1page.title=Optimizing Apps for Android 3.0
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9    <strong>This doc is deprecated</strong></a>
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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"
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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&mdash;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&mdash;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 &lt;uses-sdk&gt;}</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&lt;manifest ... >
197    &lt;uses-sdk android:minSdkVersion="4"
198              android:targetSdkVersion="11" /&gt;
199    &lt;application ... >
200        ...
201    &lt;application>
202&lt;/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&mdash;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&lt;manifest ... >
312    &lt;uses-sdk android:minSdkVersion="11" /&gt;
313    &lt;application ... >
314        ...
315    &lt;application>
316&lt;/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&mdash;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 &lt;application&gt;}</a>
387element or for individual <a href="{@docRoot}guide/topics/manifest/activity-element.html">{@code
388&lt;activity&gt;}</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>&lt;sdk_root&gt;/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&lt;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&lt;manifest ... >
510    ...
511    &lt;supports-screens android:smallScreens="false"
512                      android:normalScreens="false"
513                      android:largeScreens="false"
514                      android:xlargeScreens="true" /&gt;
515    &lt;application ... >
516        ...
517    &lt;application>
518&lt;/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&lt;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&mdash;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&lt;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&lt;compatible-screens>}</a> element must contain one or more {@code &lt;screen&gt;} 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&lt;screen&gt;} element <strong>must include both attributes</strong> to specify an individual
554screen configuration&mdash;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 &lt;screen&gt;} 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&lt;manifest ... >
566    ...
567    &lt;compatible-screens>
568        &lt;!-- all small size screens -->
569        &lt;screen android:screenSize="small" android:screenDensity="ldpi" />
570        &lt;screen android:screenSize="small" android:screenDensity="mdpi" />
571        &lt;screen android:screenSize="small" android:screenDensity="hdpi" />
572        &lt;screen android:screenSize="small" android:screenDensity="xhdpi" />
573        &lt;!-- all normal size screens -->
574        &lt;screen android:screenSize="normal" android:screenDensity="ldpi" />
575        &lt;screen android:screenSize="normal" android:screenDensity="mdpi" />
576        &lt;screen android:screenSize="normal" android:screenDensity="hdpi" />
577        &lt;screen android:screenSize="normal" android:screenDensity="xhdpi" />
578    &lt;/compatible-screens>
579    &lt;application ... >
580        ...
581    &lt;application>
582&lt;/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&lt;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&lt;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&lt;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 &lt;activity&gt;}</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 &lt;uses-feature&gt;}</a>
680element. Doing so prevents devices that do not declare support for the feature from downloading
681your applications. For example:</p>
682
683<pre>&lt;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>&lt;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>