1page.title=Optimizing Apps for Android 3.0
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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
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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<ol>
109  <li><a href="{@docRoot}studio/intro/update.html#launching">Launch the Android SDK
110Manager</a> and install the following:
111    <ul>
112      <li>SDK Platform Android 3.0</li>
113      <li>Android SDK Tools, revision 10</li>
114      <li>Android SDK Platform-tools, revision 3</li>
115      <li>Documentation for Android SDK, API 11</li>
116      <li>Samples for SDK API 11</li>
117    </ul>
118  </li>
119  <li><a href="{@docRoot}tools/devices/managing-avds.html">Create an AVD</a> for a tablet-type
120device:
121  <p>Set the target to "Android 3.0" and the skin to "WXGA" (the default skin).</p></li>
122</ol>
123
124<p>The best way to test your application on Android 3.0 is to use real hardware running Android 3.0,
125such as the <a href="http://www.motorola.com/staticfiles/Consumers/XOOM/index.html">Motorola
126Xoom</a>. Of course, you can also use the Android emulator on your development machine, but because
127the Android emulator must simulate the ARM instruction set on your computer and the WXGA screen is
128significantly larger than a typical virtual device, emulator performance is much slower than a real
129device.</p>
130
131<h3>About emulator performance</h3>
132
133<p>Initializing the emulator can be slow and can take several minutes, depending on
134your hardware. When the emulator is booting, there is limited user feedback, so please be patient
135and wait until you see the home screen (or lock screen) appear. </p>
136
137<p>However, you don't need to boot the emulator each time you rebuild your
138application&mdash;typically you only need to boot at the start of a session and keep it running.
139Also see the tip below for information about using a snapshot to drastically reduce startup time
140after the first initialization. </p>
141
142<p>General performance in the emulator is also slow. We're working hard to resolve the performance
143issues and it will improve in future tools releases. If you don't yet have a real device running
144Android 3.0, the emulator is still best way to evaluate your application's appearance and
145functionality on Android 3.0.</p>
146
147<p class="note"><strong>Tip:</strong> To improve the startup time for the emulator, enable snapshots
148for the AVD when you create it with the AVD Manager (there's a checkbox in the AVD creator
149to <strong>Enable</strong> snapshots). Then, start the AVD from the AVD manager and check <b>Launch
150from snapshot</b> and <b>Save to snapshot</b>. This way, when you close the emulator, a snapshot of
151the AVD state is saved and used to quickly relaunch the AVD next time. However, when you choose to
152save a snapshot, the emulator will be slow to close, so you might want to disable <b>Save to
153snapshot</b> after you've acquired an initial snapshot (after you close the AVD for the first
154time).</p>
155
156
157
158<h2 id="Optimizing">Optimizing Your App for Tablets</h2>
159
160<p>If you've already developed an application for an earlier version of Android, there are a few
161things you can do to optimize it for a tablet-style experience on Android 3.0 without changing the
162minimum version required (you don't need to change your manifest's <a
163href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code
164android:minSdkVersion}</a>).</p>
165
166<p class="note"><strong>Note:</strong> All Android applications are forward-compatible, so
167there's nothing you <em>have to</em> do&mdash;if your application is a good citizen of the Android
168APIs, your app should work fine on devices running Android 3.0. However, in order to provide users
169a better experience when using your app on an Android 3.0 tablet or similar-size device, you
170should update your application to inherit the new system theme and provide some optimizations for
171larger screens.</p>
172
173<p>Here are a few things you can do to optimize your application for devices running Android
1743.0:</p>
175
176<ol>
177  <li><b>Test your current application on Android 3.0</b>
178    <ol>
179      <li>Build your application as-is and install it on your Android 3.0 AVD (created above during
180<a href="#Setup">setup</a>).</li>
181      <li>Perform your usual tests to be sure everything works and looks as expected.</li>
182    </ol>
183  </li>
184
185  <li><b>Apply the new "holographic" theme to your application</b>
186    <ol>
187      <li>Open your manifest file and update the <a
188href="{@docRoot}guide/topics/manifest/uses-sdk-element.html">{@code <uses-sdk>}</a> element to
189set <a
190href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#target">{@code
191android:targetSdkVersion}</a> to {@code "11"}. For example:
192<pre>
193&lt;manifest ... >
194    &lt;uses-sdk android:minSdkVersion="4"
195              android:targetSdkVersion="11" /&gt;
196    &lt;application ... >
197        ...
