<p>To learn more about the APIs mentioned above and more, see the <a 416href="{@docRoot}about/versions/android-3.0.html">Android 3.0 Platform</a> document.</p> 417 418 419<h3>Look at some samples</h3> 420 421<p>Many of the new features and APIs that are described above and in the <a 422href="{@docRoot}about/versions/android-3.0.html#api">Android 3.0 Platform</a> document also have accompanying 423samples that allow you to preview the effects and can help you understand how to use them. To get 424the samples, download them from the SDK repository <a href="{@docRoot}sdk/exploring.html" 425>using the Android SDK Manager</a>. After downloading the samples ("Samples for SDK API 42611"), you can find them in <code><sdk_root>/samples/android-11/</code>. The following list 427provides links to the browsable source code for some of the samples:</p> 428 429<ul> 430 <li><a href="{@docRoot}resources/samples/HoneycombGallery/index.html">Honeycomb Gallery</a>: 431Demonstrates many new APIs in Android 3.0, including fragments, the action bar, drag and drop, and 432animations.</li> 433 <li><a 434href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/app/index.html#Fragment"> 435Fragments</a>: Various samples that demonstrate fragment layouts, back stack, restoring state, and 436more.</li> 437 <li><a 438href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/app/ActionBarMechanics.html" 439>Action Bar</a>: Samples that demonstrate various Action Bar features, such as tabs, logos, and 440action items.</li> 441 <li><a 442href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/content/ClipboardSample.html" 443>Clipboard</a>: An example of how to use the clipboard for copy and paste operations.</li> 444 <li><a 445href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/view/DragAndDropDemo.html"> 446Drag and Drop</a>: An example of how to perform drag and drop with new View events.</li> 447 <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/view/List15.html"> 448Multi-choice List</a>: An example of how to provide multiple-choice selection for ListView and 449GridView.</li> 450 <li><a 451href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/app/LoaderThrottle.html"> 452Content Loaders</a>: An example using new Loader APIs to asynchronously load data.</li> 453 <li><a 454href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/animation/index.html"> 455Property Animation</a>: Several samples using the new animation APIs to animate object 456properties.</li> 457 <li><a 458href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/view/SearchViewActionBar.html"> 459Search View Widget</a>: Example using the new search widget in the Action Bar (as an 460"action view").</li> 461 <li><a 462href="{@docRoot}resources/samples/RenderScript/index.html">Renderscript</a>: Contains several 463different applications that demonstrate using renderscript APIs for computations and 3D 464graphics.</li> 465</ul> 466 467 468 469<h2 id="ManagingAppDist">Managing App Distribution Based on Screen Configuration</h2> 470 471<p>If your manifest file has either <a 472href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code android:minSdkVersion}</a> 473or <a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#target">{@code 474android:targetSdkVersion}</a> set to {@code "4"} or higher, then the Android system will scale your 475application's layout and assets to fit the current device screen, whether the device screen is 476smaller or larger than the one for which you originally designed your application. As such, you 477should always test your application on real or <a 478href="{@docRoot}tools/devices/index.html">virtual devices</a> with various screen sizes 479and densities.</p> 480 481<p>Although we recommend that you design your application to function properly on multiple 482configurations of screen size and density, you can instead choose to limit the distribution of your 483application to certain types of screens, such as only tablets or only mobile devices. To do so, you 484can add elements to your Android manifest file that enable filtering based on screen configuration 485by external services such as Google Play.</p> 486 487<p>However, before you decide to restrict your application to certain screen configurations, you 488should understand the techniques for <a 489href="{@docRoot}guide/practices/screens_support.html">supporting multiple screens</a> and employ 490them to the best of your ability. By supporting multiple screens, your application can be made 491available to the greatest number of users with different devices.</p> 492 493 494<h3 id="FilteringTabletApps">Filtering a tablet application from mobile devices</h3> 495 496<p>If the system scaling adversely affects your application UI when scaling your application down 497for smaller screens, you should add <a 498href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">alternative 499layouts</a> for smaller screens to adjust your layout. However, sometimes your layout still might 500not fit a smaller screen or you've explicitly designed your application only for tablets and other 501large devices. In this case, you can manage the availability of your application to smaller screens 502by using the <a href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code 503<supports-screens>}</a> manifest element.</p> 504 505<p>For example, if you want your application to be available only to extra large 506screens, you can declare the element in your manifest like this:</p> 507 508<pre> 509<manifest ... > 510 ... 511 <supports-screens android:smallScreens="false" 512 android:normalScreens="false" 513 android:largeScreens="false" 514 android:xlargeScreens="true" /> 515 <application ... > 516 ... 517 <application> 518</manifest> 519</pre> 520 521<p>External services such as Google Play read this manifest element and use it to ensure that 522your application is available only to devices with an extra large screen.