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<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—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—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<manifest ... > 194 <uses-sdk android:minSdkVersion="4" 195 android:targetSdkVersion="11" /> 196 <application ... > 197 ... 198 <application> 199</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—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<manifest ... > 309 <uses-sdk android:minSdkVersion="11" /> 310 <application ... > 311 ... 312 <application> 313</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—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><sdk_root>/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<manifest ... > 507 ... 508 <supports-screens android:smallScreens="false" 509 android:normalScreens="false" 510 android:largeScreens="false" 511 android:xlargeScreens="true" /> 512 <application ... > 513 ... 514 <application> 515</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—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—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<manifest ... > 563 ... 564 <compatible-screens> 565 <!-- all small size screens --> 566 <screen android:screenSize="small" android:screenDensity="ldpi" /> 567 <screen android:screenSize="small" android:screenDensity="mdpi" /> 568 <screen android:screenSize="small" android:screenDensity="hdpi" /> 569 <screen android:screenSize="small" android:screenDensity="xhdpi" /> 570 <!-- all normal size screens --> 571 <screen android:screenSize="normal" android:screenDensity="ldpi" /> 572 <screen android:screenSize="normal" android:screenDensity="mdpi" /> 573 <screen android:screenSize="normal" android:screenDensity="hdpi" /> 574 <screen android:screenSize="normal" android:screenDensity="xhdpi" /> 575 </compatible-screens> 576 <application ... > 577 ... 578 <application> 579</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><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><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>