198    &lt;application>
199&lt;/manifest>
200</pre>
201    <p>By targeting the Android 3.0 platform, the system automatically applies the holographic theme
202to each activity when your application runs on an Android 3.0 device. The holographic theme
203provides a new design for widgets, such as buttons and text boxes, and new styles for other
204visual elements. This is the standard theme for applications built for Android 3.0, so your
205application will look and feel consistent with the system and other applications when it is
206enabled.</p>
207    <p>Additionally, when an activity uses the holographic theme, the system enables the <a
208href="{@docRoot}guide/topics/ui/actionbar.html">Action Bar</a> for the activity and removes the
209Options Menu button in the system bar. The Action Bar
210replaces the traditional title bar at the top of the activity window and provides the user access to
211the activity's Options Menu.</p>
212      </li>
213      <li>Build your application against the same version of the Android platform you have been
214using previously (such as the version declared in your <a
215href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code android:minSdkVersion}</a>),
216but install it on the Android 3.0 AVD. (You should not build against Android 3.0 unless you are
217using new APIs.) Repeat your tests to be sure that your user interface works well with the
218holographic theme.
219        <p class="note"><strong>Note:</strong> If you have applied other themes directly to your
220activities, they will override the inherited holographic theme. To resolve this, you can use
221the <a href="{@docRoot}guide/topics/resources/providing-resources.html#VersionQualifier">platform
222version qualifier</a> to provide an alternative theme for Android 3.0 devices that's based on the
223holographic theme. For more information, read how to <a
224href="{@docRoot}guide/topics/ui/themes.html#SelectATheme">select a theme based on platform
225version</a>.</p>
226    </ol>
227  </li>
228
229  <li><b>Supply alternative layout resources for xlarge screens</b>
230    <p>By providing <a
231href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">alternative
232resources</a> when running on extra large screens (using the <code>xlarge</code> resource
233qualifier), you can improve the user experience of your application on tablet-type devices without
234using new APIs.</p>
235    <p>For example, here are some things to consider when creating a new layout for extra large
236screens:</p>
237    <ul>
238      <li>Landscape layout: The "normal" orientation for tablet-type devices is usually landscape
239(wide), so you should be sure that your activities offer a layout that's optimized for a wide
240viewing area. <p>You can specify landscape resources with the <code>land</code> resource
241qualifier, but if you want alternative resources for an extra large landscape screen, you
242should use both the <code>xlarge</code> and <code>land</code> qualifiers. For example, {@code
243res/layout-xlarge-land/}. The order of the qualifier names is important; see <a
244href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">
245Providing Alternative Resources</a> for more information.</p></li>
246      <li>Button position and size: Consider whether the position and size of the most common
247buttons in your UI make them easily accessible while holding a tablet with two hands. In some
248cases, you might need to resize buttons, especially if they use {@code "wrap_content"}
249as the width value. To enlarge the buttons, if necessary, you should either: add
250extra padding to the button; specify dimension values with {@code dp} units; or use {@code
251android:layout_weight} when the button is in a <a
252href="{@docRoot}guide/topics/ui/layout-objects.html#linearlayout">linear layout</a>. Use your
253best judgment of proportions for each screen size&mdash;you don't want the buttons to be too big,
254either.</li>
255      <li>Font sizes: Be sure your application uses {@code sp} units when setting font
256sizes. This alone should ensure a readable experience on tablet-style devices, because it is a
257scale-independent pixel unit, which will resize as appropriate for the current screen configuration.