</p> 523 524<p class="note"><strong>Note:</strong> If you use the <a 525href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code 526<supports-screens>}</a> element for the reverse scenario (when your application is not compatible 527with <em>larger</em> screens) and set the larger screen size attributes to {@code "false"}, then 528external services such as Google Play <strong>do not</strong> apply filtering. Your application 529will still be available to larger screens, but when it runs, it will not fill the screen—the 530system will draw it in a "postage stamp" window that's the same relative size as the screen size 531that your application does support. If you want to prevent your application from being downloaded on 532larger screens, see the following section.</p> 533 534 535<h3 id="FilteringMobileApps">Filtering a mobile device application from tablets</h3> 536 537<p>Because Android automatically scales applications to fit larger screens, you shouldn't 538need to filter your application from larger screens. However, you might discover that your 539application can't scale up or perhaps you've decided to publish two versions of your application 540that each deliver different features for different screen configurations, so you don't want 541larger devices to download the version designed for smaller screens. In such a case, you can 542use the <a href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code 543<compatible-screens>}</a> element to manage the distribution of your application based on the 544combination of screen size and density. External services such as 545Google Play uses this information to apply filtering to your application, so that only devices 546that have a screen configuration with which you declare compatibility can download your 547application.</p> 548 549<p>The <a href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code 550<compatible-screens>}</a> element must contain one or more {@code <screen>} elements, 551which each specify a screen configuration with which your application is compatible, using both 552the {@code android:screenSize} and {@code android:screenDensity} attributes. Each {@code 553<screen>} element <strong>must include both attributes</strong> to specify an individual 554screen configuration—if either attribute is missing, then the element is invalid 555(external services such as Google Play will ignore it).</p> 556 557<p>For example, if your application is compatible with only small and normal screens, regardless 558of screen density, then you must specify eight different {@code <screen>} elements, 559because each screen size has four density configurations. You must declare each one of 560these; any combination of size and density that you do <em>not</em> specify is considered a screen 561configuration with which your application is <em>not</em> compatible. Here's what the manifest 562entry looks like if your application is compatible with only small and normal screens:</p> 563 564<pre> 565<manifest ... > 566 ... 567 <compatible-screens> 568 <!-- all small size screens --> 569 <screen android:screenSize="small" android:screenDensity="ldpi" /> 570 <screen android:screenSize="small" android:screenDensity="mdpi" /> 571 <screen android:screenSize="small" android:screenDensity="hdpi" /> 572 <screen android:screenSize="small" android:screenDensity="xhdpi" /> 573 <!-- all normal size screens --> 574 <screen android:screenSize="normal" android:screenDensity="ldpi" /> 575 <screen android:screenSize="normal" android:screenDensity="mdpi" /> 576 <screen android:screenSize="normal" android:screenDensity="hdpi" /> 577 <screen android:screenSize="normal" android:screenDensity="xhdpi" /> 578 </compatible-screens> 579 <application ... > 580 ... 581 <application> 582</manifest> 583</pre> 584 585<p class="note"><strong>Note:</strong> Although you can also use the <a 586href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code 587<compatible-screens>}</a> element for the reverse scenario (when your application is not 588compatible with smaller screens), it's easier if you instead use the <a 589href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code 590<supports-screens>}</a> as discussed in the previous section, because it doesn't require you 591to specify each screen density your application supports.</p> 592 593<p>Remember, you should strive to make your application available to as many devices as possible by 594applying all necessary techniques for <a 595href="{@docRoot}guide/practices/screens_support.html">supporting multiple screens</a>. You should 596then use the <a href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code 597<compatible-screens>}</a> element to filter your application from certain devices only when you 598cannot offer compatibility on all screen configurations or you have decided to provide 599multiple versions of your application, each for a different set of screen configurations.</p> 600 601 602 603<h2 id="Issues">Other Issues</h2> 604 605<p>Whether you decide to optimize or upgrade your application for tablet-type devices, you 606should be aware that the functionality and availability of your application on new devices 607might be affected by the following issues:</p> 608 609<ul> 610 <li><a href="#Landscape">Tablets are often designed for use in the landscape orientation</a> 611 <p>Tablets and similar devices often have a screen that uses the landscape orientation 612by default. If your application assumes a portrait orientation or locks into portrait 613orientation, you should update your application to support landscape.</p></li> 614 <li><a href="#Telephony">Not all devices have telephony or other features</a> 615 <p>If your application declares the {@code "android.hardware.telephony"} feature in the manifest, 616then it will not be available to devices that do not offer telephony (such as tablets), based on 617Google Play filtering. If your application can function properly without telephony, you should 618update your application to gracefully disable the telephony features when not available on a 619device.