258In some cases, however, you still might want to consider larger font sizes for <code>xlarge</code>
259configurations.</li>
260    </ul>
261    <p>In general, always be sure that your application follows the <a
262href="{@docRoot}guide/practices/screens_support.html#screen-independence">Best Practices
263for Screen Independence</a>.</p>
264  </li>
265</ol>
266
267
268
269
270<h2 id="Upgrading">Upgrading or Developing a New App for Tablets</h2>
271
272<div class="sidebox-wrapper">
273<div class="sidebox">
274  <h3>Use the Compatibility Library to remain backward-compatible</h3>
275<p>It is possible for you to upgrade your application with some new
276APIs <em>and</em> remain compatible with older versions of Android. Usually, this requires that you
277use techniques such as reflection to check for the availability of certain APIs at runtime. However,
278to help you add features from Android 3.0 without requiring you to change your <a
279href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code android:minSdkVersion}</a>
280or build target, we're providing a static library called the <a
281href="{@docRoot}tools/support-library/index.html">Compatibility Library</a>
282(downloadable from the Android SDK Manager).</p>
283<p>This library includes APIs for <a
284href="{@docRoot}guide/components/fragments.html">fragments</a>, <a
285href="{@docRoot}guide/components/loaders.html">loaders</a>, and some updated classes. By
286simply adding this library to your Android project, you can use these APIs in your application and
287remain compatible with Android 1.6. For information about how to get the library and start
288using it in your application, see the <a
289href="{@docRoot}tools/support-library/index.html">Compatibility Library</a> document.</p>
290</div>
291</div>
292
293
294<p>If you want to develop an application that's fully enhanced for tablet-type devices running
295Android 3.0, then you need to use new APIs in Android 3.0. This section introduces some of
296the new features you should use.</p>
297
298
299<h3>Declare the minimum system version</h3>
300
301<p>The first thing to do when you upgrade or create a project for Android 3.0 is set your manifest's
302<a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code
303android:minSdkVersion}</a> to {@code "11"}. This declares that your application uses APIs available
304in Android 3.0 and greater, so it should not be available to devices running an older version of
305Android. For example:</p>
306
307<pre>
308&lt;manifest ... >
309    &lt;uses-sdk android:minSdkVersion="11" /&gt;
310    &lt;application ... >
311        ...
312    &lt;application>
313&lt;/manifest>
314</pre>
315
316<p>Not only is this necessary in order to declare the minimum API level your application requires,
317but it enables the new holographic theme to each of your activities. The holographic theme is the
318standard theme for the Android 3.0 system and all applications designed for it. It includes new
319designs for the system widgets and overall appearance.</p>
320
321<p>Additionally, the holographic theme enables the Action Bar for each activity.</p>
322
323
324<h3>Use the Action Bar</h3>
325
326<p>The Action Bar is a widget for activities that replaces the traditional title bar at the top of
327the screen. By default, the Action Bar includes the application logo on the left side, followed by
328the activity title, and access to items from the Options Menu in a drop-down list on the right
329side.</p>
330
331<p>You can enable items from the Options Menu to appear directly in the Action Bar as
332"action items" by adding {@code showAsAction="ifRoom"} to specific menu items in your <a
333href="{@docRoot}guide/topics/resources/menu-resource.html">menu resource</a>. You can also add
334navigation features to the Action Bar, such as tabs, and use the application icon to navigate to
335your application's "home" activity or to navigate "up" the application's activity hierarchy.</p>
336
337<p>For more information, read <a href="{@docRoot}guide/topics/ui/actionbar.html">Using the
338Action Bar</a>.</p>
339
340
341
342<h3>Divide your activities into fragments</h3>
343
344<p>A fragment represents a behavior or a portion of user interface in an activity. You can think of
345a fragment as a modular section of an activity, which has its own lifecycle, receives its own input
346events, and which you can add or remove while the activity is running. Fragments are an optional
347component for your activities that allow you to build a multi-pane UI and reuse them in multiple
348activities. If you're building an application for tablets, we recommend that you use fragments to
349create activities that offer a more dynamic and flexible user interface.</p>
350
351<p>For example, a news application can use one fragment to show a list of articles on the left and
352another fragment to display an article on the right&mdash;both fragments appear in one activity,
353side by side, and each fragment has its own set of lifecycle callback methods and handles its own
354input events. Thus, instead of using one activity to select an article and another activity to
355read the article, the user can select an article and read it all within the same activity.</p>
356
357<p>For more information, read the <a
358href="{@docRoot}guide/components/fragments.html">Fragments</a> document.</p>
359
360
361<h3>Use new animation APIs for transitions</h3>
362
363<p>An all-new animation framework allows you to animate arbitrary properties of any object
364(such as a View, Drawable, Fragment, or anything else). You can define several animation aspects
365(such as duration, repeat, interpolation, and more) for an object's int, float, and hexadecimal
366color values, by default. That is, when an object has a property field for one of these types, you
367can change its value over time to affect an animation.</p>
368
369<p>The {@link android.view.View} class also provides new APIs that leverage the new animation
370framework, allowing you to easily apply 2D and 3D transformations to views in your activity layout.
371New transformations are made possible with a set of object properties that define the view's layout
372position, orientation, transparency and more.</p>
373
374<p>For more information, read the <a
375href="{@docRoot}guide/topics/graphics/prop-animation.html">Property Animation</a> document.</p>
376
377
378<h3>Enable hardware acceleration</h3>
379
380<p>Android 3.0 adds a hardware-accelerated OpenGL renderer that gives a performance boost to most 2D
381graphics operations. You can enable hardware-accelerated rendering in your application by setting
382{@code android:hardwareAccelerated="true"} in your manifest's <a
383href="{@docRoot}guide/topics/manifest/application-element.html">{@code <application>}</a>
384element or for individual <a href="{@docRoot}guide/topics/manifest/activity-element.html">{@code
385<activity>}</a> elements. Hardware acceleration results in smoother animations, smoother
386scrolling, and overall better performance and response to user interaction. When enabled, be sure
387that you thoroughly test your application on a device that supports hardware acceleration.</p>
388
389
390<h3>Enhance your app widgets</h3>
391
392<p>App widgets allow users to access information from your application directly from the Home
393screen and interact with ongoing services (such as preview their email and control music playback).
394Android 3.0 enhances these capabilities by enabling collections, created with widgets such as
395{@link android.widget.ListView}, {@link android.widget.GridView}, and the new {@link
396android.widget.StackView}. These widgets allow you to create more interactive app
397widgets, such as one with a scrolling list, and can automatically update their data through a {@link
398android.widget.RemoteViewsService}.</p>
399
400<p>Additionally, you should create a preview image of your app widget using the Widget Preview
401application (pre-installed in an Android 3.0 AVD) and reference it with the {@link
402android.appwidget.AppWidgetProviderInfo#previewImage android:previewImage} attribute, so that users
403can see what the app widget looks like before adding it to their Home screen.</p>
404
405
406<h3>Add other new features</h3>
407
408<p>Android 3.0 introduces many more APIs that you might find valuable for your
409application, such as drag and drop APIs, new Bluetooth APIs, a system-wide clipboard framework, a
410new graphics engine called Renderscript, and more.</p>
411
412<p>To learn more about the APIs mentioned above and more, see the <a
413href="{@docRoot}about/versions/android-3.0.html">Android 3.0 Platform</a> document.</p>
414
415
416<h3>Look at some samples</h3>
417
418<p>Many of the new features and APIs that are described above and in the <a
419href="{@docRoot}about/versions/android-3.0.html#api">Android 3.0 Platform</a> document also have accompanying
420samples that allow you to preview the effects and can help you understand how to use them. To get
421the samples, download them from the SDK repository <a href="{@docRoot}studio/intro/update.html"
422>using the Android SDK Manager</a>. After downloading the samples ("Samples for SDK API
42311"), you can find them in <code>&lt;sdk_root&gt;/samples/android-11/</code>. The following list
424provides links to the browsable source code for some of the samples:</p>
425
426<ul>
427  <li><a href="{@docRoot}resources/samples/HoneycombGallery/index.html">Honeycomb Gallery</a>:
428Demonstrates many new APIs in Android 3.0, including fragments, the action bar, drag and drop, and
429animations.</li>
430  <li><a
431href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/app/index.html#Fragment">
432Fragments</a>: Various samples that demonstrate fragment layouts, back stack, restoring state, and
433more.</li>
434  <li><a
435href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/app/ActionBarMechanics.html"
436>Action Bar</a>: Samples that demonstrate various Action Bar features, such as tabs, logos, and
437action items.</li>
438  <li><a
439href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/content/ClipboardSample.html"
440>Clipboard</a>: An example of how to use the clipboard for copy and paste operations.</li>
441  <li><a
442href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/view/DragAndDropDemo.html">
443Drag and Drop</a>: An example of how to perform drag and drop with new View events.</li>
444  <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/view/List15.html">
445Multi-choice List</a>: An example of how to provide multiple-choice selection for ListView and
446GridView.</li>
447  <li><a
448href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/app/LoaderThrottle.html">
449Content Loaders</a>: An example using new Loader APIs to asynchronously load data.</li>
450  <li><a
451href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/animation/index.html">
452Property Animation</a>: Several samples using the new animation APIs to animate object
453properties.</li>
454  <li><a
455href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/view/SearchViewActionBar.html">
456Search View Widget</a>: Example using the new search widget in the Action Bar (as an
457"action view").</li>
458  <li><a
459href="{@docRoot}resources/samples/RenderScript/index.html">Renderscript</a>: Contains several
460different applications that demonstrate using renderscript APIs for computations and 3D
461graphics.</li>
462</ul>
463
464
465
466<h2 id="ManagingAppDist">Managing App Distribution Based on Screen Configuration</h2>
467
468<p>If your manifest file has either <a
469href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#min">{@code android:minSdkVersion}</a>
470or <a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#target">{@code
471android:targetSdkVersion}</a> set to {@code "4"} or higher, then the Android system will scale your