</p></li> 620</ul> 621 622 623<h3 id="Landscape">Adding support for landscape screens</h3> 624 625<p>Although tablets can rotate to operate in any orientation, they are often designed for 626landscape orientation and that is how most users will use them. So, you should ensure that your 627application can function in landscape. Even if you want to avoid rotating the screen while your 628application is running, you should not assume that portrait is the device's default orientation. You 629should either ensure that your layout is usable in both portrait and landscape orientations or 630provide an <a href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources" 631>alternative layout resource</a> for landscape orientation.</p> 632 633<p>If you believe your application or game provides its best experience when the screen is tall, 634consider that tablets and similar devices have a screen that's as tall or taller in landscape 635orientation than a phone in portrait orientation. With that in mind, you might be able to add a 636landscape design that adds padding or extra landscape scenery on the left and right sides, so 637the primary screen space still remains taller than it is wide.</p> 638 639<p>Ideally, your application should handle all orientation changes instead of locking into one 640orientation. When the user rotates the screen, the system restarts the current activity by calling 641{@link android.app.Activity#onDestroy onDestroy()} and {@link android.app.Activity#onCreate 642onCreate()}) in immediate succession. You should design your activity to account for these changes 643in the lifecycle, so the activity can save and restore its state. You can learn about the 644necessary lifecycle callback methods and how to save and restore the activity state in the <a 645href="{@docRoot}guide/components/activities.html#Lifecycle">Activities</a> 646document. If your activity state is more complex and cannot retain it using the normal 647lifecycle callback methods, you can use alternative techniques described in <a 648href="{@docRoot}guide/topics/resources/runtime-changes.html">Handling Runtime Changes</a>.</p> 649 650<p>In the worst-case scenario, however, you can avoid orientation changes by using the <a 651href="{@docRoot}guide/topics/manifest/activity-element.html#screen">{@code 652android:screenOrientation}</a> attribute in the <a 653href="{@docRoot}guide/topics/manifest/activity-element.html">{@code <activity>}</a> 654element. Instead of locking the orientation in landscape or portrait, however, you should 655specify a value of {@code "nosensor"}. This way, your activity uses whatever orientation the 656device specifies as its natural orientation and the screen will not rotate. You should still 657avoid using the <a 658href="{@docRoot}guide/topics/manifest/activity-element.html#screen">{@code 659android:screenOrientation}</a> attribute, but because it's sometimes necessary to lock the 660screen into one orientation, it's best if you do so in a way that uses the device's natural 661orientation instead of assuming one specific orientation.</p> 662 663<p>If your application uses the orientation sensors, such as the accelerometer (with the {@link 664android.hardware.SensorManager} APIs), also be aware that the landscape screen can also cause 665problems, due to false assumptions about which orientation is the natural position. For more 666information about how you should properly handle rotation changes when using the orientation 667sensors, read the blog post, <a 668href="http://android-developers.blogspot.com/2010/09/one-screen-turn-deserves-another.html">One 669Screen Turn Deserves Another</a>.</p> 670 671 672 673<h3 id="Telephony">Using telephony or other variable features</h3> 674 675<p>Tablets and similar devices might not include support for telephony, so they can't make 676traditional phone calls or handle SMS. Some devices might also omit 677other hardware features, such as Bluetooth. If your application uses these features, then your 678manifest file probably already includes (or should include) a declaration of the feature with the <a 679href="{@docRoot}guide/topics/manifest/uses-feature-element.html">{@code <uses-feature>}</a> 680element. Doing so prevents devices that do not declare support for the feature from downloading 681your applications. For example:</p> 682 683<pre><uses-feature android:name="android.hardware.telephony" /></pre> 684 685<p>By default, this declares that your application <em>requires</em> telephony features. So, 686external services such as Google Play use this information to filter your application from 687devices that do not offer telephony.</p> 688 689<p>If, however, your application uses, but does not require the feature, you should 690add to this element, {@code android:required="false"}. For example:</p> 691 692<pre><uses-feature android:name="android.hardware.telephony" android:required="false" /></pre> 693 694<p>This indicates that your application uses the feature, but is still functional if the feature is 695not available. So, it should still be available to devices that don't provide telephony hardware 696(or telephony features), such as tablets.</p> 697 698<p>Then in your application code, you must gracefully disable the features that use telephony 699when it's not available. You can check whether the feature is available using {@link 700android.content.pm.PackageManager#hasSystemFeature PackageManager.hasSystemFeature()}. For 701example:</p> 702 703<pre> 704PackageManager pm = getPackageManager(); 705boolean hasTelephony = pm.hasSystemFeature(PackageManager.FEATURE_TELEPHONY); 706</pre> 707 708<p>For more information about these 709issues and how to future-proof your application for different hardware, read the blog post <a 710href="http://android-developers.blogspot.com/2010/10/five-steps-to-future-hardware-happiness.html"> 711The Five Steps to Future Hardware Happiness</a>.</p>