472application's layout and assets to fit the current device screen, whether the device screen is
473smaller or larger than the one for which you originally designed your application. As such, you
474should always test your application on real or <a
475href="{@docRoot}tools/devices/index.html">virtual devices</a> with various screen sizes
476and densities.</p>
477
478<p>Although we recommend that you design your application to function properly on multiple
479configurations of screen size and density, you can instead choose to limit the distribution of your
480application to certain types of screens, such as only tablets or only mobile devices. To do so, you
481can add elements to your Android manifest file that enable filtering based on screen configuration
482by external services such as Google Play.</p>
483
484<p>However, before you decide to restrict your application to certain screen configurations, you
485should understand the techniques for <a
486href="{@docRoot}guide/practices/screens_support.html">supporting multiple screens</a> and employ
487them to the best of your ability. By supporting multiple screens, your application can be made
488available to the greatest number of users with different devices.</p>
489
490
491<h3 id="FilteringTabletApps">Filtering a tablet application from mobile devices</h3>
492
493<p>If the system scaling adversely affects your application UI when scaling your application down
494for smaller screens, you should add <a
495href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources">alternative
496layouts</a> for smaller screens to adjust your layout. However, sometimes your layout still might
497not fit a smaller screen or you've explicitly designed your application only for tablets and other
498large devices. In this case, you can manage the availability of your application to smaller screens
499by using the <a href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code
500<supports-screens>}</a> manifest element.</p>
501
502<p>For example, if you want your application to be available only to extra large
503screens, you can declare the element in your manifest like this:</p>
504
505<pre>
506&lt;manifest ... >
507    ...
508    &lt;supports-screens android:smallScreens="false"
509                      android:normalScreens="false"
510                      android:largeScreens="false"
511                      android:xlargeScreens="true" /&gt;
512    &lt;application ... >
513        ...
514    &lt;application>
515&lt;/manifest>
516</pre>
517
518<p>External services such as Google Play read this manifest element and use it to ensure that
519your application is available only to devices with an extra large screen.</p>
520
521<p class="note"><strong>Note:</strong> If you use the <a
522href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code
523<supports-screens>}</a> element for the reverse scenario (when your application is not compatible
524with <em>larger</em> screens) and set the larger screen size attributes to {@code "false"}, then
525external services such as Google Play <strong>do not</strong> apply filtering. Your application
526will still be available to larger screens, but when it runs, it will not fill the screen&mdash;the
527system will draw it in a "postage stamp" window that's the same relative size as the screen size
528that your application does support. If you want to prevent your application from being downloaded on
529larger screens, see the following section.</p>
530
531
532<h3 id="FilteringMobileApps">Filtering a mobile device application from tablets</h3>
533
534<p>Because Android automatically scales applications to fit larger screens, you shouldn't
535need to filter your application from larger screens. However, you might discover that your
536application can't scale up or perhaps you've decided to publish two versions of your application
537that each deliver different features for different screen configurations, so you don't want
538larger devices to download the version designed for smaller screens. In such a case, you can
539use the <a href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code
540<compatible-screens>}</a> element to manage the distribution of your application based on the
541combination of screen size and density. External services such as
542Google Play uses this information to apply filtering to your application, so that only devices
543that have a screen configuration with which you declare compatibility can download your
544application.</p>
545
546<p>The <a href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code
547<compatible-screens>}</a> element must contain one or more {@code <screen>} elements,
548which each specify a screen configuration with which your application is compatible, using both
549the {@code android:screenSize} and {@code android:screenDensity} attributes. Each {@code
550<screen>} element <strong>must include both attributes</strong> to specify an individual
551screen configuration&mdash;if either attribute is missing, then the element is invalid
552(external services such as Google Play will ignore it).</p>
553
554<p>For example, if your application is compatible with only small and normal screens, regardless
555of screen density, then you must specify eight different {@code <screen>} elements,
556because each screen size has four density configurations. You must declare each one of
557these; any combination of size and density that you do <em>not</em> specify is considered a screen
558configuration with which your application is <em>not</em> compatible. Here's what the manifest
559entry looks like if your application is compatible with only small and normal screens:</p>
560
561<pre>
562&lt;manifest ... >
563    ...
564    &lt;compatible-screens>
565        &lt;!-- all small size screens -->
566        &lt;screen android:screenSize="small" android:screenDensity="ldpi" />
567        &lt;screen android:screenSize="small" android:screenDensity="mdpi" />
568        &lt;screen android:screenSize="small" android:screenDensity="hdpi" />
569        &lt;screen android:screenSize="small" android:screenDensity="xhdpi" />
570        &lt;!-- all normal size screens -->
571        &lt;screen android:screenSize="normal" android:screenDensity="ldpi" />
572        &lt;screen android:screenSize="normal" android:screenDensity="mdpi" />
573        &lt;screen android:screenSize="normal" android:screenDensity="hdpi" />
574        &lt;screen android:screenSize="normal" android:screenDensity="xhdpi" />
575    &lt;/compatible-screens>
576    &lt;application ... >
577        ...
578    &lt;application>
579&lt;/manifest>
580</pre>
581
582<p class="note"><strong>Note:</strong> Although you can also use the <a
583href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code
584<compatible-screens>}</a> element for the reverse scenario (when your application is not
585compatible with smaller screens), it's easier if you instead use the <a
586href="{@docRoot}guide/topics/manifest/supports-screens-element.html">{@code
587<supports-screens>}</a> as discussed in the previous section, because it doesn't require you
588to specify each screen density your application supports.</p>
589
590<p>Remember, you should strive to make your application available to as many devices as possible by
591applying all necessary techniques for <a
592href="{@docRoot}guide/practices/screens_support.html">supporting multiple screens</a>. You should
593then use the <a href="{@docRoot}guide/topics/manifest/compatible-screens-element.html">{@code
594<compatible-screens>}</a> element to filter your application from certain devices only when you
595cannot offer compatibility on all screen configurations or you have decided to provide
596multiple versions of your application, each for a different set of screen configurations.</p>
597
598
599
600<h2 id="Issues">Other Issues</h2>
601
602<p>Whether you decide to optimize or upgrade your application for tablet-type devices, you
603should be aware that the functionality and availability of your application on new devices
604might be affected by the following issues:</p>
605
606<ul>
607  <li><a href="#Landscape">Tablets are often designed for use in the landscape orientation</a>
608  <p>Tablets and similar devices often have a screen that uses the landscape orientation
609by default. If your application assumes a portrait orientation or locks into portrait
610orientation, you should update your application to support landscape.</p></li>
611  <li><a href="#Telephony">Not all devices have telephony or other features</a>
612  <p>If your application declares the {@code "android.hardware.telephony"} feature in the manifest,
613then it will not be available to devices that do not offer telephony (such as tablets), based on
614Google Play filtering. If your application can function properly without telephony, you should
615update your application to gracefully disable the telephony features when not available on a
616device.</p></li>
617</ul>
618
619
620<h3 id="Landscape">Adding support for landscape screens</h3>
621
622<p>Although tablets can rotate to operate in any orientation, they are often designed for
623landscape orientation and that is how most users will use them. So, you should ensure that your
624application can function in landscape. Even if you want to avoid rotating the screen while your
625application is running, you should not assume that portrait is the device's default orientation. You
626should either ensure that your layout is usable in both portrait and landscape orientations or
627provide an <a href="{@docRoot}guide/topics/resources/providing-resources.html#AlternativeResources"
628>alternative layout resource</a> for landscape orientation.</p>
629
630<p>If you believe your application or game provides its best experience when the screen is tall,
631consider that tablets and similar devices have a screen that's as tall or taller in landscape
632orientation than a phone in portrait orientation. With that in mind, you might be able to add a
633landscape design that adds padding or extra landscape scenery on the left and right sides, so
634the primary screen space still remains taller than it is wide.</p>
635
636<p>Ideally, your application should handle all orientation changes instead of locking into one
637orientation. When the user rotates the screen, the system restarts the current activity by calling
638{@link android.app.Activity#onDestroy onDestroy()} and {@link android.app.Activity#onCreate
639onCreate()}) in immediate succession. You should design your activity to account for these changes
640in the lifecycle, so the activity can save and restore its state. You can learn about the
641necessary lifecycle callback methods and how to save and restore the activity state in the <a
642href="{@docRoot}guide/components/activities.html#Lifecycle">Activities</a>
643document. If your activity state is more complex and cannot retain it using the normal
644lifecycle callback methods, you can use alternative techniques described in <a
645href="{@docRoot}guide/topics/resources/runtime-changes.html">Handling Runtime Changes</a>.</p>
646
647<p>In the worst-case scenario, however, you can avoid orientation changes by using the <a
648href="{@docRoot}guide/topics/manifest/activity-element.html#screen">{@code
649android:screenOrientation}</a> attribute in the <a
650href="{@docRoot}guide/topics/manifest/activity-element.html">{@code <activity>}</a>
651element. Instead of locking the orientation in landscape or portrait, however, you should
652specify a value of {@code "nosensor"}. This way, your activity uses whatever orientation the
653device specifies as its natural orientation and the screen will not rotate. You should still
654avoid using the <a
655href="{@docRoot}guide/topics/manifest/activity-element.html#screen">{@code
656android:screenOrientation}</a> attribute, but because it's sometimes necessary to lock the
657screen into one orientation, it's best if you do so in a way that uses the device's natural
658orientation instead of assuming one specific orientation.</p>
659
660<p>If your application uses the orientation sensors, such as the accelerometer (with the {@link
661android.hardware.SensorManager} APIs), also be aware that the landscape screen can also cause
662problems, due to false assumptions about which orientation is the natural position. For more
663information about how you should properly handle rotation changes when using the orientation
664sensors, read the blog post, <a
665href="http://android-developers.blogspot.com/2010/09/one-screen-turn-deserves-another.html">One
666Screen Turn Deserves Another</a>.</p>
667
668
669
670<h3 id="Telephony">Using telephony or other variable features</h3>
671
672<p>Tablets and similar devices might not include support for telephony, so they can't make
673traditional phone calls or handle SMS. Some devices might also omit
674other hardware features, such as Bluetooth. If your application uses these features, then your
675manifest file probably already includes (or should include) a declaration of the feature with the <a
676href="{@docRoot}guide/topics/manifest/uses-feature-element.html">{@code <uses-feature>}</a>
677element. Doing so prevents devices that do not declare support for the feature from downloading
678your applications. For example:</p>
679
680<pre>&lt;uses-feature android:name="android.hardware.telephony" /></pre>
681
682<p>By default, this declares that your application <em>requires</em> telephony features. So,
683external services such as Google Play use this information to filter your application from
684devices that do not offer telephony.</p>
685
686<p>If, however, your application uses, but does not require the feature, you should
687add to this element, {@code android:required="false"}. For example:</p>
688
689<pre>&lt;uses-feature android:name="android.hardware.telephony" android:required="false" /></pre>
690
691<p>This indicates that your application uses the feature, but is still functional if the feature is
692not available. So, it should still be available to devices that don't provide telephony hardware
693(or telephony features), such as tablets.</p>
694
695<p>Then in your application code, you must gracefully disable the features that use telephony
696when it's not available. You can check whether the feature is available using {@link
697android.content.pm.PackageManager#hasSystemFeature PackageManager.hasSystemFeature()}. For
698example:</p>
699
700<pre>
701PackageManager pm = getPackageManager();
702boolean hasTelephony = pm.hasSystemFeature(PackageManager.FEATURE_TELEPHONY);
703</pre>
704
705<p>For more information about these
706issues and how to future-proof your application for different hardware, read the blog post <a
707href="http://android-developers.blogspot.com/2010/10/five-steps-to-future-hardware-happiness.html">
708The Five Steps to Future Hardware Happiness</a>.</p>